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Incredible might be a strong word for it t h e i N c r e d i b l e W o R l d o f DOORS & LOCKS To my friends that put up with my constant barrage of minor changes and ideas. Thanks for actually taking the time to give me your opinion. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Martín Davico and published under the Community Content Agreement for Dungeon Masters Guild. Discord: discord.gg/5UsVgA5 Web: rpg.martindavico.com Twitter: @NirDine NIRDINE t h e i N c r e d i b l e W o R l d o f DOORS & LOCKS By Martín Davico E Introduction nter with me into the incredible world of doors and locks. Okay, let's be real here, doors are far from the most exciting thing you'll have in your campaign. But a door can be a powerful tool, and my purpose with this supplement is to show the many ways in which a well-thought-out entrance can improve your game. So, what does this supplement offer? Well, �irst off, a way of thinking. You'll �ind that doors can be much more than simple entrances, they can hint as what is to come, give players information about the context of its surroundings, or even portray someone's personality. And with this, you can subtly construct a more cohesive narrative for your group. Afterwards you'll �ind different approaches to getting through a locked door. What variables you could consider for lowering or raising the dif�iculty of getting past it, different ways of challenging your players' problem-solving abilities, and an alternative view on lockpicking in general. Finally, you'll �ind lists of examples for different doors to use in your games, as well as a list of interesting features. Everything from regular everyday doors to doors altered by magic, all complete with dif�iculty and magical properties. However, if you were looking for a rules-heavy kind of supplement, this is not for you. The rules contained in this document are meant to assist the narrative and, while they are reliable, you'll �ind that they are not as rigid as your regular 5th edition rules. The way to better doors Every entrance has an intent. There are doors for everyone to use, big and always open; others are for a few to know about, hidden behind book-shelves or stone. Whenever a door is built its intent is taken into consideration by the builder, every inch of the entrance serves this intentionality. A city gate is made for many to use at the same time, only to be open from the inside, and to keep those inside safe. Therefore, a city gate must be of large dimensions, sturdy as to sustain quite a bit of damage before going down and its locking system should be out of the reach of anyone outside the city. Now, what about a sealed temple trapping a dangerous beast? Well, we have intentionality already: we must keep the monster trapped inside. So, the gate must be suf�iciently strong to endure the constant attacks of the creature trapped within, it's made for no one to use ever again yet it must be at least as large as the creature so that it could get in. Its locking system should be outside, forgoing a key in favor of a more reliable construction. And �inally, it should be menacing on the outside to discourage people from going in, and it should be dangerous on the inside to deter the creature from attacking the door. Both are very similar doors. Large, sturdy and the locking system is placed just on one side. However, when intentionality is taken into consideration, they can be completely different, and when that happens we can take those differences and make them something unique, memorable, and that ful�ills a narrative purpose. That's what this is all about. Identifying intentionality When I say intentionality, I don't mean purpose. The purpose of a door is always the same: it lets some people in and some people out. If it allows all people to go through, you might as well have a hole. Otherwise, if it lets everyone out, you might as well have a wall. Intentionality doesn't refer to what the door can actually be used for but rather for what it was built for. Going back to the temple gate example, you could use the door for getting in and out of the temple and leave it there. But that defeats the purpose of the exercise. This distinction is important because what we are looking for is those details that come up when you think about what was the door made for, to then take those details and come up with a narrative reason for them. Without those details, every door is practically the same as the next one. Building your doors Once you identify the intentionality of the construction, pick one or two traits that could go well in relation with it or the people living inside (if it applies). Then build upon it. For example, if your trait is that the door is old and not well-kept, then probably the lock is rusty, easily lockpicked, and makes a lot of noise when opened. And that tells you about whomever this building belongs to and how they care about the place. Not every door needs to be relevant either. The best practice here is to take the entrances of places you know the contents/inhabitants of and give the door some quality that subtly informs about them. You could also do it the other way around, picking a de�ining feature of an entrance and then using it to de�ine who/what lives there. You can �ind a list of door features at the end of the supplement. Every lock has a key The easiest way to get through a locked door is with the right key, yet every time a player wants to get somewhere they shouldn't be in, they have to break in. Keys are discreet, easy to hide, do not leave marks, and are extremely easy to copy. So of course, everyone would use a key if they could, but the issue is more as to where the key is, and actually recovering it. And that can be a whole adventure on its own. People usually have more than one copy of a key, they give them to people they trust or hide them in places no one else would know about. Of course, most people carry a copy of each key with them at every moment, but those are a bit harder to obtain. Whenever you think about making a challenge out of getting through a door, you should consider that those keys exist and can potentially be an entertaining and novel way for your players to beat your challenge. There are a lot of reasons and excuses you could give someone as to why a key is in a particular place or being carried by a speci�ic person, so let's tackle that. Choose the highest mental Ability score of the owner of the key or roll in the "Where is the spare key?" table to determine a possible location for a spare key. d6 Highest Mental Ability score Where is the spare key? 1-2 Intelligence The owner of the key has one or more copies hidden close to the door. Use Table A to determine where it could be hidden. 3-4 Wisdom The owner of the key has a trick to opening the door without the key. Use Table B to determine what the trick is. 5-6 Charisma The owner of the key has given one or more copies to close friends or family. Use Table C to determine who has it. Once you've done that, you can use tables A, B, and C to more speci�ically de�ine where the key is. Just remember that the tables offer a limited range of options and that you should consider expanding on the ideas presented for you if you're planning on making heavy use of this tool. d8 Table A. The key is hidden 1 On top of door frame, just out of reach for a medium creature. 2 Beneath a heavy object close to the entrance (flower pot, welcome mat, bust, rock). 3 Inside a hollowed brick on the wall. 4 Hanging from a chain inside the gu�er. 5 Inside a hole in the trunk or branch of a nearby tree. 6 Buried on a flower pot, or near a tree or brush. 7 Res�ng beneath a loose �le or plank. 8 Glued under a garden table or chair. d8 Table B. The door has a trick 1 When you tuck the handle upwards and pull, the door unlocks. 2 If you hold the handle down for a minute, the door unlocks. 3 Shaking the door a lot just unlocks it. 4 You can use the symbol to a specific god as a key. 5 Hea�ng up the lock unlocks it, but it can't be closed un�l it cools down. 6 There's a �ny piece of silk s�cking out of the door frame, the door opens up if you pull from it. 7 You can use an umbrella through the transom window to open the door. 8 The window isn't locked. d8 Table C. Someone else has a key 1 Lover or ex-lover. 2 An old friend of the family. 3 A family member someplace else within the city. 4 The local keysmith. 5 The house's previous owner. 6 A person staying in the house that has yet to return the key. 7 Someone contracted to fix something within the house. 8 A friendly neighbor. Creating your own criteria If you feel that the tables provided aren't enough, you can come up with your own locations for the spare key, following these guidelines: First of all, establish how a person thinks to know where they could have a spare key. This is often too much of a hassle, and an easy way to de�ine a person's way of thinking using game-mechanics is to determine their highest mental Ability score. Then, using this information, decide how this way of thinking would come into play when hiding a spare key. For example, a charismatic person usually has one or two other people that they know they can trust, so it would make sense that they leave a key with one of them instead of hiding it. Finally, if it applies, look for ways in which you can use the terrain to conceal this key. If the person hiding it has a high intelligence score, it's very likely that they won't hide it under the welcome mat, being that it's the �irst place everyone looks. To give a more complete example, if the local cleric is hiding the key of the temple and we have determined that his highest mental Ability score is Wisdom, then probably they have a way of getting into the temple that doesn't require a key. If instead, we decided on Intelligence for their highest mental Ability score, then It's probably hidden somewhere near the entrance. As with the doors, we can take details about this people to further build upon their way of thinking. If this cleric has a blind devotion to a speci�ic deity, then maybe the key is in a place where the statue of this deity can watch over it. The trick here is that you can make it as intricate or as simple as you want. B Doors as challenges e it because it �its your narrative, your party's skillset, or that you just like the idea, you’ve decided that you want to make a challenge out of getting through a door. That being the case, there are a few things you should consider. Threats First, let's establish something: failing to open a door is not a punishment in itself, but rather a "try again or give up" scenario. When your rogue fails to open a door for the third time, well it's not a problem really, just a nuisance. For it to be a problem, there must be a looming threat that makes every failure a critical factor in determining whether or not the players achieve their goals. These can be dangerous things like being noticed by the guard or getting crushed by a giant boulder, or they can be less so, like the owner of the building returning home and your party having to deal with witnesses. The key (I'm not sorry) lies in determining the stakes early on, that way you can weave the results of success or failure into a narrative context and keep on building the scene. "What could this threat be?" I conveniently write here. Well, I'm glad I asked. The impending trouble that your players will have to deal with can be almost anything, so I made a table because that's what I do. Roll on the Looming Threat table to determine what will befall your players should they fail the challenge. d8 Looming Threat 1 The structure is damaged, and it's coming down. 2 A creature/person that lives in the building is soon to return. 3 Someone saw the players and called the authori�es/an enemy. 4 A harmful substance is filling the building room by room. 5 A party member/NPC is poisoned and needs an an�dote to survive. 6 A sleeping creature is about to wake up and a�ack the players. 7 There's some kind of explosive about to blow up. 8 Someone that's not supposed to see the players there is about to. Having serious social ramifica�ons. Creating your own criteria There are three parts to every threat that you should consider. These are the premise, the presentation, and the climax. The premise is what you tell your players is going to happen and how your players should understand what you present. So, the fact that the building is going to collapse and crush the party is your premise. It might be a complete lie, and that's okay. Presentation is what it sounds like: how are you going to present this threat to your players? You must convey in some way that this threat exists and that your players need to either hurry or deal with it. If you don't, they will fail your challenge. There's not a lot of advice I can give you about this, as for its very situational nature, but one or two hints in your narration when describing the place should be enough. Just remember that if no one seems to pick up on it, you can always just tell them what the threat is or make their characters know based on ability checks. Finally, the Climax is what actually happens when your players succeed at or fail the challenge. The premise and climax can be the same thing, but D&D is a lot of smoke and mirrors, and it's better for you to know in advance if you want to incorporate a plot twist. Using the same collapsing building example, instead of killing your players, you might want them to get trapped underground having to �ind another way out. And that's a good thing, you can and should change the expected outcome of a failed challenge because the essential part is not the resolution, but how it develops. Timers A timer is your way of controlling the speed in which such a threat becomes a reality, and It serves as a physical reminder of how close you are to its climax. To set it up, pick a die. The number of faces on your die determine the dif�iculty of the challenge, the lower the number, the harder it gets. Whenever your players either succeed or fail at something related to the challenge, you may tick down your die. When you're out of faces, the threat becomes a reality. Now, the important thing here is that whenever the timer ticks down, something relating to the threat in relation to the challenge happens. For example, if you determined that the building is collapsing, you can make use of that as your player fails to pick the lock, explaining how the shaking of the structure causes him to fail. Otherwise, if your player managed to open the door, mention how the door opens just in time to jump across as a piece of masonry falls where they stood a second ago. It doesn't have to affect the game in any way, but it's a narrative tool to move the situation forward and add tension. You're looking for opportunities to move the threat closer to the situation, making it ever present and building up tension until you release it when your players either succeed or fail. Your objective shouldn't necessarily be to make your players confront this threat, but to keep it looming ever larger during the scene. It’s important to note that reaching the end of your timer doesn't necessarily mean that your challenge is over, just that the threat becomes reality. Dice Timer difficulty d12 Easy d10 Regular d8 Tough d6 Hard d4 Impossible Dual dif�iculty These challenges feed on game �low. The tension can only build up for as long as the scene keeps moving forward. Sadly, the black and white nature of ability checks stops this �low on its track whenever a player fails to do something, and we don't want that. So, going back to doors, most of the time you're not trying to punish the act of opening the door, but instead, being careless about it. For me, I like to let the players succeed and add some nuisance that, if not resolved, will likely become a problem later. This punishing factors might be things like breaking the lock, making too much noise, leaving a mark, or more immediate things like triggering a trap or alarm. Other people prefer more immediate punishment, like a �ireball to the face or a cloud of poisonous gas. Therefore, we don't actually need to prevent the players from opening the door. Use the Dif�iculty table to determine a Problematic Dif�iculty Class and a Safe Dif�iculty Class for your lock. If a player attempting to open the door meets either of those numbers, the door opens. However, if a player would open a door while not reaching the Safe DC, there's some kind of problem while doing so. In that case, choose a punishing factor or roll in the Possible repercussions table to determine what happens. d4 Difficulty Problema�c DC Safe DC 1 Fairly easy Automa�c Success 10 2 About regular 12 15 3 Pre�y hard 17 20 4 Impossible Automa�c Failure 25 d10 Possible repercussions 1 A trap is triggered. 2 An alarm is triggered. 3 The lock breaks, and it can't be closed. 4 The door makes an awful lot of noise when opened. 5 A vase falls form a shelf, giving you an opportunity to catch it. 6 There's a dog napping just on the other side of the door. 7 You leave a very no�ceable mark on the handle or the wood. 8 Your thieves' tools break, you need new ones. 9 Someone saw you. You have li�le �me before the authori�es show up (Set a new �mer). 10 There's a scared child on the other side. Additionally, you might use the Condition table to increase or decrease the challenge. Keep in mind that, in most cases, a new lock is easier to deal with than an old one. d6 Condi�on DC Modifier 1-2 Well kept +0 3-4 Old and rusty +3 5-6 Jammed Addi�onal Athle�cs check Creating your own criteria Like the previous time, if you feel like the tables provided aren't enough, you can easily craft your own Conditions, Dif�iculties, and Repercussions, following these guidelines. Condi�ons The �irst thing you should de�ine is the conditions or speci�ic features of your lock. These are things that could later make it easier or harder for your players to open the lock or somehow affect the possible repercussions. Difficul�es With the lock's conditions in mind, all you have to do now is de�ine what number do the players have to roll to open the door. This number represents the Problematic DC, meaning that when a player satis�ies it, the door will open, but a problem is likely to arise. After that, you should set a Safe DC. A number the players have to roll to open the door without any problems. It should be a higher number than the last, and it represents that the players were careful when opening the lock, so there shouldn't be any immediate repercussions. Repercussions Now, here's the exciting part. Taking into consideration your lock's conditions as well as the context of the door (building, time of day, location, owner, etc.), you have to come up with a possible problem that could arise from the careless opening of the lock. Choose when will the repercussion/s affect the players. Will it be instant or something that will come into play later on? If instant, something unexpected is your best bet. Add a factor that the players didn't anticipate that demands immediate resolution. A good way to emphasize the urgency of the matter is to involve other people, given the nature of the situation, players either can't afford to be discovered or are looking for a non-violent approach to solve a problem, so they have to deal with whoever saw them. If it's something to be a problem later, it's best to dismiss the issue as if it wasn't much. These are often things that might seem minor at �irst but could have an important role. The idea of the lock breaking or leaving a mark are good examples of this, but they only work if the players actually care about that. If they don't mind that the owner of the house knows someone has been in there, then the mark does nothing for you. The key here is to understand what could be bothersome for your players and do something that subtly moves the game in that direction. Didn't work? Have you tried smashing? If your objective is to give your players as many options as possible while deciding how to enter somewhere, just remember that doors are breakable objects and that with enough time and the appropriate tools, you should be able to break most barriers. You just have to determine if the door in question is a breakable object, and how much time would it take for the players to destroy it. That's it really. Hidden doors N° Name Proper�es PDC SDC 1 Door beneath a rug This door is hidden from view and requires a successful Inves�ga�on check to be found. You just have to move the rug honey. AS 8 2 Door behind a bookshelf This door is hidden from view and requires a successful Inves�ga�on check to be found. A specific book has to be pulled for the door to open. 5 13 3 Door behind a hearth This door is hidden from view and requires a successful Inves�ga�on check to be found, and only if the fire is not currently burning 7 15 4 Door behind a mirror This door is hidden from view and requires a successful Inves�ga�on check to be found. The door slides open if a secret bu�on is pressed. 9 17 5 Door behind a wall This door is hidden from view and requires a successful Inves�ga�on check to be found. The bricks have to be touched in a specific sequence. 13 22 Magical doors N° Name Proper�es PDC SDC 1 Door of politeness The door is locked and has an alarm. It can be opened and the alarm deac�vated by knocking on its wood loudly three �mes. 11 15 2 Door of remembrance This door is locked, and only opens if you passed through it before or came accompanied with someone that did. 14 18 3 Door of visual recogni�on The door only opens if its eye sees the owner. Magic that alters appearance (such as Disguise Self) can trick the door into opening. 17 21 4 Door of stubbornness Treat this door as a creature (use the Stone Golem sta�s�cs or a Golem of an appropriate material), it doesn't a�ack unless a�acked or forced open. 20 24 5 Door of the bloodline This door is locked and doesn't have a handle. To open it you need to smear on it blood from someone related to the owner. AF 27 6 Door of moonlight This door is locked and will only open when the light of the moon shines upon its encrusted gem. Moonbeam can trick the door into opening. AF 30 7 Door of death This door is locked and will only open if a creature is killed in front of it. Feign Death can trick the door into opening. AF AF Puzzle doors N° Name Riddle Answer 1 Door of seasons In summer I'm welcoming, in winter I'm not, yet I don't know from calendar or clock. It doesn't ma�er for I'm made of steel, and can always tell from the way I feel. Use heat 2 Door of mice Four dozen mice pass through me. First goes one, then two, then four, then eight, then sixteen. How many mice have to go next? 17 or The rest 3 Door of echoes When I'm close, yet you can't reach, and you see me where I can't be. Only then, you shall open me. Use a mirror A few door examples Here are some examples of doors for you to use in your games, with respective Problematic DC (PDC) and a Safe DC (SDC). Remember that Automatic Success (AS) means that no matter how low you roll you'll open the door, and Automatic Failure (AF) means that you'll be unable to open the door unless you meet the Safe DC. In either case, there should be repercussions unless the term is used for the Safe DC. Door's material Determining what a door is made of won't usually affect the chance your players have of forcing the lock, but the dif�iculty of smashing it to pieces. Regular doors N° Name PDC SDC 1 Archway AS AS 2 Dog door 2 7 3 Regular door 5 10 4 Reinforced Door 7 12 5 Barred door 9 14 6 Sealed door 11 16 7 Portcullis 13 18 8 Removable Wall AF 20 9 Fake entrance AF AF What the door says about its owner N° Old or damaged 1 The owner doesn't care about what happens to the building or maintaining it. 2 No one has lived in the building for a long �me. 3 The inhabitants don't have enough coin to repair or maintain the building. 4 The building is meant to be considered as abandoned. New or pris�ne 5 The building belongs to someone of wealth. 6 The owner cares a great deal about appearances. 7 The building has been recently constructed or renovated. 8 Those inside are trying not to arise suspicion. Colorful or flamboyant 9 The owner wants everyone to know where he lives. 10 Someone painted the door as a joke. 11 The inhabitants are looking to a�ract people to their home. 12 No one would suspect that a cult to a dark god would hide behind a light salmon and dark lime colored door. Ominous or in�mida�ng 13 The owner doesn't like visitors. 14 The builder is trying to warn people to stay away. 15 It might be just a coincidence or an omen of things to come. 16 Now that's where a cult to a dark god should be hiding. Mysterious or out of place 17 The owner is clearly not from here, he might not even be human (nor elf, dwarf, halfling, etc.). 18 The inhabitants have been to every corner of the world and back. 19 Someone well versed in magic must live here. 20 The building predates the town (or surrounding buildings). Accessible or quite visible 21 The owner wants everyone to have easy access to the building. 22 The other buildings were built around this one. 23 The inhabitants are monitoring everyone that goes through. Hidden or hard to find 24 The owner doesn't want to be found for some reason. 25 The inhabitants are doing something illegal or dangerous. 26 Some say that the easiest way of protec�ng people from something, is not telling them about it. Door traits I'll �inish this up with possible characteristics you could attribute to the owner of a door based on the door's features, as well as a few examples of intentionality. All to help you come up with more appealing entrances. Keep in mind that this is all meant as an assortment of examples to help you get going and, while you could easily use this in your games without a hitch, you should consider building your own traits and features depending on what your game needs. Intentionality N° Builder's intent 1 It was built to prevent people from going in. 2 It was built to prevent something from ge�ng out. 3 It was built to conceal a great secret. 4 It was built to hide something of great value. 5 It was built as a way to escape should danger arise. 6 It was built to enter the building in secret 7 It was built as a decoy, to lure people in Remember to Remember to Remember to Remember to Remember to close the door on close the door on close the door on close the door on close the door on your way out your way out your way out your way out your way out Hey there! You made it to the end, congratulations! To be honest, this is my first time creating something like this, I usually go for smaller more proved-to-work kind of supplements, and I'm really hoping people are interested in this because I had a blast writing it. If you did like it, please leave a comment, I'll read it. I promise. If you didn't, please tell me why! I'd love to get better. Anyways, thanks a lot for giving me a chance, and I hope you keep reading my stuff! Oh, and I'll be building a site soon™! Nothing fancy, just so people can more easily find more of my content. I'll leave it here, just in case. The art for this supplement was commissioned from Fran Bianchi, you can �ind more about his work here: instagr.am/franbianchiart. Special thanks to Heavyarms for his invaluable feedback and help throughout this process. I would have never come this far without you. http://rpg.martindavico.com
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Nirdine - The Incredible World of Doors & Locks.pdf
Список ошибок и опечаток 78, 86, 100, 108, 116, 124, 132, 140 (!) У всех классов в пункте «Характеристики» сказано: «Ваши максимальные ОЗ равны [цифра]+ТЕЛ/Тел». Правильно будет: «Ваши максимальные ОЗ равны [цифра]+Телосло- жение». К цифре прибавляется не модификатор характе- ристики Телосложение, а сама характеристика. 5 «Грубины подземелий». Опечатка, правильно будет «глу- бины подземелий». 136, 310 Название хода «Везучий сукин сын» не актуально. Акту- альное название — «Везучий гадёныш». 313 Название хода «Пустить кровь» (в тексте — пускание крови) не актуально. Актуальное название — «Руби и кромсай». 337 В предложении «К тому же вы в любом случае добавить в историю белые пятна, которые игрокам предстоит ис- следовать» пропущено слово «сможете». Правильно — «в любом случае сможете добавить...» Скисок ошибок и опечаток ниже актуален для бумажной книги. В PDF-версии русскоязычного издания Dungeon World (как и в игровых буклетах) перечисленные ошибки и опечатки исправлены. В этот список не вошли опечатки, не влияю- щие на смысловую составляющую текста, а только те, которые искажают суть написанного и вносят путаницу в понима- ние текста и/или правил игры. Этот список может пополняться в будущем. В названии файла указана дата последнего обновления. Если вы обнаружили другие ошибки, опечатки, несоответствия и т.д. в тексте книги или буклетов, пишите, пожалуйста, в комментарии к обсуждению, идущему по этому адресу — https://vk.com/topic-54441374_32021488. Спасибо!
textdata/thevault/Powered by the Apocalypse System (PbtA) [multi]/LANG/[RU]/Dungeon World/indw02_DW_rus_errata.pdf
Equipment Packs A Basic Fantasy RPG Supplement Release 1 Copyright © 2009 Shayne Power All Rights Reserved Distributed under the terms of the Open Game License version 1.0a Basic Fantasy Website: basicfantasy.org INTRODUCTION This supplement provides an alternate method of equipping new characters for play under the Basic Fantasy Role-Playing Game rules. If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website and download a copy. Below you will find a variety of pre-selected equipment packs which will permit players to quickly equip their characters. The total weight of each pack has been included for further convenience (less the weight of any gold included). Choosing equipment in this way replaces the standard method of rolling for starting money; if you use this system, do not also use the starting money roll. All characters start with the Basic Pack and a class-based pack of their choice. They may also spend their additional gold on the bonus packs, on items in the normal equipment list or to upgrade weapons or armor in their class pack. With the GM's approval, a character may swap a given weapon for one of similar power (e.g. a Battle Axe in place of a Longsword). STANDARD EQUIPMENT PACKS Basic Pack Backpack; Torches (6); Tinderbox, flint and steel; Wineskin/ Waterskin; Winter Blanket; Rations, Dry, one week; Sack, Large; Sacks, small (2); d6x10 gold pieces Weight: 21 lb Fighter Pack 1 Chain Mail; Shield; Longsword Weight: 49 lb Fighter Pack 2 Chain Mail; Polearm Weight: 55 lb Fighter Pack 3 Leather armor; Longsword; Shortbow; Quiver; 30 arrows Weight: 25 lb Magic User Pack 1 1 scroll of random first level spell; 2 daggers; Walking staff Weight: 3 lb Magic User Pack 2 2 daggers; Walking staff; 50gp Weight: 3 lb Cleric Pack 1 Leather armor; Shield; Holy Symbol; 1 vial Holy water; Mace Weight: 30 lb Cleric Pack 2 Leather armor; Maul; 1 vial Holy water; Holy Symbol; Sling; Sling bullets, 30 Weight: 34 lb Thief Pack Leather armor; Thieves' picks and tools; Shortsword; 2 daggers; Rope, silk (50') Weight: 23 lb Bonus pack 1 (20gp) Chalk, small bag of pieces; Grappling hook; Rope, hemp (2x50'); Lantern, hooded; Oil (3 flasks); Tent, Small (one man) Weight: 29 lb Bonus Pack 2 – Ready for anything (10gp) Glass bottle; Iron Spikes, 12; Pole, 10' wooden; Map or scroll case; Mirror, small metal Weight: 12 lb A BASIC FANTASY SUPPLEMENT EQUIPMENT PACKS Open Game License INTRODUCTION Equipment Packs: A Basic Fantasy Supplement (hereinafter “the Supplement”) is based on the System Reference Document v3.5 ("SRD"), which is Open Game Content. The text of the Open Game License itself is not Open Game Content. Instructions on using the License are provided within the License itself. Designation of Open Game Content: The entire text of the Supplement (except the Open Game License, as noted above) is Open Game Content, released under the Open Game License, Version 1.0a (reproduced below) as described in Section 1(d) of the License. Artwork incorporated in this document is not Open Game Content, and remains the property of the copyright holder. Designation of Product Identity: Product identity is not Open Game Content. The following is designated as product identity pursuant to OGL v1.0a(1)(e) and (7): (A) product and product line names, including Basic Fantasy Role- Playing Game, Basic Fantasy RPG, and BFRPG, as well as the phrase “make mine Basic”; (B) all artwork, logos, symbols, graphic designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual representations, including the “eye” logo, which is the personal mark of Chris Gonnerman for his various products, and which is Copyright © 2002 Chris Gonnerman, and the “Scribbled Dragon,” which is Copyright © 2005 Erik Wilson; (C) logos and trademarks, including any trademark or registered trademark clearly identified as product identity by the owner of the product identity, and which specifically excludes the open game content. More information on the Open Game License can be found at: http://www.wizards.com/d20 OPEN GAME LICENSE VERSION 1.0A The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Basic Fantasy Role-Playing Game Copyright © 2006 Chris Gonnerman. Equipment Packs: A Basic Fantasy Supplement Copyright © 2009 Shayne Power. END OF LICENSE 2
textdata/thevault/Basic Fantasy/Basic Fantasy Supplements/Basic Fantasy Equipment/Basic Fantasy Equipment Packs [r1].pdf
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textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/591/Normal Scenarios/ULP1-11 - Two Heads are Better than One (APL 2-6)/ULP1-11 - Two Heads are Better than One certs.pdf
Mudwake Boar Large elemental, unaligned Armor Class 14 (natural armor) Hit Points 102 (12d10+36) Speed 45 ft. Str Dex Con Int Wis Cha 19 (+4) 12 (+1) 17 (+3) 3 (-4) 8 (-1) 10 (+0) Saves Con +5, Wis +1 Skills Athletics + 6, Perception +3 Senses passive Perception 13 Languages — Challenge 4 (1,100 xp) Aimless Fury. Opportunity attacks against the mudwake boar are made with disadvantage. The mudwake boar can use its reaction to make a tusk attack against a creature that makes an opportunity attack against it. If the boar misses with this attack, its reaction is not considered used. Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Earth Glide. The boar can burrow through nonmagical, un- worked earth and stone. While doing so, the boar doesn’t disturb the material it moves through. Mud Aura. When in natural terrain, the mudwake boar creates an area of mud in a 10 foot radius centered on itself. This mud persists for 1 minute after the boar no longer occupies that area. The mud is considered difficult terrain for creatures other than the mudwake boar. Slippery. The mudwake boar has advantage on ability checks and saving throws made to avoid being grappled. Attack rolls and ability checks made to grapple the mudwake boar are made at disadvantage. Actions Multiattack. The mudwake boar makes two attacks: one with its gore, and one with its stomp. Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage. tActics Before Combat If the boar notices the approach of intruders, it will pace around its surroundings to create a larger area of mud. During Combat The mudwake boar moves furiously around a battlefield, attempting to attack every creature that it can, charging indiscriminately until it has drawn blood from every creature it can, often with little regard for its own health. Morale If it is being attacked by obvious ranged attacks, it has a tendency to try to flee, understanding that it cannot easily retaliate. It also tends to flee when it is reduced to half of its hit points, relying on its mud aura to deter attacking creatures from chasing it. A mudwake boar will only use its earthglide ability to flee, and not to gain a tactical advantage, as it revels in direct melee combat. The mudwake boar is a fearsome creature that roams the remote wilderness, and tends to prevent the encroachment of civilization into its zone of influence. Tales claim that mudwake boars are mutated by the taint of the land, while others claim that the very land itself blessed the boar with its potency to pro- tect the ecosystem. Other tales say that a single mudwake boar can kill or incapacitate scores of soldiers by itself. Perhaps the worst rumor of all is that there are sometimes clusters of these creatures that attack civilized cities and towns, often as revenge for some great transgression against nature. Author: Ismael Alvarez Artist: Rick Hershey Design and Layout: Rick Hershey Fat Goblin Hoarde: Ismael Alvarez, Jason Owen Black, Geoff Gander, Taylor Hubler, Matt Roth, Lucus Palosaari, Troy Daniels, and Rick Hershey. Business Manager: Tristan Hershey Publisher: Rick Hershey of Fat Goblin Games Mudwake Boar © 2020 Fat Goblin Games Open Game Content: All material — including but not limited to art, place and character names, character and setting descriptions, background, and new class descriptions—is Product Identity. All other content is considered Open Game Content. Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a challenge to their ownership and is used under Fair Use. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors: Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Shadows over Vathak © 2012, Fat Goblin Games, Authors: Rick Hershey and Jason Stoffa. Shadows over Vathak: Player’s Guide © 2016, Fat Goblin Games; Authors: Ismael Alvarez, Tyler Beck, John Bennett, Jason Owen Black, Troy Daniels, J Gray, Rick Hershey, Taylor Hubler, Lucus Palosaari, Jennifer Povey, Michael Riter, and Matt Roth. Shadows over Vathak: Explorer’s Guide to Vathak © 2016, Fat Goblin Games; Author: Lucus Palosaari Mudwake Boar © 2020, Fat Goblin Games; Author: Ismael Alvarez fatgoblingames.com Looking for more creatures, items, adventures, player options, and horror for your 5th Edition Fantasy Game? then join our PAtreon! patreon.com/vathak5th
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Shadows over Vathak/SoV Beasts - Mudwake Boar.pdf
AGGIORNAMENTI ALLA VERSIONE 3.5 - IL PUGNO E LA SPADA 1 IL PUGNO E LA SPADA Aggiornamento alla versione 3.5 File realizzato per il sito Il 5° Clone Le sezioni di aggiornamento delle regole non si applicano più. Afferrare frecce – Pag. 5: Usare la versione del manuale del giocatore 3.5 Affondo poderoso – Pag. 5: Il beneficio viene modificato con "Un tiro per colpire effet- tuato con successo nel corso di una carica permette di in- crementare il bonus di forza che normalmente si aggiunge al tiro dei danni da 1 o 1,5 volte a 2, indipendentemente dal fatto che si stia usando un'arma a una o a due mani. Il perso- naggio prova un attacco di opportunità da parte dell'avver- sario che è stato caricato. Esperto con lo scudo – Pag. 8: Usare la versione del manuale del giocatore 3.5 "Attacco con lo scudo migliorato" Esperto tattico – Pag. 8: Usare la versione del manuale Il Canto e il silenzio Oltrepassare migliorato – Pag. 8: Usare la versione del manuale del giocatore 3.5. Parata mano secondaria – Pag. 8: Usare la versione del manuale del giocatore 3.5 (chiamato ora Difendere con due armi). Presa della scimmia – Pag. 8: I benefici sono modificati in "Puoi usare una arma da mi- schia (il tipo deve essere scelto al momento dell'acquisizione del talento), che normalmente per la tua taglia richiede due mani, con una mano sola. Soffri di una penalità ai tiri per colpire di -2 quando si usa questo talento. Il talento può es- sere scelto più volte, ogni volta con una arma diversa. Ricarica rapida – Pag. 9: Usare la versione del manuale del giocatore 3.5 Rimanere cosciente – Pag. 9: Usare la versione del manuale del giocatore 3.5 che si chia- ma ora duro a morire Spaccare l’arma potenziato e migliorato – Pag. 9: Usare la versione del manuale del giocatore 3.5 che ora si chiama “Spezzare potenziato e migliorato”. Cavaliere - Pag. 14 Eliminare la capacità speciale attacco completo in sella. Difensore devoto - Pag. 17 Cancellare tra le abilità di classe "Comunicazione segreta". Distruttore - Pag. 17-18 Tra i requisiti sostituire "Spaccare l’Arma Potenziato" con "Spezzare Migliorato" Sostituire poi "Conoscenza delle terre selvagge" con con "Sopravvivenza" Duellante - Pag. 18 Usare la versione del manuale del DM Gladiatore - Pag. 23 Sfinire l'avversario: Sostituere la frase "Dopo il terzo round di attacchi, l'avversario deve effettuare un tiro salvezza sulla Tempra per evitare di subire 1d6 danni debilitanti per la stan- chezza" con "Dopo il terzo round di attacchi, l'avversario deve effettuare un tiro salvezza sulla Tempra. Se fallisce il tiro subisce 1d6 di danni non letali e diviene affaticato". Iniziato dell'ordine dell'arco - Pag. 24 Tra i privilegi di classe sostituire la capacità "arma focalizzata superiore" con il talento "arma focalizzata superiore". Sosti- tuire anche la capacità "specializzazione in un'arma supe- riore" con il talento "Arma Specializzata Superiore". Maestro d'armi - Pag. 24 Tra i prerequisiti sostituire il talento "Maestria" con il talen- to "Maestria in combattimento". Tra le abilità di classe sosti- tuire "Conoscenze (armi)" con "Artigianato (armaiolo)". La capacità speciale Critico ki garantisce il talento Critico Mi- gliorato, ma non garantisce niente altro se il personaggio possiede già questo talento. Capacità speciali - Pag. 25 Sostituire la capacità "arma focalizzata superiore" con il ta- lento "arma focalizzata superiore". Maestro delle catene - Pag. 26 Tra i prerequisiti sostituire il talento "Maestria" con il talen- to "Maestria in combattimento". La capacità speciale "scala- re combattendo" permette a chi si sta arrampicando di man- tenere il bonus alla Destrezza mentre sta scalando e di otte- nere un bonus di +2 alla CA se è appeso a una catena che può oscillare per una distanza superiore a 1.5 metri. Sostitu- ire alla capacità "Arma Focalizzata Superiore" il talento "Arma Focalizzata Superiore" e alla capacità speciale "Arma Specia- lizzata Superiore" il talento "Arma Specializzata Superiore" Maestro samurai - Pag. 29 Tra le abilità di classe sostituire "Conoscenze (storia)" a "Co- noscenze (codice d’onore marziale)". Protettore tribale - Pag. 33 Nelle abilità di classe sostituire "conoscenza delle terre sel- vagge" con "Sopravvivenza" e cancellare "Orientamento" Sandali del balzo della tigre - Pag. 77: Cambia i benefici in ”Con una carica può sferrare un calcio voltante. Il calcio viene considerato come un attacco senz’armi che infligge 2d6 di danni addizionali”.
textdata/thevault/Dungeons & Dragons [multi]/LANG/[IT]/3a edizione (d20)/Accessori/[Revisione] Il Pugno e la Spada.pdf
ATTRIBUTES Body Tech Heart Mind EXPERIENCE CONDITIONS Upset Scared Exhausted Injured Broken SKILLS Sneak (Body) Force (Body) Move (Body) Tinker (Tech) Program (Tech) Calculate (Tech) Contact (Heart) Charm (Heart) Lead (Heart) Investigate (Mind) Comprehend (Mind) Empathize (Mind) ITEMS BONUS ICONIC ITEM +2 HIDEOUT RELATIONSHIPS KID 1: KID 2: KID 3: KID 4: NPC 1: NPC 2: NOTES NAME: TYPE: AGE: LUCK POINTS DRIVE: ANCHOR: PROBLEM: PRIDE: DESCRIPTION: FAVORITE SONG: CHARACTER SHEET
textdata/thevault/Tales from the Loop RPG (Year Zero Engine) [multi]/3rd Party/tales-from-the-loop-character-sheet.pdf
A Solo Grail by Evandro Novel, January 3rd 2017 A Solo Grail version 0.4 This is a simple solo story­telling game in which characters  are represented by miniatures. The game is played on an  initially empty Map (a large sheet of paper) organized as a  3x2 (or 2x3) grid. During play, Locations will be sketched in  some of the 6 Areas. Characters can only enter an Area if it  contains a Location. Set Up Choose 3 Elements that define your setting. These should be  powers that can drive or influence human action (e.g. love,  gold, technology, magic, war, politics...). Choose 3 miniatures that will represent the Main Characters:  one will be the Protagonist, another the Beloved, the third the  Antagonist. The Beloved is someone the Protagonist cares about. The Antagonist and the  Protagonist have some kind of conflict, maybe involving the Beloved. Give names to the 3  characters and briefly describe the relationships between them. Write two conflicting goals for the Protagonist and the Antagonist. Sketch 2 Locations (e.g. a palace and a graveyard) in any two Areas of the Map and name  them. Place the Main Characters in the Locations. Playing the Game The Game is played in Rounds. Each Round is made of 3 Turns, during which one of the  Main Characters will be the Active Character. The Protagonist and the Antagonist will  take actions aimed at reaching their goals. During each Turn, you can do one or more of the following actions in this order: • Draw a Norwegian Style Fate Card and interpret it on the basis of one of the  Elements. Use the Card to define what happens to the Active Character during this  Turn (you should use one or two Cards per session). • Add a new Location in an empty Area (sketch and name the Location). • Add a new Secondary Character in any Location (name her and maybe define her  connection with one of the Elements). • Move a group of characters from a Location to an adjacent Location (no diagonal  movements). • If the Active Character is not alone in his/her Location, you can play a scene. If the outcome of the scene is uncertain, use a Norwegian Style Resolution Card to answer the question: “Does the Active Character succeed?” (detail the question as appropriate). Keep a count of the positive and negative outcomes of scenes involving the Protagonist. A Solo Grail by Evandro Novel, January 3rd 2017 Ending the Game When you have played two conflict scenes involving the Protagonist, you are ready to  play the final Round. If the Protagonist won both previous conflicts, he has an advantage.  If he lost both previous conflicts, the Antagonist has an an advantage. In the final conflict  scene, the Protagonist will directly face the Antagonist (this might have happened before  in the game). If one of the two sides has an advantage, draw two Resolution Cards and use the one most favorable to that side. The outcome of this final conflict defines which of the  Protagonist or Antagonist reaches his goal; the other character fails and is defeated. Campaign Game The following are ideas that can be used to play multiple linked games in a Campaign: • You can use the same three Elements that broadly define your setting. In addition, you can add more Elements as you discover more aspects of the setting. • One of the Main Characters can be one of the Main Characters from a previous game. For instance, you can have a series of games in which the Protagonist is always the same. • A second Main Character can be a Secondary Character from a previous game. • The third Main Character should always be newly created. • You can connect the map to the map from a previous game, for instance by sketching in one of the corners a Location that appeared in a different corner in a previous game. Credits and References This game is derived from Archipelago III by Matthijs Holter, A Grail Epoch by Rafael  Chandler and Storyleaves by Jamie Fristrom. Bivius by Riccardo Fregi aka Pango Lino has  also been an inspiration. The freely available Archipelago III pdf contains the “Norwegian  Style” Resolution and Fate Cards.
textdata/thevault/Solo/2. GM Emulators & Generic Solo Rules/SoloGrail.pdf
PRODUCT NO. CA510 FOLLOW US ON FACEBOOK, TUMBLR, AND TWITTER! E-MAIL US AT: [email protected] ABANDONED ARTS© PRESENTS: FOUR NEW ARCHETYPES FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 2 ARCHETYPES As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, archetypes are variant sets of class abilities which modify their corresponding base classes via the use of alternate class features. When a character selects a class, he must normally choose to use the standard class features found in the class's original source – the exception is if he chooses to adopt an archetype. Each alternate class feature presented in an archetype replaces a specific class feature from its parent class. When an archetype includes multiple alternate class features, a character must take them all – often blocking the character from ever gaining certain standard class features, but replacing them with other options. All other class features of the base class that aren't mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level, unless noted otherwise. A character who takes an alternate class feature does not count as having the class feature that was replaced for the purposes of meeting any requirements or prerequisites. A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as another alternate class feature. THE DEADEYE (GUNSLINGER ARCHETYPE) A deadeye is a dedicated and serious-minded gunslinger who prides himself on his aim – especially at long range. These eagle- eyed shootists make excellent bounty hunters and snipers, and often pursue such professions. A deadeye has the following class features. Deadeye’s Focus (Ex): A deadeye specializes in the use of the deadeye deed. When using the deadeye deed, the gunslinger’s ranged attacks deal one additional point of damage to the deadeye’s target per range increment beyond the first. At 7th level, a deadeye using the dead shot deed may add one additional point of damage to the shot for each successful attack roll beyond the first. This bonus damage stacks with the bonus damage described above. At 15th level, the gunslinger can perform a single attack with a firearm as a part of the action required to use the menacing shot deed, instead of firing the gun into the air. If the attack scores a critical hit, the DC of the fear effect is increased by +2. Furthermore, when the deadeye performs a menacing shot deed, he may resolve his attack as though he had spent one grit point to use the deadeye deed as well. This ability replaces the gunslinger’s dodge, startling shot, and evasive deeds. Sharpshooter’s Senses (Ex): At 2nd level, a deadeye gains a +1 bonus on Perception skill checks. At 4th level and at every even- numbered level thereafter, this bonus increases by an additional +1, to a maximum bonus of +10 at 20th level. This ability replaces nimble. THE DRIFTER (GUNSLINGER ARCHETYPE) Mobile and mysterious, drifters are swift gunmen with an inclination toward wanderlust. Rarely staying in one place for long, a drifter tends to be more worldly and well-travelled than your average hired gun. A drifter has the following class features. Class Skills: A drifter adds Diplomacy, Escape Artist, Knowledge (geography), Perform, and Stealth to their list of class skills. Skill Ranks per Level: 6 + Intelligence modifier Longroad (Ex): A drifter’s land speed is faster than normal for his race by +10 feet. This benefit applies only when he is wearing light armor or no armor. In addition, the drifter adds Fleet to the list of bonus feats that becomes available to him at 4th level. This ability replaces the deadeye, pistol whip, dead shot, bleeding wound, menacing shot, and death’s shot deeds. Drifter’s Defense (Ex): At 3rd level, a drifter gains Wind Stance as a bonus feat, even if he does not meet the normal prerequisites. At 7th level, the drifter gains the Lightning Stance feat as a bonus feat, even if he does not meet the normal prerequisites. 3 THE GRIM OUTLAW (GUNSLINGER ARCHETYPE) Honorless dogs such as these plague frontier communities and lonesome highways the world over. A grim outlaw uses a nasty combination of low cunning and swift reflexes to prey upon experienced adventurers and defenseless villagers alike. A grim outlaw has the following class features. Class Skills: A grim outlaw adds Appraise, Disguise, Disable Device, Escape Artist, and Stealth to their list of class skills. Skill Ranks per Level: 6 + Intelligence modifier Outlaw’s Tricks (Ex): A grim outlaw gains Catch Off-Guard as a bonus feat, and can use that feat to catch unarmed opponents flat-footed against firearm attacks, as long as the outlaw attacks the opponent with a firearm that was concealed or hidden at the start of the round. In addition, the grim outlaw gains the ability to use the Disable Device skill to disarm magical traps. This ability replaces the dead eye, dead shot, and stunning shot deeds. Quick Pistol Whip (Ex): At 3rd level, the grim outlaw gains the ability to use the pistol whip deed as an immediate action. For the purposes of using the Catch Off-Guard feat, the grim outlaw’s pistol whip is considered an improvised weapon. If used to perform an attack of opportunity, the pistol whip attack gains a bonus equal to the gunslinger’s Dexterity modifier on damage rolls and the gunslinger gains a +2 morale bonus on his combat maneuver check to knock his opponent prone. This ability replaces gun training 1 and 2. Honorless Outlaw (Ex): At 13th level, a grim outlaw’s opponents gain no bonus to Armor Class against the gunslinger’s ranged attacks due to being prone as long as the gunslinger is within 5 feet of them. Furthermore, the gunslinger gains a bonus equal to his Dexterity modifier on damage rolls made to attack prone or helpless creatures with a pistol whip or a firearm. This ability replaces gun training 3 and 4. THE HARRIER (GUNSLINGER ARCHETYPE) A harrier specializes in using every tool at his disposal – to include his trusty firearm – to assist his allies and harass or confound his opponents. As tactical gunmen, harriers make for truly fantastic allies and severely frustrating opponents. A harrier has the following class features. Weapon and Armor Proficiency: Harriers are proficient with the bola and the net. Suppressive Fire Deed (Ex): As long as a harrier has at least 1 grit point, the harrier gains the ability to lay down suppressive fire meant to protect himself and his allies from enemy attacks. When the harrier damages an opponent with a readied action, that opponent takes a -2 penalty on attack rolls until the end of its turn. At 7th level the penalty is increased to +4, and at 15th level the penalty is increased to -6. This ability replaces the quick clear deed. Harrier’s Training (Ex): At 5th level, a harrier gains a bonus equal to his Dexterity modifier on damage rolls when attacking with ranged weapons, light melee weapons, or weapons compatible with the Weapon Finesse feat against blinded, cowering, dazed, disabled, dying, exhausted, fascinated, grappled, flat-footed, helpless, nauseated, panicked, staggered, or stunned opponents. This ability replaces gun training 1, 2, 3, and 4. Improved Targeting (Ex): At 7th level, whenever a harrier uses the targeting deed, he may spend one additional grit point before firing to add additional effects or advantages to the deed, depending on the part of the body targeted: Arms: The gunslinger can “scoot” the dropped item up to 15 feet away, as though using the utility shot deed. Head: The target is dazzled in addition to becoming confused. This secondary condition is not a mind-affecting effect. Legs: The target is knocked 5 feet backwards before falling prone. This movement does not provoke an attack of opportunity. Torso: If the attack roll threatens a critical hit, the threat is confirmed automatically. Wings: If the target falls far enough to hit the ground, the amount of falling damage that it receives is doubled. This ability replaces the dead shot deed. Distracting Shot Deed (Ex): At 11th level, a harrier with at least 1 grit point can fire his weapon in such a way as to distract a target with a near miss accompanied by a startling ricochet, a hail of debris, and the peal of gunfire. This deed functions like the startling shot deed, except that the target is not rendered flat-footed by the attack. Instead, the target is distracted and must succeed on a concentration check (DC 15 + twice the level of the spell being cast) in order to cast any spell for 1 round. On a failed check, any spell that the target attempts to cast is lost. This ability replaces the bleeding wound deed. 4 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Abandoned Arts Presents: Class Acts: Gunslinger Archetypes © 2012, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. CREDITS Design and editing by Daron Woodson. Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Learn more about the Pathfinder Roleplaying Game at www.paizo.com.
textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Class Acts/Class Acts - Gunslinger Archetypes.pdf
Flip over for More Millennials are Killing is a horror-comedy RPG about the ceaseless need of all people born between 1982 and 2004 to destroy all that we hold dear. Most players will take on the role of Millennials who want nothing but destruction. One player takes the role of a Baby Boomer (BB) who responsible for managing a world that helplessly watches as Millennials slake their dark thirst. What you need · A six sided die or d6 · Paper and pencils · Poker chips, glass beads, or some kind of marking object · Access to the internet · 4-6 good friends Making a Millennial We all know that Millennials are different from ordinary people. This game breaks down those differences into Traits: Entitlement: This allows millennials to acquire anything they desire. Most people have to work for what they want, Millennials never have to. Should they want something, it will be served to them on a silver platter. Players trying to acquire resources will have to roll Entitlement. Social Media: Millennials have access to social media like other generations, but unlike everyone else, they don’t use it to share pictures of Minions Telling it like it is. What they do on Social Media is a mystery, the only thing we understand is its destructive power. Any time a Millennial attempts something they can justify as being related to the internet, they will roll Social Media. Youth: Millennial bodies are nigh invulnerable. Impossible physical challenges like running, jumping, and queer sex pose no challenge to them. If a Millennial is attempting a physical feat they will roll Youth. A Fucking Attitude Problem: Millennials only communicate through hostility, lectures, references to media you don’t understand, and memes. In a real-life social situation they can use their Fucking Attitude Problem to make perfectly normal things seem unacceptable. In social situations when the outcome is uncertain, Millennials will always roll using A Fucking Attitude Problem. Every Millennial starts the game with 4 Character Points which can be divided between traits as they like. If a Millennial’s character is a person of color, queer, or a woman, they get a fifth point to spend anywhere they like because of Barack Hussein Obama. Every Millennial is dressed unprofessionally, has a smartphone, and more money than you remember having growing up, but not enough to afford a home. Playing the Game Setting up To begin play, the BB will have to pick a target for our Millennials. To do that roll on the Millenials are Killing chart with 2d6. It is the Millennial’s goal to destroy whatever target you provide for them. Millennials are Killing By James D'Amato Art: Eric Colossal Layout: Paulomi Pratap Consulting: Ian O'Dea | Tasha Robinson | Jen Gange Ryan Chilton | Max O | Evil Guacamole Although Millennials are creatures of immense power, incomprehensible values, and unthinkable cruelty, their task is not simple. A Millennial cannot simply harness the power of their Social Media to completely destroy something like bar soap. It will take a number of direct and indirect attacks from them to kill their targets. In order for a target to truly be killed, it has to be ruined to the point that no one else can enjoy it. Rolling During the game, players will have to roll every time they want to do something that would cause damage or has a chance of failing. When making one of these checks, players will roll a d6 and add any relevant trait. If the result is 1-3, the Millennial fails and society is unharmed. On a result of 4-6 a roll is immediately and evidently successful, but this success will come with unintended consequences that you can use to harm the Millennials. Consequences can be anything from a Millennial being immediately and rightfully shamed, or something as far removed as one of their favorite cartoons being adapted to film with a cast they disapprove of. Any result 6+ will have an immediate and devastating effect, it will be brutal and far-reaching. If a Millennial successfully completes any actions the player should describe their immediate success. The BB will respond with the effect the success has on the world. It is important to emphasize the horror and dread of Millennial success. Everything they do is a direct attack against everything we understand and hold sacred. Sometimes it will be immediate as a crowd running in terror from a Millennial using their Youth to crush a diamond with their bare hands. Other times the effects could be far removed like an especially dank meme causing crops to fail, destroying the life of an American Farmer. These should be short but horrific scenes. Trophies If a player rolls a natural 6 on their die when performing an action, they will receive a Trophy. This is usually marked by a poker chip or glass bead. Coins are not allowed because Millennials are killing coined currency and will never afford a home even with a /HUGE/ stack of nickels. Anytime a Millennial player receives a Trophy, all other Millennial players will receive Participation Trophies, which are mechanically indistinguishable from Trophies, but we know they are unearned. At any time before or after one of their rolls, a Millennial can spend a trophy to increase the result by 1. Ending The Game A game of Millennials are Killing normally ends with the Millennials successfully destroying their Target. If you want to play a shorter game, set a timer for one hour. If the Millennials do not kill their Target within the hour they become too lazy to continue their hunt. god Self-Pity Beer marriage Department Stores Napkins Golf diamonds Lunch oil serendipity Focus Groups motorcycles Real estate Vacations gyms Handshakes Movies football wine 9-to-5 jobs consumerism Baby Names The American dream Running Banks cruises yogurt bar soap cereal Hotels The Toyota Scion sex applebee's Fabric Softner Nazis
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Ausdruck an DeMeKo Newsreader / #Datalinks by SHADOWBOT2.0 29.06.2077 || 22:00:00 Sonderausgabe || DeMeKo ADL || Persönlicher Nachrichtenfilter EIN EMPÖREND: Furcht vor Rassenunruhen verzögert gerechte Verurteilung. Und niemand denkt an das Leid der Opfer und ihrer Angehörigen. Nachdem sich die bestialische Schickeria-Mordserie nun schon so lange hinzieht und sich weder das BKA noch andere Sicherheitsbehörden mit Ruhm bekleckert haben, ist es einem engagierten, sympathischen Ermittler-Team endlich gelungen, den blutgeifernden Täter des unfassbaren Massakers zu fassen. Und wir müssen hier nicht von einem "Verdächtigen" reden, denn dank der außergewöhnlichen Ermittlungsleistung des LKA Nordrhein-Ruhr können wir uns sehr sicher sein, das Monster endlich geschnappt zu haben. Der 38-jährige, arbeitslose Ork Y. Besseram kannte die Opfer, ist im kriminellen Milieu verwurzelt, bekennt sich in aller Unverfrorenheit sogar, Drogendealer zu sein und Hunderte, wenn nicht Tausende mit seinem krankmachenden Gift beliefert zu haben und kann zudem eine lange Geschichte an Gewalttaten und psychischen Problemen vorweisen. Dazu kommen vorratsdatenforensische Beweise, die absolut eindeutig sind. Natürlich leben wir in einem Rechtsstaat und müssen den Prozess abwarten, aber das ändert nichts an der Eindeutigkeit. Und dass auch dieser Kriminelle „zufällig“ ein Ork war, darf niemanden daran hindern, die notwendigen Entscheidungen zu treffen: Gerade rechtschaffene Orks und Trolle werden einem harten Vorgehen gegen dieses Monster applaudieren, das einmal mehr ein schlechtes Licht auf ihre Metarassenkreise wirft. Vor allem aber, und das mögen „Bürgerrechtler“ der verschiedenen Lager gern vergessen machen, beweist dieser Fall einmal mehr, wie wichtig es ist, die Überwachungsbefugnisse der Polizei weiter auszudehnen, damit solche Scheußlichkeiten nicht wieder passieren können. Die Bürger in Deutschland haben ein Grundrecht auf Schutz! Das Recht der gewaltbereiten Minderheit, der Schatten und der Kriminellen darf nicht mehr wiegen als das Gemeinschaftsinteresse braver Bürger auf ihr Glück, ihr Leben und ein Freisein von Angst. Der Flirt von Deutschland mit der Liberalität und Toleranz für alle und jeden ist zu Ende. Der Blutpreis ist zu hoch. AUSREDEN SUPERBILD SONDERBERICHT BOSTON JETZT VERFÜGBAR TOP MELDUNGEN ADL Deutschland verfolgt gebannt das Staffelfinale von „Omas Dritter Frühling“ Die Leonisations-Sex-Soap erreichte über 15% Anteil im deutschsprachigen Fernsehen. BERLIN Berliner Rat stärkt mit großer Mehrheit Entscheidungsbefugnisse von BERVAG und 1. Bürgermeister Wojenko (BERVAG CEO) in allen Fällen, wo Schlichtung im Ausschuss versagt und dringender Handlungsbedarf besteht. Berliner Anarchisten „entsetzt“ über Neuregelung. HAMBURG Bürgerbündnis „Freie Elbstadt“ setzt sich für „Endlösung“ der WildOst- Problematik ein: Spendensammlung für Heimführung und Umsiedelung in würdige Wohnverhältnisse in Osteuropa angekündigt. RHEIN-RUHR Neue Erkennt- nisse im Fall des „irren SAM- Killers“: Die Anschläge auf Airtaxis wurden nicht mit Raketen, sondern durch zivile Flugdrohnen verübt, die mit selbstgemischtem Sprengstoff bestückt waren. Ausschuss zur Bewertung der generellen Gefährdungslage durch zivile Drohnen nimmt Arbeit auf. FÜR EIN MONSTER Ihre Sondersuche zum Thema Boston hat neue Ergebnisse erzielt. Sehen Sie den für Sie kompilierten Videobericht direkt im NOVAPULS-Player. Ein Textbericht wurde zusammengestellt. DIRECTPLAY 5€ BLICK NACH BOSTON Es scheint Bewegung in die Quarantänezone in Boston zu kommen: Die Häufigkeit der Versorgungsflüge, die die NeoNET-Einrichtungen innerhalb der abgeriegelten Stadt versorgen, hat zugenommen. Erstmals soll neben Hilfsgütern auch weiteres Personal eingeflogen worden sein. Ebenfalls bemerkenswert ist, dass die eingeflogenen Güter zum großen Teil einen starken nanotechnologischen Bezug aufweisen sollen. Aufgrund der weltweit schwelenden KFS-Krise wird der Nanotechnologie mittlerweile überwiegend mit starken Vorbehalten begegnet. Könnte es nun sein, dass gerade die Nanotechnologie sich als Rettung für die an Enzephalitis leidende Bevölkerung Bostons erweist? Nachdem anfänglich mehrfach eine rasche Heilung in Aussicht schien, fallen die Äußerungen der amerikanischen Konzerne nun deutlich verhaltener aus. Auf eine Anfrage unsererseits, ob ein Durchbruch auf der Suche nach Heilung gelungen sei, reagierte NeoNET kurz angebunden: „Wir arbeiten weiter mit Hochdruck daran, den eingeschlossenen NeoNET-Mitarbeitern, ihren Angehörigen und der gesamten Bevölkerung Bostons die bestmögliche medizinische Unterstützung zukommen zu lassen. Da der Virenstamm sich in der Vergangenheit wiederholt als extrem anpassungsfähig erwiesen hat, äußern wir uns jedoch grundsätzlich nicht zu Spekulationen über mögliche Heilmittel.“ Überhaupt hat es den Anschein, als habe sich die kanadisch- amerikanische Sicherheitskoalition darauf eingestellt, die Quarantäne auf absehbare Zeit aufrecht zu erhalten. So betonte einer ihrer Sprecher auf der Pressekonferenz vergangenen Freitag, dass man die tapfere Bevölkerung Bostons nicht im Stich lassen werde und ihre Versorgung durch die Luftbrücke sicher gestellt sei „ganz gleich für welche Dauer“. Die Forderung von Metamenschenrechtsaktivisten, die Bostoner Kommunikationssperre aufzuheben und eine unabhängige Ermittlungskommission einzusetzen, bezeichnete er als realitätsfern: „Es ist tragisch und pietätlos, dass Extremisten auf dem Rücken der Bostoner Zivilbevölkerung ihre politische Agenda zu befördern versuchen. Statt abstruse Verschwörungstheorien zu propagieren und Unruhe zu schüren, sollten diese Leute ihre Energie lieber darein investieren, Spenden und Hilfsgüter zu sammeln.“ EXTRAPULS || DeMeKo ADL || Persönlicher Nachrichtenfilter EIN || 29.06.2077 || 22:00:00 Ausdruck an DeMeKo Newsreader GEL kündigte an, die Zahl der bemannten Transporter bis 2080 auf Null reduzieren und die Fahrzeugflotte zu 100% auf Drohn LIVETICKER NEUES ZU IHREM SONDERSUCHE-THEMA Alle hatten aufgeatmet! Endlich ist der Schickeria- Serienmörder gefasst. Und die Beweise werden als absolut eindeutig präsentiert. Wenn man aber mal kurz einen Schritt zurücktritt und sich die ganze Geschichte mit etwas Abstand ansieht, dann erkennt man, dass das alles vorne und hinten nicht passt. Natürlich ist Y. Besseram ein wunderbarer Sündenbock. Kriminell, psychotisch, Drogen und Gewalt. Da schlägt das Herz des Law-&-Order-Politikers höher. Besseram gibt auch zu, die Promis und Manager mit Drogen beliefert zu haben, aber warum sollte er seine Einnahmequelle vernichten? Auch können seine Bewegungsdaten nur in einigen der Fälle eine zeitliche Nähe seines Aufenthaltes mit den Morden belegen. Und Besseram ist körperlich nicht gerade fit, lange anhaltender Drogenmissbrauch hat seinen Tribut gefordert. Wie soll er die physisch aufwändigen Morde und "Arrangements" der Leichen begangen haben? Deshalb haben wir in Sicherheitskreisen gefragt, wie man den Fall sieht. Namentlich wollte sich niemand dazu äußern, aber eine Quelle aus dem Umfeld von S-K sprach davon, dass die Konzernermittler es im Fall der BMW-ManagerIn Dina Tebben für ausgeschlossen halten, dass Besseram etwas mit der Tat zu tun hatte. Man scheut sich auch nicht, das Wort „Sünden- bock“ auszusprechen. "Mit den nächsten Morden wird ihnen der ganze Fall wie ein Kartenhaus zusammenbrechen. Und wir sind uns sicher, dass die Schickeria-Morde weitergehen werden!" Und natürlich hat das LKA Nordrhein-Ruhr S-K den Zugang zum Verdächtigen verwehrt. Auch Besserams Anwalt Peter Stahl kritisiert das LKA Nordrhein-Ruhr: "Sie haben NICHTS in der Hand, was man nicht auch ganz leicht anders erklären kann und keinerlei Beweise, was die eigentlichen Taten angeht." Das alles passiert in einer Zeit, in der der Druck zur Privatisierung der Polizei in Nordrhein-Ruhr größer und größer wird und das LKA und das Innenministerium dringend einen Erfolg brauchen. Längst hat der Fall politische Dimensionen angenommen und die Auf- arbeitung ein Eigenleben entwickelt, bei dem die tatsächliche Aufklärung der Taten keine besonders hohe Priorität genießt. SZ OPFER DES SCHICKERIA-KILLERS n Süddeutschland – Alois Hubendübel (Juwelenmillionär) èMEHR – Wayne Kellermann (It-Boy) èMEHR – Piper-Maru von Lambsdorff (Prinzessin) èMEHR – Wolfgang Dippert (Starfriseur) èMEHR – Carmen Beach (Bademoden-Designerin) èMEHR – Albrecht von Hohenfels (Bischof) èMEHR – Cara von Ebenstein (It-Girl) èMEHR – Gina Müller-Albrecht (Sängerin) èMEHR – Sarah Strange (Bademodenmodel) èMEHR – Urs Breitenreiter (Diamantenhändler) èMEHR – Klara Devigny (lokales Popsternchen) èMEHR – Egbert Moritz (Immobilienmillionär) èMEHR – Dina Tebben (BMW-Managerin) èMEHR n Rhein-Ruhr-Megaplex – Hugo Rivera (Aztechnology-Manager) èMEHR – Marie DeSalle (Horizon/Public Relations) èMEHR – Dan Meyer (S-K/Personalabteilung] èMEHR INFO+ DER OFFENKUNDIGE SÜNDENBOCK #SCHICKERIA-MORDE #BESSERAM #LKA #S-K n Wer sich das heiße Eisen zutraut: Für Extraktion von Besseram liegt richtig Schotter auf dem Tresen. Auftraggeber unbekannt *hust* S-K *hust* > Trixx n Und für den Mord im Gefängnis an Besseram liegt auch schon jede Menge Geld bereit. Von afaik bislang drei verschiedenen Parteien, wobei einer der Auftraggeber die Azzies sind. > Dr. Molotov n Es gibt auch schon jede Menge hohe Angebote für die Informationen über oder Kopien der Beweismittel in der Asservatenkammer des LKA und bei der Staatsanwaltschaft. Schon lange nicht mehr Medienfritzen mit so viel "Sonderbudget" zur freien Verfügung gesehen ... > Iznogoud SHADOWBOT EXTRAPULS || DeMeKo ADL || Persönlicher Nachrichtenfilter EIN || 29.06.2077 || 22:00:00 omplett ausgeweidet. +++ REGENSBURG: Bei gewalttätigen Zusammenstößen zwischen Arbeitern und Sicherheitskräften kam SIE SIND VERBUNDEN MIT F-CHAT RAUM 455 [JOBS) – DECRYPT 100% QUIS CUSTODIET IPSOS CUSTODET ✪ 201 ::: Biete leicht defekte Handgranaten zu Spitzenpreis! [MAIL] ✪ 202 ::: EILT! Team gesucht zum Aufhalten eines bereits laufenden Drohnentransports im nördlichen Ruhrgebiet. 60.000¥. [MAIL] ✪ 203 ::: Gegelter Flachwichser von Schmidt sucht dumme Runnerteams zum sinnlosen Verheizen. Super Bezahlung zwecks Verarsche des Teams in Aussicht gestellt. Bitte melden bei Claas Schmidt, Stuttgart. ✪ 204 ::: ECHTE SCHATTENLÄUFER gesucht zwecks Personenschutzeinsatz bei Sweet 16 Party in Schwarzer Zone. Bewerber mit sichtbaren Aufrüstungen, Kampfnarben sowie Metamenschen bevorzugt. 100.000¥, Getränke und Verpflegung frei. Japanische Sprachkenntnisse von Vorteil. [MAIL] ✪ 205 ::: NAMHAFTER AUTOKONZERN BIETET DREI FABRIKNEUE SPORTWAGEN als Bezahlung für medial begleitete Speedfahrt Paris-Berlin im Zuge eines Preisausschreibens. [MAIL] ✪ 206 ::: Gegelter Flachwichser von Schmidt sucht hochaufgerüstete Psychopathen, vorzugsweise Ex-Militär, um dumme Runnerteams hinterrücks abzuschlachten. Bitte melden bei Claas Schmidt, Stuttgart ✪ 207 ::: Team mit Erfahrung in Renraku Sicherheits-Methodik gesucht. [MAIL] [..] 21 22 23 24 [25] 26 27 ... 38 [..] alt.beep Alternativer AnonChat der FU.B-Crew STUTTGART n Im Zuge der Fahndung nach einer Gruppe schwerbewaffneter Metamenschen hat der Sternschutz die Stuttgarter Wolkenstadt bis in die frühen Morgenstunden des heutigen Tages abgeriegelt. Nur wer ausführliche Personenkontrollen in Kauf nahm, durfte das zu Beginn der polizeilichen Maßnahme extrem gut besuchte Vergnügungsareal verlassen, zeitweilig wurde auch der Flugverkehr über Ludwigsburg ausgesetzt. Beobachtern zufolge kam es in der entstehenden angespannten Stimmung wiederholt zu Zusammenstößen zwischen teils alkoholisierten Club- und Barbesuchern und den Sicherheitskräften, die jedoch nicht weiter eskalierten. n Ausgelöst wurde der Polizeieinsatz durch Notrufe aus der legendären Wolke Sieben. Bewaffnete hatten versucht, einen Disko-Besucher zu entführen, konnten jedoch dank des beherzten Eingreifens der örtlichen Einsatzkräfte zurückgeschlagen werden. Im folgenden Tumult konnten sich die Angreifer unerkannt unter die Besucher der Wolkenstadt mischen und, wie die erfolglose Fahndung der letzten Stunden nahelegt, entkommen. Der Extraktionsversuch soll unseren Informationen zufolge einer hochrangingen Programmiererin des Horizon Megakonzerns gegolten haben, die erst vor kurzem vom Konzernhauptquartier in Los Angeles nach Reutlingen gezogen war und bei der es sich Gerüchten zufolge um eine sogenannte Technomancerin handeln soll. n Sieben Besucher der Wolkenstadt wurden im Zuge des Überfalles verletzt, zwei davon schwer. Horizon hat bereits eine fünfstellige Belohnung für sachdienliche Hinweise ausgelobt. In ihren ersten Stellungnahmen dankten sowohl ein Sprecher des nordamerikanischen Medienkonzerns, als auch der Ludwigsburger Brockstätt Holding GmbH den Mitgliedern der Spezialabteilung des Sternschutzes für ihren entschlossenen und umsichtigen Einsatz. „Wir sind heute glimpflich davon gekommen – nicht zuletzt wegen unseres einzigartigen Sicherheitskonzeptes, das wir in Zusammenarbeit mit unseren Partnern vom Sternschutz unter Leitung von Herrn Hirschberger erarbeitet haben. Nichtsdestotrotz sollte nicht vergessen werden, dass mehrere unserer Kunden verletzt wurden – unsere Gedanken weilen bei ihnen und ihren Familien“, so die Sprecherin der Brockstätt GmbH wörtlich. GROSSEINSATZ ÜBER LUDWIGSBURG n Automatisierte Urteilsfindung ist in verschiedenen Ländern schon üblich, bisher aber meist in einer Art beratender Funktion: Bei dem heutigen Wust der Rechtssprechungen können intelligente Algorithmen oft fairere Urteile als metamenschliche Richter treffen, da sie den Vollzugriff auf alle relevanten Datenbanken haben und sich nicht von z.B. rassistischen Vorurteilen oder umgekehrt dem Augenaufschlag der Beschuldigten aus dem Konzept bringen lassen. Das Berliner Projekt schaltet einerseits zumindest offiziell einen Richter zwischen, der das gefällte Urteil „händisch“ bestätigt, angesichts der angestrebten Dimension des Projektes wage ich aber sehr zu bezweifeln, dass das später noch der Fall sein wird (vllt. stichprobenweise). Der Gedanke schnellerer Urteile und besseren Polizeiwissens über die jew. geltenden Rechte ist zu begrüßen. Die Ausführung hingegen sehe ich extrem kritisch > Justizopfer SHADOWBOT SÜDKURIER BERLIN n Berlin kämpft um seine Fähigkeit, einen ordentlichen Stadtbetrieb aufrecht zu erhalten. Und geht dabei abnorme Wege. Im Schatten der jüngsten Auseinandersetzungen über die bestehenden und neuen Handlungs- rechte des Ersten Bürgermeisters als Hauptgeschäftsführer des Stadtverwal- tungskonzerns BERVAG vollzieht sich in Berlin eine kleine juristische Revolution – mit weitreichenden Folgen für alle. n Das Berliner Rechtssystem ist ein Chaos aus lokalen Sonderrechten, oft unklaren Grenzziehungen, einer ausufernden Zahl von meist dubiosen Anklagen und den Versuchen der BERVAG-eigenen Judikative Dienste GmbH, dem Chaos Herr zu werden. Da keine Einzelperson – und erst Recht kein Polizist auf Streife – den Überblick über das jeweils geltende Recht in jedem Kiez besitzt, viele Strafverfolgungen aber kiezübergreifend sind und somit nicht durch die Kiezwehr vor Ort allein gelöst werden können, sollen nun juristische Expertensysteme gemeinsam mit einer per SimRig zuschaltbaren Richterstelle dabei helfen, direkt vor Ort möglichst präzise und „sofort vollstreckbare“ Urteile zu ermöglichen. n Das Pilotprojekt soll zunächst nur in begrenztem Umfang und in „völlig eindeutigen“ Fällen zum Einsatz kommen. Um das Gerichtssystem zu entlasten, können entsprechend aufgerüstete Sonderpolizisten den auf frischer Tat Ertappten quasi „per Standleitung“ zum zugeschalteten (Auto?-)Richter den Prozess machen und das Instant-Urteil direkt vollstrecken. „Das ist gerade für den Beschuldigten von großem Vorteil, da er sich Gerichtskosten und Schulden durch die in Berlin zu bezahlende Untersuchungshaft spart“, so Yasmine Assad, BeJuDi-Leiterin des Projektes: „zudem schneiden durch Expertensysteme gefällte Urteile bei den Bürgern kaum schlechter als durch menschliche Richter getroffene ab, die ja hier weiterhin als Entscheidungsinstanz zwischengeschaltet bleiben werden.“ SCHULDIG IN 0,6 SEK B1L ADL-Scan Meldungen aus den deutschen Ländern. EXTRAPULS || DeMeKo ADL || Persönlicher Nachrichtenfilter EIN || 29.06.2077 || 22:00:00 Ausdruck an DeMeKo Newsreader Einen neuen Streckenrekord auf. Zuletzt war der Berliner Außenring in ähnlicher Geschwindigkeit 2072 umrundet worden. Der LIVETICKER GM PORTUS CHRISTI ABGERIEGELT D-NEWS – Aus bislang unbekannten Gründen wurde in der gestrigen Nacht der Zugang zu den Papenburger Werften komplett gesperrt. Zudem wurde eine Ausgangssperre verhängt. Wenige Stunden nach Bekanntwerden der Maßnahmen wurden auf verschiedenen auch seriösen Matrixportalen unterschiedliche Erklärungen kolportiert – einige davon gestützt auf „Insiderberichte“ und „Datenleaks“, die meisten bei näherem Hinsehen indes blanke Verschwörungstheorie. Einige der Berichte nehmen Bezug auf eine Erderschütterung, deren Zentrum im nordwestlichen Bereich von Portus Christi liegen soll. Der Leiter der in den Berichten zitierten seismologischen Station dementierte die Meldung inzwischen. Andere Berichte nehmen Bezug auf Lichter, die Passagiere eines Transorbitalfluges in dem Gebiet gesehen haben wollen und die „eindeutig“ auf Detonationen hindeuteten. Auskünften der Airline zufolge seien Sichtungen vom bezeichneten Flug aus physisch überhaupt nicht möglich. Aktivisten des Westphalen-kritischen MatrixBlogs „FreiMind“ behaupten, in Papenburg seien breite Volksaufstände gegen das „deutschkatholische Terror- Regime“ im Gange. Dies hingegen ist aufgrund der Papenburger Siedlungspolitik, die nur sehr gläubigen Bürgern die Ansiedelung und Geschäftstätigkeit im militärischen Sperrgebiet gestattet, geradezu grotesk unwahrscheinlich. Selbstverständlich durften in den zunehmend wirrer werdenden Berichten auch Hinweise auf eine neue KFS- oder VITAS-Welle nicht fehlen. Davon sichtlich ungerührt wurde die Abriegelung durch die Obrigkeit inzwischen auf „unbefristet“ erweitert. W E S T P H A L E N M E H R PROTEUS STELLT NEUEN KAMPFJET VOR FRIEDRICHSHAFENER – Die riesigen Anlagen der Zeppelinwerke in Friedrichshafen sind in einigen Wochen die grandiose Kulisse zur Präsentation der neuesten Flugzeugentwicklungen aus dem Hause Airbus. Neben der Vorstellung vor Fachpublikum und Kaufinteressenten aus aller Welt soll auch ein Verkaufs- und Imagevideo geschossen werden. Highlight der Präsentation soll neben dem zivilen, für Land- wie Wasserlandungen angepassten Amphibienjet JPFB-07 ein militärischer Kippflügler zur Nahbereichsverteidigung sein, der nur noch wenig mit seinem zivilen Schwestermodell A120 gemein haben soll: Flink und wendig, mit Senkrechtstart- und –landefunktion und ausreichender Motorleistung, um auch den widrigen Windverhältnissen auf See bestehen zu können, soll der Kampfjet mit der Projektbezeichnung „Riposte“ neue Maßstäbe in der Gefahrenabwehr setzen und festmontierte Systeme zur Terrorbekämpfung „ökonomisch sinnvoll“ ergänzen. Neu am Design des Kippflügel-Jets, dessen Verkaufsstart für den Beginn des kommenden Jahres erwartet wird, ist die Modulgestaltung des Cockpits: Dieses wird in den drei Grundvarianten „Zero-P“ (reine Autopilotsteuerung, was das Fluggerät effektiv zur Drohne macht), „Sub- P“ (Drohnenhirnsteuerung mit Riggerkokon zur anlassgerechten Bemannung), „Single-P“ (normales Ein- Piloten-Cockpit mit optionalem Autopilot) und „Double- P“ (Zwei-Personen-Cockpit mit getrennten Sitzen und Steuereinheiten für Pilot und Kanonier) verfügbar sein. Eine Vielzahl von Aus- und Umrüstungsoptionen sollen das neue Fluggerät für eine breite Auswahl von Kampfeinsätzen geeignet machen. W Ü R T T E M B E R G M E H R n Notiz zur Meldung des unbekannten Toten in Bremen: Der Mann wurde von der Polizei als Rainer Verdes identifiziert, ein Berliner Vlogger und Arbeiter-Aktivist, der sich in den letzten Monaten in der Bremer Szene nach den Unternehmungen von Metaergonimics (EVO) in Bremen umgetan und mit wachsendem Erfolg gegen die Ausweitung der Metaergonomics-Besitzungen in Vahr eingesetzt hat. Als ich geschnallt habe, wen sie da aus dem Wasser gezogen haben, hab ich umgehend versucht, Verdes‘ Daten und Unterlagen zu sichern – aber keine Chance. Totaler Swipe. > Snow-WT n Warum schnüffelt ein Berliner Vlogger in Bremen rum? Nach was hat er gesucht? > Zero Interrupt n Weiß leider keiner so genau, gibt aber einige, die an Paydata hochgradig interessiert sind. Straßentalk sagt, dass Verdes früher Teil eines Runnerteams war, die bei nem EVO-Bruch in Berlin total aufgeraucht wurden. Verdes – der einzige Überlebende – will angeblich in der Matrix was gesehen haben, was ihm keine Ruhe ließ. Galt in der Szene bald als Spinner und war dann beim Update auf die neue Matrix technisch veraltet und nicht mehr heiß genug, selbst was zu reißen. > Tolstoi n Dass EVO hinter den Mauern von Meta in Bremen- Vahr irgendwas vorantreibt und heftig in die wuchernde Enklave investiert, ist ja seit dem #reiseführer kein Geheimnis. Umso interessanter, dass der Typ irgendwas Konkretem auf der Spur war. Consider me and my clients interested. > Datanaut n Vorsicht! Ein Virus!! Yaa§“$%SDF4 $. > Tracer n Witzbold. > Zero Interrupt n Bin an Datenkauf interessiert! > Node SHADOWBOT FLÄCHENBRÄNDE WEITEN SICH AUS MÄRKISCHE NEUE NACHRICHTEN– Die seit 16 Tagen im Brandenburgischen wütenden Wald- und Flächenbrände haben sich aktuellen Drohnendaten zufolge weiter ausgebreitet; mehrere Brandherde im Raum Hermsdorf haben sich zu einem Großbrand vereint. Da Gelder zur effektiven Brandbekämpfung fehlen, konzentrieren sich Freiwillige und Betriebsfeuerwehren auf die unmittelbare Brandabwehr vor noch bewohnten Ortschaften sowie Agrar- und Plantagenanlagen – nicht immer mit Erfolg: So musste die im südlichen Brandenburg ansässige Spreefrucht AG (ein Unternehmen der SECCA-Gruppe) etwa 30% ihrer Anbaufläche aufgeben und den Flammen überlassen. „Wald- und Flächenbrände und die wachsende Zahl an Gebäudebränden in den leerstehenden Orten des Landes sind eine andauernde Gefahr“, so Brandenburgs Oberbrandmeisterin Vanja Gomez: „in jeder Sommerperiode brennt es viele hundert Mal. Bedingt durch fehlende Investitionen in Präventionen und Forstpflege mit steil wachsender Frequenz und Stärke.“ B R A N D E N B U R G M E H R WASSERLEICHE GEBORGEN D-NEWS – In den frühen Morgenstunden haben Sicherheitsgardisten von Metaergonomics einen unbekannte Toten aus dem Vahrer See geborgen und an die Bremer Polizei übergeben. Der Mann sei vermutlich bei einem Einbruchsversuch ertrunken. B R E M E N M E H R ® MEHR SHADOWRUN UNTER: WWW.SHADOWRUN5.DE PDF-VERkAUF UNTER: WWW.PEgASUSDigiTAl.DE gESTOHlENE SEElEN Es kommt aus dem Inneren des Ichs: Bei Opfern überall in der Sechsten Welt erwachen plötzlich neue Persönlich- keiten, die die alte niederzuringen versuchen – und diese merkwürdige Krankheit breitet sich aus. Etwas Großes ge- schieht, während die Zahl der Extraktionen von infizierten Personen auf sensiblen Konzernpositionen dramatisch an- steigt und der Kampf um Hintergrundinformationen über dieses bedrohliche Phänomen beginnt. Und es zieht Runner tiefer in das neue Mysterium, als ihnen lieb sein kann. Mehr unter tinyurl.coM/runnergear runner gear
textdata/thevault/Shadowrun [multi]/LANG/[DE]/5. Auflage/06 - Sonstiges/Novapuls, Extrapuls, Megapuls [Ingame Nachrichten aus der ADL]/2077-06-29 extrapuls-10.pdf
Rare & Mystical Tomes X Matthew Parmer Art of War Games It is locked by magic, and can only be opened by a drop of blood. An individual who reads this tome, which requires 64 hours over a minimum of 8 days, gains a +3 inherent bonus to Knowledge (arcana) checks. Price: 1800 gp, Weight: 6 lb. The Abyssal Parchments of Sanzir: This ancient book is written in fiery runes and bound in monstrous hide trimmed with bone. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains Mobility as a bonus feat (regardless of prerequisites). Price: 10000 gp, Weight: 5 lb. The Fallen Scripture of Kadu: This libram is written upon silk pages and bound in carved wood plates. This spellbook contains the spells Confusion, Contagion, Detect Scrying, Minor Creation, Mnemonic Enhancer, Phantasmal Killer, Polymorph, Remove Curse, Shadow Conjuration, Solid Fog. Price: 2000 gp, Weight: 5 lb. Cela's Leaves: This tome is bound in rowan plates inlaid with brass. An individual who reads this tome, which requires 64 hours over a minimum of 8 days, gains the spell­like ability to use Flame Arrow once per day. Price: 10800 gp, Weight: 8 lb. The Cune Fragments: This set of scrolls is contained in a blackthorn box inlaid with brass. An individual who reads this tome, which requires 64 hours over a minimum of 8 days, gains a +3 temporary (1 week) inherent bonus to Intelligence. Price: 20625 gp, Weight: 3 lb. The Libram of Arin: This set of carved wooden slates is bound by leather cords. It is locked by magic, and can only be opened by a drop of mercury. This spellbook contains the spells Antimagic Field, Greater Dispel Magic, Greater Heroism, Guards and Wards, Legend Lore, Mass Suggestion, Move Earth, Planar Binding, Symbol of Fear, True Seeing, Undeath to Death. Price: 3300 gp, Weight: 6 lb. The Skilla Esoterica: This compendium is bound in copper plates. When first opened, the reader ages 10 years. This spellbook contains the spells Control Undead, Ethereal Jaunt, Greater Scrying, Greater Shadow Conjuration, Instant Summons, Mage's Sword, Plane Shift, Spell Turning, Symbol of Stunning, Symbol of Weakness. Price: 3500 gp, Weight: 3 lb. The Elysian Tome of Verne: This eldritch libram is bound in monstrous hide trimmed with bone. When first opened, the reader becomes permanently left­handed. This spellbook contains the spells Dismissal, Fabricate, Lesser Planar Binding, Major Creation, Nightmare, Sending, Summon Monster V, Telekinesis, Teleport, Transmute Mud to Rock, Wall of Force. Price: 2750 gp, Weight: 4 lb. The Wicked Manuscripts of Antion: This book is bound in leather trimmed with ermine fur. This spellbook contains the spells Fly, Slow, Summon Monster III, Wind Wall. Price: 600 gp, Weight: 4 lb. The Odar Esoterica: This set of scrolls is contained in a leather case. This spellbook contains the spells Animate Dead, Contagion, Crushing Despair, Greater Invisibility, Hallucinatory Terrain, Illusory Wall, Lesser Globe of Invulnerability, Mnemonic Enhancer, Remove Curse, Stone Shape. Price: 2000 gp, Weight: 8 lb. The Unearthly Tablets of Gameto: This eldritch book is bound in leather. When first opened, it unleashes a phantasmal warning. An individual who reads this tome, which requires 32 hours over a minimum of 4 days, gains the spell­like ability to use Nondetection once per day. Price: 10800 gp, Weight: 4 lb. The Empyrean Tome of Seara: This folio of parchments is contained in a leather case trimmed with ermine fur. This spellbook contains the spells Hold Monster, Nightmare, Persistent Image, Prying Eyes, Secret Chest, Teleport. Price: 1500 gp, Weight: 5 lb. Bifur's Folio: This set of scrolls is contained in a birch puzzle box. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains Leadership as a bonus feat (regardless of prerequisites). Price: 10000 gp, Weight: 3 lb. The Celestial Compendium of Callio: This flawless tome is written upon silk pages and bound in monstrous hide trimmed with bone. parchments is contained in a steel coffer set with chrysoberyl. This spellbook contains the spells Banishment, Control Weather, Delayed Blast Fireball, Project Image, Reverse Gravity, Simulacrum, Summon Monster VII, Teleport Object, Waves of Exhaustion. Price: 3150 gp, Weight: 5 lb. The Grimoire of Cearne: This ancient tome is written upon parchment and bound in hazel plates inlaid with bronze. This spellbook contains the spells Alarm, Burning Hands, Comprehend Languages, Detect Undead, Enlarge Person, Hold Portal, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Reduce Person, Unseen Servant, Ventriloquism. Price: 600 gp, Weight: 7 lb. The Sublime Compendium of Cono: This libram is bound in leather with bronze hinges and fittings. This spellbook contains the spells Acid Splash, Detect Poison, Ghost Sound, Mage Hand, Message, Prestidigitation. Price: 150 gp, Weight: 6 lb. The Empyrean Grimoire of Shimin: This libram is bound in monstrous hide. This spellbook contains the spells Alarm, Burning Hands, Chill Touch, Grease, Identify, Mage Armor, Magic Missile, Reduce Person, Unseen Servant. Price: 450 gp, Weight: 5 lb. Tesonus' Parchments: This book is written in luminous script upon silk pages and bound in monstrous hide trimmed with bone. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains the ability to speak Celestial. Price: 1000 gp, Weight: 6 lb. The Fiendish Articles of Badha: This folio of parchments is contained in an elm puzzle box. It is locked by magic, and can only be opened in a mirror. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains the spell­ like ability to use Chill Touch once per day. Price: 720 gp, Weight: 6 lb. The Baatorian Manuscripts of Axantes: This tome is written in illuminated script and bound in monstrous hide trimmed with bone. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains the spell­like ability to use Ghost Sound once per day. Price: 360 gp, Weight: 5 lb. Arben's Leaves: This set of etched glass plates is The Allilos Apocrypha: This set of scrolls is contained in an engraved pewter coffer. It is written in Auran. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains Spirited Charge as a bonus feat (regardless of prerequisites). Price: 10000 gp, Weight: 5 lb. The Grimoire of Redna: This exotic book is written upon silk pages and bound in willow plates inlaid with platinum. An individual who reads this tome, which requires 32 hours over a minimum of 4 days, gains a +4 inherent bonus to Spellcraft checks. Price: 3200 gp, Weight: 6 lb. The Astral Book of Thari: This set of scrolls is contained in a lacquered hawthorn box. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains Improved Two­Weapon Fighting as a bonus feat (regardless of prerequisites). Price: 10000 gp, Weight: 5 lb. The Astral Codex of Abaz: This set of scrolls is contained in an electrum coffer set with red­ brown spinel. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains a +5 temporary (1 month) inherent bonus to Constitution. Price: 68750 gp, Weight: 8 lb. The Colmi Incunabulum: This tome is bound in yew plates inlaid with electrum. It is locked by magic, and can only be opened by a maiden's kiss. This spellbook contains the spells Control Weather, Greater Scrying, Greater Teleport, Prismatic Spray, Reverse Gravity, Vision. Price: 2100 gp, Weight: 4 lb. The Gili Incunabulum: This folio of parchments is contained in an engraved bronze coffer. It is locked by magic, and can only be opened by tracing a pattern inscribed upon it. An individual who reads this tome, which requires 32 hours over a minimum of 4 days, gains a +5 inherent bonus to Decipher Script checks. Price: 5000 gp, Weight: 6 lb. The Wicked Leaves of Ziri: This folio of Whenever it is opened, all knots within 30 feet become untied. An individual who reads this tome, which requires 64 hours over a minimum of 8 days, gains a +3 inherent bonus to Tumble checks. Price: 1800 gp, Weight: 3 lb. Odar's Scripture: This modest libram is written in blood and bound in carved wood plates. When first opened, it unleashes a vortex of wind. An individual who reads this tome, which requires 32 hours over a minimum of 4 days, gains a +2 temporary (1 week) inherent bonus to Charisma. Price: 13750 gp, Weight: 8 lb. The Book of Disanz: This flawless libram is written in black wax and bound in elder plates inlaid with steel. When first opened, the reader's eyes permanently change color to green. An individual who reads this tome, which requires 64 hours over a minimum of 8 days, gains the spell­like ability to use Eagle's Splendor 3/day. Price: 12960 gp, Weight: 3 lb. The Fiendish Shards of Desusep: This libram is bound in ash plates inlaid with brass. This spellbook contains the spells Confusion, Crushing Despair, Dimension Door, Fear, Greater Invisibility, Lesser Geas, Lesser Globe of Invulnerability, Minor Creation, Polymorph, Shout, Solid Fog, Stoneskin. Price: 2400 gp, Weight: 4 lb. Thrukam's Scrolls: This tome is bound in leather. When first opened, it unleashes unearthly music. This spellbook contains the spells Charm Monster, Confusion, Detect Scrying, Dimensional Anchor, Greater Invisibility, Ice Storm, Lesser Globe of Invulnerability, Locate Creature, Shadow Conjuration, Shout, Wall of Ice. Price: 2200 gp, Weight: 8 lb. The Fiendish Scripture of Phusanax: This tome is written upon paper and bound in leather trimmed with rabbit fur. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains the spell­like ability to use Dancing Lights 3/day. Price: 1080 gp, Weight: 6 lb. The Aeches Slates: This impressive compendium is written upon linen pages and bound in leather. When first opened, it unleashes golden motes of light. This spellbook contains the spells Break Enchantment, Cloudkill, False Vision, Mage's Private bound by leather cords. It is locked by magic, and can only be opened by a drop of wine. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains the ability to speak Abyssal. Price: 1000 gp, Weight: 4 lb. Ziri's Manuscripts: This exotic compendium is written upon silk pages and bound in electrum plates set with pink pearl. Whenever it is opened, the reader is teleported 10 feet in a random direction. This spellbook contains the spells Acid Splash, Detect Poison, Mending, Open/Close. Price: 100 gp, Weight: 4 lb. The Nesthippae Esoterica: This libram is written upon linen pages and bound in cedar plates inlaid with pewter. It is locked by magic, and can only be opened by a drop of mercury. An individual who reads this tome, which requires 64 hours over a minimum of 8 days, gains the ability to speak Infernal. Price: 1000 gp, Weight: 4 lb. The Demonic Folio of Posokro: This set of etched glass plates is bound by a fine chain. It is locked by magic, and can only be opened by speaking a command word. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains a +1 temporary (1 month) inherent bonus to Handle Animal checks. Price: 100 gp, Weight: 9 lb. The Luminous Tome of Ades: This obscure book is written in blood and bound in hawthorn plates inlaid with bronze. It is written in Draconic. An individual who reads this tome, which requires 32 hours over a minimum of 4 days, gains Mounted Archery as a bonus feat (regardless of prerequisites). Price: 10000 gp, Weight: 8 lb. Annin's Scrolls: This tome is bound in carved wood plates. It is locked by magic, and can only be opened by starlight. This spellbook contains the spells Gaseous Form, Secret Page, Sepia Snake Sigil, Tiny Hut, Water Breathing. Price: 750 gp, Weight: 4 lb. The Infernal Slates of Turi: This set of etched glass plates is contained in a leather case. When first opened, it unleashes a column of brilliant light. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains a +9 temporary (1 week) inherent bonus to Spellcraft checks. Price: 0 gp, Weight: 7 lb. Care's Articles: This book is written upon parchment and bound in leather with gold hinges and fittings. This spellbook contains the spells Finger of Death, Greater Shadow Conjuration, Greater Teleport, Plane Shift, Power Word Blind, Spell Turning. Price: 2100 gp, Weight: 7 lb. The Tome of Prasonius: This heavy compendium is bound in leather. Whenever it is opened, every gold piece possessed by the reader becomes 10 silver pieces. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains Snatch Arrows as a bonus feat (regardless of prerequisites). Price: 10000 gp, Weight: 7 lb. The Codex of Alin: This tome is written in golden ink and bound in monstrous hide. Whenever it is opened, the reader loses the ability to speak until it is closed. This spellbook contains the spells Binding, Clenched Fist, Discern Location, Horrid Wilting, Incendiary Cloud, Mind Blank, Moment of Prescience, Polymorph Any Object, Prismatic Wall, Screen, Temporal Stasis, Trap the Soul. Price: 4800 gp, Weight: 4 lb. The Elemental Shards of Gimli: This set of scrolls is contained in a leather case. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains Whirlwind Attack as a bonus feat (regardless of prerequisites). Price: 10000 gp, Weight: 5 lb. The Profane Scrolls of Mili: This libram is written in fiery runes and bound in electrum plates set with jet. This spellbook contains the spells Dimensional Lock, Mind Blank, Moment of Prescience, Sunburst, Sympathy. Price: 2000 gp, Weight: 6 lb. The Book of Bifund: This folio of parchments is contained in an electrum coffer set with silver pearl. It is locked by magic, and can only be opened by a drop of holy water. This spellbook contains the spells Chill Touch, Comprehend Languages, Feather Fall, Jump, Mount, True Strike, Unseen Servant. Price: 350 gp, Weight: 7 lb. Sanctum, Secret Chest, Sending, Shadow Evocation, Symbol of Sleep, Telepathic Bond, Wall of Force, Wall of Stone. Price: 2750 gp, Weight: 7 lb. The Grimoire of Drycha: This flawless tome is bound in monstrous hide trimmed with bone. It is written in Giant. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains the spell­like ability to use Dimension Door once per day. Price: 20160 gp, Weight: 5 lb. The Fallen Folio of Cono: This folio of parchments is contained in an engraved bronze coffer. When first opened, it unleashes a flurry of snow. This spellbook contains the spells Clone, Polymorph Any Object, Scintillating Pattern, Telekinetic Sphere. Price: 1600 gp, Weight: 7 lb. The Elysian Grimoire of Doma: This libram is written in fiery runes and bound in leather. It is locked by magic, and can only be opened by the first light of dawn. This spellbook contains the spells Control Weather, Greater Scrying, Mage's Sword, Mass Hold Person, Reverse Gravity, Summon Monster VII, Symbol of Stunning, Symbol of Weakness. Price: 2800 gp, Weight: 4 lb. The Linda Esoterica: This folio of parchments is contained in a locked iron coffer. It is locked by magic, and can only be opened by the first light of dawn. This spellbook contains the spells Antipathy, Binding, Incendiary Cloud, Telekinetic Sphere, Temporal Stasis. Price: 2000 gp, Weight: 4 lb. The Hellish Folio of Musato: This heavy book is written in luminous script and bound in silver plates set with red­brown spinel. It is locked by magic, and can only be opened by a drop of blood. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains Manyshot as a bonus feat (regardless of prerequisites). Price: 10000 gp, Weight: 10 lb. The Astral Book of Ecech: This libram is bound in blackthorn plates inlaid with pewter. book is written in golden ink and bound in leather. Whenever it is opened, every gold piece possessed by the reader becomes 10 silver pieces. This spellbook contains the spells Color Spray, Comprehend Languages, Floating Disk, Hypnotism, Ray of Enfeeblement, Sleep, Unseen Servant. Price: 350 gp, Weight: 5 lb. Nome's Scripture: This ancient book is bound in leather. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains the ability to speak Infernal. Price: 1000 gp, Weight: 6 lb. The Khudu Apocrypha: This tome is bound in leather with silver hinges and fittings. An individual who reads this tome, which requires 64 hours over a minimum of 8 days, gains a +2 inherent bonus to Knowledge (arcana) checks. Price: 800 gp, Weight: 4 lb. The Umrar Shards: This folio of parchments is wrapped in linen cloth. This spellbook contains the spells Blink, Gentle Repose, Illusory Script. Price: 0 gp, Weight: 4 lb. The Fiendish Fragments of Umur: This folio of parchments is contained in a leather case trimmed with fox fur. An individual who reads this tome, which requires 32 hours over a minimum of 4 days, gains a +4 inherent bonus to Use Magic Device checks. Price: 3200 gp, Weight: 2 lb. The Arcane Fragments of Nacha: This heavy book is written in black wax and bound in carved wood plates. When first opened, it unleashes a phantasmal warning. This spellbook contains the spells Hold Person, Keen Edge, Nondetection, Protection from Energy, Sleet Storm, Summon Monster III, Tiny Hut, Tongues. Price: 1200 gp, Weight: 9 lb. The Midhne Slates: This modest book is bound in bronze plates set with jade. It is written in an archaic form of Gnome. This spellbook contains the spells Clairaudience/Clairvoyance, Dispel Magic, Displacement, Fly, Haste, Heroism, Invisibility Sphere, Nondetection, Protection from Energy, Secret Page, Wind Wall. Price: 1650 gp, Weight: 7 lb. The Fallen Scripture of Cariu: This flawless libram is Ates' Manuscripts: This flawless book is bound in monstrous hide. An individual who reads this tome, which requires 64 hours over a minimum of 8 days, gains the ability to speak Infernal. Price: 1000 gp, Weight: 6 lb. The Daighry Tablets: This exotic compendium is bound in monstrous hide trimmed with bone. An individual who reads this tome, which requires 32 hours over a minimum of 4 days, gains the spell­like ability to use Light once per day. Price: 360 gp, Weight: 5 lb. The Finnba Tablets: This compendium is bound in leather. When first opened, the reader ages 10 years. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains the ability to speak Ignan. Price: 1000 gp, Weight: 2 lb. The Eldritch Fragments of Anas: This set of scrolls is contained in an engraved bronze coffer. This spellbook contains the spells Chill Touch, Comprehend Languages, Sleep. Price: 150 gp, Weight: 6 lb. The Polesandr Slates: This compendium is bound in monstrous hide. Whenever it is opened, the reader becomes colorblind until it is closed. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains a +1 temporary (1 week) inherent bonus to Knowledge (local) checks. Price: 50 gp, Weight: 5 lb. The Eternal Libram of Caince: This rare book is bound in monstrous hide trimmed with bone. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains the ability to speak Auran. Price: 1000 gp, Weight: 4 lb. Umur's Articles: This set of engraved silver plates is contained in a lacquered yew box. An individual who reads this tome, which requires 64 hours over a minimum of 8 days, gains Natural Spell as a bonus feat. Price: 10000 gp, Weight: 7 lb. The Compendium of Henosandr: This flawless Weight: 2 lb. The Infernal Fragments of Erypes: This impressive libram is bound in stained glass plates. This spellbook contains the spells Finger of Death, Instant Summons, Limited Wish, Mass Hold Person, Power Word Blind, Symbol of Stunning, Symbol of Weakness, Vision. Price: 2800 gp, Weight: 4 lb. The Book of Sune: This set of scrolls is wrapped in linen cloth. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains a +4 inherent bonus to Balance checks. Price: 3200 gp, Weight: 6 lb. The Tome of Mario: This tome is written in luminous script and bound in cedar plates inlaid with brass. Whenever it is opened, all other magic items worn by the reader cease functioning until it is closed. This spellbook contains the spells Circle of Death, Freezing Sphere, Repulsion, Transformation. Price: 1200 gp, Weight: 6 lb. Atros' Leaves: This large compendium is bound in leather. An individual who reads this tome, which requires 32 hours over a minimum of 4 days, gains Improved Two­Weapon Fighting as a bonus feat (regardless of prerequisites). Price: 10000 gp, Weight: 6 lb. The Compendium of Perosam: This set of engraved stone slates is bound by a fine chain. When first opened, the reader ages 10 years. An individual who reads this tome, which requires 32 hours over a minimum of 4 days, gains Greater Two­Weapon Fighting as a bonus feat (regardless of prerequisites). Price: 10000 gp, Weight: 3 lb. The Damned Parchments of Imin: This large compendium is written in black wax upon paper and bound in electrum plates. When first opened, it unleashes a column of brilliant light. This spellbook contains the spells Forcecage, Greater Scrying, Spell Turning, Summon Monster VII, Symbol of Stunning. Price: 1750 gp, Weight: 6 lb. The Book of Comry: This modest book is bound in steel plates set with chrysoberyl. It is written in Celestial. An individual who reads this tome, which bound in leather trimmed with fox fur. When first opened, it unleashes a column of brilliant light. This spellbook contains the spells Dimension Door, Illusory Wall, Lesser Geas, Mass Enlarge Person, Minor Creation, Secure Shelter. Price: 1200 gp, Weight: 7 lb. The Arcane Fragments of Thrimil: This compendium is bound in stained glass plates. It is written in Halfling. This spellbook contains the spells Keen Edge, Nondetection, Shrink Item, Tongues. Price: 600 gp, Weight: 7 lb. The Leonousel Incunabulum: This set of scrolls is wrapped in linen cloth. This spellbook contains the spells Confusion, Detect Scrying, Dimensional Anchor, Greater Invisibility, Locate Creature, Mass Enlarge Person, Rainbow Pattern. Price: 1400 gp, Weight: 6 lb. The Demonic Leaves of Ukat: This compendium is bound in leather with platinum hinges and fittings. It is written in an archaic form of Infernal. This spellbook contains the spells Animate Dead, Confusion, Dimension Door, Dimensional Anchor, Greater Invisibility, Hallucinatory Terrain, Lesser Geas, Minor Creation, Phantasmal Killer, Resilient Sphere, Scrying, Wall of Ice. Price: 2400 gp, Weight: 2 lb. The Belli Tablets: This set of engraved iron plates is contained in a platinum coffer. Whenever it is opened, every gold piece possessed by the reader becomes 10 silver pieces. This spellbook contains the spells Confusion, Hallucinatory Terrain, Polymorph, Secure Shelter. Price: 0 gp, Weight: 4 lb. The Zigil Slates: This large book is bound in electrum plates. This spellbook contains the spells Ethereal Jaunt, Power Word Blind, Reverse Gravity, Symbol of Stunning, Waves of Exhaustion. Price: 1750 gp, Weight: 6 lb. The Sacci Incunabulum: This compendium is written upon paper and bound in stained glass plates. An individual who reads this tome, which requires 32 hours over a minimum of 4 days, gains the spell­like ability to use Vampiric Touch 3/day. Price: 32400 gp, requires 48 hours over a minimum of 6 days, gains a +4 inherent bonus to Craft (locksmith) checks. Price: 3200 gp, Weight: 8 lb. The Wicked Parchments of Comgia: This obscure compendium is bound in steel plates. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains the spell­like ability to use Animal Growth 3/day. Price: 97200 gp, Weight: 7 lb. The Baatorian Leaves of Erinos: This tome is written in golden ink upon paper and bound in monstrous hide. An individual who reads this tome, which requires 32 hours over a minimum of 4 days, gains a +1 temporary (1 month) inherent bonus to Hide checks. Price: 100 gp, Weight: 7 lb. The Infernal Tablets of Thrinan: This large tome is bound in birch plates inlaid with iron. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains the ability to speak Gnome. Price: 1000 gp, Weight: 7 lb. The Astral Grimoire of Freri: This flawless tome is written in golden ink upon silk pages and bound in leather with gold hinges and fittings. When first opened, it unleashes motes of yellow flame. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains the spell­like ability to use Message once per day. Price: 360 gp, Weight: 4 lb. The Profane Parchments of Nanain: This libram is bound in carved wood plates. Whenever it is opened, every gold piece possessed by the reader becomes 10 silver pieces. This spellbook contains the spells Animate Rope, Burning Hands, Color Spray, Detect Secret Doors, Floating Disk, Grease, Identify, Mount, Ray of Enfeeblement, Shield. Price: 500 gp, Weight: 5 lb. Atos' Folio: This set of scrolls is contained in an engraved gold coffer. This spellbook contains the spells Blindness/Deafness, Blur, Continual Flame, Darkness, Detect Thoughts, Fog Cloud, Minor Image, Owl's Wisdom, Rope Trick, See Invisibility, Touch of Idiocy. Price: 1100 gp, Weight: 6 lb. Kada's Articles: This cryptic compendium is written in blood and bound in stained glass plates. It is locked by magic, and can only be opened by a maiden. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains a +1 temporary (1 month) inherent bonus to Spellcraft checks. Price: 100 gp, Weight: 4 lb. The Onos Fragments: This libram is bound in monstrous hide trimmed with bone. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains the ability to speak Ignan. Price: 1000 gp, Weight: 5 lb. The Phasama Esoterica: This flawless tome is bound in leather trimmed with rabbit fur. It is locked by magic, and can only be opened by a maiden. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains Craft Wondrous Item as a bonus feat. Price: 10000 gp, Weight: 3 lb. The Libram of Care: This tome is written in illuminated script upon silk pages and bound in willow plates inlaid with copper. When first opened, the reader becomes permanently left­handed. This spellbook contains the spells Chill Touch, Comprehend Languages, Detect Secret Doors, Expeditious Retreat, Floating Disk, Identify, Jump, Mount, Ray of Enfeeblement, Shocking Grasp, Summon Monster I. Price: 550 gp, Weight: 6 lb. The Enchiridion of Lesocro: This compendium is bound in carved wood plates. Whenever it is opened, the reader loses the ability to speak until it is closed. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains the ability to speak Auran. Price: 1000 gp, Weight: 3 lb. The Elemental Fragments of Alim: This exotic compendium is written in luminous script upon parchment and bound in stained glass plates. This spellbook contains the spells Contact Other Plane, Fabricate, Feeblemind, Hold Monster, Lesser Planar Binding, Mage's Faithful Hound, Major Creation, Persistent Image, Secret Chest, Summon Monster V, Transmute Mud to Rock, Waves of Fatigue. Price: 3000 gp, Weight: 5 lb. Buita's Scripture: This libram is written in fiery runes and bound in oak plates inlaid with platinum. It is written in Abyssal. This spellbook contains the spells Sepia Snake Sigil, Slow, Summon Monster III, Tiny Hut. Price: 600 gp, Weight: 4 lb. The Cune Fragments: This tome is bound in monstrous hide trimmed with bone. This spellbook contains the spells Blink, Daylight, Deep Slumber, Dispel Magic, Fireball, Gentle Repose, Heroism, Illusory Script, Invisibility Sphere, Nondetection, Ray of Exhaustion, Shrink Item. Price: 1800 gp, Weight: 4 lb. Eucemes' Scrolls: This folio of parchments is contained in a leather case trimmed with ermine fur. This spellbook contains the spells Black Tentacles, Charm Monster, Enervation, Mass Enlarge Person, Minor Creation. Price: 1000 gp, Weight: 5 lb. The Empyrean Codex of Ophlos: This exotic tome is bound in copper plates. When first opened, it unleashes an ominous howl. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains a +3 temporary (1 month) inherent bonus to Charisma. Price: 41250 gp, Weight: 7 lb. The Unearthly Esoterica of Bori: This tome is written upon parchment and bound in leather. This spellbook contains the spells Explosive Runes, Major Image, Nondetection. Price: 0 gp, Weight: 8 lb. Cima's Folio: This compendium is bound in monstrous hide. This spellbook contains the spells Daylight, Displacement, Fly, Greater Magic Weapon, Halt Undead, Secret Page. Price: 900 gp, Weight: 3 lb. The Sharkad Slates: This folio of parchments is contained in a blackthorn box inlaid with electrum. Whenever it is opened, the nearby temperature drops by 10 degrees. An individual who reads this tome, which requires 32 hours over a minimum of 4 days, gains Tower Shield Proficiency as a bonus feat (regardless of prerequisites). Price: 10000 gp, Weight: 5 lb. The Abyssal Parchments of Cairy: This set of inscribed wooden slates is contained in a leather case. It is locked by magic, and can only be opened by a Mage Hand spell. An individual who reads this tome, which requires 32 hours over a minimum of 4 days, gains Greater Weapon Focus as a bonus feat (regardless of prerequisites). Price: 10000 gp, Weight: 4 lb. The Eternal Enchiridion of Piosippo: This folio of parchments is contained in a leather case trimmed with mink fur. This spellbook contains the spells Baleful Polymorph, Interposing Hand, Symbol of Pain, Telepathic Bond, Wall of Stone. Price: 0 gp, Weight: 7 lb. The Luminous Book of Prosonius: This ancient tome is bound in carved wood plates. It is written in Infernal. This spellbook contains the spells Mass Charm Monster, Sunburst, Symbol of Insanity. Price: 1200 gp, Weight: 6 lb. The Enchiridion of Achus: This tome is written upon vellum and bound in leather. When first opened, it unleashes a phantasmal warning. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains Quicken Spell as a bonus feat (regardless of prerequisites). Price: 10000 gp, Weight: 4 lb. The Gavi Tablets: This set of scrolls is contained in a leather case trimmed with rabbit fur. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains Quicken Spell as a bonus feat (regardless of prerequisites). Price: 10000 gp, Weight: 6 lb. The Wicked Folio of Gete: This set of engraved bronze plates is wrapped in linen cloth. An individual who reads this tome, which requires 48 hours over a minimum of 6 days, gains a +4 temporary (1 month) inherent bonus to Strength. Price: 55000 gp, Weight: 6 lb.
textdata/thevault/ Any (Any System ; Generic)/Rare and Mystical Tomes 10.pdf
CREDITS Writing: Chris Mastey Cover Art: Gordon Bennetto Layout: Matt Heerdt Shadowrun Line Developer: Jason M. Hardy Development: Peter M. Andrew, Jr. Art Direction: Brent Evans, Kat Hardy Proofing: EV McKittrick © 2013 The Topps Company, Inc. All Rights Reserved. Shadowrun and Matrix are registered trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. >> SHADOWRUN << << THE ASSASSIN’S PRIMER 2 > Whether we want to admit it or not, killing is part of a shadowrunner’s job. Ask any ten posters here on Jackpoint and I’ll bet nine of them have killed someone during a job, whether it was in self-defense or because they were assigned to take out the target. So it’s really fuckin’ annoying to see people who often take wetwork jobs, like Balladeer, getting dumped on by hypocrites here because of what they do in the shadows. With that in mind, I present this file for your consideration. The author submitted it a couple of hours ago with a “time sensitive” tag. I read the file’s title, The Assassin’s Primer, and after getting Balladeer’s expert opinion, I decided it was worth posting. The author claims to be a professional assassin, and Balladeer confirmed that he seems to know the ins and outs of that line of work intimately. That doesn’t necessarily mean you’ll agree with everything he says, but the practical advice he offers for those looking to become professional assassins is pretty solid. Even those of you who don’t want to make a career out of being an assassin should pay attention to this file. After all, if you’re ever unlucky enough to have a hitman targeting you, it pays to know how he might operate, neh? > Bull > I’ve also decided to grant this document’s author temporary posting privileges. Given how little time he has left to live, I figure he’s at least got a right to defend and amend his last words. > Glitch POSTED BY: QUIETUS I don’t have much time left, so I’ll cut to the chase. My name’s Quietus, and I’m an assassin for hire. In forty-eight hours, maybe less, I’ll be eliminated by my employer as a loose end. I have nowhere left to run, nowhere to go that they won’t find me, nor will they ever stop looking for me. I know too much for them to even consider letting me live. So as a farewell “fuck you” to them, I’m gonna make a final stand. I’ll still die, but I won’t make it easy for them. > Oh look, I’m playing the world’s tiniest violin. Fuckin’ hired murderer! Good riddance to bad garbage, I say. > Sticks > That’s rich, coming from a guy who aids sex traffickers for a living. > Netcat In the past few days I’ve thought a lot about what I want to leave behind, besides a body count. You guys—that is, the users of ShadowSEA—gave me the answer. In my years of lurking on ShadowSEA, I’ve seen a truck- load of ignorance spouted about assassins. Some of you see us as nothing more than sociopathic monsters, killing because we enjoy it, with the money being just a bonus. Others think we’re remorseless mercenaries who view our targets as our paychecks and nothing else. Even more disturbing than those misconceptions are those aspiring assassins who buy into them, either out of a misguided be- lief that they’re “cool” or “badass,” or because they believe that they must abandon all of their humanity to succeed as an assassin. The most depressing things I see, however, are the shadowrunners who set out to do this job without any knowledge of how to start. I’ve heard way too many sto- ries about novices getting killed because of ignorance, dead because nobody taught them the basics of survival in this line of work. > Sink or swim. That’s the only way you know who’s worth a damn in the shadows. The corps and cops don’t have any mercy on novice runners, so why should we? > Clockwork > Maybe because we’re supposed to be better than the corps and cops? If more people took the time to actually teach novices, don’t you think the result might be more good shadowrunners? Maybe then we could actually do some lasting damage to the damn megacorps. > Aufheben So I’ve decided to leave this file as my legacy to the shadow community. I hope I can dispel the illusions and myths about assassins while teaching those who want to become one how to do the job well. More than anything, I want to show that being an assassin and an honorable man is not a contradiction. WHO BECOMES AN ASSASSIN? As far as historians can tell, the first to be called assassins were the members of Order of Assassins, a band of fanati- cal devotees to a man named Hassan-i Sabbah that formed in 1080 ACE. Members of the Nizari Ismaili sect of Islam, they were trained in the ways of disguise and stealth, si- lently slaying their targets. They carried out hits for both sides of the Crusades at the direction of their leader. > Don’t forget where the word “assassin” comes from— hashshashin, from their use of hashish to give them visions of the paradise that awaited them if they killed who their master told them to. > Slamm-0! > *Sigh* I should have guessed that long-debunked piece of folklore would come up pretty quick. The truth is that the word hashshashin was derived from the word hashishi, which meant “outcast” or “rabble” and was used as an insult against followers of the Nizari Ismaili sect of Islam in the 12th century. >> SHADOWRUN << << THE ASSASSIN’S PRIMER 3 Medieval Western historians a few centuries later painted the Ismailis as fanatical killers, and centuries after that some over- imaginative Western historians connected the word hashishi with the drug hashish. Thus, the “drug-addled contract killers” story was born. Hassan-i Sabbah was an Ismaili, true, but other than that it’s just fanciful storytelling. > Glitch Flash forward about a thousand years, and things hav- en’t changed much. The job, at its heart, is the same that it’s always been: killing a target without attracting atten- tion, alerting guards, being identified, or leaving any clues that could trace the hit back to you or your employer. This means that deception and stealth are still the cornerstones of the profession. You’re not going to make it as an assas- sin by yelling a war cry and spraying the room your target’s in with machine gun fire. > Not that some bone-headed sprawl gangers don’t try this method. They call themselves “assassins” despite the fact that the only planning they’ve done for the hit is bringing ten times the bullets they’ll really need. Some of these morons even manage to make a name for themselves in the Barrens, but the second they try to hit a target outside of a Z-zone, they get geeked by the target or killed by the cop responding to the disturbance they caused. When it comes right down to it, being an assassin isn’t just a matter of being able to kill; it’s knowing how to kill without being noticed and how to reach the target in order to make the hit possible. > Balladeer Of course, not everything is the same as it was back in the Crusades Era. Some assassins still work for large organizations such as Aztechnology’s otonin warriors, the ninja employed by the yakuza, and SEAL Team Six (surprised to see that last one on the list? What do you think they do—bust in and explain to the bad guys the error of their ways?). However, many other assassins are independents working toward their own goals or simply trying to make a living. Every assassin has their own reasons for taking up the profession, but from what I’ve seen over the years, they can be divided into a few broad categories: THE DESPERATE These are the assassins who go into the job because they have no other marketable skills and need to make a liv- ing any way they can. This isn’t a criticism of their ability or professionalism. I’ve worked with quite a few highly skilled, professional assassins who started doing the job because they had the bad luck to be born in the Redmond Barrens and knew nothing else besides killing. Unfortunately, while these assassins can become pro- fessional and experienced, far too many become the “war cry and wild gunfire” types I mentioned above. There isn’t exactly an official mentorship program they can sign up for at the local community center, but that sort of instruc- tion is usually what’s needed for aspiring assassins to be- come professionals. The lucky ones find a mentor on the streets who can actually teach them something and move on up as a result. The unlucky ones usually end up dead pretty quick. > What about the self-taught experts? You know, the ones that worked their way up from the streets all the way to the big time with nothing but a gun and their wits? Shadowrunners do that all the time—just look at me. Why not assassins? > /dev/grrl > Ignoring for the moment that it’s arguable whether you’ve proven yourself as a shadowrunner, kid … I’d say the big difference is that the learning curve is much steeper as an assassin than it is for a shadowrunner. Sure, professionals come up from the streets in both professions, but I’d say a lot more people die making the climb to becoming a professional assassin than a professional shadowrunner. With shadowrunning the job can be a lot of things; stealing something, extracting someone, sabotage—jobs that corporate guards might not immediately react to with deadly force when guarding against. As an assassin, the job is always going to involve killing someone. This means the target and those guarding him will almost always react with deadly force. As for running away and living to fight another day, you can do that if an assassination job goes wrong, but it might be a while before you live that down. Assassination jobs outside of places like the Barrens require a certain level of skill, and a failure of that magnitude doesn’t reflect well on one’s aptitude. Shadowrunners can come back from a botched run easier because they usually work in teams. If a runner with a bad job on his record runs with a more experienced team that can cover for his weaknesses, he can usually recover his rep as long as he doesn’t majorly screw up. Assassins usually don’t have that option, since they typically work alone. > Balladeer THE PSYCHOS Okay, let’s address the elephant in the room. There are psycho assassins who get into the job because they love to kill. Everything else they get out of it, whether it’s the money or the street cred, is secondary to the power trip they get from ending another person’s life. I’m sure as hell not going to provide an in-depth psychoanalysis of these guys—I don’t want that particular Abyss staring back into me in my final hours. However, I will share what I know of them in case you find one of them on your ass. With these guys, it’s all about the thrill of being a death dealer. Holding the power of life and death in their hands is an addiction stronger than any BTL can offer, and who doesn’t want to make a living doing what they love? De- pending on what specifically is going wrong in their brain case, it might be the quick kill that gives them the most >> SHADOWRUN << << THE ASSASSIN’S PRIMER 4 pleasure, or they might get a kick out of toying with their prey before moving in. On the other hand, they might whet their sick appetites by killing the target’s family, friends, business associates, casual acquaintances, and former roommates before moving on to the actual mark. Really, there are a lot of forms that these guys’ dam- age might take, but it’s extremely important not to dis- count these assassins’ habits. Knowing what gives these wackjobs an adrenaline rush can give you an advantage. For example, knowing that the person trying to kill you picks off his targets’ friends and family first can give you the forewarning you need to get your loved ones out of harm’s way, or it might help you predict where he’ll strike next. And if you get the chance to take the psycho out, show no mercy. Because he sure won’t. > If you have one of these guys on your tail, it really pays to know somebody who works with human behavior. I don’t just mean a psychologist either; the UCAS FBI and other law-enforcement agencies and corps have entire departments of analysts that do nothing but analyze criminals’ behavior based on the clues they leave behind and the actions they take. Having an in with them and their knowledge of psychology can give you the edge you need to save your life or those of your friends. > The Smiling Bandit THE IDEALIST Finally, we come to the idealists—those who truly believe in a cause, and believe that killing is the only way to bring about that cause’s success. Of course, that description covers just about everything from religious fanatics kill- ing unbelievers to legitimate soldiers killing their nation’s enemies. With these assassins, the biggest thing to keep in mind is that the cause is all that matters to them, and they will often stop at nothing to complete the job. Trying to bribe them won’t work, nor will using other team members as hu- man shields. Especially using teammates as human shields. Do that, and you’ll have both an assassin targeting you and pissed off teammates ready to throw you under the bus. Don’t go thinking that all idealist assassins are fighters for justice like some comic book superhero. Yeah, there are some of those, but there are others who have no limits to the lengths they’ll go for their cause. Ever looked into the eyes of a man who thinks killing you is a sacred mis- sion from God? I have, and it’s not an experience I care to repeat. Nor is it an experience you want to have. > Okay hitman, cards on the table here. Which of these categories do you fall into? > Kane > I had a feeling someone was going to ask that question. I would call myself an idealist of the non-psychotic variety. To understand why, you need to understand my life. I was born to a poor family in Greece, living the sort of life that most of the SINless people are probably familiar with; unemployed parents, stealing food to feed my family, piss-poor education at best, everything. Life got even worse in my teenage years when the Alliance for Allah swept into the country in 2034. My entire family was among the quarter of Greece’s population killed by the invading fanatics. Alone, poor, and pissed off at the world for making my life suck even worse than it had before, I survived by doing the same thieving I’d done all my life. A few years later, however, I saw a news story about Mullah Sayid Jazrir’s assassination. Jazrir was the head of the Alliance for Allah, and with his death that coalition of religious wackjobs flew apart at the seams. The bastards that killed my family had been completely undone by the death of a single man. That was when I realized the power of individuals to change the world. By killing one man, whoever assassinated Mullah Jazrir saved many lives that could have been lost had the Second Ottoman Jihad continued. It was the first bit of hope I’d had since my family died, and I seized it with both hands. I was determined to make a difference in the world by doing what that man did; eliminating the sort of people who started senseless wars like the Second Ottoman Jihad, and ensuring that there would be fewer people who suffered like I did as a result. Since then, I’ve made a career out of hunting those who lead others to kill their fellow man, like religious fanatics and corporate war profiteers, or people who otherwise simply need to die because of the heinous natures of their crimes. > Quietus > Geez, lay it on a bit thicker, Melodrama Man. And talk about delusions of grandeur! > /dev/grrl > Give the guy a break, kid. The superhero-esque “saving the world” crap and the bleeding-heart viewpoint annoy the shit out of me too, but he’s got the right idea at the core: get out there and make the world, or at least a little part of it, into something more to your liking through sheer force of will. How do you think I got to where I am today? > Kane > By pillaging, thieving, and murdering? > Aufheben > Exactly. That’s my method of exercising my will on the world, just as Quietus’ was becoming an assassin. We have different methods and different outcomes we’re working towards, but the same goal at the core. > Kane > So how did you get your start in the assassin business, Quietus? School of hard knocks or formal mentorship? > Hard Exit >> SHADOWRUN << << THE ASSASSIN’S PRIMER 5 > Mentorship. I was lucky enough to make contact with a professional assassin in Athens that was serious about teaching an apprentice how to make a living in this line of work. He was also quite the idealist himself. He was a little wacky, claiming to be descended from the Spartan King Leonidas and saying that fighting for justice as an assassin was his “blood destiny” as a result, but the advice he gave has kept me alive for several decades now, and I never would have made it this far without the knowledge he gave me. > Quietus > Don’t we have enough people in the world making judgment calls of who lives and dies based on their personal morality? As a matter of fact, aren’t those exactly the sort of people that killed Quietus’ parents and led him to where he is today? > Kay St. Irregular > Believe me, Irregular, the irony of that is not lost on me. > Quietus THE HONORABLE KILLER Among the ranks of the idealist archetype that I men- tioned above, there are assassins who dedicate them- selves to their causes and beliefs to even greater de- grees. They are driven by the same motivations as other idealists, but they also adopt a strict code that governs how they live their lives and conduct themselves on the job. For lack of a more neutral term, I refer to them as “honorable killers.” I proudly count myself among these assassins. In my opinion, it’s only these codes of honor that separate as- sassins from the cold-blooded murderers who prey on the weak and defenseless every day in sprawls across the world. In a job that involves dealing death on a regular basis, it’s far too easy to cross the line from “professional assassin” to “soulless monster,” and that’s not a transition I ever want to make. > Oh, gag me with a fucking vibroblade. > Clockwork > Here’s where I have to part opinions with our author. I’m not saying that you have to make a habit of shooting children in order to be a successful assassin, but thinking you can adhere to a strict “code of honor” while being an effective assassin is hopelessly naïve. When you’re in this line of work, you have to do whatever it takes to survive and get the job done, and “whatever it takes” is not always going to be pleasant. Sooner or later, strictly adhering to a code of honor is going to get you stuck in a position where you’ll have to make a choice between violating that code or dying. While you’re busy agonizing over which way to go, you’ll catch a bullet through the head that makes the choice for you. > Balladeer > Speak for yourself. I’m not an assassin, but I am a soldier, a profession that also involves taking the lives of others. When you’re in a line of work like that, you need something to hold onto so that you don’t cross that invisible line Quietus mentioned. I was fortunate enough to be mentored by Matador, God rest his soul, who taught me the value of honor in a soldier’s life. Adhering to the code he taught me has saved me from doing things in the heat of the moment that, once my anger subsided, would have either tortured me with guilt for the rest of my life or driven me to suicide. I’ve seen soldiers who don’t have a code of honor to restrain them. They become little more than monsters, the sort of people that use civilians for target practice or worse. Personally, I cut out the middleman and use my sidearm to handle such soldiers on the rare occasions they show up in my unit. > Picador I’d like to be able to give aspiring assassins a step-by- step guide on how to develop your own code of honor, but I can’t really give much advice on this because it’s such a personal decision. Everybody has different lines they won’t cross and different things they value, and it’s things like that which usually shape an assassin’s code. Since I can’t give any general advice, I’ll share my own code here to give an example of what I’m talking about. NEVER KILL AN INNOCENT The first and most important tenet of my code is never to kill an innocent. In this case, “innocent” means anyone who is not my target or directly defending the target. There are many reasons I have this tenet as part of my code. For one thing, it’s the innocents that I’m doing this job to help. I’m fighting for those who can’t fight for them- selves, and killing them is a betrayal of that goal. Plus, it’s just plain wrong. I believe these people have a right to live a full life and to take that opportunity from them is unfor- giveable. I’ve never killed an innocent in the course of my job, and that’s a record I’m very proud of. I have, on occasion, been required to use some sort of force on people I consider innocents, either for their own safety (like getting them out of the way of a firefight) or because they were guarding a target but didn’t meet my definition of “directly defending my target” as described above. Whenever I’m forced to do this, I use non-lethal means like gel rounds or shock ammunition to render them unconscious until I eliminate the target. After that business is concluded, I quickly make sure that the uncon- scious innocents are alive and not suffering any adverse effects before making my escape. >> SHADOWRUN << << THE ASSASSIN’S PRIMER 6 > “Adverse effects?” Like what? And how can you check everyone you’ve shot? > /dev/grrl > The big two things I look out for are trouble breathing or signs of a heart attack. The former can be caused by a gel round impacting in the wrong spot, knocking the wind out of the target, and the latter can be caused by shock ammunition. Despite being marketed as a non-lethal type of ammunition, shock ammo can cause heart attacks in unhealthy people. As for how I can check everyone, it takes five seconds per person, for someone who knows exactly what to look for. Plus, they’re unconscious from the effects of the rounds, so they’re not likely to get up and alert the authorities or shoot me. > Quietus > How the hell can somebody be guarding the target but not “directly defending the target?” > Netcat > By that, I usually mean people like rent-a-cops and similarly low-paid security guards. In my mind, they’re not necessarily trying to defend an evil person because they’re evil themselves; usually it’s just a paying job like any other, and they’re just trying to feed their families. That doesn’t warrant death in my opinion. > Quietus ONLY TAKE JOBS THAT SERVE A GOOD CAUSE I will only take jobs that involve taking out targets whose demise will help people. Serial rapists, ganger scum, cor- rupt suits, and psychopaths of all types are just a few examples of the types of targets I’ve taken out over the years. If eliminating a man means that dozens of women around the sprawl can walk the streets feeling a little bit safer, or that the people don’t have to worry about being shot because they’re wearing the “wrong” colors in the “wrong” part of the city, I’ll take the job. I don’t kill purely for other people’s, or corporations’, profits. I’ve turned down plenty of lucrative jobs to erase crusading environmentalists or neo-anarchists when those people were guilty of nothing more than being inconve- nient to a corporation’s plans. Turning that money down has kept me on the razor’s edge of poverty at times, but frankly, I don’t give a shit. I do this job to make the world a better place, not to make it easier for fat cats to line their pockets. > There are more than a few shadowrunners who take this approach. The most well known are the ones who take “hooding,” as in Robin Hood, jobs. Sometimes they do it for no compensation except the satisfaction of doing the right thing. Personally, I think it’s an admirable path. It’s not an easy one, by any means, but one to applaud. > Aufheben TAKE NO PLEASURE IN THE KILL Being an assassin is a job, not a hobby. I hold peoples’ lives in my hands every day, and I have to treat that as the grave responsibility it is rather than as something to be enjoyed. I don’t enjoy what I do but I believe it’s a neces- sary evil. Believe me, I’d love to be able to retire because all the assholes in the world have disappeared and left me with no jobs. Until then the world needs people like me to tip the scales towards the good side just a little bit. Besides all that, enjoying this job like one does a hob- by is a quick way to become the “psycho” assassin I men- tioned above. > This applies to the mercenary business as well. One surefire sign of an amateur is somebody who treats their job like a game of paintball instead of like a firefight where they and their teammates stand a real chance of dying. No mercenary commander in their right mind wants someone like that in their unit. First of all, their lack of seriousness means they often don’t listen to orders, and failure to follow orders on the battlefield can get someone killed. Secondly, it’s really fucking annoying to everybody around you when someone’s treating a real brushfire war like a game while everyone else is focused on trying to survive. Extra annoyance means additional, unnecessary stress on everyone in an already-tense situation. And like Quietus said, the jokers like this who survive for long in the mercenary profession usually become psychopaths who enjoy killing way too much. Sooner or later they’ll resort to killing civilians to get their jollies. Besides being heinously evil, that sort of thing makes your unit persona non grata in the merc community. You’ll be effectively blacklisted by any halfway respectable employer. Usually the only way to restore the unit’s reputation is to shoot said psychopath, and sometimes even that doesn’t work. > Picador DON’T BETRAY YOUR EMPLOYER There’s obviously a big risk in hiring an assassin; if some- one is caught doing it, they can be charged with accesso- ry to murder, which usually carries penalties just as severe as the murder itself. That means that anyone who hires an assassin is taking a major leap of faith in assuming that the assassin won’t sell him out. If you build a reputation as a reliable assassin who absolutely will not betray the person who hired you, that gives you a major advantage when hiring time comes along. If you do betray an em- ployer, you can count on being blacklisted at best and targeted by an assassin yourself at worst. That sort of thing isn’t conducive to a long career, and if I’m blacklisted or dead, a few more bastards might live to make normal folks’ lives hell. Hence, this is a tenet of my code. > This advice applies just as much to shadowrunners as it does to assassins. The corporations may all know that the other corps >> SHADOWRUN << << THE ASSASSIN’S PRIMER 7 hire as many shadowrunners as they do, but that doesn’t mean they’re going to just lie back and let a run go down without retaliation if they know who the culprit is. It would make them look weak, and they know they can’t afford to show weakness. So as crazy as it sounds, the fact that they’re hiring you for a job means that they trust you to one degree or another. Don’t take that trust lightly if you want to have a long shadowrunning career. Or a long life. > Fianchetto DON’T BE A GLORYHOUND By this, I mean I won’t talk about jobs on Matrix sites in a way that can be traced back to me or my employer. This is partly for my own safety, but it’s also an extension of not betraying my employer. Whenever I talk about a job, I leave out the identifying details. If the job was sufficiently unique that any details could possibly tip someone off, I just don’t talk about it at all. > Ghost knows some people here on JackPoint could do well to take that advice. > Pistons > Eh, it’s in our nature to talk about this stuff. Not only do some of us bask in the glory it brings us, but sharing stories helps out others in the shadow community. Its common sense among shadowrunners to leave out the identifying details, but to not talk about it at all almost feels like it goes against the way we’re supposed to be wired. > Kay St. Irregular > One of the first things my mentor told me was: “If you’re looking for glory and want everybody to know your name, this is the wrong line of work for you”. That’s true to a certain extent among shadowrunners but it’s even truer for assassins. Unlike shadowrunners, we do nothing but kill people. That means a lot more discretion is needed to avoid a premature death, whether it’s at the hands of cops “serving the public good” or at the hands of employers “tying up a loose end.” > Quietus ONLY WORK WITH THOSE WHO RESPECT MY CODE I will not break my code for any reason. That’s the bot- tom line. It’s something I make perfectly clear to both my employers and those I work with, on the rare occasions I work with anyone. To avoid any complications, I ensure that I only work with people who, if they don’t share my code, will at least not ask me to break it and will not put me in a situation where I have to stand by and watch it be broken. On a couple occasions, I’ve been forced to work with people I haven’t been able to vet properly. One of those times, I had to violently intervene to prevent an innocent from being harmed by another team member. The psycho just wouldn’t listen to reason when I tried to warn him that a heavily armed combat drone wasn’t appropriate for the type of job we were doing. It wasn’t something I enjoyed, but I’d do it again in a heartbeat. > Sounds like an interesting story behind that summary. C’mon, spill some details on a job or two, man. You’re gonna die anyways. What harm is it going to do? > Kane > I intend to die as I lived, Kane: as a professional. So no. > Quietus KNOWLEDGE IS POWER Assassins tend to be different from shadowrunners in one very important respect: we don’t work as part of teams very often. Overall, we’re a rather self-reliant bunch, and we assassins with a code of honor have trouble finding a group of individuals who see eye-to-eye with us on ev- ery point of our code. This means that assassins usually don’t have anyone to cover their weaknesses in terms of knowledge and skills. As a result, we have to know much more than the average shadowrunner, having at least a little bit of knowledge of nearly everything just to survive. I can’t honestly claim to meet this high standard myself. I don’t know jack about magical theory, for example, and I couldn’t make sense of a commlink’s inner workings to save my life. I’ve survived several decades in this line of work despite not meeting that ideal, however, and there are a couple reasons for that. First, I have a lot of friends and contacts that can fill me in on what I need to know. Secondly, I only take jobs that play to my strengths or that I know I can accomplish with the skills I have. This has limit- ed my job choices, but it also means I haven’t found myself in over my head. > If you’re an expert in a very specialized area of knowledge, you could do worse than make friends with an assassin or another lone wolf-type shadowrunner. If they’re smart, they’ll pay pretty well for mission-critical information. If they’re not, they’ll be dead soon from their own idiocy anyway, so no skin off your nose. There’s nothing quite like having a reliable repeat customer. > Lyran > Why not just use skillsofts to fill the gaps in your knowledge? > /dev/grrl > For academic topics and other things like that, skillsofts might work. However, you really don’t want to rely on those for any skills you intend to use in combat. On their own they’re far too “linear” to be used in quickly changing situations like that. For instance, if you slot a chip with a program teaching you how to use a pistol and you don’t know how to use a gun without the >> SHADOWRUN << << THE ASSASSIN’S PRIMER 8 chip, you’re going to fire the gun the same way every single time, without fail. Not ideal for situations where you have to react on the fly. > Balladeer Here’s a brief rundown of the sorts of skills the average assassin needs, starting with the most critical. STEALTH AND DECEPTION As I said before, these are the cornerstones of the assas- sin profession. Stealth involves more than just sneaking around in the shadows. It involves looking convincing- ly like someone you’re not, like a normal person on the street rather than someone who’s out to kill somebody. Speaking of which, disguises also fall under this umbrella, though don’t expect to take too many jobs where you have to disguise yourself as a specific person. Normally, you’ll just be disguised as a person of a particular pro- fession, like a generic security guard from a specific cor- poration. Uniforms and equipment consistent with the disguise are helpful, but knowing the mannerisms of the average person in that line of work can make that dis- guise go even farther. The “lurking in shadows” type of stealth is still an ef- fective tactic, particularly in cities where there are lots of high-rise buildings to cast shadows. Alleys are your best friend: they’re shadowy and convenient places to dispatch a target without people noticing. If a bum happens to be using that alley and sees you, just pay him off. Usually a hundred nuyen or so is all you need to buy their silence. Honestly, I could give enough advice on this sort of stealth to fill a book, but the general advice boils down to this: stay quiet, block line of sight to your body, and always be ready to strike in case you’re discovered. Also, I cannot recommend chameleon suits highly enough, though you shouldn’t rely on them entirely. Get good at hiding, then use a chameleon suit. Nobody will be able to spot you. > This sort of ties in with my skillsoft comment above. Your equipment should supplement your learned skills, not replace or substitute for them. You can lose equipment, but you’ll always have your experience and skills available in your head. > Balladeer WEAPON TRAINING Familiarize yourself with a wide variety of weapons if you plan to become an assassin. All assassins have their favor- ite tools for the job but you won’t always have access to those favorites, so it pays to know how different versions of similar weapons work. With guns, you won’t have too >> SHADOWRUN << << THE ASSASSIN’S PRIMER 9 much of a problem because they tend to operate pretty similarly within their classes, but each model of gun does have its unique quirks that it pays to be familiar with. With melee weapons, things can get a lot more com- plicated simply because of all the variations available. All of them will feel different. For instance, don’t think that knowing how to use a certain type of sword means you’ll be good with all of them. Being able to use a katana well doesn’t mean you’ll get the same results with a claymore. They simply don’t handle the same way. There are far too many different melee weapons out there for anyone to be an expert with all of them, but practice with as wide a va- riety as you can. While I’m on the subject of melee combat, don’t under- estimate the value of improvised weapons. A soybeer bot- tle, a bar stool, and a brick can all be very effective weap- ons if used properly, and they may be your only available weapons one day. Learn how to use your environment as a weapon, and you’ll always be ready to fight. PHYSIOLOGY AND PSYCHOLOGY Which parts of the metahuman body can you shoot that will cause a target to bleed out in seconds? What meth- od of assassination will leave the fewest and most easily explainable marks on the body? Will one drug dart full of poison be enough to take out that troll, or does his sheer weight mean he needs three? Those are the sorts of questions that make all the difference to an assassin, and they’re questions that knowledge of the metahuman body can answer. Similarly, knowing the metahuman mind can aid in completing missions. For example, does the target have a phobia of something? Then study the possible reactions to phobia stimuli, and then use them to your advantage when you set up your hit. There are an infinite number of weak spots that the metahuman psyche can provide you, and if you have a general idea of how a target is going to react to a given situation, you can stay one or two steps ahead of him and cut off his escape. > Just remember—specific knowledge beats general knowledge every time. If you know your target’s mental makeup in detail, including his habits and general proclivities, you don’t need to know about psychology in general. You’ll have what you need to find the right time to strike. > Thorn PLANNING Every hit should be planned out, and the ability to draw up those plans is part of what makes great assassins. The knowledge of physiology and psychology greatly aids in that, but other factors need to be taken into consideration as well: What are the target’s favorite hangouts? What are the layouts of those places? Which of those places has the best security, and will the target have any additional se- curity with him? What’s his daily routine? Those are just a few of the questions you need to ask yourself when plan- ning a hit, and once you’ve gathered the information to answer them, you can start planning how the hit will go down. Depending on the circumstances, a standard break- ing-and-entering approach might be called for, or it might be better to take the target out on the streets. Or some other approach altogether might be called for. Also remember the old proverb “no battle plan survives contact with the enemy.” Have a couple of contingency plans in mind in case something goes wrong. BREAKING AND ENTERING Maybe once in your career, if that, you’ll have a target that kindly, and stupidly, leaves the door unlocked for you to just walk into his house and take him out. For the rest you’ll need to learn how to break into secure areas. Learning how to bypass maglocks and the like is obviously the most relevant, but it also pays to learn how to pick standard key and combination locks because some targets use them to thwart thieves who haven’t bothered learning how to pick them. It’s also important to learn how your target’s alarm system works. For instance, if it’s rigged to go off as soon as a window is cracked, the last thing you want to do is cut a hole in the glass. > What kind of idiot leaves his door unlocked, ever, in this day and age? > Slamm-0! > You’d be surprised how cocky some of the rich and powerful get when they live in their ultra-secure gated communities or high- class corporate housing. They have so much faith in the security their money can buy that they lose their common sense and get lax about the measures they can take on their own, like locking their doors. I pity their bodyguards. > Fianchetto REPAIR AND MAINTENANCE Self-reliance is one of the best traits an assassin can culti- vate. That’s why one should know as many of these skills as possible, so he can rely on himself if that’s all he has. So it just makes sense that repair and maintenance of your equipment is a helpful skill to learn. This goes beyond know- ing how to clean your guns (a skill any good shadowrunner should know). This is about knowing how to recognize when a critical part is about to give out and how to fix it yourself if you possibly can. Knowing how to make a replacement part yourself using a machine can free you from reliance on an armorer, though I still highly recommend them for major work. Besides, there are only so many hours in a day, and you might not want to use too many fixing a gun. > Much as I hate to reduce the amount of business I might get, I have to say that the same concept applies to your vehicles as >> SHADOWRUN << << THE ASSASSIN’S PRIMER 10 well. Unless you’re planning to take a bus to get to your target, which I don’t recommend, you’ll probably need your own vehicle in this line of work. Knowing how to fix minor problems can really save your ass. Of course, for major work and tricking out your ride, you’ll still need to come to pros like yours truly. > Turbo Bunny MAGIC I confess that I’m no expert on this field. I’m a mundane, and most of what I know about magic comes from what I’ve seen others do. But from what I’ve seen, adepts can have some powers that any assassin would kill for. I’ve seen adepts walk across fresh snow without leaving a footprint; talk their way past a dozen guys with guns; kill with a single punch; and too many other things to name. I have to confess, I’m a bit jealous. I’ve been in plenty of situations where powers like that would have been useful. > There’s no question that adept powers can be incredibly useful. As with everything else, though, you can’t let yourself grow dependent on them. Like Balladeer said earlier about skillsofts, your powers should supplement your natural skills rather than replacing them entirely. > Ma’Fan It pays to be aware of what a magic-user can do, just in case a target is Awakened, even if you don’t understand how it works. For example, it helps to know the difference between an adept and a mage, because knowing which one can sling spells and which one can kick your ass in an eyeblink can help you plan your attack. Of course, there are many possible variations within those basic categories of magic-users, like mystic adepts that can both kick your ass and sling spells, so gathering intelligence on what your specific target can do magically is doubly important. Fail- ing that, just assume that a magic-user can do just about anything and prepare accordingly. > Remember what they can do isn’t limited to flashy fireballs either. The sorts of mages that can get into your mind can be far more dangerous than the ones who can create a special effects show. > Haze > Ah, Haze. I was wondering when you might show up. > Quietus > Do I know you? > Haze > No, but I’ve seen your name on plenty of contracts that have crossed my path. I saw Pistons’ write-up on you in the Street Legends file, and I’ll tell you this right now: The only reason I’ve never taken one of those contracts on you is because there was always someone worse that needed to be taken down at the time. You’ve pissed a lot of people off over the years, rapist, and you’re in a lot of crosshairs as a result. No one can dodge that many bullets. > Quietus > PISTONS, YOU BITCH! You put out one of those hits on me, didn’t you?! > Haze > You’re barking up the wrong tree, asshole. I might hate you for the pig that you are, but I know JackPoint’s rules. Believe me, I’ve been sorely tempted to break them in the past when it comes to you. Good thing I never did, because from what Quietus is saying, it sounds like I didn’t need to. You reap what you sow. > Pistons TOOLS OF THE TRADE To be an effective assassin, you’re going to need the right tools for the job. Even the most skilled assassin needs some sort of weapon, but you’ll usually need other tools in order to get into a position to use that weapon. Of course, every assassin is going to have different prefer- ences for gear, so what follows are just general guidelines and observations based on my decades of experience. WEAPONS Plenty of people believe that the sniper rifle is an assas- sin’s best friend. This can be true, depending on the mis- sion, but ultimately you need to pick the specific weapon that’s best for the job at hand. You ever tried using a snip- er rifle on a SWAT-style door-kicker raid? Of course not, only idiots would do that. Sniper rifles are so ill suited to that sort of job that it’s like trying to chop a tree down with a wet herring. My point is, don’t get attached to a certain type of weapon, whether it’s a heavy pistol, SMG, or a sniper rifle. Get yourself a variety of weapon types and find out which guns work best for you. Every model has their little quirks, and finding out that those quirks are major hindrances for you in the middle of a firefight can be a very bad thing. Do your homework. It’ll save your life. > Seconded. Firing ranges exist for a reason, to test weapons in an environment where nobody’s shooting back at you. Take advantage of ranges in your area. They’re a dime a dozen in Seattle and most other cities. Most of them require a SIN to use, but most are also willing to accept a “gift” of some extra nuyen for “facility upkeep” to let us SINless use them, just as long as you don’t make any trouble. > Hard Exit Personally, I refuse to use any weapons with fully au- tomatic capability because of their potential to harm in- >> SHADOWRUN << << THE ASSASSIN’S PRIMER 11 nocents. Every bullet fired is something that might injure or kill an innocent if it doesn’t hit the target. Just having a weapon with fully automatic capability on hand is too much of a temptation to switch to full auto mode and hold down the trigger while pointing the gun at my target. Not worth the risk, in my opinion. > Oh c’mon! You’re telling me a trained assassin can’t hold back from using actual discipline in the heat of battle? That’s a bit hard to swallow. > /dev/grrl > Never underestimate your ability to panic in the face of the enemy. Even the most hardened fighter can panic given a strong enough fear stimulus. Even experienced soldiers have been known to hold down the trigger and go buck wild when something like that happens. Given that fact and Quietus’ strict adherence to his code, I’m not surprised he avoids those sorts of weapons. > The Smiling Bandit > How in the name of crap do you manage to survive in intense combat situations without a full auto weapon? > Kane > Standard sporting rifles and heavy pistols provide as much, if not more, punch than assault rifles and SMGs, and sporting rifles have longer ranges than their automatic counterparts. Plus, a well-aimed shot can do a lot more than a dozen randomly sprayed ones. > Quietus As far as gun accessories, silencers are a must if you’re trying to remain silent, and any good assassin should be. I prefer smartlinks over laser sights. If somebody sees the red dot from a laser sight on the target’s head, that can be a dead giveaway for your position, and it only takes a half-second for the target to duck and ruin your shot. Concealable holsters and arm slides can be excellent for concealing a pistol under a shirt or coat sleeve. If you ab- solutely must use automatic weapons, for Ghost’s sake get recoil compensation fitted into the weapon. Don’t underestimate the value in having several differ- ent types of ammo available. Besides the gel and shock rounds I mentioned earlier, subsonic rounds are excellent when used in a gun fitted with a silencer. Don’t count on us- ing them in your sniper rifle, though, since the gun’s effec- tive range will be reduced too much to be useful. Frangible ammo is great where innocent civilians might be harmed by over-penetration. My advice is to always have at least a magazine of rounds loaded with some sort of tracking agent, just in case you lose your target. They might not think anything of one more gunshot hitting them in the back if you’ve been shooting at them already. The uses of capsule rounds are limited only by your imagination and the chemicals you have on hand. > Acid can be used to break down all sorts of metallic objects, like inconvenient padlocks you don’t have a key for, and lots of bughunters use KE IV-loaded capsule rounds on their runs. If you’re friends with a chemist, he can probably whip up a batch of just about any chemical you might need for a mission. > The Smiling Bandit Finally, always have a melee weapon handy, even if it’s just a simple knife. The advantage of having a weapon that never runs out of ammunition is impossible to overstate. ARMOR From what I can tell, a lot of shadowrunners go for the heavi- est armor available if they’re expecting combat. I can see why this is the case, but depending on the mission an assassin may not be able to do that. Bulky, heavy armor doesn’t allow for much freedom of movement, nor does it really lend it- self to disguise. Armor-lined trenchcoats are favored by quite a few assassins because they provide a decent amount of protection while looking like a piece of normal clothing. For sneaking missions, you can’t beat a chameleon suit. > If you absolutely have to have heavy armor protection during a black-tie dinner or other such engagement, there are options available. Zoe and Mortimer of London both make some stylish clothing that provides the bulletproof protection of standard body armor. It can be useful when the shit hits the fan in a corporate environment. > Fianchetto SVD (SNIPER RIFLE) The SVD is an old design originally manufactured by the Soviets. Chambered for an even older round, the rifle is still capable of limited service in the current era. The SVD was used as the squad marksman’s weapon more than as a dedicated specialist’s tool, although the release of a nano- forge blueprint has lead to its resurgence with those who need a reasonably accurate weapon on short notice. It has a standard laser sight, though most models come with a sight manufactured outside Soviet territory. ACC DAM AP MODE RC AMMO AVAIL COST 5 (6) 10P –2 SA — 10(c) 6R 800¥ >> SHADOWRUN << << THE ASSASSIN’S PRIMER 12 AUGMENTATIONS Cyberware and bioware are fairly common among assas- sins. I suppose this only makes sense, because every assas- sin needs an edge. Not everyone is Awakened or a virtuaki- netic, but almost anybody can get cyberware implants. Contrary to the movie images of assassins as mon- strous cybernetic killing machines, most assassins go for straightforward, functional, and most importantly, subtle implants. Obvious cyberlimbs are extremely rare in this line of work. It makes a lot of people assume that you’re up to no good at first glance, especially if you’re bulked up or tricked out with the sorts of add-ons some shadow- runners love to get. By the same token, don’t even think about getting weird-looking cybereyes. I don’t care how cool you think entirely black cybereyes look, it will get you noticed, which is bad in our line of work. Implanted weapons are pretty common among assas- sins, though they tend to stay concealed. Cyberguns are an excellent last-ditch firearm to have available, and of course spurs and razors never run out of ammo. Remember what I said above about always having a melee weapon handy? If you have an implanted spur, it’s always handy. Most bioware is pretty subtle, but there are some pretty outlandish things out there, not the least of which are skin alterations like dragonhide. Avoid these like the plague. Given the limited time I have left to live, I suppose it wouldn’t hurt to say what work I’ve had done over the years, just to give a real-life example to the prospective newbies. I’ve had magnetic systems implanted in each limb to make climbing buildings as easy as breathing; cybernetic eyes with all the trimmings; retractable spurs in each arm; muscle replacement to make myself stronger and faster; wired re- flexes; shock implants in each hand; and an internal air tank for those times when oxygen is in short supply. > Wait a minute … magnetic implants, spurs, insufferable moral code … YOU GOAT-FUCKING SON OF A BITCH, YOU STILL OWE ME! > Clockwork > What in the nine hells are you talking about? > Ma’Fan > I’ve worked with this bastard before, and his fucking moral code cost me hundreds of hours of work and thousands of nuyen in materials! And Kane, pay attention, because this is the story you wanted to hear earlier. Here’s the sitch: Quietus was temporarily attached to my team for a job, though he wasn’t using that name. On behalf of some Yakuza or another, we were supposed to assassinate this Triad mucky-muck who was running a slaving operation. The yak wasn’t interested in the merchandise’s condition, he was just pissed that the Triad guy had beaten him to the punch on that particular market. He didn’t care how we did the job, just as long as the Triad guy was dead. So we track the guy to a dock warehouse, where he’s receiving his latest shipment. I figure this is the best chance to strike and I say I’ve got a new drone that can do the job. I had this custom job that I hadn’t even come up with a name for yet. It was a heavily armored drone that looked like a miniature tank, with tons of weapons. It was beautiful. I spent a lot of time making this thing. I had just finished it and wanted to test it out. Mister Softy here refuses to consider such a plan of action because it would “put innocents at risk.” Like I give a fuck about some no-name whores. He wants to go the quiet route and take a sniper shot at the guy. We get into an argument, and I’m about to start up my new custom drone when he knocks me unconscious to make sure that I can’t do it! Well, the Triad douchebag is long gone by the time our argument is resolved, so we miss our shot. We still know where the guy bases his operations from, so he’s not entirely lost to us, but trying to go through a bunch of Triad soldiers to reach him isn’t my idea of a good time. Still, Quietus thinks we can do it, and in fact believes it’s the best choice since the only ones who will be hurt are “evil.” He suggests that my new combat drone is the best choice to aid the rest of my team in a diversionary assault while he takes the kill shot. I’m a bit pissed, but the money is good for taking this guy out, so I go along with it. Well, the drone works really damn nicely in its first test run. It cuts down some Triad guards like it was barely a challenge, and the rest of my team easily picks off the other guards while they’re panicking and trying to take out the mechanical beast that’s killing their friends. Quietus gets the kill shot on the target, but as we’re retreating one of the guards brings out an anti-vehicle rocket launcher and shoots it at my drone. BOOM! Six months of work and 500,000 nuyen in materials, down the fucking drain just like that! All so he could save some goddamn whores nobody gives a shit about! He never even paid me back a single nuyen for the damage either! > Clockwork > So was that you, Quietus? Does Clockwork have it right? Did you really go to all that trouble to save the lives of a few people you didn’t know and who certain assholes seem to think are expendable? > Kat o’ Nine Tales > I can neither confirm nor deny any of the little bastard’s story. > Quietus ELECTRONICS Commlinks are as essential to an assassin as they are to anyone today. The most important thing an assassin can do as far as they go is to keep them secure. Spare no ex- pense on firewalls, anti-virus, and encryption software— the commlink is the nerve center of your PAN, and if it can’t be hacked, your cyberware and weapons can’t be either. Always keep your commlink on your person so that you can be as sure as possible it isn’t being tampered with. >> SHADOWRUN << << THE ASSASSIN’S PRIMER 13 > “Can’t be hacked?” There’s nothing that somebody out there can’t hack. > Slamm-0! > Nobody here is naïve enough to believe otherwise. But any shadowrunner worth a drek doesn’t let that stop him from trying their damnedest. > Bull If you’re no good at using your commlink to hack, you should definitely make friends with a hacker you can call in as a consultant on jobs. There are plenty of occasions where sabotaging your target remotely can be incredibly helpful. As far as other electronics, RFID tags are useful for tracking targets that get away, or even for aiding in surveil- lance. Jammers are excellent at preventing a target from calling for help. Maglock passkeys and sequencers, cellu- lar glove molders, and keycard copiers can help you defeat most common locks, and autopickers can assist in picking old-style key locks. A note on those last items: you shouldn’t completely rely on B&E tools to do the job. Try to understand as much as possible how they do what they do and what exactly they’re doing. That understanding can help you gain the knowledge you need to do such things yourself, so that you’re not automatically up Shit Creek if you’re ever stuck without the tool. ADVICE FOR THE ASPIRING ASSASSIN There’s more advice I could give, but it’s impossible to write all of it down in the short time I have left. Still, I’d like to try to impart some of the more valuable lessons I’ve learned over the years in this last section. BE AWARE OF THE CONSEQUENCES OF YOUR ACTIONS Everything that everyone does in this world has a ripple effect. Because of the nature of our work, we assassins leave major ripples with every job we take. Everybody in this world, including the target, is somebody’s sibling, parent, or significant other, and those people will hate you for ending your target’s life. This doesn’t mean all of them will seek revenge on you, but be prepared for it to happen if they discover your identity. If it does happen, don’t take it personally. >> SHADOWRUN << << THE ASSASSIN’S PRIMER 14 > I take people trying to kill me very personally. > Black Mamba This applies to more than just vengeful family mem- bers. For some historical examples of major ripple effects caused by one person’s death, just look at the assassina- tion of Archduke Franz Ferdinand of Austria, which sparked World War I. More recently, United States President Jesse Garrety’s death got William “Genocide” Jarman into office. His attempted Holocaust of the Native Americans drove Daniel Howling Coyote to implement the Great Ghost Dance, which in turn led to the Treaty of Denver. Only a dragon could possibly think of all the ways a person’s death could affect the world, but it still pays to be mindful of the wider consequences of a job. > Which brings into question a lot of the underlying assumptions of Quietus’ code, and I was going to bring it up earlier, but in the end we’re all compromised, so I didn’t figure I needed to single out Quietus, especially if he truly is on his way out. > Winterhawk DON’T SCREW UP Not that I think any assassin worth a damn would try to screw up, but this is worth saying for one simple reason: When you screw up a job, you immediately become the first target of your employer. Dead men don’t tell tales, after all. The best way to avoid this fate is to build yourself a reputation for not talking about your jobs. Unfortunately, having a perfect job record and a rep- utation for staying silent won’t necessarily save you. An employer might decide to eliminate you even after a suc- cessful job. So in addition to building up that reputation, keep your guard up at all times, and always prepare for betrayal. If and when it happens, show no mercy in de- fending yourself. > You know, it occurs to me that it might help to know why you’re being targeted by your current employer. After all, if it’s because you screwed up, that sort of calls your advice into question, doesn’t it? > Snopes > Since that would involve talking about a job, I must say “no comment.” > Quietus > Okay, do the math here, Snopes. He said that he was a teenager when the Alliance for Allah came along in 2034. That was forty years ago, which makes him at least fifty-three years old today, every adult year of that spent doing this job, and he’s still alive, at least for the moment. I’d say that record speaks for itself. > Stone KEEP MOVING Don’t stay in one place too long. Move around, even if it’s just to another district in the same city. Switch up the districts you stay in too. If you only move to safehouses in the Redmond Barrens, that’s not much better than staying in the same Barrens safehouse for years on end. Getting a ritzy place in Renton once in a while might be the last thing someone tracking you would expect. Somewhat related to this: Make friends with a reliable plastic surgeon and forger in case you need to change your appearance and get a corresponding fake SIN. That might be the only option if a job goes really bad. > Augmentations can change your appearance at least as efficiently as plastic surgery, and can be more cost effective too. > Kat o’ Nine Tales KNOW YOUR LIMITS If you need a special skill set that you don’t possess or if the target is someone you need special expertise to take down, contract a specialist for help or turn the job down. If your target’s a vampire and you know absolutely noth- ing about the Infected, get a vampire hunter to assist you if you decide to take the job. Don’t be afraid to say “no” because a job is beyond your skillset. It marks you as a smart man and a professional, not a coward. > I’ve lost count of the number of runners I’ve seen over the years that ended up in over their heads because they were too afraid for their reputations to say “no” to a job they couldn’t do. Not all of those runners made it out of those jobs alive, and even those that did took a major blow to their reps because they were exposed as misrepresenting their abilities. It is far more of a hit than their reps would have taken by turning the job down. Be honest with yourself and your potential employer. Hell, sometimes the employer will give you access to a specialist as part of the job if you say up front that it’s beyond your abilities. > Fianchetto CENTER YOURSELF What I mean by this is that you need to find something to center your mind and soul between jobs so that you can hold onto your humanity. Personally, I’m a fan of get- ting a hobby, specifically something that doesn’t involve violence, whether simulated or real. The whole point is to take a break from violence, after all. This means that things like urban brawl or Matrix shooters are right out. My hobbies of choice are cooking and karaoke. I’m pretty good at the former, especially with Italian stuff. The latter, not so much, but belting out a hard rock or rap song can be a really nice way to let off some steam without involv- ing simulated violence. >> SHADOWRUN << << THE ASSASSIN’S PRIMER 15 > When did this guy get taken over by an Overprotective Soccer Mom personafix? He can handle killing people for a living, but he can’t handle shooting zombies in Paranormal Crisis? > Slamm-0! > He didn’t say he couldn’t handle it. It sounds more like he wants to compartmentalize his life to some extent. I imagine that it’s sort of like a “wall” in his mind, and he keeps all the violence on one side and the rest of his life on the other, so that the two never meet. I can understand keeping them separate. When your job is as violent as his, the attraction of blowing stuff up in VR games or seeing Urban Brawl gunfights on trid is probably significantly reduced. That’s not true for every shadowrunner, there’s plenty of Urban Brawl fans here on JackPoint, but some people need that greater degree of separation. > Nephrine > Well, that’s the brief sum total of my decades of experience, there for the next few generations of assassins to see. Make it count. I heard the sound of cars pulling up outside my flat a few seconds ago. Looking out the window, I can see several heavily armed guys who look like they mean business approaching the entrance. I guess this is it. One last hurrah before I go on to whatever lies beyond. Safety and peace, everyone. > Quietus > USER QUIETUS HAS LOGGED OFF >> SHADOWRUN << << THE ASSASSIN’S PRIMER 16 GAME INFORMATION THE LONE WOLF AS A TEAM MEMBER As Quietus noted in the in-game document, assassins tend to work alone for a variety of reasons, but in most Shadowrun games, working completely alone isn’t an op- tion. So how do you fit this sort of “lone wolf” personality into a typical shadowrunning group? There are a couple of ways to go about this. CONSULTANTS As Quietus mentioned, assassins sometimes call in con- sultants or specialists to help out with jobs, usually to fill a particular skill niche like magic or hacking. The other members of the team could be those consultants, a group of assistants that the assassin regularly calls in to help him. Alternately, the assassin character himself could be the consultant, called in to lend his special skillset to the team for a particular job. Figuring out how to work these arrangements into a regular game might seem like a tall order, but there are a few ways to make them work. With the former arrange- ment, it might be best to simply suspend disbelief a bit. It might seem unusual for such an arrangement to happen so often, but it’s not much more unusual than different Johnsons regularly hiring the same group of runners. With the latter arrangement, it might be a good idea to have the assassin’s player play two characters, a regular PC and the assassin, with the assassin only coming out when his expertise is needed. “LET HIM DO HIS THING” On the other hand, there’s no law saying an assassin has to completely eschew working as part of a team. Such a character can easily be part of a regular shadowrunning group, but given a freer rein because the group realizes he does his part of the job better on his own. In this way, the assassin is both a part of the team and separate from it. He works with them, but when it comes time to exe- cute the battle plan, he goes his own way. This isn’t a completely alien idea in Shadowrun. Plen- ty of team members can be given a similarly long leash simply because their areas of expertise don’t make it easy for others to accompany them. If the team only has one hacker, for example, it’s not exactly easy for the other teammates to follow and assist him in the Matrix. It’s the same with teams that only have one mage or shaman who needs to do astral work. Simply treat the assassin the same way you’d treat one of those types of characters. NEW QUALITIES ASSASSIN’S CREEDS The Code of Honor: Assassin’s Creed Quality (p. 79, SR5) presents a code of behavior that an assassin can choose to follow. Not every assassin that follows a moral code like the one Quietus laid out above will fit comfortably within that mindset, however. These expanded Code of Honor rules are intended to provide players with more options for an Assassin’s Creed Code of Honor that will fit their characters’ moral code. Some of them are refine- ments of the original Assassin’s Creed Code of Honor, while others are intended to reflect entirely different as- sassin mindsets. Since the various codes discussed here have different effects, they also have different associated Karma bonuses or costs. Note that some of these are Positive Qualities, which cost Karma, while others are Negative Qualities, which provide Karma bonuses. The cost or bonus does not include any part of the Code of Honor bonus, as these qualities are similar only in their intention; selecting that Quality is not a prerequisite to use these Qualities. If you have trouble deciding which Assassin’s Creed Quality to take for your character, ask yourself what part of his moral code matters the most to him. Is it a prohibi- tion against harming innocents, serving his country, being a stalwart professional, or something else entirely? Once you figure that out, choose the quality that most closely reflects that answer. POSITIVE QUALITIES DEUS VULT! (COST: 4 KARMA) The words “Deus Vult,” “God wills it” in Latin, were the words that helped launch the First Crusade in 1095. Sim- ilarly, the assassin sees himself as on a crusade to elimi- nate the enemies of his religion. These enemies might be striking violently at the people or holy sites of his faith, or they might simply be “sinners” in his eyes. Either way, they must be eliminated. While the Code of Honor is called “Deus Vult,” it is not limited to any particular religion. A radical pagan can take this Code as justifiably as a fanatical Christian. Note that this Code might require some research on the player’s part to properly roleplay his character’s devotion to his reli- gion’s tenets. Advantages: The assassin’s faith sustains him even in the face of terrible wounds. Make a Willpower check at the beginning of the character’s Action Phase if he has taken a wound, either Stun or Physical damage, since his last Ac- tion Phase, with the threshold being equal to the number >> SHADOWRUN << << THE ASSASSIN’S PRIMER 17 of wounds taken in that time. Success on the roll means that the assassin ignores all wound penalties. The assassin should continue making rolls before each Action Phase, with the threshold for the test growing with each wound; for example, if a character makes a roll after sustaining two wounds, then sustains two more wounds before his next Action Phase, the threshold would be 4 for the next roll. If one of these rolls fails, all wound penalties immediately come into play and this advantage cannot be used until the next combat. Disadvantage: Perhaps as overcompensation for vio- lating his religion’s tenet against killing, the assassin de- mands much more of himself in observance of the other tenets of his faith. The assassin must make a Charisma + Willpower roll to act against his religion’s tenets, with the threshold varying based on the severity of the violation: simple theft would likely call for a threshold of 1, while great blasphemy or renouncing his religion entirely would call for a much higher threshold. If the character fails the roll, they refuse to perform the action and actively seek to stop anyone they see attempting it. MY COUNTRY, RIGHT OR WRONG (COST: 4 KARMA) Patriotism is the core of this assassin’s being. He serves his country by doing his deadly job, and he knows his work is justified because it helps the nation that he calls home. Enemies both foreign and domestic must be dealt with so the nation’s citizens can live in peace and security. Advantages: Make a Willpower check at the beginning of the character’s Action Phase if he has taken a wound, either Stun or Physical damage, since his last Action Phase, with the threshold being equal to the number of wounds taken in that time. Success on the roll means that the as- sassin ignores all wound penalties. The assassin should continue making rolls before each Action Phase, with the threshold for the test growing with each wound; for example, if a character makes a roll after sustaining two wounds, then sustains two more wounds before his next Action Phase, the threshold would be 4 for the next roll. If one of these rolls fails, all wound penalties immediately come into play and this advantage cannot be used until the next combat. Disadvantage: The idea of betraying his country in even the smallest way, even for a greater good some- where down the line, is unthinkable to the assassin. He must make a Charisma + Willpower check to act in a way detrimental to his country, with the threshold based on the severity of the offense: breaking into a military base to steal weapons would call for a threshold of 1, while sell- ing classified materials to the enemy would call for a much higher threshold. If the character fails the roll, they refuse to perform the action and actively seek to stop anyone they see attempting it. OUT FOR MYSELF (COST: 4 KARMA) The assassin knows that he can rely only on himself. Perhaps he’s a selfish bastard, or perhaps that’s just the mindset he needed to develop to survive where he grew up. Either way, he looks out for Number One, and to hell with everyone else. Advantages: The assassin is always watching his back; after all, nobody else will. He receives a +3 Dice Pool to all Surprise Tests because of this preparedness. Disadvantages: This character has proven that he cares only for himself, and his reputation in the shadows will suf- fer for it. Double all Notoriety gained by acts of selfishness or betrayal. STRIVE FOR PERFECTION (COST: 12 KARMA) Excellence in his craft is what this assassin aims for. It is not enough to take out the target; the job must be done efficiently, quickly, and without the slightest misstep. This is what separates the good assassins from the great ones in his mind, and he aims to be one of the greats. Advantages: The assassin has honed his skills with fire- arms to the point where shots that would be tough for most people are second nature to him. Halve the cost of all Called Shots, meaning they impose only a –2 dice pool penalty in- stead of –4. The Called Shot still costs a Free Action. Disadvantages: The standard “aiming for center mass” shots that most people take are beneath this sort of assassin. He seeks to make every shot count, regardless of how many bullets are in his magazine. The assassin must make Called Shots unless he is providing covering fire or acting in a similar capacity where Called Shots would not be practical. NEGATIVE QUALITY CONSUMMATE PROFESSIONAL (BONUS: 3 KARMA) The consummate professional knows that the assassin contract involves a great deal of trust between both par- ties, and he seeks to honor that trust to the fullest. He will never talk about the jobs he takes, even to boost his own reputation. This makes him somewhat more difficult for employers to track down, but those who do find him know that they can trust him not to sell them out. Advantages: The consummate professional has proven he’s worthy of being treated better than a typical assassin. Gain a +2 Dice Pool bonus to social interaction rolls when interacting with employers. Disadvantages: The flip side to having as much discre- tion as the consummate professional does is that it’s much harder to be known for your work. Divide total Karma by 20 (instead of 10 as normal) and round down in order to determine Street Cred.
textdata/thevault/Shadowrun [multi]/EXTRAS/Character Creation/Shadowrun 5e - Assassins Primer [CAT 26S036].pdf
Type: Core Units: Cost: Upgrades: HIVE FLEET ONACHUS TYRANID ARMY LIST “Named after the Terran beast from ancient legends, Hive Fleet Onachus set the Homeworlds ablaze with its abhorrent touch.” Forces The Hive Fleet Onachus Tyranid Army List uses the datasheets from the Tyranid Forces section. Using The Army List Hive Fleet Onachus Tyranid formations come in three types: synapse swarms, independent swarms and war engines. Each synapse swarm you include in the army allows you to field one independent swarm. No more than one fourth of the points available may be spent on war engines. The army list includes the following information: The name of the formation. The units that make up the formation. The core units of a formation may be doubled or tripled. A formation with the normal number of core units is called a small (S) formation, a formation with double the number of core units is called a medium (M) formation, and a formation with triple the number of core units is called a large (L) formation. The point costs of a formation are listed under S, M and L (the costs for a small, medium or large formation, respectively). A formation may add any of the units noted here for their listed cost. If there is a limit on the number of units that may be added then this limit is doubled for medium formations and tripled for large formations. All of a formation’s core and upgrade units count as being part of one formation. The different units may not activate on their own. Special Rules The Mobility rule applies to all Tyranid units (see Xeno-Biology). Additionally, formations with synapse units may return brood units to play via Swarming (see Xeno-Sociology). SPECIAL RULE The Hive Mind The Hive Mind The Hive Mind of the Tyranids is a single coordinating sentience. Its influence is projected through synapse creatures that communicate with their lesser kin via a form of telepathy. Under the control of synapse creatures the slave organisms act in perfect unison. However, should the synapse creatures be slain the basic creatures revert to their animalistic behaviors until other synapse creatures can exert control over them. This is represented by the following rules for synapse swarm, not independent swarm or war engine, formations: • Synapse swarms ignore brood units for the purposes of determining formation strength during tiebreak. • A synapse swarm with no synapse units has an initiative of 3+ and may not capture objectives. • A synapse swarm with at least one synapse unit ignores the -2 modifier for being broken when it is attempting to rally. Additionally, it can absorb other synapse swarm formations with no synapse units at the end of its action. The formation must have one unit within 5cm of a unit from the formation(s) being absorbed. The units and blast markers of an absorbed formation become part of the formation. An absorbed formation is considered completely destroyed for the purposes of tiebreak and the Break Their Spirit goal. SPECIAL RULE Vanguard Organisms Vanguard Organisms Only Genestealer and Lictor Swarm formations may be set up on the table as “garrisons” at the start of the Epic tournament game scenario. Tyranid – 2020-04-24 1 HIVE FLEET ONACHUS TYRANID ARMY LIST Hive Fleet Onachus Tyranid armies have a strategy rating of 1. All Tyranid formations have an initiative rating of 1+ but synapse swarm formations have an initiative of 3+ if they do not contain synapse units. If a synapse swarm does contain a synapse unit it ignores the -2 modifier for being broken when rallying (see The Hive Mind). SYNAPSE SWARM FORMATIONS COST TYPE CORE UNITS S M L UPGRADES Tyranid Swarm One Hive Tyrant or two Tyrand Warriors, and any six of the following units: Hormagaunts, Termagants 200 375 525 Add any number of the following units for +15 points each: Hormagaunts, Termagants Add any number of Gargoyles for +20 points each Add any number of the following units for +25 points each: Biovore, Zoanthrope Add any number of Raveners for +30 points each Add any number of the following units for +50 points each: Carnifex, Exocrine, Haruspex, Malefactor Add any number of Trygons for +60 points each Add any number of Dactylis for +75 points each Add up to one Tyranids Warriors unit for +50 points Replace up to one Hive Tyrant in the army with a Dominatrix for +225 points Add up to one Symbiote character per army to a Hive Tyrant or Dominatrix for +50 points INDEPENDENT SWARM FORMATIONS (One independent swarm may be fielded per each synapse swarm.) COST TYPE CORE UNITS S M L UPGRADES Biovore Swarm Five Biovores 150 275 375 Add any number of Biovores for +25 points each Dactylis Swarm Three Dactylis 300 575 825 Add any number of Dactylis for +100 points each Exocrine Swarm Three Exocrine 175 325 450 Add any number of Exocrine for +50 points each Genestealer Swarm Six Genestealers 150 n/a n/a Add any number of Genestealers for +25 points each Add up to one Brood Lord character for +25 points 0–2 Lictor Swarm Four Lictors 150 n/a n/a Add up to two Lictors for +35 points each WAR ENGINE FORMATIONS (Up to a fourth of the points available may be spent on these formations.) COST TYPE CORE UNITS S M L UPGRADES Harridan Swarm One Harridan 150 300 450 Add any number of Gargoyles for +20 points each Hierodule Bio-Titan One Hierodule Bio-Titan 350 n/a n/a None Hierophant Bio-Titan One Hierophant Bio-Titan 525 n/a n/a None Trygon Swarm Three Trygons 225 n/a n/a Add up to three Trygons for +65 points each Add any number of Raveners for +30 points each Tyranid – 2020-04-24 2 NAME Brood Lord TYPE CH SPEED n/a ARMOUR n/a CC n/a FF n/a WEAPONS - RANGE FIREPOWER NOTES Inspiring, Invulnerable Save, Leader. Symbiote CH n/a n/a n/a n/a - Supreme Commander, Synapse (+1). If added to the Dominatrix the unit will additionally loose supreme commander and synapse (+1) on a Critical Hit Effect roll of a 6. Gargoyles INF 30cm - 6+ 5+ Flamespurts (15cm) Small Arms Brood (2), Expendable, Jump Packs. Genestealers INF 20cm 6+ 2+ - Rending Claws (bc) Assault Weapons, FS Infiltrator, Scout. Hormagaunts INF 20cm - 3+ - - Brood (1), Expendable, Infiltrator. Raveners INF 20cm 5+ 4+ - Twin Scything Talons (bc) Assault Weapons, EA(+1) Brood (2), Expendable, Infiltrator, Tunneler. Termagants INF 20cm - 6+ 5+ Fleshborers (15cm) Small Arms Brood (1), Expendable. Tyranid Warriors INF 20cm 5+ 2+ 5+ Deathspitters 30cm AP5+ Fearless, Synapse (1). Biovore LV 15cm 6+ 6+ 5+ Spore Mines 30cm AP5+/AT6+, D, Ind Lictor LV 20cm 5+ 3+ 6+ Flesh Hooks (15cm) Small Arms Lictor Talons (bc) Assault Weapons, S First Strike, Infiltrator, Invulnerable Save, Scout, Teleport. Zoanthrope LV 15cm 4+ 6+ 5+ Warp Blast 30cm AP5+/AA6+ and (15cm) Small Arms, MW Invulnerable Save. Carnifex AV 20cm 4+ 3+ 5+ Bio-Plasma (15cm) Small Arms Large Scything Talons (bc) Assault Weapons, EA(+1), MW Fearless, Reinforced Armour. Dactylis AV 15cm 4+ 5+ 5+ Bile Pods 45cm 1BP, D, Ind Reinforced Armour. Exocrine AV 15cm 4+ 5+ 4+ Bio-Cannon 45cm 2× AP4+/AT5+ Reinforced Armour. Haruspex AV 20cm 4+ 3+ 5+ Acid Jets and Frag Spines 15cm 2× AP5+/AT6+ Claws and Mandibles (bc) Assault Weapons, EA(+1), MW Reinforced Armour. Hive Tyrant AV 20cm 4+ 3+ 5+ Venon Cannon 30cm AP4+/AT5+ Lash Whip and Bonesword (bc) Assault Weapons, EA(+1), MW Commander, Fearless, Leader, Reinforced Armour, Synapse (2). Malefactor AV 25cm 4+ 4+ 5+ Frag Spines 15cm 2× AP5+ Arms (bc) Assault Weapons, EA(+1), MW Reinforced Armour, Transport. May transport two infantry units without Jump Packs or Mounted. Dominatrix WE 20cm 4+ 3+ 5+ Bio-Titan Bio-Cannon 45cm 3× AP4+/AT5+, FxF Energy Pulse 60cm 3BP, MW and 45cm AA5+, MW 2× Massive Scything Talons (bc) Assault Weapons, EA(+1), TK Damage Capacity 4, Commander, Fearless, Invulnerable Save, Leader, Regeneration, Reinforced Armour, Synapse (2). May step over units and and pieces of terrain that are lower then the unit’s abdomen and less than 2cm wide. Critical Hit Effect: The unit takes a point of damage. Roll a D6, on a roll of 1 all units within 5cm take a hit on a roll of 6+, and on a roll of 6 the unit loses commander, leader and synapse (2). Harridan WE 35cm 5+ 5+ 5+ Twin Harridan Bio-Cannon 45cm 2× AP4+/AT5+, FxF Large Scything Talons (bc) Assault Weapons, EA(+1), MW Damage Capacity 3, Fearless, Reinforced Armour, Skimmer, Transport. May transport four Gargoyles. Critical Hit Effect: The unit takes an extra point of damage. Hierodule Bio- Titan WE 25cm 4+ 3+ 5+ 0–1× Bile Launcher 60cm 3BP, FwA 0–1× Bio-Titan Bio-Cannon 45cm 3× AP4+/AT5+, FwA 0–1× Cluster Spines 45cm 4BP, FwA 0–1× Pyro-Acid Spray 15cm 3BP, FwA, IC 0–2× Razorclaw (15cm) Small Arms, EA(+2) or (bc) Assault Weapons, EA(+1), TK(D3) 2× Massive Scything Talons (bc) Assault Weapons, EA(+1), TK Damage Capacity 4, Fearless, Invulnerable Save, Regeneration, Reinforced Armour. May step over units and and pieces of terrain that are lower then the unit’s abdomen and less than 2cm wide. Armed with two weapons chosen from the following list (only a Razorclaw may be chosen twice): Bile Launcher, Bio-Titan Bio-Cannon, Cluster Spines, Pyro-Acid Spray, Razorclaw. Critical Hit Effect: The unit takes a point of damage. Roll a D6, on a roll of 1 all units within 5cm take a hit on a roll of 6+, and on a roll of 6 the unit loses another point of damage. TYRANID FORCES Hierophant Bio- Titan WE 25cm 4+ 3+ 5+ 0–1× Bile Launcher 60cm 3BP, FwA 0–1× Bio-Titan Bio-Cannon 45cm 3× AP4+/AT5+, FwA 0–1× Cluster Spines 45cm 4BP, FwA 0–1× Pyro-Acid Spray 15cm 3BP, FwA, IC 0–2× Razorclaw (15cm) Small Arms, EA(+2) or (bc) Assault Weapons, EA(+1), TK(D3) Ripper Tentacles (bc) Assault Weapons, EA(+2), FS 2× Gigantic Scything Talons (bc) Assault Weapons, EA(+1), TK(D3) Damage Capacity 6, Fearless, Invulnerable Save, Regeneration, Reinforced Armour. May step over units and and pieces of terrain that are lower then the unit’s abdomen and less than 2cm wide. Armed with two weapons chosen from the following list (only a Razorclaw may be chosen twice): Bile Launcher, Bio-Titan Bio-Cannon, Cluster Spines, Pyro-Acid Spray, Razorclaw. Critical Hit Effect: The unit takes a point of damage. Roll a D6, on a roll of 1 all units within 5cm take a hit on a roll of 6+, and on a roll of 6 the unit loses another point of damage. Trygon WE 25cm 5+ 4+ 6+ Bio-Electric Field (15cm) Small Arms Large Scything Talons (bc) Assault Weapons, EA(+1), MW Damage Capacity 2, Fearless, Reinforced Armour, Tunneler. Critical Hit Effect: Destroyed. Brood: Synapse: Swarming: SPECIAL RULE Xeno-Sociology Xeno-Sociology A Tyranid invasion is more akin to an infestation. Lesser creatures are everywhere, whether because they were separated from a swarm or because they just made planetfall via a Mycetic Spore. These creatures instinctively seek out the psychic conduits of the Hive Mind that are the synapse creatures. This is represented by the following rules: Units with brood (brood units) are placed in the army’s off-board “swarm pool” when they are destroyed. These units may be returned to play via swarming for a number of swarm points equal to their brood value. This is the number in parenthesis after “Brood”. Formations that contain at least one unit with synapse (a synapse unit) may return brood units from the swarm pool to play via swarming. Each synapse unit has a synapse value, the number in parenthesis after “Synapse”. Some characters are noted as having Synapse (+x). These increase the synapse value of the unit they are added to by a number equal to “x”. After a formation regroups, or in the End phase after all formations have rallied, a formation with at least one synapse unit may “swarm”. Total up all the synapse values in the formation, this is the number of “swarm points” available to the formation. Units with brood in the swarm pool may be returned to play for a number of swarm points equal to their brood value. If a formation is broken or within 30cm of enemy units halve the number of swarm points available to it, rounding up. If a formation is broken and within 30cm of enemy units then it may not swarm. All units returned to play in this manner must be placed within 5cm of a unit from the formation that was there prior to swarming. These units may not be placed in enemy zone of control or in impassable terrain. Not all of the swarm points available need to be used, but any leftover are discarded. Mobility: Regeneration: SPECIAL RULE Xeno-Biology Xeno-Biology Tyranids are the most rapidly evolving species in the known galaxy. The developmental leaps exhibited in broods from the same hive fleet would normally take millions of years to achieve in other creatures. Their biology gives them certain benefits on the field of battle which are represented by the following rules: Tyranid armored vehicle and war engine units do not take dangerous terrain tests. In addition, Tyranid light vehicle units count as infantry for the purposes of terrain (see Terrain). Fortified positions such as minefields or razorwire, and special terrain features such as lava flows affect Tyranids normally. War engine units with regeneration can regain lost damage capacity points. Each unit with regeneration regains one damage capacity point at the beginning of each turn’s end phase. Regeneration cannot be used by a destroyed unit nor may it increase a unit’s damage capacity beyond the starting amount.
textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Warhammer Epic Games/Epic Armagedon/netea-tyranid-2020-04-24.pdf
Page  Print on card-stock paper, and cut along the black crop marks (works best with a sharp utility knife or paper/photo  trimmer). Fold at the grey dash line, and glue them back-to-back. You can also laminate the cards using laminating pouches in A7 format (card size: 74 mm × 05 mm). But then  please use normal paper, and don’t glue them, because this would kill your laminatior ! ClaSS FeaTure * TalenTS Customizable Character Class Deck compatible with 13th Age™, and Th e Archmage Engine™ Barbarian Card deck Design by Kazekami — [email protected] Version 1.0 — May 2014 legAl notice Th is Barbarian Card Deck uses trademarks and /or copy- rights owned by Fire Opal Media, which are used under the Fire Opal Media, 13th Age Community Use Policy. We are expressly prohibited from charging you to use or access this content. Th is Barbarian Card Deck is not published, endorsed, or specifi cally approved by Fire Opal Media. For more information about Fire Opal Media’s 13th Age Community Use Policy, please visit: www.fi reopalmedia.com/communityuse For more information about Fire Opal Media and 13th Age products, please visit: www.fi reopalmedia.com and www.pelgranepress.com Licensed under the Open Game License. BarBarian Card deCk BarBarian Card deCk Barbarian Class Feature BarBarian rage Class feature reCharge Quick Action melee And thrown weApon AttAcks effect Once per day, use a quick action to start raging. A rage lasts until the end of battle, or about 5 minutes. While raging, you roll 2d20 to hit with your barbarian melee and thrown weapon attacks instead of 1d20. use the higher roll for the attack. criticAl effect If you roll a natural 11+ with both dice and your highest attack roll is a hit, the attack is a critical hit! rechArge recharge 16+: After a battle in which you rage, roll a d20 and add your Constitution modifier. On a 16+, you can use Barbarian Rage again later in the day. Barbarian Class Feature BarBarian rage clAss feAture used rechArge 16+ After bAttle add your Constitution modifier to the recharge roll Adventurer feAt leArned* Whenever the escalation die is 4+, as a quick action, you can start raging for free. (It doesn’t count against your normal usage.) This rage lasts until the end of the battle, as normal. chAmpion feAt used' leArned* You can now start raging freely when the escalation die is 3+. epic feAt leArned* You can now start raging freely when the escalation die is 2+. Page  Barbarian adventurer Talent BarBariC Cleave tAlent once per BAttle free Action Trigger: Drop an enemy to 0 hit points with a standard melee attack. effect Once per battle, as a free action, you can make a standard melee attack after having dropped any enemy to 0hp with a standard melee attack. Mooks do not count for this, unless the mook you dropped was the last of its mook mob. Barbarian adventurer Talent BarBariC Cleave tAlent used once per BAttle Adventurer feAt leArned* You gain a +2 attack bonus with Barbaric Cleave attacks. If the cleave attack hits, you can heal using a recovery. chAmpion feAt leArned* If there is no foe engaged with you to use your Barbaric Cleave attack against, as a free action you can move to a nearby foe before making the attack. epic feAt leArned* While raging, you can use Barbaric Cleave as many times as you like during a battle, but only once per round. heAl using A recovery The character targeted with a healing effect uses one of their recoveries and rolls their own recovery dice. Barbarian Adventurer Talent Building Frenzy talent DaIly free Action Trigger: you missed with an attack. effect One battle per day, as a free action after you have missed an attack, gain +1d4 damage to each successful melee attack until the end of the battle. For each missed attack following this, add another +1d4 damage, up to a maximum of +4d4 damage. Adventurer feAt leArned* Bonus damage dice are now d6s. chAmpion feAt leArned* Bonus damage dice are now d10s. epic feAt used' leArned* You can use Building Frenzy twice a day. Barbarian Adventurer Talent Building Frenzy tAlent used dAily Page  Barbarian adventurer Talent Slayer tAlent Trigger: You attack a staggered enemy you were not engaged with at the start of your turn. effect During your turn, when you attack a staggered enemy you were not engaged with at the start of your turn, deal +1d6 damage per level to that creature if you hit. Adventurer feAt leArned* You gain a +2 bonus to Slayer attacks. chAmpion feAt used' leArned* Once per battle, when you miss with a Slayer attack, deal the additional +1d6-per-level damage to the target instead of normal miss damage. epic feAt leArned* Whenever one of your Slayer attacks drops a non-mook enemy to 0hp, you gain 20 temporary hit points. Barbarian adventurer Talent Slayer tAlent stAggered When you are reduced to half your hit points or fewer, you’re staggered. Barbarian adventurer Talent STronghearT tAlent effect Your recovery dice are d12s instead of d10s. Adventurer feAt leArned* Increase your total number of recoveries by 1. chAmpion feAt used' leArned* You gain +1 PD. When you heal using a recovery, you can roll a save against a save ends effect. epic feAt leArned* Increase your total number of recoveries by 1 (making a total of +2 from this talent). Barbarian adventurer Talent STronghearT tAlent heAl using A recovery The character targeted with a healing effect uses one of their recoveries and rolls their own recovery dice. Page 4 Barbarian adventurer Talent UnSToppaBle talent OnCe per Battle Trigger: Declare you’re using Unstoppable before making a barbarian melee attack. effect Once per battle, declare you’re using Unstoppable before making a barbarian melee attack. If your attack hits at least one target, you can heal using a recovery. Adventurer feAt leArned* The Unstoppable recovery is free. chAmpion feAt leArned* Add double your Constitution modifier to the healing the recovery provides. epic feAt leArned* You can use Unstoppable twice per battle. Barbarian adventurer Talent UnSToppaBle tAlent used once per BAttle heAl using A recovery The character targeted with a healing effect uses one of their recoveries and rolls their own recovery dice. free recovery You can recover hit points as if you were using a recovery (without actually spending the recovery). Barbarian Adventurer Talent WhirlWind tAlent first Action of your turn epic feat: anytime during your turn Trigger: You are engaged by two or more enemies. effect You can make a Whirlwind attack as the first action of your turn when you are engaged by two or more enemies. You take a −4 penalty to your AC and PD until the start of your next turn. Then roll a separate melee attack against each enemy you are engaged with. You deal no miss damage with these attacks. Barbarian Adventurer Talent WhirlWind tAlent Adventurer feAt leArned* You now deal normal miss damage with missed Whirlwind attacks. chAmpion feAt leArned* The penalty to your AC and PD is reduced to −2. In addition, disengage checks you make the same turn as using Whirlwind automatically succeed. epic feAt leArned* You can use Whirlwind anytime during your turn, not just as the first action. Page 5 Barbarian Champion Talent NaTural Will tAlent dAily Quick Action effect One battle per day as a quick action, you gain a +2 bonus to your Mental Defense until the end of the battle. Adventurer feAt used' leArned* You can now use Natural Will in two battles per day. chAmpion feAt leArned* The bonus increases to +4 Mental Defense. epic feAt leArned* You can now use Natural Will as a free action when an enemy attacks you. Barbarian Champion Talent NaTural Will tAlent used dAily Barbarian Champion Talent ViolenCe tAlent once per BAttle effect Once per battle, add a +1d4 bonus to a barbarian melee attack roll after finding out whether you hit or missed. chAmpion feAt leArned* If the attack still misses, deal half damage. epic feAt leArned* The bonus increases to +1d6. Barbarian Champion Talent ViolenCe tAlent used once per BAttle Page  Barbarian epic Talent anCeSTral WarBand tAlent dAily Quick Action Trigger: At the end of your turn, if you are conscious, roll a d6 ≤ the escalation die. effect One battle per day as a quick action, you can call the spirits of your ancestors to fight alongside you. Your ancestors can’t be hurt or affected by the creatures of this world. At the end of each of your turns, if you are conscious, roll a d6. If you roll less than or equal to the escalation die, a member of your spirit warband strikes from the spirit realm into the world. Make a melee attack against a nearby enemy as if you were making the attack yourself, using any talents, feats, or magic items as you see fit. This attack doesn’t take any of your actions. epic feAt leArned* Your Ancestral Warband spirits are always raging, even if you are not, and continue to fight for a single round while you are unconscious. Barbarian epic Talent anCeSTral WarBand tAlent used dAily Barbarian epic Talent RelenTleSS tAlent Trigger: You can only use Relentless while you are raging. effect While raging, you have resist damage 12+. (When an attack targets you, the attacker must roll a natural 12 or higher on the attack roll or it only deals half damage). epic feAt leArned* Even when not raging, whenever you score a critical hit against an enemy, you have resist damage 12+ until the start of your next turn. Barbarian epic Talent RelenTleSS tAlent Page 7 Barbarian Power Progression PoWer ProgreSSion At 5th level, you gain an additional barbarian class talent. Choose one of these champion-tier talents or take another adventurer-tier talent. At 8th level, you gain an additional barbarian class talent. Choose one of these epic-tier talents, or take another adventurer-tier or champion-tier talent instead. Barbarian Power Progression PoWer ProgreSSion bArbAriAn tAlents aDventurer ChaMpIOn epIC Level 1 3 — — Level 2 3 — — Level 3 3 — — Level 4 3 — — Level 5 3 1 — Level 6 3 1 — Level 7 3 1 — Level 8 3 1 1 Level 9 3 1 1 Level 10 3 1 1 Barbarian Basic attacks Melee aTTaCk bAsic AttAck At-will Target: One enemy Attack: Strength+ Level vs. AC hit Weapon+Strength damage miss Damage equal to your level Ranged aTTaCk bAsic AttAck At-will Target: One enemy Attack: Dexterity+ Level vs. AC hit Weapon+Dexterity damage miss — Armor And Ac Armor Type None Light Heavy Shield Base AC 10 12 13 +1 Attack Penalty — — −2 — Barbarian Weapons Melee WeaponS one-hAnded two-hAnded smAll 1d8 dagger 1d6 club, staff light or simple 1d6 hand axe, warclub 1d8 spear heAvy or mArtiAl 1d8 longsword, battleaxe 1d10 greatsword, greataxe Ranged WeaponS thrown crossbow bow smAll 1d4 dagger 1d4 (−5 attack) hand crossbow — light or simple 1d6 javelin, axe 1d6 (−5 attack) light crossbow 1d6 shortbow heAvy or mArtiAl — 1d8 (−5 attack) heavy crossbow 1d8 longbow
textdata/thevault/13th Age/3rd Party [Non-Pelgrane]/Kazekami decks/Barbarian Deck v1/13th Age Barbarian Deck A7 PDoc Fold_v1.pdf
Name of OCC: MARS for Palladium Games. Description/Note: MARS teams are the warriors of Morrow Project, MARS strands for Mobile, Assault, Rescue and Strike forces. The members of these teams are equipped with heavy weapons and the knowledge of how to use them. The teams are centered around the 4 MARS ONE vehicles, heavily armed mobile command posts. The MARS teams are in no way mercenaries but are pledged to defend the Morrow Project and the people it was created to help. Many of the members of the MARS teams are veterans and as such have higher scores in Physical Prowess, Physical Strength and Physical Endurance than some of the other teams. Attribute Requirements: PS, PP, and PE 11 or better Alignment Requirements: None, Rarely any Evil Special Bonuses: SDC of 4d6+20 plus and skill bonuses. +1d4 to PS +2 to PE, +1 to PP and +1d6 to SPD. They also get the following combat bonuses, +1 action / melee round +1 to their initiative, +1 to Strike, Parry and Dodge. +2 to Roll with Punch Fall and Impact, +2 to Pull Punch and +2 to any Horror factor saves. OCC Skills: Native Language at (98%) (1) Language of Choice at (+15%) Climbing/Rappelling at (+10%) Swimming at (+10%) Radio Basic at (+15%) Demolitions at (+15%) Armorer at (+10%) Detect Ambush at (+10%) Military Etiquette at (+15%) Strategy and Tactics at (+15%) Wilderness Survival at (+10%) Piloting Tank/APC at (+10%) Prowl at (+5%) Weapon Proficiencies of Assault Rifle, Auto-Pistol and Knife. Begins with HTH Expert but this may be changed to HTH Martial Arts at the cost of one of the “other” skill choices. OCC Related Skills: Select (8) “other” skills from the list below. Plus select (2) new skills at Level 3 and (1) new one at Levels 5,8,11and 14. Communications ANY (+10%) Pilot ANY Domestic ANY Pilot Related ANY (+10%) Electrical ANY Rogue ANY (+5%) Espionage ANY (+10%) Science Math ONLY Mechanical ANY Technical ANY Medical First Aid (+10%) or Paramedic (+5%) WP ANY Military ANY (+12%) Wilderness ANY Physical ANY (+10%) Secondary Skills: (6) from the above list without the ( ) bonuses listed Standard Equipment: The Morrow Project basic pack and then whichever of the Basic Load Packages that is chosen, usually stressing the heavy weapons choices.
textdata/thevault/Morrow Project, The/Unofficial/The Supply Bunker/Outside Contributions/Palladium OCC Skill Templates/OCC Mars.pdf
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textdata/thevault/Kid Friendly/2. Kid Inspiration & Fun RPG-related Crafts & Activities/Coloring Books/Fantasy/Charming Pixies Enter the Fairy World.pdf
ACHIEVEMENTS A KNIFE IN THE BACK Whilst under the effects of her Polymorphine ability move the Callidus Assassin adjacent to Lord Drask and then, in the same turn, inflict the final hit on him using the Phase Sword. Date Achieved: RIGHT BETWEEN THE EYES Use the Vindicare Assassin’s Deadshot ability to inflict the final hit on Lord Drask. Date Achieved: DOUBLE THE GUARD Complete the mission with eight Chaos Cultists starting the game on the board instead of four (the extra four Cultists have autopistols – place these on the board first then move them as if they were On Patrol, then place the four Cultists with autoguns as normal, then start the game). Date Achieved: Callidus: Culexus: Eversor: Vindicare: LOW SUPPLIES Complete the mission with each Assassin only being able to use the Synskin heal action once during the entire game. Date Achieved: Callidus: Culexus: Eversor: Vindicare: CURSED LUCK Complete the mission when the following event cards are removed from the event card deck for the duration of the game: False Alarm, An Unforgivable Lapse, The Gods are Fickle and Misdirection. Date Achieved: Callidus: Culexus: Eversor: Vindicare: PSYCHIC MAELSTROM Complete the mission when all psychic events last for one extra turn than normal. Date Achieved: Callidus: Culexus: Eversor: Vindicare: WARGEAR DAMAGED Complete the missions with the following additional rule: each time an Assassin is hit, they lose an unused Tactic counter in addition to suffering a Wound. Date Achieved: Callidus: Culexus: Eversor: Vindicare: NO ROOM FOR ERROR Complete the mission with all the Assassins having Stamina 1, instead of Stamina 2. Date Achieved: Callidus: Culexus: Eversor: Vindicare: A DEVIOUS TRAP Complete the mission when Lord Drask goes On Alert the first time an Assassin uses the teleportarium and all Renegades that enter play on the Temple of Shades do so On Alert. Date Achieved: Callidus: Culexus: Eversor: Vindicare: FROM BAD TO WORSE Complete the mission when there is no maximum limit to the number of event cards that can be drawn and resolved each Chaos Phase. Date Achieved: Callidus: Culexus: Eversor: Vindicare: HEAVY RESISTANCE Complete the mission with Chaos Space Marines being placed on revealed room cards instead of Chaos Cultists with autoguns (if there are no Chaos Space Marines available, place Chaos Cultists instead). Date Achieved: Callidus: Culexus: Eversor: Vindicare: A STUNNING BLOW Complete the missions with the following additional rule: each time an Assassin is hit, they are stunned until the start of the next Chaos phase in addition to suffering a Wound. Date Achieved: Callidus: Culexus: Eversor: Vindicare: © Copyright 2015 Games Workshop Ltd. All rights reserved. Permission granted to photocopy for personal use only.
textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Assassinorum - Execution Force/Achievements.pdf
ASURYANI WARHOSTS OF THE ASURYANI These datasheets allow you to fight Apocalypse battles with your Asuryani miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and special abilities it may have. KEYWORDS Throughout this section you will come across keywords that are within angular brackets, specifically <Craftworld>, <Conclave> and <Coterie>. These are shorthand for keywords of your own choosing, as described below. <CRAFTWORLD> Most Asuryani units belong to a craftworld. Some datasheets specify what craftworld the unit belongs to, but where a datasheet does not, it will have the <Craftworld> keyword. When you include such a unit in your army, you must nominate which craftworld it is from. You then simply replace the <Craftworld> keyword in every instance on that unit’s datasheet with the name of your chosen craftworld. For example, if you were to include a Firestorm in your army, and you decided it was from Craftworld Iyanden, then its <Craftworld> keyword is changed to Iyanden, and the first sentence of its Transport rule would say ‘This unit can transport up to 6 friendly Phoenix Lord or Iyanden Infantry models.’ <CONCLAVE> All Asuryani Titans belong to a Conclave. Asuryani Titan datasheets have the <Conclave> keyword. When you include such a unit in your army, you must nominate which Conclave that unit is from. You then simply replace the <Conclave> keyword in every instance on that unit’s datasheet with the name of your chosen Conclave. <COTERIE> All Corsairs belong to a Coterie. Corsairs datasheets have the <Coterie> keyword. When you include such a unit in your army, you must nominate which Coterie that unit is from. You then simply replace the <Coterie> keyword in every instance on that unit’s datasheet with the name of your chosen Coterie. Shadow Spectres are a unit that contains 5 models. It can contain 10 models (Power Rating 10). It is equipped with: Prism Rifles; Close Combat Weapons. SHADOW SPECTRES M WS BS A W Ld Sv Shadow Spectres (5 models) 12" 3+ 3+ 1 1 6 6+ Shadow Spectres (10 models) 12" 3+ 3+ 2 2 6 6+ ABILITIES Stealth, Terror Troops WEAPON TYPE RANGE A SAP SAT ABILITIES Prism Rifles Small Arms 18" User 7+ 7+ - Close Combat Weapons Melee Melee User 7+ 9+ - FACTION KEYWORDS: Aeldari, Asuryani, Aspect Warrior, <Craftworld> KEYWORDS: Light, Infantry, Fly, Jet Pack, Jump Pack, Shadow Spectres 6 Wasp Assault Walkers are a unit that contains 1 model. It can contain 2 models (Power Rating 15) or 3 models (Power Rating 22). It is equipped with: Close Combat Weapons. WASP ASSAULT WALKERS M WS BS A W Ld Sv Wasp Assault Walkers (1 model) 10" 3+ 3+ 1 2 6 7+ Wasp Assault Walkers (2 models) 10" 3+ 3+ 2 4 6 7+ Wasp Assault Walkers (3 models) 10" 3+ 3+ 3 6 6 7+ WARGEAR OPTIONS • For each model this unit contains, it must be equipped with two of the following in any combination: 1 Aeldari Missile Launcher; 1 Bright Lance; 1 Scatter Laser; 1 Shuriken Cannon; 1 Starcannon. ABILITIES Deep Strike WEAPON TYPE RANGE A SAP SAT ABILITIES Aeldari Missile Launcher Heavy 48" 1 7+ 7+ - Bright Lance Heavy 36" 1 10+ 5+ - Scatter Laser Heavy 36" 1 7+ 9+ - Shuriken Cannon Heavy 24" 1 6+ 8+ - Starcannon Heavy 36" 1 8+ 6+ - Close Combat Weapons Melee Melee User 9+ 10+ - FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld> KEYWORDS: Heavy, Vehicle, Fly, Wasp Assault Walkers 8 A Wraithseer is a unit that contains 1 model. It is equipped with: Ghostspear. WRAITHSEER M WS BS A W Ld Sv Wraithseer 8" 3+ 3+ 2 2 7 5+ WARGEAR OPTIONS • This unit can also be equipped with one of the following: 1 Aeldari Missile Launcher; 1 Bright Lance; 1 D-cannon (Power Rating +8); 1 Scatter Laser; 1 Shuriken Cannon; 1 Starcannon; 1 Wraithcannon (Power Rating +6). WEAPON TYPE RANGE A SAP SAT ABILITIES Aeldari Missile Launcher Heavy 48" 1 7+ 7+ - Bright Lance Heavy 36" 1 10+ 5+ - D-cannon Heavy 24" 1 6+ 4+ Destroyer, Barrage Scatter Laser Heavy 36" 1 7+ 9+ - Shuriken Cannon Heavy 24" 1 6+ 8+ - Starcannon Heavy 36" 1 8+ 6+ - Wraithcannon Heavy 12" 1 6+ 4+ Destroyer Ghostspear Melee Melee x2 5+ 6+ - FACTION KEYWORDS: Aeldari, Asuryani, Spirit Host, <Craftworld> KEYWORDS: Heavy, Monster, Psyker, Character, Wraith Construct, Wraithseer 6 Hornets are a unit that contains 1 model. It can contain 2 models (Power Rating 12) or 3 models (Power Rating 18). It is equipped with: Armoured Hulls. HORNETS M WS BS A W Ld Sv Hornets (1 model) 18" 6+ 3+ 1 2 6 6+ Hornets (2 models) 18" 6+ 3+ 2 4 6 6+ Hornets (3 models) 18" 6+ 3+ 3 6 6 6+ WARGEAR OPTIONS • For each model this unit contains, it must be equipped with two of the following in any combination: 1 Aeldari Missile Launcher; 1 Bright Lance; 1 Hornet Pulse Laser; 1 Scatter Laser; 1 Shuriken Cannon; 1 Starcannon. ABILITIES Hover: Distances are measured to and from this unit’s hull, even though it has a base. WEAPON TYPE RANGE A SAP SAT ABILITIES Aeldari Missile Launcher Heavy 48" 1 7+ 7+ - Bright Lance Heavy 36" 1 10+ 5+ - Hornet Pulse Laser Heavy 36" 1 5+ 10 - Scatter Laser Heavy 36" 1 7+ 9+ - Shuriken Cannon Heavy 24" 1 6+ 8+ - Starcannon Heavy 36" 1 8+ 6+ - Armoured Hulls Melee Melee User 9+ 10+ - FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld> KEYWORDS: Heavy, Vehicle, Fly, Hornets 6 A Warp Hunter is a unit that contains 1 model. It is equipped with: D-flail (Blast); D-flail (Rift); Twin Shuriken Catapult; Armoured Hull. WARP HUNTER M WS BS A W Ld Sv Warp Hunter 16" 6+ 3+ 1 2 6 6+ WARGEAR OPTIONS • Instead of 1 Twin Shuriken Catapult, this unit can be equipped with 1 Twin Shuriken Cannon (Power Rating +1). ABILITIES Hover: Distances are measured to and from this unit’s hull, even though it has a base. D-flail: Each time this you make a Shoot action with this unit, select either its D-flail (Blast) or D-flail (Rift) to shoot with – you cannot shoot with both in the same Shoot action. WEAPON TYPE RANGE A SAP SAT ABILITIES D-Flail (Blast) Heavy 36" 1 6+ 4+ Barrage D-Flail (Rift) Heavy 12" 1 6+ 4+ Inferno Twin Shuriken Cannon Heavy 24" 2 6+ 8+ - Twin Shuriken Catapult Heavy 12" 2 8+ 11+ - Armoured Hull Melee Melee User 10+ 10+ - FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld> KEYWORDS: Heavy, Vehicle, Fly, Warp Hunter 8 A Lynx is a unit that contains 1 model. It is equipped with: Lynx Pulsar; Shuriken Cannon; Armoured Hull. LYNX M WS BS A W Ld Sv Lynx 20"-60" 6+ 3+ 1 3 6 6+ WARGEAR OPTIONS • Instead of 1 Shuriken Cannon, this unit can be equipped with one of the following: 1 Aeldari Missile Launcher; 1 Bright Lance; 1 Scatter Laser; 1 Starcannon. • Instead of 1 Lynx Pulsar, this unit can be equipped with 1 Sonic Lance. ABILITIES Supersonic Hover Jet: At the start of the Action phase, you can declare that this unit will hover. If it does, then until the end of the phase, its Move characteristic changes to 16" but it loses the Supersonic ability. Hover: Distances are measured to and from this unit’s hull, even though it has a base. WEAPON TYPE RANGE A SAP SAT ABILITIES Aeldari Missile Launcher Heavy 48" 1 7+ 7+ - Bright Lance Heavy 36" 1 10+ 5+ - Lynx Pulsar Heavy 48" 2 5+ 3+ - Scatter Laser Heavy 36" 1 7+ 9+ - Shuriken Cannon Heavy 24" 1 6+ 8+ - Sonic Lance Heavy 18" 3 3+ 7+ Inferno Starcannon Heavy 36" 1 8+ 6+ - Armoured Hull Melee Melee User 10+ 10+ - FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld> KEYWORDS: Heavy, Vehicle, Fly, Lynx 15 A Scorpion is a unit that contains 1 model. It is equipped with: Shuriken Cannon; Twin Scorpion Pulsar; Armoured Hull. SCORPION M WS BS A W Ld Sv Scorpion 14" 6+ 2+ 3 5 7 5+ WARGEAR OPTIONS • Instead of 1 Shuriken Cannon, this unit can be equipped with one of the following: 1 Aeldari Missile Launcher; 1 Bright Lance; 1 Scatter Laser; 1 Starcannon. ABILITIES Hover: Distances are measured to and from this unit’s hull, even though it has a base. WEAPON TYPE RANGE A SAP SAT ABILITIES Aeldari Missile Launcher Heavy 48" 1 7+ 7+ - Bright Lance Heavy 36" 1 10+ 5+ - Scatter Laser Heavy 36" 1 7+ 9+ - Shuriken Cannon Heavy 24" 1 6+ 8+ - Starcannon Heavy 36" 1 8+ 6+ - Twin Scorpion Pulsar Heavy 60" 8 6+ 4+ - Armoured Hull Melee Melee User 10+ 10+ - FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld> KEYWORDS: Super-heavy, Vehicle, Fly, Titanic, Scorpion 30 A Cobra is a unit that contains 1 model. It is equipped with: D-impaler; Shuriken Cannon; Armoured Hull. COBRA M WS BS A W Ld Sv Cobra 14" 6+ 2+ 3 5 7 5+ WARGEAR OPTIONS • Instead of 1 Shuriken Cannon, this unit can be equipped with one of the following: 1 Aeldari Missile Launcher; 1 Bright Lance; 1 Scatter Laser; 1 Starcannon. ABILITIES Hover: Distances are measured to and from this unit’s hull, even though it has a base. WEAPON TYPE RANGE A SAP SAT ABILITIES Aeldari Missile Launcher Heavy 48" 1 7+ 7+ - Bright Lance Heavy 36" 1 10+ 5+ - D-Impaler Heavy 36" 2 5+ 3+ Destroyer Scatter Laser Heavy 36" 1 7+ 9+ - Shuriken Cannon Heavy 24" 1 6+ 8+ - Starcannon Heavy 36" 1 8+ 6+ - Armoured Hull Melee Melee User 10+ 10+ - FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld> KEYWORDS: Super-heavy, Vehicle, Fly, Titanic, Cobra 21 A Nightwing is a unit that contains 1 model. It is equipped with: Twin Bright Lance; Twin Shuriken Cannon; Armoured Hull. NIGHTWING M WS BS A W Ld Sv Nightwing 20"-60" 6+ 3+ 1 2 6 6+ ABILITIES Supersonic WEAPON TYPE RANGE A SAP SAT ABILITIES Twin Bright Lance Heavy 36" 2 10+ 5+ - Twin Shuriken Cannon Heavy 24" 2 6+ 8+ - Armoured Hull Melee Melee User 10+ 10+ - FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld> KEYWORDS: Heavy, Vehicle, Fly, Aircraft, Nightwing 12 A Phoenix is a unit that contains 1 model. It is equipped with: Phoenix Missile Array; Phoenix Pulse Laser; Twin Shuriken Cannon; Armoured Hull. PHOENIX M WS BS A W Ld Sv Phoenix 20"-50" 6+ 3+ 1 3 6 6+ WARGEAR OPTIONS • Instead of 1 Phoenix Pulse Laser, this unit can be equipped with one of the following: 1 Twin Bright Lance; 1 Twin Starcannon. • Instead of 1 Phoenix Missile Array, this unit can be equipped with 1 Nightfire Missile Array. ABILITIES Supersonic WEAPON TYPE RANGE A SAP SAT ABILITIES Nightfire Missile Array Heavy 48" 2 7+ 10+ - Phoenix Missile Array Heavy 48" 1 9+ 6+ - Phoenix Pulse Laser Heavy 48" 2 9+ 6+ - Twin Bright Lance Heavy 36" 2 10+ 5+ - Twin Shuriken Cannon Heavy 24" 2 6+ 8+ - Twin Starcannon Heavy 36" 2 8+ 6+ - Armoured Hull Melee Melee User 10+ 10+ - FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld> KEYWORDS: Heavy, Vehicle, Fly, Aircraft, Phoenix 12 A Vampire Raider is a unit that contains 1 model. It is equipped with: Scatter Laser; 2 Twin Pulse Lasers; Armoured Hull. VAMPIRE RAIDER M WS BS A W Ld Sv Vampire Raider 20"-50" 6+ 2+ 3 6 7 5+ ABILITIES Supersonic Hover Jet: At the start of the Action phase, you can declare that this unit will hover. If it does, then until the end of the phase, its Move characteristic changes to 20" but it loses the Supersonic ability. TRANSPORT This unit can transport up to 30 friendly Phoenix Lord or Light <Craftworld> models. Wraithguard and Wraithblade models take up the space of 2 other models. It cannot transport Jump Pack models. WEAPON TYPE RANGE A SAP SAT ABILITIES Scatter Laser Heavy 36" 1 7+ 9+ - Twin Pulse Lasers Heavy 48" 4 10+ 5+ - Armoured Hull Melee Melee User 10+ 10+ - FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld> KEYWORDS: Super-heavy, Vehicle, Fly, Aircraft, Transport, Titanic, Vampire, Vampire Raider 34 A Vampire Hunter is a unit that contains 1 model. It is equipped with: Scatter Laser; 2 Twin Pulse Lasers; Twin Vampire Pulsar; Armoured Hull. VAMPIRE HUNTER M WS BS A W Ld Sv Vampire Hunter 20"-50" 6+ 2+ 3 6 7 5+ ABILITIES Supersonic WEAPON TYPE RANGE A SAP SAT ABILITIES Scatter Laser Heavy 36" 1 7+ 9+ - Twin Pulse Lasers Heavy 48" 4 10+ 5+ - Twin Vampire Pulsar Heavy 60" 8 6+ 4+ - Armoured Hull Melee Melee User 10+ 10+ - FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld> KEYWORDS: Super-heavy, Vehicle, Fly, Aircraft, Titanic, Vampire, Vampire Hunter 52 A Skathach Wraithknight is a unit that contains 1 model. It is equipped with: 2 Deathshroud Cannons; 2 Titanic Wraithbone Fists. SKATHACH WRAITHKNIGHT M WS BS A W Ld Sv Skathach Wraithknight 12" 3+ 3+ 4 5 7 6+ WARGEAR OPTIONS • For each Deathshroud Cannon this model is equipped with, it can instead be equipped with 1 Inferno Lance. • Instead of 1 Deathshroud Cannon or 1 Inferno Lance, this unit can have a Scattershield. If this unit has a Scattershield, it has a Save characteristic of 5+. • This unit can also be equipped with up to two of the following in any combination (Power Rating +1 per weapon): Scatter Laser; Shuriken Cannon; Starcannon. ABILITIES Deep Strike Webway Rupture: When this unit makes a Move action, it can open a rupture in the webway instead of moving. If it does, it is removed from the battlefield and placed into Tactical Reserves. When this unit arrives as reinforcements, set it up anywhere on the battlefield that is more than 9" away from any enemy units. A unit cannot open a rupture in the webway if it was set up on the battlefield this turn, if there are any enemy units in base contact with it, or if there are any blast markers next to it. WEAPON TYPE RANGE A SAP SAT ABILITIES Deathshroud Cannon Heavy 48" 2 6+ 6+ - Inferno Lance Heavy 24" 1 10+ 4+ Destroyer Scatter Laser Heavy 36" 1 7+ 9+ - Shuriken Cannon Heavy 24" 1 6+ 8+ - Starcannon Heavy 36" 1 8+ 6+ - Titanic Wraithbone Fist Melee Melee 2 4+ 4+ - FACTION KEYWORDS: Aeldari, Asuryani, Spirit Host, <Craftworld> KEYWORDS: Super-heavy, Monster, Titanic, Wraith Construct, Skathach Wraithknight 24 A Revenant Titan is a unit that contains 1 model. It is equipped with: Cloudburst Missile Launcher; 2 Pulsars; Titanic Feet. REVENANT TITAN M WS BS A W Ld Sv Revenant Titan 36" 4+ 2+ 4 10 8 5+ WARGEAR OPTIONS • Instead of 2 Pulsars, this unit can be equipped with 2 Sonic Lances (Power Rating +24). ABILITIES Distortion Fields: This unit is always an obscured target. Catastrophic Collapse: In the Damage phase, damage must be resolved for units with this ability before damage is resolved for any other units (including Super-heavy units). If this unit is destroyed, before removing it from the battlefield, roll a D12 for each other unit within 6" of this unit; on a 4+ place two blast markers next to the unit being rolled for. WEAPON TYPE RANGE A SAP SAT ABILITIES Cloudburst Missile Launcher Heavy 48" 4 8+ 8+ Anti-air Pulsar Heavy 60" 4 6+ 4+ - Sonic Lance Heavy 18" 6 3+ 7+ Inferno Titanic Feet Melee Melee User 5+ 5+ - FACTION KEYWORDS: Aeldari, Asuryani, Spirit Host, <Conclave> KEYWORDS: Super-heavy, Monster, Titanic, Jet Pack, Fly, Revenant Titan 70 A Corsair Cloud Dancer Band is a unit that contains 1 model. It can contain 6 models (Power Rating 10) or 9 models (Power Rating 15). It is equipped with: Close Combat Weapons. CORSAIR CLOUD DANCER BAND M WS BS A W Ld Sv Corsair Cloud Dancer Band (3 models) 18" 3+ 3+ 1 1 5 7+ Corsair Cloud Dancer Band (6 models) 18" 3+ 3+ 2 2 5 7+ Corsair Cloud Dancer Band (9 models) 18" 3+ 3+ 3 3 5 7+ WARGEAR OPTIONS • For each model this unit contains, it must be equipped with one of the following: 1 Dark Lance; 1 Dissonance Cannon (Power Rating +1); 1 Scatter Laser (Power Rating +1); 1 Shuriken Cannon; 1 Splinter Cannon (Power Rating +1); 1 Twin Shuriken Catapult. WEAPON TYPE RANGE A SAP SAT ABILITIES Dark Lance Heavy 36" 1 10+ 5+ - Dissonance Cannon Heavy 24" 2 8+ 8+ - Scatter Laser Heavy 36" 1 7+ 9+ - Shuriken Cannon Heavy 24" 1 6+ 8+ - Splinter Cannon Heavy 36" 1 5+ 12+ Rapid Fire Twin Shuriken Catapult Heavy 12" 2 8+ 11+ - Close Combat Weapons Melee Melee User 7+ 9+ - FACTION KEYWORDS: Aeldari, Anhrathe, <Coterie> KEYWORDS: Light, Biker, Fly, Corsair Cloud Dancer Band 5 Irillyth is a unit that contains 1 model. It is equipped with: The Spear of Starlight (Ranged); The Spear of Starlight (Melee). You can only include one of this unit in your army. IRILLYTH M WS BS A W Ld Sv Irillyth 12" 2+ 2+ 1 1 7 4+ ABILITIES Deep Strike, Stealth, Terror Troops The Shade of Twilight: Re-roll hit rolls of 1 for attacks made by friendly Shadow Spectre units whilst they are within 6" of this unit. Reaper of Souls: Re-roll wound rolls of 1 for attacks made with ranged weapons by this unit that target Light units. WEAPON TYPE RANGE A SAP SAT ABILITIES The Spear of Starlight (Ranged) Heavy 24" 2 6+ 7+ - The Spear of Starlight (Melee) Melee Melee User 8+ 8+ - FACTION KEYWORDS: Aeldari, Asuryani, Aspect Warrior KEYWORDS: Light, Infantry, Fly, Character, Jet Pack, Jump Pack, Phoenix Lord, Irillyth 11 A Phantom Titan is a unit that contains 1 model. It is equipped with: 2 D-bombards; Starcannon; Voidstorm Missile Launcher; Titanic Feet. PHANTOM TITAN M WS BS A W Ld Sv Phantom Titan 28" 3+ 2+ 6 22 8 5+ WARGEAR OPTIONS • For each D-bombard this unit is equipped with, it can instead be equipped with one of the following: 1 Dire Pulsar; 1 Wraith Glaive and 1 Starcannon (Power Rating +24). • For each Starcannon this unit is equipped with, it can instead be equipped with 1 Bright Lance. ABILITIES Distortion Fields: This unit is always an obscured target. Apocalyptic Destroyer: If a wound roll for an attack made with a weapon with this ability is successful, place four blast markers next to the target unit instead of one. Catastrophic Collapse: In the Damage phase, damage must be resolved for units with this ability before damage is resolved for any other units (including Super-heavy units). If this unit is destroyed, before removing it from the battlefield, roll a D12 for each other unit within 6" of this unit; on a 4+ place two blast markers next to the unit being rolled for. WEAPON TYPE RANGE A SAP SAT ABILITIES Bright Lance Heavy 36" 1 10+ 5+ - D-bombard Heavy 72" 2 5+ 3+ Apocalyptic Destroyer Dire Pulsar Heavy 120" 4 5+ 3+ - Starcannon Heavy 36" 1 8+ 6+ - Voidstorm Missile Launcher Heavy 72" 4 7+ 7+ Anti-air Titanic Feet Melee Melee User 5+ 5+ - Wraith Glaive Melee Melee User 4+ 4+ Apocalyptic Destroyer FACTION KEYWORDS: Aeldari, Asuryani, Spirit Host, <Conclave> KEYWORDS: Super-heavy, Monster, Titanic, Wraith-Titan, Phantom Titan 130 A Corsair Reaver Band is a unit that contains 5 models. It can contain 10 models (Power Rating 6) or 15 models (Power Rating 9). It is equipped with: Corsair Weapons; Close Combat Weapons. CORSAIR REAVER BAND M WS BS A W Ld Sv Corsair Reaver Band (5 models) 8" 3+ 3+ 1 1 5 8+ Corsair Reaver Band (10 models) 8" 3+ 3+ 2 2 5 8+ Corsair Reaver Band (15 models) 8" 3+ 3+ 3 3 5 8+ WARGEAR OPTIONS • For every 5 models this unit contains, it can also be equipped with one of the following (Power Rating +1 per weapon): 1 Aeldari Missile Launcher; 1 Dark Lance; 1 Shuriken Cannon; 1 Splinter Cannon. WEAPON TYPE RANGE A SAP SAT ABILITIES Aeldari Missile Launcher Heavy 48" 1 7+ 7+ - Dark Lance Heavy 36" 1 10+ 5+ - Shuriken Cannon Heavy 24" 1 6+ 8+ - Splinter Cannon Heavy 36" 1 5+ 12+ Rapid Fire Corsair Weapons Small Arms 24" x2 7+ 9+ - Close Combat Weapons Melee Melee User 7+ 9+ - FACTION KEYWORDS: Aeldari, Anhrathe, <Coterie> KEYWORDS: Light, Infantry, Corsair Reaver Band 3 A Corsair Skyreaver Band is a unit that contains 5 models. It can contain 10 models (Power Rating 10). It is equipped with: Corsair Weapons; Close Combat Weapons. CORSAIR SKYREAVER BAND M WS BS A W Ld Sv Corsair Skyreaver Band (5 models) 16" 3+ 3+ 1 1 5 8+ Corsair Skyreaver Band (10 models) 16" 3+ 3+ 2 2 5 8+ WARGEAR OPTIONS • For every 5 models this unit contains, it can also be equipped with one of the following (Power Rating +1 per weapon): 1 Aeldari Missile Launcher; 1 Dark Lance; 1 Shuriken Cannon; 1 Splinter Cannon. WEAPON TYPE RANGE A SAP SAT ABILITIES Aeldari Missile Launcher Heavy 48" 1 7+ 7+ - Dark Lance Heavy 36" 1 10+ 5+ - Shuriken Cannon Heavy 24" 1 6+ 8+ - Splinter Cannon Heavy 36" 1 5+ 12+ Rapid Fire Corsair Weapons Small Arms 24" x2 7+ 9+ - Close Combat Weapons Melee Melee User 7+ 9+ - FACTION KEYWORDS: Aeldari, Anhrathe, <Coterie> KEYWORDS: Light, Infantry, Fly, Jet Pack, Jump Pack, Corsair Skyreaver Band 5 A Firestorm is a unit that contains 1 model. It is equipped with: Firestorm Scatter Laser; Twin Shuriken Catapult; Armoured Hull. FIRESTORM M WS BS A W Ld Sv Firestorm 16" 6+ 3+ 1 2 6 6+ WARGEAR OPTIONS • Instead of 1 Twin Shuriken Catapult, this unit can be equipped with 1 Shuriken Cannon. ABILITIES Hover: Distances are measured to and from this unit’s hull, even though it has a base. TRANSPORT This unit can transport up to 6 friendly Phoenix Lord or <Craftworld> Infantry models. Each Wraithguard or Wraithblade model takes the space of 2 other Infantry models. It cannot transport Jump Pack models. WEAPON TYPE RANGE A SAP SAT ABILITIES Firestorm Scatter Laser Heavy 60" 3 7+ 8+ Anti-air Shuriken Cannon Heavy 24" 1 6+ 8+ - Twin Shuriken Catapult Heavy 12" 2 8+ 11+ - Armoured Hull Melee Melee User 10+ 10+ - FACTION KEYWORDS: Aeldari, Asuryani, Warhost, <Craftworld> KEYWORDS: Heavy, Vehicle, Transport, Fly, Firestorm 10 A Corsair Falcon is a unit that contains 1 model. It is equipped with: Pulse Laser; Shuriken Cannon; Twin Shuriken Catapult; Armoured Hull. CORSAIR FALCON M WS BS A W Ld Sv Corsair Falcon 16" 6+ 3+ 1 2 6 6+ WARGEAR OPTIONS • Instead of 1 Shuriken Cannon, this unit can be equipped with one of the following: 1 Aeldari Missile Launcher; 1 Bright Lance; 1 Scatter Laser; 1 Starcannon. • Instead of 1 Twin Shuriken Catapult, this unit can be equipped with 1 Shuriken Cannon. ABILITIES Hover: Distances are measured to and from this unit’s hull, even though it has a base. TRANSPORT This unit can transport up to 6 <Coterie> Infantry models. It cannot transport Jump Pack models. WEAPON TYPE RANGE A SAP SAT ABILITIES Aeldari Missile Launcher Heavy 48" 1 7+ 7+ - Bright Lance Heavy 36" 1 10+ 5+ - Pulse Laser Heavy 48" 2 10+ 5+ - Scatter Laser Heavy 36" 1 7+ 9+ - Shuriken Cannon Heavy 24" 1 6+ 8+ - Starcannon Heavy 36" 1 8+ 6+ - Twin Shuriken Catapult Heavy 12" 2 8+ 11+ - Armoured Hull Melee Melee User 10+ 10+ - FACTION KEYWORDS: Aeldari, Anhrathe, <Coterie> KEYWORDS: Heavy, Vehicle, Fly, Transport, Corsair Falcon 10 A Corsair Venom is a unit that contains 1 model. It is equipped with: Splinter Cannon; Twin Splinter Rifle; Bladevanes. CORSAIR VENOM M WS BS A W Ld Sv Venom 16" 4+ 3+ 1 1 5 6+ WARGEAR OPTIONS • Instead of 1 Twin Splinter Rifle, this unit can be equipped with 1 Splinter Cannon. ABILITIES Open-topped Hover: Distances are measured to and from this unit’s hull, even though it has a base. TRANSPORT This unit can transport up to 5 friendly <Coterie> Infantry models. It cannot transport Jump Pack models. WEAPON TYPE RANGE A SAP SAT ABILITIES Splinter Cannon Heavy 36" 1 5+ 12+ Rapid Fire Twin Splinter Rifle Small Arms 24" User 5+ 12+ Rapid Fire Bladevanes Melee Melee User 10+ 11+ - FACTION KEYWORDS: Aeldari, Anhrathe, <Coterie> KEYWORDS: Heavy, Vehicle, Fly, Transport, Corsair Venom 6
textdata/thevault/Warhammer/40k/UNSORTED (help requested)/1st-8th Edition - Warhammer 40K Archives/8th/Apocalypse/Datasheets/Apoc_Datasheet_FW_Asuryani_web.pdf
The SHADOW IN THE TREE an adventure for the Call of Cthulhu d20 system by Jonathan stout part II in the cthulhu Hardboiled campaign 1 DISCLAIMER The majority of the graphics contained in this adventure were taken off of various sites throughout the Internet. It’d probably take me days to track down all of the places I’ve taken stuff from, so let me just say that I do not own nor do I claim to own any of the pictures or graphics in this text. TABLE OF CONTENTS GM Information… 2 Background… 2 Hitting A New Low… 2 Must’ve Run Out Of Bananas… 3 Q&A Session: Benjamin Wilson… 3 The Professor’s Cage… 4 Q&A Session: Tom Beckett… 5 Searching the park… 6 Examining the files… 6 Speaking to the night watchman… 6 Examining the briefcase… 6 Legwork… 7 Maison D’Ashton… 8 Q&A Session: Mary Ashton Villepin… 8 The journal… 10 Damned Dirty Ape… 11 Searching the grounds… 11 The Professor attacks… 11 Aftermath… 12 Experience And Sanity Awards… 12 Appendix A: NPC Statistics… 12 Appendix B: Maps and Pictures… 14 Appendix C: View From The Backstage (GM Only)… 18 2 GM INFORMATION This adventure has been designed as the second mission in a campaign centering on an private investigations firm known as Hemingway Investigations. It is intended for a group of 1st-level investigators. It is set in January of 1928, in and around the city of Los Angeles, California. BACKGROUND In the last adventure, the investigators were hired to work for a small private investigation firm called Hemingway Investigations. Their section chief is a short, overweight man named Ernie Zulli with a penchant for sarcasm and cigars. In this adventure, the investigators are hired to track down an ape that recently went missing from the Griffith Park Zoo in Los Angeles. Griffith Park, by the way, is a large urban park, apparently LA’s answer to New York’s Central Park. Hitting a new low Hemingway Investigations Offices, 9:15 am Monday, January 16th, 1928 “So,” says Ernie abruptly, “how’d you like to go chasing a monkey?” There’s an awkward pause as you turn that last sentence over in your head. You’re sitting, by the way, in your usual table in the back room of Hemingway Investigations. It’s been about a week since you finished up your first case; you’ve spent it lying low, just like Ernie told you to. In all that time, you haven’t seen so much as a black hat, let alone have someone shooting at you. All in all, you’ve come to believe the coast is clear, and what with your landlady starting to look testy, maybe it’s time to take another shot at this private investigator thing. Anyway, you have to admit, that was the last thing you expected Ernie to say. He takes another puff off of his cigar and continues. “I just got a call from the zoo down in Griffith Park this morning. Turns out one of their exhibits disappeared from its cage last night. They’ve got the police keeping an eye out for it, but they could use someone actively looking for the thing.” He blows a smoke ring across the table. “By the way, the LAPD is no longer on site. I checked. “Anyway, I don’t have any more details than that. You’ll have to go down to the zoo and talk to the director – ” He glances down at a note in front of him. “The director, Benjamin Wilson. He’s the client.” He looks across the table. “Case is relatively low profile. If you want to test the waters, this is the best way to do it. Don’t think I gotta tell you to watch out for black hats. “Anyway, get going. They’ll be expecting you sometime before noon.” 3 must’ve Run out of bananas Griffith Park Zoo, 11:34 am You pull into the parking lot of the Griffith Park Zoo just around 11:30. You might’ve strolled through here at some point. It’s a dingy little affair, basically a collection of cages strapped together with wood and plaster. There’s also a small administrative building which apparently doubles as kitchen and dung storage from the way the dumpster behind it smells. That’s where you’re shown into when you present your card to the guy at the ticket booth. You end up in a small office. A short, professional-looking fellow stands up from behind the desk as you enters and offers his hand. “Good morning, gentlemen. My name’s Benjamin Wilson, and I’m the director of this zoo. How can I help you?” Q&A Session: Benjamin Wilson Do you care to describe the crime? “Certainly. Sometime early this morning, our night watchman discovered one of our exhibits was missing. A large male ape with grayish hair; we call him the Professor. Essentially, the watchman found the door to the cage open at about six-thirty; he called me first, and then the police. We haven’t seen any sign of the animal since.” May we talk to the night watchman? “I already sent him home. With the note, by the way, that Jacob has worked for us for several years, and I would consider him above suspicion of any sort.” Describe the Professor further. “Well, let’s see. As I said, a large male ape, grayish fir. He has a very distinguished look about him; that’s why we called him the Professor, you see. He reminded me of one of my biology teachers in college. Anyway, he’s long-haired, especially around the chin. Weighs about three hundred and twenty-five pounds. Exactly five feet tall – when he stands up to his full height, of course. Very sedate personality.” What is the Professor like personality-wise? “Very sedate personality, as I recall. What species is he? “Well… the truth of the matter is, we’re not quite sure. We thought initially that he was just a very large orangutan. Then we had him in for a physical examination two or three months ago. It turned out his skeleton was much too large for him to be an orangutan – the skull especially was more like a gorilla’s than anything else. But gorillas tend to be short-haired, at least as far as we know. In any case, we called in an expert from the university – a Dr. Neil Chalker. He’s been doing research on the Professor ever since.” Where did the zoo get the Professor from? 4 “I’m afraid that’s before my time. I’ve only been here as a director since last year. I do know that the Professor wasn’t raised within the zoo. I think I heard something about him coming from a private collection.” Do you know anyone who’d know? “Dr. Chalker might. I know he was going through the files a while ago. Let’s see, who else… well, there’s Jack Mosley, but I’m afraid he’s off visiting relatives in Houston this week… I’m sorry. The only thing I can think of is to check the files yourselves. You certainly can if you wish to.” What exactly do you want us to do? “Essentially, I want you to track down the Professor for us, wherever he might be. Trapping him would be ideal, but all that’s really necessary is for you to find his location. After that, just call the police, and they’ll send over an animal control team.” Do you believe the Professor has been stolen? “Well… to be honest, I hadn’t even considered the possibility. It’s possible, I suppose, but I don’t know what exactly you’d do with him once you’ve got him. He’s too old to be trained for anything, and he isn’t particularly valuable, as far as I know. So… well… I don’t know.” Anyone else we should talk to? “There’s Tom Beckett – he fed the Professor this week while Jack’s been away. I’ve sent the night watchman home, but I can provide you with his number if you want to talk to him. And Dr. Chalker, of course. That’s all I can think of.” Can we see the Professor’s cage? “Certainly. Take a left once you’re out of the building. The cage is marked with his name; you can’t miss it.” The Professor’s Cage Wilson was wrong – it’s very easy to miss the cage. You spot it after doubling back; it’s a small cage, maybe five feet by five feet at best. There are bars on the three sides facing the path; behind that, there’s a plaster wall painted with what looks like a ten-year-old’s conception of the wilds of Africa. The floor of the cage is concrete, and covered with dirty straw and bits of torn-up newspaper. There’s a door built into the back-wall left open. On the front bars of the cage, a faded and weathered cardboard sign reads simply, in barely visible letters, “The Professor. Ape.” Description of the door: The door is solid steel, as far as you can tell. The hinges are set inside of the cage, so that the door swings inward. You notice that only the outside of the door has a handle, complimented by a sturdy-looking lock. 5 Spot, DC 15: Though the lock looks like it could take a fair amount of damage, it actually looks pretty simple as locks go. More to the point, it’s definitely been picked. Inside of the cage: The stench of the cage hits you as you walk in. You have a feeling that no one’s changed the straw within the cage recently; you do your best to watch your step. Search, DC 15: As far as you can tell, the newspaper was intended to be used as bedding. Most of it is torn up; however, looking over the pile of straw and paper before you, you notice something odd. Lying near the door where you stand, you pick up a piece of newspaper that looks like it was carefully torn out – at least initially. The piece consists of an article and a photograph; half of the photograph has been half-hazardly torn out. Odd. Article description: As said, the piece of newspaper consists of a photograph and an article. Half of the photograph has been torn off. What remains shows half of a toddler, a boy maybe a year old or so, and a short, severe-looking young woman in her late twenties. The article reads as follows: PULP WRITER MOVES TO LOS ANGELES News from the literary world: best-selling pulp author Alexander Villepin, formally a resident of France, recently moved into the area. Villepin, 32, best known for his hit gangster book The Dead Only Speak Twice, has signed a contract to write a romance picture for Warner Brothers. “I am very excited and pleased by this possibility,” the author told this paper yesterday. “I think the pictures are the way of the future. Also, I am pleased to move here to Los Angeles, as my wife grew up here, and it is truly a beautiful place.” Villepin, his wife, Mary, and his one-year-old son Michael, portrayed above, make their home up in the Santa Monica Mountains. Q&A Session: Tom Beckett Tom Beckett doesn’t have anything to add other than what Wilson’s already said. He has only been an employee of the zoo for about six or seven months now. All he can really add is information about the Professor’s recent behavior. What else can you tell us about the Professor? Well, I can tell you one thing… now, I’ve been watching him all week, what with Jack gone, and most of the time he ain’t no problem at all. Just stick the food in, that’s the end of that. But last night when I went to give him dinner… whoo. Looked upset when I first saw him. Soon as he caught sight of me, he just went nuts, you know? Jumped around the cage, thrashed the bars, screamed and stuff… I ended up not feeding him, is what it came down to. I didn’t want to get three feet inside that thing. Couldn’t even slip the steak through the bars. 6 Searching the park Griffith Park in Los Angeles, by the way, is a large urban park. It’s logical that the investigators might want to take a look around, at least in the area around the park. This will require a Search check: [DC 14] You start out by looking around the parking lot, if only because you left your gin bottle in the car. Glancing around, you notice something in a clump of bushes off to the side. You reach in and, after a couple of tries, pull something out. It’s a thin cheap leather briefcase, battered and scratched by the bushes. It’s marked with the initials N.C. on the handle. [DC 17] You reluctantly walk to check the area behind the office. The stench coming from the dumpster only gets worst as you get closer to it. But you know, duty calls… and that’s probably a good thing. You notice something small caught underneath the closed dumpster door – specifically, a pinkie. Opening the dumpster will reveal the corpse of Dr. Chalker. He is – was – a thin, average-looking man in his mid-forties, dressed in a decent suit. His neck has been clearly broken, and his skull has been bashed in at the back of the head. There are marks and claw scratches across his face and throat. Examining the files Examining the files in the office will prove fruitless; Dr. Chalker has the Professor’s file in his briefcase. If asked about the lack of documentation, Wilson will recall that Chalker asked if he could go through the records. Speaking to the night watchman Calling or going to the home of the night watchman will introduce the investigators to a black man in his late 40’s by the name of Jacob Mosley. Mosley will be completely honest with the investigators, and won’t have much in the way of information to contribute: he primarily spends his time on the job watching the gate into the zoo. He walks through the zoo itself twice, the first at midnight and the second at 6 am. The night the Professor disappeared, Mosley saw the ape in his cage during his midnight round and discovered it empty on his second trip at 6. He then immediately called Wilson at home and then the police. All in all, the only real information he can contribute is that Dr. Chalker was in the zoo last night at around midnight or so. When Mosley last saw him around midnight, Chalker was going through files in the administrative building. Examining the briefcase This is indeed the briefcase of Dr. Neil Chalker. A Search check is required to look through the files: [DC 5] The briefcase is filled with papers. You’re betting that this is the briefcase of Dr. Neil Chalker, being that his name is scrawled neatly in the upper margin of every page. 7 [DC 10] You come across a scribbled note early on in the file: “Skeletal anatomy consistent w/ gorilla. But skull size suggests larger brain; also noting some intelligence more consistent with chimpanzee. New species?” The last sentence is underlined twice and backed up with three exclamation points. [DC 12] One thing sticks out as you flip through the papers: a police report from April 7, 1925. The report details the capture of a “large, grey animal, apparently a monkey or an ape” in the Santa Monica Mountains area. Initially responding to reports and complaints from residents, the police managed to find and trap the ape while it was sleeping in a tool shed. Animal control experts from the Griffith Park Zoo were asked to assist in the keeping and sedation of the ape while the department searched for “the possible owner and/or origin of the animal.” An attached memo notes that the ape has been transported to the zoo for keeping while awaiting word from the owner. Oh, by the way… both reports are by one Officer Szepasszony. [DC 15] Another note, around the area of the police file: “Have found possible lead to origin: one E. Ashton. Well known in scientific community, adventurer and animal trainer; known to live in SM Mountains. Prof his property? Knows origin?” Then there’s another note scribbled underneath that, in a different shade of pen: “Ashton dead. Killed in car accident two-three years ago. Pity.” And that’s all that really can be done at the zoo itself. If confronted with Chalker’s body, Wilson will admit that the Professor may be a danger. He will agree to allow the investigators to kill the Professor if necessary, if only to avoid the lawsuits. Where from here? LEGWORK Research check on E. Ashton: [DC 10] In a phone book dated five years ago, you find a listing for Ashton, Ezekial. The address is, as far as you can tell, in a relatively undeveloped portion of the Santa Monica Mountains. [DC 14] The city census for the year 1924 lists one Ezekial Ashton as a householder, owning a decently-sized chunk of land in the Santa Monica Mountains. His wife is listed as deceased; he lived with one daughter. [DC 17] You stumble across an old copy of the Los Angeles Times, dated Sunday, April 5, 1925. The obituary section has a listing for one Ashton. The text reads as follows: “Lieutenant Ezekial Ashton, retired, age 48, served our British allies in Asia during the great war. Was killed this last Friday when he stepped out in front of a moving car near his home. Known to be a great adventurer, explorer and amateur man of science. Spent years exploring the wilds of South America and the Orient, from which he brought back many specimens invaluable to the study of biology. In his later years, served as a trainer of animals for the stage and moving pictures. He is survived by his daughter, Mary. Funeral arrangements to be announced.” Research check on Alexander Villepin and family: [DC 5] Villepin is unlisted in this year’s phone book. 8 [DC 10] But he wasn’t last year. He is listed as living in a relatively underdeveloped area of the Santa Monica Mountains. Yes, the address is the same of that as Ezekial Ashton’s from years before. [DC 15] Checking through the records at City Hall, you come across a marriage certificate for Alexander Villepin, a French national, and wife Mary Ashton Villepin. It is dated Sunday, March 29, 1925. MAISON d’ashton By the time they’ve finished the research and get up into the Santa Monica Mountains it should be about 6 o’clock in the evening. Searching for the former address of Ezekial Ashton, the players will find themselves at a relatively isolated Victorian farmhouse, built around the 1890’s or so. Knocking on the door, they will find themselves invited in by Mary Ashton Villepin, a young woman in her late twenties, her husband Alexander, and their one-and-a-half-year-old son Michael (who is, in his own way, a terror beyond that which the investigators might have ever encountered, especially right before bedtime). Once the dust settles, the investigators will have a chance to talk to the couple. As Alexander’s (spoken) English is still hard to make out, he will probably go upstairs to take care of Michael while Mary speaks to the investigators. Q&A Mary Ashton Villepin Was your father Ezekial Ashton? “That’s correct.” This was his house, correct? “That’s right.” Do you have a picture of him? “Yes.” Give them the picture. Tell us about him. “I’m afraid that, when all is said, I never knew my father very well. He loved hunting, you see, loved it more than anything, and he had the money to travel abroad. So he was frequently gone for months, and when he left he would usually leave me with my aunt in San Francisco – my mother died when I was very young, you see. When he was home, he was very strict with me. That is all I can really say about him.” Describe his activities abroad. “He didn’t tell me very much about them, I’m afraid. I understand that he tended to go into Asia a great deal – China, some of the southern islands and colonies. I think he went into South America through Mexico once. In any case, like I said, he would come and go. He’d come back after a few months, usually with some new creature or another, and 9 spent a few weeks training it. Then he’d leave again, and it would be the same thing all over again.” Describe his animal training activities. “My father liked to bring back living creatures from overseas. He’d put them out in the barn – we used to have a barn out where the garden is now, you see. It isn’t there anymore; the wood was rotted through, so Alex and I tore it down when we moved back in. In any case, he would put the animals out in the barn and spent weeks training them to do tricks. He really was brilliant at it – this one time, I think he had this sort of cute little creature. I think it was a monkey of some sort – it was about the size of a squirrel. Anyway, he could make it actually sit down at this old typewriter he had and type out letters. Oh, don’t take me wrong, it didn’t actually know what it was doing, of course; my father would call out a letter, and it would hit the key. All the letters of the alphabet. It could even do margins properly. It was amazing. “In any case, my father would have one or two animals at a time in his barn. He’d spend a number of weeks training them, and then sell them to circuses and zoos and things – also to some of the motion picture companies, I think. He made a rather good sum of money at it.” Do you know if your father ever captured or trained an ape? “I’m sorry, I honestly don’t know. My father absolutely forbid me from going into the barn. I suppose some of the animals he had must have been dangerous… I know he had snakes and things like that… I recall him have a monkey at one point. But it had a tail and was about the size of a squirrel. Much too small to be an ape.” May we see the barn? “I’m afraid that Alex and I had it torn down when we moved back in. The wood was too rotten. It was where my garden is now, if you’re interested.” Tell us about your father’s death. “Well… it’s a long story, I’m afraid. A number of years ago – five, I think – I went abroad to Paris to go to school. I met Alex while I was there, and we decided to get married. So once I was finished with school, we came home to talk to my father about it. “My father… didn’t react well, I’m afraid. I don’t think he liked Alex at all from the start. He absolutely forbid me to marry him. He became… very angry with me. Alex didn’t like that. So we left. We then decided that we had waited for too long; we were married at a small church downtown, and then we went to stay with my aunt up north. “Later that week, I received a telegram for my father. He had apparently heard about my wedding to Alex, and said he was willing to accept it now that it was fact. He wished to make amends for his behavior, and he invited us for dinner that Saturday. Alex convinced me to take the chance, and so we went back to Los Angeles. “But he didn’t pick us up from the train station. We waited for hours, but eventually it was getting dark, so we called for a taxi. When we got to the front door of the house, the door was hanging open, and my father wasn’t inside. We looked for him over the grounds, but he wasn’t there – the barn was empty. And the library was a mess – books and furniture thrown around, papers anywhere. We were starting to clean it up 10 when the police called. They told me that my father had died the morning before – he had hit by a car that morning down on the road. It was all very strange.” How was it strange? “Well… I’m not sure. Just the small details, I suppose. It was just the library that was a mess – the rest of the house was fine. My father’s journal was sitting out – half the pages were torn out of it. But he had always treated it with extreme amounts of care… he never let me even touch it when I was growing up. He’d always store it in the safe in his room. But there it was. And then there was the picture…” The picture? “When Alex and I first came to see my father, I left some of my luggage behind. There was a framed photo of Alex in one of my bags – I had brought it with me from Paris. But when we first came into the library, it was sitting in the middle of the floor, just like that. It was very odd. “In any case. The police eventually decided that the house had been broken into while my father was at home; he had run out to get help, and was hit by the car. But there wasn’t anything missing from the house that I could tell… and my father kept a hunting rifle on the wall in the library. It was the only thing in the room that hadn’t been touched. “I inherited my father’s money after that. Alex and I went and lived in Boston for the last few years. We moved back here a few months ago when he made the motion picture deal. And that was the end of that.” May we see your father’s journal? “I can’t see why not.” She will go upstairs and retrieve the journal from the library. the journal Mary will return with a large hardcover journal, folio-sized, which is quite worst for wear. Nearly half of the pages have been torn out; the first page denotes the book as being “the Journal and Property of Mr. E. Ashton.” This book counts as a magical tome, but the players won’t be able to find that out until they’ve had time to study it later. For the time being, the only information that might matter to them is a number of words scribbled on the back cover: “MARY wrong JOURNAL OF EZEKIAL ASHTON In English, author Ezekial Ashton, explorer, c. 1910’s. This handwritten diary has had many pages torn out, but part of it seems to detail the interrogation of a person referred to as “the old man” by a group of soldiers, including Ashton. The “old man,” apparently under extreme physical torture, talks a great deal about several hunting rituals of his people. Thanks to the damage to the book, the only really coherent account is of a strange and somewhat disturbing technique called “spirit- calling.” Examination period: 1 week (DC 20). Contains 1 spell, “Spirit- calling” (dominate animal). Sanity loss: 1 initial and 1d3 upon completion. Cthulhu Mythos +1 rank. 11 wrong wrong KILL THE BASTARD the stars were wrong the horrible ocean the tower God MARY MARY MARY help me KILL THE BASTARD MARY MARY KILL HIM MARY.” DAMNED DIRTY APE searching the grounds There are two possibilities at this juncture: one is that the players will get the point and arrange themselves to protect the Villepins . The other is that they will (as my players did) decide to check the grounds of the house for the Professor. In which case they will discover something rather interesting. Any character with the feat Track can, with a Wilderness Lore (DC 14) check, find a series of tracks through Mary’s garden in the back lawn that they will recognize as being the Professor’s (having most likely seen his tracks or footprints in his cage). The tracks lead away from the backyard out into a forest roughly five hundred feet from the back of the Ashton household. Following the tracks into the woods, the investigators can follow a clear trail another two hundred feet. There, the trail goes around a large tree… and around… and around… and around… and around. No, the Professor is not in the tree. It is then that you can have the tracker make a Wilderness Lore (DC 16) check to realize the truth: the Professor started out by walking backwards around the tree – and went around the tree several times, apparently practicing the motion. From that point, he’s been walking backwards the entire time. The players had it all wrong – the Professor is still at the Ashton household! Which would be an excellent time to have a scream break out from the house. the professor attacks The Professor has been, in fact, hiding on the roof of the house. Sometime after sunrise, it will attack the Villepins. At that time, Alex will be in the second floor library, Michael will be asleep in room O, and Mary will tidying up somewhere on the first floor. The Professor’s primary targets will be Michael and Alex; it will probably go after Michael first, breaking in through the window in that room. Under no circumstances will it hurt or pursue Mary. The presence of the investigators will complicate things. The Professor may initially attack, then pull back and attempt to use one of its spells. One excellent possibility would be to use its suggestion power to convince one of the players that another player is in fact the ape itself (in other words, one player looks up and sees the Professor standing right there next to him; pulled this on one of the players on my game. Fortunately for the unlucky guy next to him, he missed). Once this has occurred, the Professor will immediately attack to take advantage of the players’ confusion. In any case, when the players kill the Professor, he will immediately turn back into his true shape. I would describe the actual transition in terms of shadows falling away from the corpse, or perhaps a simple and momentary blur in the players’ visions. However it happens, the body will adruptly turn into that of a man. If they got the photo from Mary, the players will recognize the corpse as being none other than Ezekiel Ashton. SAN check 1/1d10. 12 the aftermath Depending on what happens, the players may either be free and clear or in deep trouble. At the least, they will have to deal with a human-shaped corpse rather than an ape- shaped one. If they call Ernie on it, he will recommend that they bury the body and tell Wilson that they had to kill the Professor in order to save the Ashtons and afterwards disposed of the body. The worst-case scenario is that both Alex and Michael are killed by the ape before the investigators have a chance to intervene. If Mary sees their bodies, she will immediately go insane and become catatonic. The investigators will have to somehow deal with her and reporting this to the LAPD. Ernie will suggest that the investigators bring Mary to Lubomir’s while they try and figure out what to do. Whatever happens, Ernie will inevitably tell the investigators in frustration: “Can’t anything normal happen to you people?” Experience and sanity awards typical story goals: - Stop the Professor from hurting Alex or Michael - Find Ashton’s Journal - Kill the Professor - Entire group survives (optional) bonus sanity rewards: Saving both Alex and Michael: d4 Sanity paycheck: As this adventure should only take about one day, the players will get $12 for their troubles. APPENDIX A: NPC STatistics EZEKIAL ASHTON Large Ape HD: 4d8+8 (26 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 30 ft., climb 30 ft. AC: 14 (+2 Dex, -1 size, +3 natural) Attacks: 2 claws +8 melee, bite +3 melee, Winchester M1894 Rifle +5 ranged Damage: Claw 1d6+5, bite 1d6+2, rifle 2d10 (crit x3, rng 200 ft) Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spells Special Qualities: Scent Saves: Fort +3, Ref +5, Will +2 13 Abilities: Str 21, Dex 15, Con 14, Int 15, Wis 12, Cha 14 Skills: Animal Empathy +8, Climb +11, Drive +4, Escape Artist +6, Handle Animal +10, Hide +8, Jump +11, Listen +6, Move Silently +8, Open Lock +5, Ride +9, Spot +6. Feats: Improved Initiative, Stealthy, Weapon proficiency (rifle) Spells: Dominate animal, hide from the eye, locate creature, suggestion. Note: consider Ashton to be telepathic in terms of the spell suggestion. MARY ASHTON 1st level Artist (Defense Option) HD: 1d6 (6 hp) Initiative: +2 (Dex) AC: 12 (+2 Dex) Attacks: Melee -1, Webley Mark I Revolver +2 ranged Damage: Unarmed 1d3, Revolver 2d8 (crit x3) Saves: Fort +0, Ref +4, Will +3 Abilities: Str 8, Dex 15, Con 10, Int 14, Wis 12, Cha 13 Skills: Animal Empathy +4, Craft (sculpture) +9, Diplomacy +4, Drive +5, Forgery +5, Gather Information +4, Handle Animal +4, Hide +5, Knowledge (art) +6, Move Silently +6, Sense Motive +4, Speak Other Language (French) +6 Feats: Weapon Proficiency (pistol), Skill Emphasis (Craft [sculpture]) SAN: 59 ALEX VILLEPIN 1st level Writer (Defense Option) HD: 1d6+1 (7 hp) Initiative +1 (Dex) AC: 11 (Dex) Attacks: Unarmed +1 melee Damage: Unarmed 1d3 subdual Saves: Fort +3, Ref +1, Will +3 Abilities: Str 12, Dex 13, Con 12, Int 13, Wis 12, Cha 15 Skills: Bluff +5, Craft (writing) +7, Diplomacy +7, Drive+4, Gather Information +7, Innuendo +4, Intimidate +5, Knowledge (philosophy) +4, Listen +4, Performance (reading) +5, Research +4, Sense Motive +4. Feats: Skill emphasis (craft [writing]), Trustworthy SAN: 60 MICHAEL VILLEPIN Assume 4 hp and a speed of 10 ft. (being a toddler). Otherwise no stats necessary. 14 APPENDIX B MAPS AND PICTURES Newspaper Article From Cage Photo of Ezekial Ashton 15 The Ashton Household, overall picture Mary Ashton Alexander Villepin 16 Layout of the Ashton Household. Player’s copy. 17 Ashton Household. GM map. 18 APPENDIX C: View from the backstage Note: this section contains long-term campaign information and is for the GM’s eyes only. Right now, I’m sure you’re asking yourself one question: what the hell happened? I don’t suppose you’ve read the original Lovecraft story “The Call of Cthulhu”? Dealing with the events that occur when Cthulhu briefly awakes on April 2, 1925? According to the story and Cthulhu lore, the awakening sends psychic shockwaves across the world. Artists have strange and unnatural dreams, psychics committed suicide and strange religious activity reached a peak. Now. What do you think happened to anyone unlucky enough to be using magic on that day? Such was the fate of Ezekial Ashton. In his travels across the world, he happened to learn the occult hunting secrets of a tribe of hunter-gatherers native to a South Asian island, which he recorded in his journal. These, needless to say, contributed in a large part to his extraordinary abilities with animals. After his daughter eloped with Villepin, Ashton was resolved to recover his daughter. He needed to do so in a way that would not be his fault. He decided to train a rhesus monkey to bite Alex and contaminate him with a deadly but slow-acting poison Ashton had discovered on his travels. The poison affected humans, but not the monkey, so Ashton could later blame it on a disease. On the day of April 2, Ashton was training the monkey in his study, using a picture of Alex he recovered from Mary’s bags as a focus. Having only a few days until Alex and Mary returned to his house, he used the contents of his journal. Unfortunately, the occult shockwaves from the awakening of Cthulhu both reversed Ashton’s spells upon him and then some. Both Ashton and his subject were transformed, essentially exchanging shapes partway; Ashton did not entirely turn into a monkey, but ended up as a large ape (a compromise, perhaps, between his genetic structure and that of the monkey’s), and the monkey looking like Ashton, though with several key physiological differences. Ashton was immediately driven mad by the transformation, and his own programming was reversed upon his own mind: the command to kill Alexander Villepin and defend Mary was burned into his mind. Fortunately, neither were present at the moment, so Ashton destroyed his own library and escaped into the hills, where he eventually captured by the police and brought to the Griffith Park Zoo. The monkey in Ashton’s form wandered out onto the road and was hit by an oncoming car. You know the story from there on out. Ashton languished in the zoo, his madness manifesting itself in a near-catatonic state. He happened to find the article about Alex in the newspaper used for his bedding, and immediately his programming set in. He used his suggestion power on Dr. Chalker, got him to open the door to the cage, then killed him and hid the body. He then used the spell locate creature to track down Mary, arriving at his old house the night after his escape. And that, ladies and gentlemen, is the whole story. Any questions?
textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Call of Cthulhu (d20)/CoC d20 - Shadow in the Tree.pdf
PERSONALITY & BACKGROUND CHARACTER: PLAYER: PRIMARY MOTIVATOR(S) EMOTIONAL DISPOSITION MOODINESS PERSONALITY PROFILE BIRTHPLACE, FAMILY BACKGROUND, & SIGNIFICANT EVENTS OUTLOOK INTEGRITY IMPULSIVENESS BOLDNESS AGREEABLENESS INTERACTIVITY CONFORMITY SENSE OF HUMOR: FAVORITE TOPICS: GROUP AFFILIATIONS: QUIRKS, HABITS, & ODDITIES: HOBBIES & ENJOYMENTS: RELIGION ADHERENCE: TOLERANCE: EXPRESS: CONVERT: ATTITUDE : ASSOCIATION: ROLES: QUESTS, TRIGGERS, MYSTERIES, & OTHER BACKGROUND INFO ASH’S GUIDE TO RPG PERSONALITY AND BACKGROUND HTTP://RPG.ASHAMI.COM
textdata/thevault/_Player Books/Ash's Guide to RPG Personality and Background/sheet_full.pdf
The Interlock Beastiary Ork's and Their Kin No creature is more prevalent and associated with fantasy bad guys then the Ork. Or's are the eternal grunts and flunkies of fantasy fiction and are often regulated to the roll of cannon fodder and comedy in fantasy role playing games. In a sense the Ork has become a Joke. But as any fan of the Writing of JRR. Tolkien or the Record of Loodos War saga knows. Ork's are not a joke and it is about time they be presented as the fearful, foul abomination that they were meant to be. Ork's are evil,vile and tough. They are trained for war almost since birth, a average Ork soldier is the equivalent to two normal men in strength, combat abilities and skills. And the High Ork's are even worse. Here then are the Ork's and their foul brotherhood for the Interlock© System. Enjoy and may once again the word Ork be associated with terror and not comedy. General Information on Ork's and their Kin. Ork's and...Sunlight. Ork's and their Kin turn to stone when they are exposed to sunlight. WRONG! Although Ork's and their Kin are not as effective in Sunlight they can still operate in sunlight. They dislike the sun but if forced to they will go out in it. They are -4 to all roles while in sunlight. Ork's and....Fire. Ork's and their kin are destroyed by fire. Wrong! Ork's and their kin dislike fire and avoid it but they are not destroyed by fire, they take as much damage from fire then any one else but they dislike it more then most. Ork's and... The Dark. Ork's can see in the dark as if it was a cloudy day, they can see objects clearly up to almost a mile. In daylight on the other hand they can only see objects that are about fifty feet away. Ork's and...Smell. The Ork's sense of smell is it's strongest sense, like any other predator an Ork can track an opponent simply by his odor.They can smell fear, they can smell changes in the weather and like a shark they can smell blood. Ork's and...Poison. Ork's are a foul, evil race. Everything about them is filthy including their vile black weapons. Almost all Ork weapons are poisoned and even those that are not will be so dirty that there is a risk of infection should you get hit by one. Ork's themselves are highly resistant to poisons and disease, they receive a +4 to all rolls when dealing with poison and resisting the effects of toxins of any kind. Ork's and...Combat. The word honor and fair do not exist in the Ork language. They are dirty fighters. They will cheat in combat every chance they get, they prefer to ambush their opponents and sue hit and run gorilla tactics. They will run from a fight if things are going badly and then come back when you least expect them to. Ork's love to play dead, taking a wound and then falling as if slain. they will wait to your guard is down then jump up again. In a stand up fight a Ork is a strong and savage opponent, they are equal to two men in strength and cunning and are bread for war almost since birth. They will press any advantage they have and use their foul weapons to handicap you and then kill you slowly latter, Ork's do not take prisoners, any one captured by an Ork will be tortured and killed slowly and the fate of females captured by Ork's is far, far worse. Ork's and..Evil Masters. Thankfully on their own Ork's are a lazy race. They do not like to do work but the will do it if the have to.Ork's are the perfect servant race, they are bread to serve their evil masters. In the mythology of Middle Earth Ork's were elves that Morgoth was able to corrupt and turn in to his servants. So almost from their very beginning the Ork's exist to serve evil. If Ork's are in the area then chances are there is something far worse behind them. Ork's and...Elves and Dwarves. Ork's are servants of the Shadow and are the natural enemy of Elves and Dwarves. Dwarves and Ork's have a long feud as not only do they both like to live underground, but Ork's have taken over and slain many Dwarves kingdoms and it is the Ork's fault that the Dwarves are a fading race. No creature hates an Ork more then a Dwarf, except perhaps for the elves. The war between the Ork's and the Elves is legendary and dates back almost to the dawn of both species existences. Elves represent everything that is good and fair in the world while Ork's are the embodiment of all that is foul and corrupt. Ork's destroy everything they come across including the forests that the Elves love so much, and even worse is the fact that..At least according to JRR Tolkien...Is the fact the Ork's were in fact bread from Elves that had been corrupted by the shadow. Ork's and...Water. Ork's dislike water. They never bathe and they tend to avoid streams and lakes unless they can be corrupted by the Ork's. Many are the tales of those fleeing Ork pursuit who were saved by hiding in a large lake or under a waterfall. Those were the lucky ones, Ork's dislike water but they will cross it and enter it if the want to. There are even rumors of a few Ork's that actually like to bathe and be clean. Ork's and...Holly Ground. Like all creatures of shadow, Ork's can not eneter or cross Holy ground. Ork's and...The Goop. Ork's are famous for the foul smelling "Black Goop" they carry as a alcohol. Although no one other then the Ork's know's what is in the Goop it is a strong , foul , thick liquid that if drunk tastes like the most disgusting drink you have ever had but will remove fatigue and give a false sense of warmth. This goop can also be applied to open wounds and will double the healing rate of any wound it is applied to, but that wound will become an ugly scar. Ork's and...The cold: Ork's are highly resistant to Cold and Heat. The strong, sturdy race gets +3 to all die rolls to resist the effects of heat and cold. Ork's - General. As a species Ork's are short and squat with long powerful arms and legs. They are a foul looking race of humanoids with elongated snouts and huge fangs. Their eyes are small and beady and are almost always Red or sickly yellow. Their ears are long like an Elves but are covered with scabs and thick coarse hair. The body of an Ork is covered with a thin coarse dark fur and their skin is a pale green, they smell rank and their is a foul aura about them. Ork's will always be in armor of some sort, most often Leather or chain and they will always have three weapons on their person. They favor Scimitars and short swords as they are cheep weapons and are easy to make. They also like to carry long daggers and their favorite weapons are their black bows and barbed arrows. Ork's are tireless trackers and hunters and the almost prefect soldier, they live for war and although fat and stupid when it comes to combat there are none better. To Generate an Ork, roll it as a normal character in interlock but add the following. BOD:+2 MA:+2 REF:+2 TECH:+1. EMP:-3 CL:-1. INT:-2. +2 to hit vs all opponents. Tracking 6<. Hunting 6< Brawling 6<. Bush Craft 6<. Poisons 5<. Dirty Infighting 6<. Running 6< . Strategy and Tactics 3<. Armor: SP 5. Sword: 1d6+2 Bow:1d10 Knife:1d6/2 Ork - Trackers As if a normal Ork is not bad enough.Ork trackers are the "rangers" of the Ork society. Bread from birth to be hunters and trackers they are a faster, more cunning breed of Ork. Armed with well made Orkish black bows and barbed arrows they are as good a hunter and tracker as any human "Woodsman" and can even give an Elf a run for their money. BOD:+2 MA:+3. REF:+3 TECH:+2 EMP:-3 CL:-1. INT:-1. +2 to hit vs all opponents. Archery 7<. Tracking 7<. Smell track 6< Hunting 7<. Brawling 5<. Bush Craft 7<. Poisons 6<. Dirty Infighting 5< Running 7<. Tactics 4< Armor SP:5. Sword 1d6+2. Bow 1d10 Knife 1d6/2 Ork's- Black The dreaded "High Ork's" or Black Ork's come from a ancient breeding stock of the Orkish blood and are believed to still carry a trace of Elf's and Human in their blood line. They are far stronger and smarter then the normal Ork's and are the natural leaders of Orkish society. Their skin and hair is a dark gray or black and they are almost always found in their trade mark black chain mail wielding Long Swords and Long bows.Few creatures are more respected and feared then a Black Ork and One High Ork is equal to three men. BOD:+4. MA:+4. REF:+4. TECH:+3. CL:-2. EMP:-4. . +3 to hit vs all opponents. Archery 5<. Sword 6<. Tracking 6<. Hunting 6<. Brawling 8<. Bush craft 8<. Poisons 8<. Dirty Infighting 7<. Running 6< Tactics 5<. Leadership 4< Armor SP: 7. Sword 1d10. Bow 2d10 Knife 1d6 Ork's - Half. No human female raped by an Ork would ever allow her child to come to term, and normally any 1/2 Ork that is born in an Ork society is instantly killed as they are seen as an abomination and week. So where do 1/2 Ork's come from. In most cases they come from breeding programs conducted by evil men to create a better Ork. Saurmen from the "Lord of the Rings" bread 1/2 Ork's as they were smarter then Normal Ork's and were not effected by sunlight and perhaps other evil men have followed in this idea and bread 1/2 Ork's for the same reason. 1/2 Ork's are seen as abominations and outcasts by all other species, even other Ork's hate them and will not willingly allow them to exist unless their master says otherwise. A 1/2 Ork is larger then a normal Ork and a lot smarter, they can infiltrate human society a lot easier then normal Ork's as they can appear to just be very ugly and foul humans. BOD:+1. REF:+1. MA:+1 TECH:+1. CL:-1 . EMP:-3. INT:+1. +1 to hit all opponents Sword 6<. Archery 6<. Tracking 4<. Hunting 4<> Brawling 5<. Bush Craft 6<. Poisons 4<. Dirty Infighting 4<. Running 4< Strategy and tactics 6<.General Education and Trivia 4<. Disguise 5< Armor SP:4 Sword 1d6+1. Knife 1d6/2 Bow:1d10 Ogres These huge, dumb inbreed hill men are a member of the Ork race though obviously not as smart or dangerous as their Ork cousins. Ogres are big, lumbering brutes good only for their strength and courage in battle. Totally fearless an Oger will charge any foe and keep pounding on that foe until they are down or the O'er has been slain. Huge,fat and ugly they have thick brown skin and huge mops of black hair and facile hair. They usually just wear skins and tunics as their natural armor protects them from most things. their favorite tactic is to throw huge boulders at their opponents or hit them over the head with a tree trunk BOD:8. REF:4. MA:4. TECH:3.CL:3 EMP:3 INT:2 +3 vs all opponents Brawling 6< Throwing 5<.Smell tracking 4<. Natural Armor SP:5 Boulder:1d10. Big Club:2d6. Trolls In the mythology of Middle Earth, the Trolls were made as a Mockery of the Ent's. In other mythologies, Trolls are descended from the Giants that once ruled the Earth or are the spawn of some foul demon. Whatever the truth their are few creatures in the world of fantasy more dangerous then the Troll, although not very smart the troll is a cunning and relentless predator. Able to see in the dark and smell track as good as any bloodhound they are hug and unbelievably strong . Their natural armor makes them almost invulnerable and even worse they can regenerate from most wounds give enough time. While their are tales of armored Trolls that have been employed by the forces of evil, these are just rumors so far. Trolls do not work well with others, they are loners by nature and see everything else as food. They are huge, fat green creatures with long powerful arms and legs and huge gapping mouths. They are armed with thick sharp claws and teeth capable of biting through stone. A trolls body is covered with a thin oil that makes them water proof like a duck and insulates them from cold like a penguin, many think this oil is flammable and that trolls take extra damage from flame. This is untrue. BOD:10 REF:4. MA:4 TECH:2 CL:3 EMP:3 INT:2. +4 vs all. Brwaling 7<. Smell Track 7< Natural armor SP:12. Claws:1d10 Bite:2d10. Regenerate 1d6 points of damage a round. �
textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Interlock Beastiary Orks by Michael Straus.pdf
Runequest Character Sheet Runequest Character Sheet Runequest Character Sheet Runequest Character Sheet v7.0 v7.0 v7.0 v7.0 Name: Player: Languages Fluency Languages Fluency Race: Gender: Age: Tradetalk / % / % Nationality: Residence: / % / % Birth Date: Social Class: / % / % Cult(s): Rank: / % / % Cult(s): Rank: / % / % Cult(s): Rank: / % / % / % / % STR Attack Bonus: % Notes: / % / % CON Parry Bonus: % / % / % SIZ Defense Bonus: % / % / % INT Damage Bonus: POW Hit Point Bonus: Notes: DEX Experience Bonus: % CHA SIZ SR: + DEX SR: = Base SR: Weapon Knowledge Skill Bonus % Manipulation Skill Bonus % Weapon Damage SR Map Making (10) % Climbing (15) % Damage SR Att % Pry % HP Evaluate Treasure (05) % Hide Item (10) % Att % Pry % HP Crt % Spc % Fbl % World Lore (05) % Jumping (15) % Crt % Spc % Fbl % First Aid (05) % Lock Picking (05) % Weapon Find Healing Plant (00) % Trap Set + Disarm (05) % Weapon Damage SR Treat Disease (05) % Ride (05) % Damage SR Att % Pry % HP Treat Poison (05) % Ride (05) % Att % Pry % HP Crt % Spc % Fbl % Animal Lore (05) % Disguise (05) % Crt % Spc % Fbl % Plant Lore (05) % Swimming (15) % Weapon Mineral Lore (05) % Rowing (05) % Weapon Damage SR Cult Lore (05) % Rope Work (05) % Damage SR Att % Pry % HP Racial Lore (05) % Feign Death (10) % Att % Pry % HP Crt % Spc % Fbl % Myths Lore (05) % Foil Restraints (00) % Crt % Spc % Fbl % Ship Handling (05) % Play (05) % Weapon Craft (05) % Play (05) % Weapon Damage SR Craft (05) % Masonry (05) % Damage SR Att % Pry % HP Streetwise ( ) % ( ) % Att % Pry % HP Crt % Spc % Fbl % ( ) % ( ) % Crt % Spc % Fbl % Stealth Skill Bonus % Perception Skill Bonus % Weapon Camouflage (10) % Listen (25) % Weapon Damage SR Hide in Cover (05) % Spot Hidden (05) % Damage SR Att % Pry % HP Move Quietly (05) % Spot Traps (05) % Att % Pry % HP Crt % Spc % Fbl % Pick Pockets (05) % Tracking (05) % Crt % Spc % Fbl % Shadowing (10) % Track by Scent (00) % Weapon ( ) % Taste Analysis (00) % Weapon Damage SR ( ) % ( ) % Damage SR Att % Pry % HP ( ) % ( ) % Att % Pry % HP Crt % Spc % Fbl % Oratory ( ) % Bargaining ( ) % Crt % Spc % Fbl % Fast Talk ( ) % Voice Mimicry ( ) % Weapon Weapon Damage SR Roll Hit Location HP Armor Type AP Enc Damage SR Att % Pry % HP 01-04 Right Leg Att % Pry % HP Crt % Spc % Fbl % 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 Crt % Spc % Fbl % 05-08 Left Leg Weapon 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 Weapon Damage SR 09-11 Abdomen Damage SR Att % Pry % HP 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 Att % Pry % HP Crt % Spc % Fbl % 12 Chest Crt % Spc % Fbl % 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 Weapon 13-15 Right Arm Weapon Damage SR 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 Damage SR Att % Pry % HP 16-18 Left Arm Att % Pry % HP Crt % Spc % Fbl % 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 Crt % Spc % Fbl % 19-20 Head Base Move Current 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 Hit Pts. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 Maximum ENCUMBRANCE 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 Total ENCUMBRANCE 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 Runequest Character Sheet v7.0 Power Spells Pts Known By Spells Pts Known By Finances 01 02 03 04 05 06 07 08 09 10 Banked: 11 12 13 14 15 16 17 18 19 20 Income: 21 22 23 24 25 26 27 28 29 30 Ransom: Loans: Stored Power Property: 01 02 03 04 05 06 07 08 09 10 Gear: 11 12 13 14 15 16 17 18 19 20 Carried 21 22 23 24 25 26 27 28 29 30 Wheels: 31 32 33 34 35 36 37 38 39 40 Lunars: 41 42 43 44 45 46 47 48 49 50 Clacks: 51 52 53 54 55 56 57 58 59 60 Bolgs: 61 62 63 64 65 66 67 68 69 70 Other: 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 00 Allied Spirit Equipment ENC Name: INT: 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Bound Spirit Mount’s Name: Species: Name: INT: STR Attack Type SR Att% Damage 01 02 03 04 05 06 07 08 09 10 CON 11 12 13 14 15 16 17 18 19 20 SIZ 21 22 23 24 25 26 27 28 29 30 INT POW Bound Spirit DEX Attack Bonus % Damage Bonus Name: INT: Move Defense Bonus % Hit Point Bonus 01 02 03 04 05 06 07 08 09 10 Roll Hit Location HP Armor Type AP Enc 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 Bound Spirit 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 Name: INT: 01 02 03 04 05 06 07 08 09 10 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 Magical Items Bound Spirit 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 Name: INT: 01 02 03 04 05 06 07 08 09 10 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 Bound Spirit 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 Name: INT: 01 02 03 04 05 06 07 08 09 10 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 Hit Points Power Bound Spirit 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 Name: INT: 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 01 02 03 04 05 06 07 08 09 10 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 Max ENC Total ENC 11 12 13 14 15 16 17 18 19 20 Notes: 21 22 23 24 25 26 27 28 29 30 Notes:
textdata/thevault/Runequest and Glorantha (d100)/Runequest - Sheets/RuneQuest - Character Sheet I.pdf
NATURE Roll 1d12 to determine the minor arcana’s nature, that which makes it special and noteworthy. Each result indicates two or more additional tables (in smallcaps); roll on those tables as well. If a die is listed after a table, roll that die. Otherwise, roll 1d12. 1-2 It reveals something interesting and useful (origin & theme, lore) 3-4 It is rare, sought-after, prized (origin & theme, form 1d8, valuable) 5-6 It is extraordinary in some regard (origin & theme, form 1d10, property) 7-8 It houses a sentience or spirit (origin & theme, form, spirit) 9-10 It produces some magical effect (origin & theme, form, magic, limit, usage) 11-12 Roll again with d10. If it’s an item or edifice, add an extra property ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ORIGIN & THEME Each minor arcana came from somewhere, or draws its power from some source. Choose an appropriate origin or roll 1d12. Then roll 1d12 to determine themes. Use the themes as inspiration, to inform results from other rolls. Themes might de- scribe the physical form, the object of a magical effect, the medium through which magic works, the feelings imparted on those who see it, etc. Let the results inspire ra- ther than dictate. —————————————————————————————————————- 1 The Forge Lords ● the Makers, workers of fire & metal 1-2 Fire/heat/light 7 Fear/terror/panic 3-4 Brass/iron/steel/orichalcum 8 Clockwork 5 Coals/smoke/ash 9-12 Sized for giants (and roll again, d8) 6 Anger/passion/rage Orichalcum: a metal that flashes red with fire and burns away the impure —————————————————————————————————————- 2 The Green Lords ● the Makers, growers, cultivators, & breeders 1-2 Trees/forests/plants 6 Hunger/savagery/ferocity 3-4 Beasts of the land 7-8 Chimerae 5 Adaptation/growth/expansion 9-12 Sized for giants (and roll again, d8) Chimerae: creatures with disparate parts, features of other organisms —————————————————————————————————————- 3 The Stone Lords ● the Makers, builders and diggers 1-3 Stone/rock/earth 7 Endurance/strength/stability 4 Crystals/gems/makerglass 8 Stubbornness/rigidness/pride 5-6 Architecture/excavation 9-12 Sized for giants (and roll again, d8) Makerglass: cut into wondrous shapes, unbreakable and unworkable by mortal means —————————————————————————————————————- 4 The Rime Lords ● the Makers, cold of heart and sharp of mind 1-3 Ice/cold/stasis 7 Calm/logic/discipline 4-5 Law/order/control 8 Apathy/indifference/despair 6 Writing/records 9-12 Sized for giants (and roll again, d8) Dark ice: purplish ice, which stays cold and frozen except in the hottest furnace —————————————————————————————————————- 5 The Tempest Lords ● the Makers, of storm and sky and sea (!) 1-2 Thunder/lightning/aetherium 7 Energy/relentlessness/passion 3-4 Wind/rain/weather 8 Confusion/chaos/disarray 5 Water/sea/brine 9-12 Sized for giants (and roll again, d8) 6 Conduits of power Aetherium: an alloy of copper and lightning —————————————————————————————————————- 6 The Things Below ● roll twice for theme, always 1 Darkness/shadow/deception/obsidian 7 Insanity/chaos/ruin/quicksilver 2 Decay/weakness/corrosion/rust 8 Corruption/disease/poison/vermin 3 Jealousy/gluttony/greed/flesh 9 Scales/slime/gills/tentacles/water 4 Secrets/shame/guilt/pearls 10 Death/undeath/fear/bones 5 Hunger/starvation/desperation/wind 11 Sleep/dreams/nightmares/agates 6 Hatred/wrath/cruelty/red crystal 12 Pain/torture/wounds/blood Red crystal: pulsing, warm, thirsting for blood, like cruelty solidified —————————————————————————————————————- 7 The Fae ● strange neighbors with their strange ways 1 Beauty/wonder/awe 7 Strange, fickle customs & etiquette 2 Ugliness/horror/disgust 8 Callousness/cruelty/indifference 3 Fluidity of time and space 9 Yearning/passion/desire 4 Illusion/glamor/pretense 10 Dancing/revelry/sex 5 Singing/poetry/art 11 Wondrous food & drink 6 Debts/vows/obligations 12 Tiny in size They cannot bear the touch of iron or steel, and so use bronze and strange wood instead —————————————————————————————————————- 8 Primordial Power ● remnants of the first age 1 Truth/purity/quintessence 7 Vitality/energy/will 2 Creation/shaping/invention 8 Bewildering/incomprehensible/alien 3 Light/etherealness/transcendence 9 Oneness/sameness/unity 4 Darkness/stillness/the void 10 Raw elements/power/force 5 Language/words/names 11-12 Diminished/fragmentary/shattered 6 Sentience/perception/knowledge (and roll again, d10) By Jeremy Strandberg 2015. Licensed under Creative Commons Attribution 3.0 Unported License. —————————————————————————————————————- 9 The Wild ● the Earth Mother, Danu, her children and her dreams 1 Trees/plants/flora 7 Winter/cold/hunger/sleep/death 2 Beasts/vermin/fauna 8 Savagery/the hunt/dominance 3 Blood 9 Nurture/shelter/provision 4 Spring/birth/fertility/sex/healing 10 The land/soil/stone/terrain 5 Summer/warmth/growth/vitality 11 Blight/decay/reclamation 6 Autumn/harvest/sustenance/plenty 12 That which Danu holds tightly in her grasp —————————————————————————————————————- 10 The Sky ● and the things that dwell there 1-3 Tor/storms/weather/rain/aetherium 9-10 The stars/the future/omens 4-6 Helior/the sun/daylight/dawn 11-12 Birds/flight/wind 7-8 The moon/cycles/shapeshifters/moonstone Aetherium: an alloy of copper of and lightning Moonstone: a pale glassy gem, which reveals shapeshifters and illusions —————————————————————————————————————- 11 The Black Gates ● and that which lies beyond, or should 1 Death personified/the Lady of 7 The hungry dead, who prey upon Crows/the Pale Hunter the living 2 Death itself/the passage from life 8 The half-dead, those who cheat 3 Death omens/dooms foretold death 4 The quiet dead, who have passed on 9 Spirit-walking/leaving one’s body 5 The restless dead, who refuse to go 10 Night/darkness/fear 6 The vengeful dead, who seek to drag 11-12 Bone/skulls/mummified remains others with them (and roll again, d10) —————————————————————————————————————- 12 Civilization ● the children of Aratis, dwellers of village, town and city 1 Walls/hearths/construction 7 Family/kinship/cooperation 2 Laws/justice/punishment 8 Artwork/crafts/invention 3 Knowledge/records/written words 9 Expansion/conquest/war 4 Wealth/trade/greed 10 Agriculture/domestication 5 Authority/oaths/duty 11-12 Aratis/her Judges/black iron 6 Tradition/ceremony/culture Black iron: hard, heavy, worked like steel and utterly immune to all magic ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ FORM Roll twice, once to determine its general form and again to determine the specifics. The first roll is a d12, unless its nature indicates otherwise. The second roll is always a d12. —————————————————————————————————————- 1-4 Practical Item 1 Key/lock/clasp 5 Cup/vessel 9 Armor/shield/helm 2 Food/drink 6 Box/cage/coffer 10 Rope/cord/chain 3 Clothing/cloak 7 Utensil/tool 11 Belt/pack/pouch 4 Boots/gloves/shoes 8 Weapon/rod/staff 12 Lantern/lamp/torch —————————————————————————————————————- 5-8 Art or Luxury Item 1 Amulet/charm 5 Carpet/rug/bedding 9 Furs/skins/trophies 2 Painting/mural/tapestry 6 Figurine/carving/idol 10 Orb/gem/stone 3 Ceramics/pottery 7 Flag/banner 11 Crown/scepter 4 Ring/jewelry/eyewear 8 Instrument 12 Enigma, its purpose unclear —————————————————————————————————————- 9-10 Edifice 1 Grave site (barrow/tombs/catacombs) 7 Public place (inn/stadium/market) 2 Place of worship (temple/shrine/altar) 8 Fortification (keep/tower/walls/gate) 3 Passage (road/bridge/tunnel/portal) 9 Workplace (forge/shop/studio/lab) 4 Monument (statue/megalith/carving) 10 Prison (dungeon/cage/jail/oubliette) 5 Resource (mine/aqueduct/cistern/well) 11 Storage (vault/library/cache) 6 Dwelling (home/stable/barracks) 12 Enigma (its purpose unclear) —————————————————————————————————————- 11-12 Natural Feature 1 Tree(s) or vegetation 5 Valley/canyon/gorge 9 Hill/cliff/mesa 2 Cave/cavern/grotto 6 Creek/stream/river 10 Bog/marsh/fen 3 Clearing/meadow/field 7 Pool/pond/lake 11 Sinkhole/crater/pit 4 Oddity/strange formation 8 Summit/precipice/ 12 Roll twice and outcrop combine ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ LORE What does it reveal? Roll d12. 1-3 The workings of a ritual or spell (magic, limit) 4 An artifice or technique lost to antiquity 5 The workings or secrets of a mysterious object 6 The history of a people 7 The weakness/motive/origins/lair of an established threat 8 The hazards/secrets/history/location of a mysterious place 9 The true nature of an origin (the one you first rolled, or another) 10 The location/powers/history/secrets of a major arcana 11 The truth about a person/event/creature of legend 12 A resource that might be exploited How is the information imparted? Roll d10 for a ritual or spell; otherwise roll d12. 1-2 In a tome/scroll/folio, in a cypher or a long-dead language 3 In a tome/scroll/folio, clear to those who can read the language 4-5 Through ancient runes etched into place (form d4+8) 6-7 Through carvings/paintings/decorations/diagrams (form) 8 By a spirit tied to a place (form d4+8) 9 Via a vision or omen, imparted to whoever touches/enters/approaches (form) 10-11 As an obscure song/story/poem, told by the people 12 Implied by its very nature or existence, or where it is found (form d10) ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ VALUABLE What makes it worth so much more than its form would otherwise indicate? Roll 1d12. 1 Precious metals 7 Crafted with sublime skill 2 Fine stones/gems/crystals 8 Great luxury or convenience 3 Historical or religious importance 9 Beyond meager mortal arts 4 Haunting beauty 10 Status among people 5 One of only d12, if you trust the tales 11 Rarely found in nature 6 Transcendent, a symbol of something 12 Roll twice and combine greater, something more ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ PEOPLE Who are we talking about? Roll d12. 1 Stonetop and its people’s ancestors 7 The Manmarchers 2 The folk of Marshedge 8 The “civilized” Southerners 3 The nomadic Hillfolk clans 9 The Forest People, gone missing 4 The riff-raff of Gordin’s Delve 10 The spindly, gray-skinned Crinwid 5 The stoic folk of Barrier Pass 11 The Ustrina, from past Gordin’s Delve 6 The Ganagoeg, those horrid lizard- 12 Some other folk, unheard of or people of Ferrier’s Bog established during play ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ PROPERTY If the origin is Civilization, roll d8+4. Otherwise, roll 1d12. Rely on the themes. 1 Moves and acts of its own accord 2 Absorbs ____ and stores its power (fire, lightning, hatred, stillness, etc.) 3 Seamlessly blends two or more materials, in a way that should not be possible 4 Is ____, though it shouldn’t be (flammable, luminous, silent, weightless, etc.) 5 Is much, much ____ than it should be (heavier, harder, faster, etc.) 6 Is impossibly ____ (sharp, beautiful, lifelike, fine, etc.) 7 Cannot be ____ (broken, burned, melted, affected by magic, etc.) 8 Fills those who look upon it with ____ (greed, rage, peace, joy, etc.) 9 Is impervious to/cuts clean through/can harm ____ (fire, steel, ghosts, etc.) 10 Cannot be perceived by ____ (demons, fae, spirits, the dead, etc.) 11 Glows/thrums/vibrates in the presence of ____ (gold, magic, lies, poison, etc.) 12 Roll twice, but threat one of the results as a drawback or flaw ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ SPIRIT Roll d12 to determine its type (and instinct). 1-2 Elemental, as per theme (instinct: to wantonly express its nature) 3 Demon (instinct: to corrupt, destroy, befoul, ruin) 4 Castaway or refugee (instinct: to improve or sustain its meager existence) 5 Fledgling (instinct: to find its place or purpose) 6 Archon (instinct: to enforce cosmic order) 7 Fauna (instinct: to feed and sustain itself) 8 Apotheosis (instinct: to gather power and worship) 9 Haunt (instinct: to reenact its life) 10 Shade (instinct: to fulfill its longings) 11 Specter (instinct: to punish the living) 12 Wraith (instinct: to feed on the living) How or why is it bound? Roll d12. 1-2 Imprisoned and locked away 7-8 Its own desires tether it 3-5 Forced to serve 9 Trapped by accident or twist of fate 6 Serves willingly 10-12 This is its natural home or anchor to the world ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ MAGIC What does the magic do? What is it’s purpose? Roll d12. Combine this with the theme and form to imagine what spell, power, blessing, or curse is involved. 1 Create/conjure/craft 7 Sustain/heal/repair 2 Defend/repel/secure 8 Sense/identify/reveal 3 Destroy/slay/consume 9 Hide/disguise/confuse 4 Contain/bind/capture 10 Manipulate/control/compel 5 Enhance/refine/purify 11 Transform/combine/reshape 6 Reduce/diminish/suppress 12 Roll twice and combine ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ LIMIT Magic has costs and limitations. It exacts a toll on those who wield it and the items that channel it. Roll d12 to determine the drawback or limitation of the spell, ritual, or mag- ic power. Combine the results with theme. 1 Corrupting (leaves a lasting thematic mark on the caster or the target) 2 Dangerous (is likely to have destructive, unwanted side effects) 3 Demanding (it takes great effort to cast/trigger/maintain) 4 Discordant (sends out psychic ripples, which can be sensed for miles around) 5 Unreliable (fickle, temperamental, likely to fail at inopportune times) 6 Weak (can easily be countered by will/fortitude/preparation) 7 Indiscriminant (impossible to control who or what is targeted/how long it lasts) 8 Withering (weakens you, the object, and/or the target) 9 Restricted (only works under specific, thematic conditions) 10 Costly (requires sacrifice/uses up a limited resource) 11 Slow (it takes a long time to cast/manifest) 12 Roll twice ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ USAGE How often can the item or locale generate its magical effect? Roll d12 to find out. 1-2 Single use, then it’s consumed/ruined/powerless 3-4 2d6 more uses, then it’s consumed/ruined/powerless 5-6 1d6 uses, then it must be recharged/renewed/replenished 7 1d6 uses; slowly recharges over hours/days/weeks/months 8 1d4 charges; a charge might be lost each time it’s used; must be recharged/ renewed/replenished 9 1d4 charges; a charge might be lost each time it’s used; slowly recharges over hours/days/weeks/months 10 At will, but each time is riskier/less powerful/more costly; resets slowly over hours/days/weeks/months 11 Continuously; it’s always going 12 At will Note that there are no tables for range, number of targets, area of effect, or duration. Describe them however makes sense for the magic, theme, limits, and usage. The more restrictive or dangerous a magical effect is, the greater its potential scope. Examples The Spinning Cylinder Rare/sought-after/valuable :: Rime Lords :: sized for giants + writing/records :: enig- ma, it’s purpose unclear :: crafted with sublime skill Could it be a printing press? A CNC machine? A calendar or astrolabe! Yes! A stone cylinder, some 30 feet long and 3 feet wide. It’s always cold to the touch, and about half of it covered with a series of 6-inch-tall brass rings. The rings themselves are etched with Maker-runes at regular intervals. If the cylinder is placed upright, with the rings up top, the rings can spin smoothly and with almost no friction. Spinning certain rings causes other rings to spin as well, at different speeds. Careful inspection reveals a dial at the top end that can adjust how the spinning rings affect each other. A scholar of the Makers might recognize the runes on the rings as numbers, perhaps measurements or dates. Beyond that, it’s purpose is unclear. In fact, the Rime Lords used it to calculate dates and the positions of stars. It’s crafted with a series of cunning gears, around a core of dark ice to keep temperatures stable and prevent the gears from shrinking or expanding. The Three-Star Crown Property + valuable :: The Black Gates :: the vengeful dead (who seek to drag others with them):: crown/scepter :: absorbs ___ (hope?) and stores power :: haunting beauty A thin circlet of whitest platinum, set with three black stones that twinkle with the light of stars. Clearly the crown of some long-dead lord of a long-dead people. While you wear the circlet, take +1 ongoing to CHA when dealing with those who al- ready respect you or your authority. However, each time you place the circlet on your head, you feel the crushing weight of the universe and your miniscule, meaningless place within it. Roll +CHA. On a 10+, tell the GM one of your hopes for the future and why you doubt it can be achieved. On a 7- 9, tell them one of your hopes and why you have given it up. On a miss, you fall into the depths of despair that lasts until you face mortal danger and rouse yourself to face it. If the crown is destroyed, the jewels shattered and the metal reduced to slag, then the despair is lifted and all lost hopes restored. The Three-Star Crown was forged for a petty warlord in the days after the Makers’ fall. Among his bloody conquests was a metalsmith of renowned skill, once an appren- tice of the Forge Lords themselves. The warlord demanded that this smith make him a crown of surpassing beauty, to rival those worn by the Makers. The warlord was so pleased with the crown, he had the smith’s hands maimed so she could never make an- other crown that would rival his in beauty. After months of destitute begging, the smith killed herself in despair—and in so doing, cursed the crown to steal the hopes of whosoever wears it. The warlord was soon overcome by hopelessness and was killed by an underling who saw weakness. The underling took up the crown was himself brought low by despair, taking his own life. The warlord’s once-mighty forces fell into disarray and the crown was cast aside as a cursed thing. The Loadstone Pool Produces magical effect :: Tempest Lords :: conduit of power :: natural feature :: pool/ pond/lake :: hide/disguise/confuse :: costly (requires sacrifice/uses up a resource) :: 1d4 charges; a charge might be lost each time it’s used; slowly recharges over hours/days/ weeks/months A moat around a tower? No… should be a natural feature (though it dawns on me that there’s no “pool” in the Edifice list… huh). A pool up on a mountaintop or a high place, that stores lightning strikes? And the power is drawn on to conjure storms that confuse? Or is it a decoy? Oooh… I like that! Add in some loadstone for the sympathetic connection to “attracting things” and because magnetism seems right up the Tempest Lord’s alley. Instead of 1d4 charges that slowly re- new, I think it makes more sense to have a single vial of water you carry around, and it might lose it’s affect and that you have to “recharge” by returning to the pool. High in the hills or mountains, a small stream of snowmelt and rainwater fills a natu- ral pool in the rocks before tricking over the side and flowing on. At the bottom of the pool is a large deposit of loadstone. A number of rusted old blades (many sized for gi- ants) can barely be seen clinging to the loadstone. When you cut yourself with iron or steel and toss the blooded metal into the pool, you form a bond with the waters. So long as you carry a vial of the pool’s water on your person, it protects you from magic that attempts to sense or affect your thoughts. When you are subject to such magic, roll +CON. On a 10+, the magic senses or affects the still waters of the pool instead, leaving you unaffected and possibly befuddling the magic’s source. On a 7-9, the magic is redirected but the water you carry loses its po- tence. You must return to the pool for new water before it can protect you again. The Limestone Cup Property :: The Wild :: that which Danu holds tightly :: cup/vessel :: is __, though it shouldn’t be Well this is a tough one. What property would a cup have that it shouldn’t? Oh. The obvious, I guess? It is always full, though it shouldn’t be. And water… wa- ter is held tightly in Danu’s grip, yes? Of course, water that Danu holds tightly is scary as hell, it’s deep water that contains horrors. So maybe there’s some dan- ger behind it? A lump of limestone, the size of a large man’s fist, sheered off smooth at one end and hollowed out. Water slowly seeps out of the interior stone, filling itself in about half an hour. The water is hard and mineral-rich, but potable. Alas, the water is drawn from aquifers held deep in the earth, tainted by the Things Below. When you drink water produced by the cup, roll +CON the next time you at- tempt to sleep. On a 10+, you have troubling dreams of suffocation and endless wet caverns and huge uncaring things stirring in the lightless depths. On a 7-9, the dreams leave you shaken and agitated. Take -1 ongoing until you spend an hour or so under the open sky. On a miss, mark XP and wake screaming in the night. You’ll get no rest tonight and take -1 ongoing as with a 7-9. The Heart of Darkness Extraordinary property :: Things Below :: Darkness/shadow/deception/obsidian + ha- tred/wrath/cruelty/red crystal :: amulet/charm :: is much, much ___ than it should be Another tough one. How do those themes apply to an amulet/charm that is much more ___? What’s the ___? I could take the idea that an amulet/charm is meant to ward off harm or danger or the evil eye. Oh, jeez. It’s much DARKER than it should be. It sucks up light. More subtly, it also sucks up kindness. A lump of volcanic glass, impossibly black, set into a pendant and hanging from a silk- en cord. When you wear or carry the pendant openly, it sucks up the light. All nearby light sources are diminished and dimmed. Your eyes, meanwhile, can see more sharply in the shadows. More subtly, the pendent also sucks up all nearby kindness, making individuals in its presence more callous and self-centered. If you bear the pendent on your person for more than a few hours, your Drive for the session is instead becomes “Callousness: show utter disregard for or cruelty towards and NPC.” The Long Hall Property + Lore :: Black Gates :: Hungry Dead :: Location/power/history of a major arcana :: via ancient runes etched into a place :: edifice :: passage (road/tunnel/bridge/ portal) :: cannot be ____ So… what major arcana? And what passage? And what cannot it not? I think it might be a portal that cannot be opened, at least not by the living. And the Star of Algol is the major arcana, a starmetal pendant that… does something? Something related to ghuls? No… ghuls aren’t hungry dead. They’re people who give in to the howling wind and the hunger, and resort to (then indulge in) cannibalism. I think this arcana needs to be something different, something about binding and “wielding” wraiths. (Question: if the hungry dead aren’t ghouls, then what are they? Wraiths, I guess, but why? A specter dies violently and horribly, and feels wronged. They seek vengeance. A haunt simply can’t let go, and re-enacts its life, particularly its worst moments. A shade has passed on but come back for some reason, maybe simply because they could. But a wraith? (Or perhaps a wight?) They are hun- gry, and that’s because they are missing something. Their souls might have been damaged or corrupted, addicted to the lifeforce of others. So someone who wields dark, soul-draining magic might become a wraith upon their death. Or a creature who’s soul and lifeforce are drained by an artifact… they could also become a wraith. Or a wight, if their physical remains are sustained. So… the Hungering Ring of Hlad sort of fits the bill. I could make one its conse- quences “You no longer gain sustenance from food. When you draw the lifeforce from a victim, gain 1 sustenance. When you would consume a ration, lose 1 suste- nance instead. When you die, your soul will linger on as a wraith, hungering for the living.” Now, what does this passageway/portal represent? I think it actually leads to the Hungering Ring of Hlad. And it can only be traversed by one who was passed through Death’s Black Gates. Deep in a time-lost crypt or a cavern that has never seen the light of day, there stands an arch of perfectly set gray stones. A hallway lies beyond, straight and sure and long- er than you can see. Silvery runes are carved into the arch and the hallway walls, flick- ering in the torchlight and making your eyes water to try to read them. When you enter the hallway, you find that it goes on far enough that you lose sight of the entrance. When you press onward, you eventually find yourself approaching the same archway you entered. No matter the direction you travel, you end up in the same place. The Long Hall is a loop in time in time and space, always leading back to its entrance. Attempts to bypass or mar the tunnel eventually reset or loop back upon themselves. For example, if you spent long enough excavating a side tunnel, you’d eventually dig your way to a brick wall. And if you punched through that brick wall, you’d find yourself back in the Long Hall, on the opposite wall from where you started. And if you then left Long Hall and returned, you’d find all your work was undone. The writing on the archway and walls is in the ineffable script of the primordial lan- guage. Few scholars indeed are able to even hold their forms in their minds, much less decipher their meaning. If you bear the Ineffable Words or can otherwise decipher their meaning, you find that the writing’s message to be: “Turn back. Beyond is the Maw of Hlad, the One Who Devours. Turn back..” The message repeats over and over, endless- ly. If you can read the message and willfully press on, you can reach the Long Hall’s end. There, you find door with the message repeated once more. If you open the door, you find yourself in a small and barren room with glass-smooth walls, ceiling, and floor. On the floor sits a ring of black metal bands, woven in an impossible pattern. This is the Hungering Ring of Hlad. The Song of the Dool Trees Lore :: Black Gates :: Bone/skulls/mummified remains + night/darkness/fear :: haz- ards/secrets/history/location of a mysterious place :: in a tome/scroll/folio in a cypher or long-dead language. (The place: a tree, inhabited by a spirit; fauna that serves will- ingly.) The writings reveal something about a type of tree, let’s call it a dool tree, and how one can use the bones of a murderer to summon a dool. A dool is a spirit from beyond the Black Gates that feeds on fear itself. It has no shape or substance, but lives in shadows and darkness and can shape them to terrify its prey and gain sustenance. It can be harnessed as a follower. A scroll, written in a cramped hand and seemingly nonsensical script, with a series of graph-like diagrams. It is accompanied by flute of bone (from a human arm?). If close- ly studied, the notes reveals themselves to be a cipher and graph is perhaps the notation for a song. If deciphered, the notes reveal the secrets of dool trees, those bleach-white copses that common folk instinctively avoid. These trees are haunted by spirits from beyond Death’s Black Gates that feed on mortal fear and terror. The notes tell how such spirits can be called by song and tempted into service, though they caution against travelling with more than one. When you craft the long bone of a murderer into a flute a play the proper tune among a grove of dool trees, you can roll +CHA to Recruit one (or more) dool spirits as a follow- er. If one agrees, it takes up residence in your flute. Dool Spirit (group, small, stealthy, devious, planar, terrifying, amorphous) 13 HP, 2 armor Special qualities: naught but living shadow; helpless in complete darkness Scavengers of the spiritual realm, slipped half into this world from across the Black Gates. They cluster around dool trees and wait for foolish mortal creatures to pass nearby. They long to leave this meager existence and feast on more rari- fied terrors. Instinct To taunt, scare, and frighten. * Gain strength and sustenance from mortals’ fear * Sense a victim’s secret doubts and worries * Shape sound and shadows to unnerve and frighten * Slip silently from shadow to shadow As a follower, a typical dool has Quality of +1, a starting Loyalty of +1, the fear- wise and cunning tags, and a cost of “Debauchery: tasting new, exquisite fears (the higher the loyalty, the more exceptional the fear).” MYSTERIOUS PLACE Where? Roll d12 twice. —————————————————————————————————————- 1 STONETOP AND THE FLATS ● the town was built on ruins 1 The Stone 7 Titan Bones 2 The town’s cistern 8 A new place (form d4+8 and apply 3 The Old Wall origin and theme) 4 The Ruined Tower 9-12 Some other site established during 5 The West Way play (if none exist, reroll with a d8) 6 The Highway —————————————————————————————————————- 2 THE GREAT WOOD ● vast and ancient and green 1 The Golden Oak 6-8 A new place (form d4+8 and apply 2 The Stream origin and theme) 3 The barren cave 9-12 Some other site established durin 4 The grove of blood-red trees play (if none exist, reroll with a d8) 5 The cave bear’s den —————————————————————————————————————- 3 THE STEPLANDS ● slope beyond slope, dark with sullen trees 1 The ancient barrow mounds 6-8 A new place (form d4+8 and apply 2 Blackwater Lake origin and theme) 3 Three-Coven Lake 9-12 Some other site established durin 4 Wyvern’s Rook play (if none exist, reroll with a d8) 5 The cave bear’s den
textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/Artifacts _ Magic Items/Minor Arcana Generator.pdf
The Lucky Charm a warlock patron A Lucky Find.. There are many gods, demigods and spirits in this World, only a precious few truly interested in the affairs of mortal creatures. Of them, none is more intrigued by our lives than the ones that can change and influence our fortunes. Sometimes they play with our fates just for the sake of easing their immortal boredom, sometimes for ulterior motives hard for us to comprehend. One day, you found a copper dated with you year of birth. Or maybe it was a four leaf clover inside a glass case. A rabbit's foot. A horseshoe. A small red horn carved from coral. Whatever this charm was, things got better for you right away. You started to win more often at games, find what you need when you need it and often be at the right place at the right time. What you noticed too is that for everyone else around you things got worse, as if you were sapping their luck and take it for yourself somehow.Maybe you tried to get rid of this charm, but it always makes its way back to you. With time, you learned to control its powers to an extent, and that's when the charm started speaking to you. You learned that a powerful entity is residing within, lending you their powers of taking away people's good fates for yourself. What will you do with these newfound powers? Whoever is inside the charm does not seem to care, but maybe you were chosen for a reason… Dungeon Masters love warlocks because they love patrons. The spirit inside the Lucky Charm can be anything from a forgotten god of luck to a stray fey creature. Are they in the charm willingly or have they been imprisoned? Is their intent to spread chaos, amuse themselves or use the warlock as a way to be in the right place at the right time so that they can influence a very important event to come? These are only a few prompts you can play with if you allow your players to use this subclass (which you should! You downloaded this module didn’t you?). Note for the DM A few notes: This warlock subclass is meant mostly for utility (with the ability to swap invocations) and debuff/battlefield control (with the extended spell list and the curse of bad luck). The warlock's gamble is meant, on top of being flavourful, to give more than 2 spell slots in battles so that the debuff spells are used more freely, as players would otherwise gravitate towards damage and defense instead. Expanded spell list: 1st 2nd 3d 4th 5th *you can cast this spell without material components, however to do so you have to roll a d6 to determine the damage type instead of choosing. Chromatic Orb*, Tasha’s hideous laughter Ray of Enfeeblement, Crown of Madness Blink, Slow Confusion, Compulsion Mislead, Modify Memory 9 to 12 you can gain an amount of temporary spell slots equal to the amount of warlock spell slots you have left. Temporary spell slots last until your next long rest but can’t be regained on a short rest and are used first. 5 to 8 you gain an amount of temporary spell slots equal to half the amount of warlock spell slots you have left, rounded up. See rules for them above. 3 or 4 On a roll of 3 or 4, you expend one warlock spell slot. A spell slot lost this way cannot be regained until your next long rest. 2 On a roll of 2 you expend all your remaining warlock spell slots. Spell slots lost this way cannot be regained until your next long rest. Warlock's Gamble Starting at 1st level, once per long rest and as long as you still have at least a warlock spell slot left, you can try your luck and gain more. As a bonus action, roll 2d6 to gain or lose spell slots depending on the result of the roll (see list on the right). Modifiers or reroll rules, such as the hobbit’s “Luck” trait, do not apply to this roll. Results per roll: Curse of Bad Luck Starting at 1st level, you gain the ability to place a curse of bad luck on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, the following effects happen: - Each time they make an attack roll or a saving throw they roll a d4 and remove the result from the total. - Once per turn, as a reaction, you can remove an amount equal to your charisma modifier from the damage they deal with one of their attacks or spells. - If the cursed target dies, you add the result of a d4 roll to all your attack rolls and saving throws for 1 minute. You can't use this feature again until you finish a short or a long rest The right tool for every job Your patron’s fickle nature favours change, and allows you to adapt to every situation. Starting at 6th level, you can learn a new eldritch invocation after each long rest. You must meet the requirements for the new eldritch invocation, and forget an eldritch invocation you know to make space for the new one. Forgotten invocations can be learned again. Master of Luck Steal Starting at 10th level, your patron grants you the ability to inflict a stronger curse and steal more of the target’s luck for yourself. Your curse of bad luck now uses a d6 instead of a d4 to determine the amount to subtract to your target’s attacks and saving throws as well as the one to to add to yours. In addition to that, you gain the bonus d6 as soon as the curse is up, for as long as the curse is in effect, and for up to a minute after the target dies. Neverending Curse Starting at 14th level, you can spread your Curse of Bad Luck from a slain creature to another creature.  When the creature cursed by your Curse of Bad Luck dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. By the way, you can also find me here: Mail: [email protected] Twitter: @marcomiki Instagram: @markasmiki Feel free to reach out for questions, feedback or just to say hi! I write modules for Table Top RPGs mostly out of passion and the desire of seeing more people getting into this fantastic hobby. Please consider leaving a review somewhere or following me on twitter. https://bit.ly/2nBtiuj DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All graphic elements of this module have been obtained through Canva.com. All other original material in this module is copyright 2019 by Marco Michelutto and published under the Community Content Agreement for the Dungeon Masters Guild. Find my other modules on the DmsGuild by following this link:
textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Warlock/The Lucky Charm - A Warlock Patron.pdf
INTERCEPTOR Evil Robot Games 1 Eldred Interceptor This fighter is built to go fast, it carries two fire linked Gyrolasers and quality defensive systems. ELDRED INTERCEPTOR TIER 1/2 Tiny Interceptor Speed 12; Maneuverability perfect (+2 Piloting, turn 0) AC 17; TL 17 HP 30; DT —; CT 6 Shields basic 10 (forward 3, port 2, starboard 2, aft 3) Attack (Forward) 2x fire linked Gyrolasers (2d8) Power Core Micron Heavy (70 PCU); Drift Engine none; Systems basic computer, budget short-range sensors, mk 4 armor, mk 4 defenses; Expansion Bays none CREW Pilot gunnery +5, Piloting +10 (1 rank) Interceptor History With short range weapons and fast engines, the Eldred Interceptor is made to close with enemy fighters and keep them engaged until heavier fighters and warships can arrive. 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COPYRIGHT NOTICE Open Game License v 1.0. © 2000, Wizards of the Coast, Inc. Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Rad- ney-MacFarland, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Al- exander Augunas, Judy Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt. INTERCEPTOR Authors • Paul Fields and Jim Milligan Cover Artist • Tamas Baranya Layout and Production • Jim Milligan for Atomic Rocket Games Evil Robot Games Evilrobotgames.com
textdata/thevault/Starfinder [multi]/3rd Party/Evil Robot/Galaxy Pirates - Eldred Interceptor.pdf
Règles Optionnelles Pour : La Voie du Guerrier Quand on a peu de points de vie, il vaut mieux savoir se battre – et bien – quand le moment du combat est venu. Nous vous proposons ici des règles optionnelles, qui devraient « booster » de façon impressionnante les meilleurs des guerriers. Rappel Toute arme maîtrisée au moins au niveau +1 permet de dévier, parer ou esquiver en partie les coups de l’adversaire. Ainsi, en cas de duel, si on a réussi son test, mais moins bien que son adversaire, on retire sa marge de réussite (MR) à celle de l’autre. Cette règle a déjà été proposée dans CB n° 90. Il est fortement conseillé de l’employer Exemple : Artus porte un coup à Bergam. Il passe et fait une MR de 7, Bergam fait une MR de 4. Artus touche donc Bergam. Si Bergam ne sait pas ce battre, la MR finale d’Arthus est de 7 ; si Bergam sait se battre, la Mr d’Arthus passe à 3 (7-4). Je frappe et puis je frappe … A partir du niveau +1 dans un talent d’arme, et en fonction de la nature de l’arme, on peut placer plusieurs coups par passe d’armes. Ce nombre est indiqué ci- dessous : Nombre d’attaques par passe d’arme Calcul des tests Pour chaque passe d’armes, il va falloir ajuster le test de combat, en fonction du nombre de coups portés et du nombre d’adversaires. Cet ajustement est valable pour toutes les attaques de la passe d’armes. On applique les bonus et malus suivants : On donne –1 au test de combat pour chaque attaque supplémentaire que l’on porte (malus de –2 par exemple pour chaque attaque si on porte 3 coups). On donne –1 au test de combat pour chaque adversaire qui attaque et contre qui on veut se défendre (on ne peut pas se défendre contre plus de trois adversaires à la fois). On donne +1 au test de combat pour chaque attaque supplémentaire portée sur le même adversaire (+3 au maximum), qu’elle soit faite par soi-même ou par un allié. Ce bonus n’est valable que contre cet adversaire. Procédure de combat Au début de chaque passe d’armes, il faut que chaque attaquant annonce ses intentions. Calculez alors comme expliqué ci-dessous les ajustements à chaque test. Jouez ensuite les premières attaques de chaque combattant comme pour un combat normal, puis les deuxièmes attaques de chacun, puis les troisièmes, etc. En ce qui concerne la valeur du défenseur, la dernière valeur de son test reste toujours valable, même s’il ne peut riposter. Exemple complet Arthus affronte deux orques, Bobo et Coco. Arthus sait porter 3 coups par passe d’arme, Bobo 2 et Coco 1. Pour la première passe d’armes, Arthus décide de frapper deux fois Coco (qui lui semble plus faible) et une fois Bobo. Bobo frappe deux fois Arthus. Et Coco combat normalement une fois Arthus. Les modificateurs sont : pour Arthus : -2 contre Coco et –3 contre Bobo (-1 : deux adversaires ; -2 : trois attaques en tout ; +1 contre Coco : deux attaques sur le même adversaire) ; pour Bobo : +1 contre Arthus (-1 : deux attaques en tout, +1 : Coco attaque aussi ; +1 : deux attaques sur le même adversaire) ; pour Coco : +2 contre Arthus (Bobo porte deux attaques contre Arthus). Première attaque : Arthus fait une MR de 6. Bobo de 3 et Coco de 7 (il a de la chance). Résultat : Arthus est blessé par Coco, mais avec une MR de 1 seulement (7-6). Deuxième attaque : Arthus fait une MR de 4, Bobo de 5, Coco ne refait pas de test, mais sa valeur de 7 joue toujours. Résultat : Arthus ne touche donc pas Coco. Mais se fait toucher par Bobo, avec une MR de 1 (5-4). Troisième attaque : Arthus fait une MR de 6. La valeur de défense de Bobo est son dernier test soit 5. Résultat : Arthus touche Bobo avec une MR de 1. La première passe d’armes est terminée. Encore plus vite ? A partir du niveau +2 dans une arme, on peut utiliser 1 point de Rapidité pour porter une attaque supplémentaire. Rappelons que l’usage de 1 EP au lieu de 1 PS permet d’avoir les avantages de l’Energie pendant plusieurs passes d’armes de suite. (Source : Casus Belli)
textdata/thevault/Simulacres [FR]/Le petit Capharnaum (Casus Belli)/LPC n_24 - La voie du guerrier.pdf
Harm Gear and Notes Roles When you mark off your Dead box, everyone who has a backstory with you gains lasting Advantage to destroy or overcome whatever killed you. Add 1 to the Quality of a group of Followers when you Zoom In. The Prodigy Flustered Wrung by the neck (-1 to Steel and Force) Out of your league (-1 to Sway and Lore) Dead Name: You’re not just a kid, they say. They watch your evolution with awe… and hope. You are a treasure of the next world, something new and beautiful. And you’re still just a kid. Stats Choose one: Force -2, Lore 1, Steel 0, Sway 2 Force -2, Lore 1, Steel -1, Sway 2 Force -2, Lore 0, Steel 1, Sway 1 Looks Masculine, feminine, ambiguous, concealed Serious face, pixie face, serene face, painted face Large glasses, playful eyes, mysterious eyes, kind eyes Chubby body, stout body, skinny body, awkward body Backstory Read these out and ask for volunteers: knows more about my origins than I do! is my foster parent. My best friend is ’s child. Trigger one at character creation. Leader: Mark when you gather other children of the next world. The GM will give you two options of where your fate must lead, pick one. Agent: Mark when you accept a test of the limits of your powers. The GM will pit you against two terrifying foes; pick one. Rebel: Mark when you have a vision of the next world. Say if it’s your people or your leaders that aren’t ready for the transition. The GM says what it’ll take to prepare them. Outsider: Mark when you run away from home. Name a treasure of the next world fate will lead you to. The GM will tell us about the dark forces that are hunting you both. When you change roles, add 1 to a stat or pick a new move. If you mark all roles, retire to safety and trigger as much of your Death move as you wish. Force Lore Steel Sway Prodigy Moves Pick one: n Unnatu rally Brig ht Decide if your intellect shines through your mistimed high-spirits, unflappable severity, intense empathy, or something else. When you have a moment to study a foe, tell your allies what you are ready to sacrifice: Ń The best thing about this place. Ń Precious time. Ń Some of your innocence. Ń An important alliance. And what you are set to control: Ń The harm the foe can inflict. Ń When the foe will strike. Ń Where the foe will strike. Roll +Lore. On a hit the plan comes through. On a 7-9, your allies chose another thing you must sacrifice. The Next S tep When you unleash your psychic powers, roll +Sway. Say what you are trying to do: Ń Save your loved one. Ń Banish a monster. Ń Soothe a wound of the world. Also pick what you’re ready to sacrifice to get it done. On a hit, you do it. On a 7-9, the GM picks something else you must sacrifice. A Sign of the Next World You can see flashes of the future. When another character marks a new Role, you can provide the story details normally contributed by the GM. When you first witness a Wonder being built, you can forbid everyone from picking one of its Trials, or pick a Fortune that will come to pass, and a Family who will gain the Fortune in addition to the results of their roll. A T reasu red Icon Choose who believes you can save the future: Your parents or older siblings. Friends you grew up with. An order sworn to protect the next world. Another treasure, inhuman but beautiful. They are 2 Quality Followers, with 5-loyalty. When you would take harm or reduce their quality, you can spend 1-loyalty instead. When you spend some quality time with them, recover 1-loyalty. If they reach 0 loyalty, they have sacrificed themselves so you may live - you’ll have to find new companions from the list above. Heir to the Futu re When you open your mind in a place of power, burn 1-Data to add one of the following in the scene: Ń A hidden treasure from the past Ń A key to the future Ń A sign of the next world, source of solace and beauty. A Swif tly Tilting Past When you peer into the past of a historical site, say where you and your companions are transported: Ń The moment its denizens met their end. Ń The moment its power’s terrible price was paid. Ń The origin of a menace. Each of you inhabits a Quick Character who was there at the moment. The vision ends when one of you triggers their Death move. When you return you each gain 1-Data, but take 1-Harm for each character who died. You pick a Surplus that you now know how to find in the ruins. In heritance Get an Inheritance move from your Family:
textdata/thevault/Powered by the Apocalypse/Legacy/Legacy 2e/KS Material/Playbooks/Legacy - Life Among The Ruins (2nd Edition) - Playbook - The Prodigy.pdf
1 5 Fireball Feats #1 With a bullet Point One Idea. One Full Clip. Still One Dollar. Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points. #1 With A Bullet Point is a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points. 2 The High Concept: Feats that allow spellcasters using the classic and venerable fireball spell (and other evocations with similar traits) to have as many options as characters who use feats to focus on skills or combat maneuvers. EnvironmEntal EffEcts Your fireball creates secondary effects depending on the environment in which you cast it. Prerequisites: Spell Focus (evocation), Spell Focus (transmutation), ability to cast fireball. Benefit: When you cast fireball, or another evocation (fire) spell with a defined area (rather than an effect or targets), if one of the materials listed below fills a volume within the spell’s area that is at least equal to a 5-foot-cube, you may have the spell act in the manner listed in the appropriate entry below. The material need not be in a single mass – if you cast a fireball in a forest and the GM rules the shrubbery and trees within its area add up to a total of 5-foot-cube, you may call upon the effects listed with wood/plants, below. Dirt/Earth/Stone: The spell’s area fills with noxious gases as the earth is vaporized. Targets that fail their saving throw against the spell must make a Fortitude save against the same DC. If they fail this save, they are sickened and lose the ability to smell for a number of rounds equal to half the spell’s level (minimum 1 round). Ice/Water: The spell’s area is filled with superheated steam, able to both burn and melt as fire, but also dousing fires within its area. Against most creatures and targets the spell deals fire damage, but against creatures of the fire type, the wet steam counts as cold damage. Metal: Part of the fire energy from the spell superheats the metal in the area. Because some fire energy is used to heat the metal, it deals 1 less point of damage per die. The lingering heat causes the spell’s area to continue to deal heat damage (at the beginning of your turn) to all creatures in it. The heat damage is equal to 1 hp per 2 dice of the original spell, and it continues to radiate for 1 round per level of the spell. Wood/Plants: The spell’s area is filled with brightly burning plant material. Targets within the area that fail a save against the spell are dazzled for a number of rounds equal to the spell’s level. comEtstrikE Your fireball is a churning, comet-like sphere of destruction that burns everything in its path. Prerequisites: Ability to cast fireball, ability to cast an evocation spell with an area defined as a line. Benefit: When you cast fireball (or other evocation spell with a medium or greater range and a defined area of a 20-ft.-radius-spread), you can change the spell so it forms a 5-foot- diameter streaking comet of energy. The spell’s area becomes a line up to short range (25 ft. +5 ft/2 levels) that ends in an explosion with a 10-ft.-radius spread. The comet streaks past any object in the line less than 5-feet in diameter (damaging it normally), preventing the premature detonation a typical fireball suffers when striking such an object. Larger objects simply stop the Cometstrike, without causing a detonation. fiEry Wrath Your fire spells can be directed by fire elementals you have summoned. Prerequisites: Ability to cast fireball, ability to summon a fire elemental. Benefit: When you cast a fireball – or another evocation (fire) spell with a defined area (rather than an effect or targets) – into an area that includes a fire elemental you have summoned, the fire elemental can control the flames of your spell. You may decide what targets (creatures & objects) are affected by your fireball, allowing allies and objects you do not wish to harm to be totally unaffected by the spell. If the fire elemental is damaged, it is also healed for 1 hp per level of evocation (fire) spell used. (If you have multiple fire elementals in the spell’s area, you select one to be healed.) implosion Your fireball can suck foes into the center of its area. Prerequisites: Ability to cast fireball, ability to cast a force spell. Benefit: When you cast fireball (or other evocation spell with a medium or greater range and a defined area of a 20-ft.-radius- spread or larger radius), you can change the spell so it is a flash detonation, burning away all the air in its area, and causing a rushing of air to be sucked toward the center of the explosion. Because of the quick flash detonation, the spell deals 1 less hp of damage 3 per die. You make a special drag* combat maneuver against all creatures completely engulfed in the explosion (making one roll, and comparing it to the CMD of each target), with a CMB of (caster level + spell level). Creatures only partially within the area of the spell take damage normally, but are immune to the drag maneuver. Targets effected by the drag maneuver are pulled toward the center of the explosion. If 2 or more creatures are pulled to the center of the spell, they are knocked prone. Performing this special push maneuver does not provoke attack of opportunity, thought casting the evocation spell does unless it is cast defensively. *Combat maneuver found in the Advanced Player’s Guide. shockWavE Your fireball can blow foes away from the center of its area. Prerequisites: Ability to cast fireball, ability to cast a force spell. Benefit: When you cast fireball (or other evocation spell with a medium or greater range and a defined area of a 20-ft.-radius- spread or larger radius), you can change the spell so some of its force is used to create an outwardly-pushing shockwave. Because of the force devoted to the shockwave, the spell deals 1 less hp of damage per die. You make a special bull rush combat maneuver against all creatures at least partially within the explosion (making one roll, and comparing it to the CMD of each target), with a CMB of (caster level + spell level). If the evocation spell cast is 3rd level or less, the bull rush affects targets of Larger or smaller size. If the evocation spell is 4th to 6th level, it can also affect Huge targets, and if it is 7th level or higher it can also affect Gargantuan targets. Targets effected by the bull rush maneuver are shoved away from the center of the explosion. Performing this special bull rush maneuver does not provoke attack of opportunity, thought casting the evocation spell does unless it is cast defensively. 4 4 We err on the side oF aWesome! For more information about Super Genius Games and our upcoming products, follow us on Facebook: www.facebook.com/supergeniusgames, via Twitter: Owen: @Owen_Stephens, and/or Super Genius Games: @SuperGeniusRPG, or at our Yahoo Group: http://games.groups.yahoo.com/group/super-genius/ All logos are the trademark of Super Genius Games All rights reserved. Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http:// paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and OtherWorld Creations (OWC) company names and logos; the “#1 With a Bullet Point: 5 Fireball Feats” name and logo; all artwork, backgrounds, and logos; all trade dress, and graphic design elements. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. #1 With a Bullet Point: 5 Fireball Feats. © 2012, Super Genius Games. Author: Owen K.C. Stephens Designer: Owen K.C. Stephens Proofreader: The Geniuses Art: Redpeggy, Larry Elmore, Shaman Stockart Creative Director: Stan! Graphic Design and Typesetting: R. Hyrum Savage and Lj Stephens Produced By: Super Genius Games www.supergeniusgames.com Contents ©2012 Owen K.C. Stephens Used with permission.
textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Bulletpoints/#1 with a Bullet Point - 5 Fireball Feats.pdf
1 WARHAMMER 40,000 – INDEX: IMPERIUM 1 WARHAMMER 40,000 INDEX: IMPERIUM 1 Official Update Version 1.2 Although we strive to ensure that our rules are perfect, sometimes mistakes do creep in, or the intent of a rule isn’t as clear as it might be. These documents collect amendments to the rules and present our responses to players’ frequently asked questions. As they’re updated regularly, each has a version number; when changes are made, the version number will be updated, and any changes from the previous version will be highlighted in magenta. Where a version number has a letter, e.g. 1.1a, this means it has had a local update, only in that language, to clarify a translation issue or other minor correction. ERRATA Pages 12 and 208 – Wrist-mounted grenade launcher Change the AP value to read ‘-1’. Page 26 – Company Veterans, Wargear Options Change the second bullet point to read: ‘• Any model may replace their bolt pistol with a storm shield or an item from the Melee Weapons or Pistols lists.’ Page 29 – Scout Squad, Concealed Positions Change this ability to read: ‘Concealed Positions: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models.’ Pages 34, 42, 124 and 207 – Melta bomb Change the Abilities text to read: ‘You can re-roll failed wound rolls for this weapon if the target is a Vehicle.’ Pages 40, 41 and 207 – Grenade harness Change the AP value to read ‘-1’. Page 42 – Assault Squad, Wargear Options Change the first and second bullet points to read: ‘• The Space Marine Sergeant may replace his bolt pistol and chainsword with two items from the Melee Weapons and/or Pistols lists.’ Page 43 – Inceptor Squad Change the Crushing Charge rule to read: ‘Roll a D6 each time a model from this unit finishes a charge move within 1" of an enemy unit; on a 6, the enemy unit suffers a mortal wound.’ Pages 48 and 208 – Twin heavy flamer Change the Type to read ‘Heavy 2D6’. Page 56 – Stalker, Damage Table Change the third value under ‘Remaining W’ to read ‘1-2’. Page 78 – Chaplain Grimaldus, Unmatched Zeal Change the first sentence of this ability to read: ‘If you roll a hit roll of 6+ in the Fight phase for a model in a friendly Black Templars unit that is within 6" of Chaplain Grimaldus, that model can immediately make another close combat attack using the same weapon.’ Page 87 – Damned Legionnaires, Abilities Add the following ability: ‘Saviours From Beyond: As long as your Warlord is from the Imperium, you can include this unit in a Vanguard Detachment even if that Detachment contains no HQ units. However, if you do so, that Detachment’s Command Benefits are changed to ‘None’.’ Page 89 – Wargear Add the following before the final paragraph: ‘Models in Assault Squads that have the option for a plasma pistol may instead take a hand flamer or an inferno pistol (replacing their bolt pistol) and those that have the option for a flamer may instead take a meltagun or plasma gun (replacing their bolt pistol and chainsword).’ Page 90 – Commander Dante, Chapter Master Change this ability to read: ‘You can re-roll failed hit rolls for friendly Blood Angels units within 6" of Commander Dante.’ Page 95 – Sanguinary Priest on Bike, Abilities Add the following ability: ‘Turbo-boost: When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.’ Page 96 – Brother Corbulo, The Red Grail Change the second sentence of this ability to read: ‘In addition, each time you make a hit roll of 6+ in the Fight phase for a model in a friendly Blood Angels unit that is within 6" of Brother Corbulo, that model can immediately make another close combat attack using the same weapon.’ 2 WARHAMMER 40,000 – INDEX: IMPERIUM 1 Page 103 – Baal Predator Change the Flamestorm cannon’s Type to read ‘Heavy D6’. Add the following to the wargear options: ‘• This model may take a hunter-killer missile. • This model may take a storm bolter.’ Page 107 – Dark Angels Chapter Add the following to the third footnote: ‘In addition, one Space Marine Veteran in the unit may take an item from the Heavy Weapons list.’ Pages 111, 112, 113 – Aura of Dread Change this ability in all instances to read: ‘Units within 6" of any enemy Interrogator- Chaplains must subtract 1 from their Leadership characteristic.’ Page 113 – Interrogator-Chaplain on Bike, Abilities Add the following ability: ‘Turbo-boost: When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.’ Page 116 – Deathwing Terminators, Wargear Options Change the third bullet point to read: ‘• For every five models in the squad, one Deathwing Terminator may either take a cyclone missile launcher, or replace his storm bolter with a plasma cannon or an item from the Terminator Heavy Weapons list.’ Page 120 and 121 – Ravenwing Attack Bike Change the Attacks characteristic to read ‘2’. Page 122 – Ravenwing Darkshroud, Icon of Old Caliban Change this to read: ‘Icon of Old Caliban: Your opponent must subtract 1 from any hit rolls they make for shooting attacks that target friendly Dark Angels units within 6" of any friendly Ravenwing Darkshrouds.’ Page 126 – Fortress of Redemption, twin Icarus lascannon (and page 215) Change the Type to ‘Heavy 2’ Page 130 – Space Wolves Chapter Add ‘Company Ancient’ to the list of Space Marine units that can be from the Space Wolves Chapter. Page 131 – Space Wolves Army List, Wargear Add the following sentence: ‘Space Wolves Characters that can take items from the ‘Combi-weapons’, ‘Melee Weapons’ and/or ‘Terminator Melee Weapons’ lists instead take items from the ‘Space Wolves Combi-weapons’, ‘Space Wolves Melee Weapons’ and/or ‘Space Wolves Terminator Melee Weapons’ lists as appropriate.’ Page 133 – Wolf Lord on Thunderwolf Change the wargear options to read: ‘• This model may replace its chainsword with a plasma pistol, storm shield or an item from the Space Wolves Melee Weapons list. • This model may replace its bolt pistol with a boltgun, plasma pistol or an item from the Space Wolves Combi-weapons or Space Wolves Melee Weapons lists.’ Page 144 – Wolf Guard Battle Leader Change the first two wargear options to read: ‘• This model may replace its chainsword with a plasma pistol, storm shield or an item from the Space Wolves Melee Weapons list. • This model may replace its bolt pistol with a boltgun, plasma pistol or an item from the Space Wolves Combi-weapons or Space Wolves Melee Weapons lists.’ Page 145 – Wolf Guard Battle Leader on Bike Change the wargear options to read: ‘• This model may replace its chainsword with a plasma pistol, storm shield or an item from the Space Wolves Melee Weapons list. • This model may replace its bolt pistol with a boltgun, plasma pistol or an item from the Space Wolves Combi-weapons or Space Wolves Melee Weapons lists.’ Page 145 – Wolf Guard Battle Leader in Terminator Armour Change the wargear options to read: ‘• This model may replace its power sword with a storm shield or an item from the Space Wolves Terminator Melee Weapons list. • This model may replace its storm bolter with an item from the Space Wolves Combi-weapons or Space Wolves Terminator Melee Weapons lists.’ Page 146 – Wolf Guard Battle Leader on Thunderwolf Change the wargear options to read: ‘• This model may replace its chainsword with a plasma pistol, storm shield or an item from the Space Wolves Melee Weapons list. • This model may replace its bolt pistol with a boltgun, plasma pistol or an item from the Space Wolves Combi-weapons or Space Wolves Melee Weapons lists.’ 3 WARHAMMER 40,000 – INDEX: IMPERIUM 1 Pages 148 – Blood Claws, Wargear Options Change the fourth bullet point to read: ‘• The Wolf Guard Pack Leader may replace his chainsword with a plasma pistol, storm shield or an item from the Space Wolves Melee Weapons list; he may also replace his bolt pistol with a plasma pistol or an item from the Space Wolves Melee Weapons or Space Wolves Combi-weapons lists.’ Change the fifth bullet point to read: ‘• The Wolf Guard Pack Leader in Terminator Armour may replace his power sword with a storm shield or an item from the Space Wolves Terminator Melee Weapons list; he may also replace his storm bolter with an item from the Space Wolves Terminator Melee Weapons or Space Wolves Combi-weapons lists.’ Pages 148, 150 and 167 – Blood Claws, Grey Hunters and Long Fangs Add the following ability to each of these datasheets: ‘Mixed Unit: For the purposes of determining what models a vehicle can transport, Wolf Guard Pack Leaders in Terminator Armour have the Terminator keyword.’ Pages 150 – Grey Hunters, Wargear Options Change the sixth bullet point to read: ‘• The Wolf Guard Pack Leader may replace his chainsword with a plasma pistol, storm shield or an item from the Space Wolves Melee Weapons list; he may also replace his bolt pistol with a plasma pistol or an item from the Space Wolves Melee Weapons or Space Wolves Combi-weapons lists.’ Change the seventh bullet point to read: ‘• The Wolf Guard Pack Leader in Terminator Armour may replace his power sword with a storm shield or an item from the Space Wolves Terminator Melee Weapons list; he may also replace his storm bolter with an item from the Space Wolves Terminator Melee Weapons or Space Wolves Combi-weapons lists.’ Pages 151, 152 and 153 – Iron Priest, Iron Priest on Bike and Iron Priest on Thunderwolf, Keywords Add ‘Techmarine’. Pages 151, 152, 153 and 219 – Tempest Hammer Add the following to the abilities text: ‘When attacking with this weapon, you must subtract 1 from the hit roll.’ Page 154 – Wolf Scouts Change the final bullet point to read: ‘• The Wolf Guard Pack Leader may replace his boltgun with a plasma pistol, storm shield or an item from the Space Wolves Melee Weapons or Space Wolves Combi- weapons lists; he may also replace his bolt pistol with a plasma pistol, storm shield or an item from the Space Wolves Melee Weapons list.’ Page 155 – Wulfen, Curse of the Wulfen (Kill) Change this ability to read: ‘You can make 1 additional attack for models in Space Wolves Infantry, Biker and Cavalry units that are within 6" of any friendly unit with this ability when they make their attacks in the Fight phase. The range of this ability is doubled to 12" for Blood Claws units. Units of Wulfen are never affected by this ability, nor are units that made a charge while within range of the Curse of the Wulfen (Hunt) ability earlier in the turn.’ Pages 156 – Lone Wolf, Wargear Options Change the wargear options to read: ‘• This model may replace its chainsword with a plasma pistol, storm shield or an item from the Space Wolves Melee Weapons list. • This model may replace its bolt pistol with a plasma pistol or an item from the Space Wolves Melee Weapons or Space Wolves Combi-weapons lists.’ Pages 157 – Lone Wolf in Terminator Armour, Wargear Options Change the wargear options to read: ‘• This model may replace its power sword with a storm shield or an item from the Space Wolves Terminator Melee Weapons list. • This model may replace its storm bolter with an item from the Space Wolves Terminator Melee Weapons or Space Wolves Combi-weapons lists.’ Page 158 – Wolf Guard, Wargear Options Replace the first three wargear options with the following: ‘• Any model may replace its boltgun with a plasma pistol, storm shield or an item from the Space Wolves Melee Weapons or Space Wolves Combi-weapons lists; it may also replace its bolt pistol with a plasma pistol, storm shield or an item from the Space Wolves Melee Weapons list.’ Page 159 – Wolf Guard on Bikes, Wargear Options Change the wargear options to read: ‘• Any model may replace its chainsword with a plasma pistol, storm shield or an item from the Space Wolves Melee Weapons list; it may also replace its bolt pistol with a boltgun, plasma pistol, or an item from the Space Wolves Melee Weapons or Space Wolves Combi-weapons lists.’ Page 159 – Arjac Rockfist, Champion of the Kingsguard Change the second sentence to read: ‘In addition, add 1 to the Attacks characteristic of all friendly Wolf Guard units whilst they are within 6" of Arjac Rockfist.’ 4 WARHAMMER 40,000 – INDEX: IMPERIUM 1 Page 160 – Wolf Guard in Terminator Armour, Wargear Options Change the first two wargear options to read: ‘• Any model may replace its power fist or power sword with a storm shield or an item from the Space Wolves Terminator Melee Weapons list. • Any model may replace its storm bolter with an item from the Space Wolves Combi-weapons or Space Wolves Terminator Melee Weapons lists.’ Page 161 – Swiftclaws, Wargear Options Change the fourth wargear option to read: ‘• The Wolf Guard Bike Leader may replace his bolt pistol with a plasma pistol, storm shield or an item from the Space Wolves Melee Weapons or Space Wolves Combi-weapons lists.’ Page 164 – Thunderwolf Cavalry, Wargear Options Change the wargear options to read: ‘• Any model may replace its chainsword with a storm shield or an item from the Space Wolves Melee Weapons list. • Any model may replace its bolt pistol with a boltgun, plasma pistol or an item from the Space Wolves Melee Weapons list.’ Page 165 – Skyclaws, Wargear Options Change the first bullet point to read: ‘• Up to two Skyclaws or up to one Skyclaw and the Skyclaw Pack Leader may replace their bolt pistol with a plasma pistol or an item from the Space Wolves Special Weapons list.’ Change the third bullet point to read: ‘• The Wolf Guard Sky Leader may replace his chainsword with a plasma pistol, storm shield or an item from the Space Wolves Melee Weapons list; he may also replace his bolt pistol with a plasma pistol or an item from the Space Wolves Melee Weapons or Space Wolves Combi-weapons lists.’ Pages 167 – Long Fangs, Wargear Options Change the fourth bullet point to read: ‘• The Wolf Guard Pack Leader may replace his chainsword with a plasma pistol, storm shield or an item from the Space Wolves Melee Weapons list; he may also replace his bolt pistol with a plasma pistol or an item from the Space Wolves Melee Weapons or Space Wolves Combi-weapons lists.’ Change the fifth bullet point to read: ‘• The Wolf Guard Pack Leader in Terminator Armour may replace his power sword with a storm shield or an item from the Space Wolves Terminator Melee Weapons list; he may also replace his storm bolter with an item from the Space Wolves Terminator Melee Weapons, Space Wolves Combi-weapons or Terminator Heavy Weapons lists.’ Page 171 – Deathwatch Dreadnought Heavy Weapons Change the third bullet point to read: ‘• Heavy plasma cannon’ Page 173 – Deathwatch Kill Team, Wargear Options Change the second bullet point to read: ‘• Up to 4 Deathwatch Veterans may each replace all of their weapons with frag grenades, krak grenades and an item from the Deathwatch Heavy Weapons list.’ Change the third bullet point to read: ‘• Any Deathwatch Veteran may replace all of their weapons with frag grenades, krak grenades and a heavy thunder hammer (pg 221).’ Page 173 – Deathwatch Kill Team, Abilities Change the last sentence of the Mixed Unit rule to read: ‘For the purposes of determining what models a vehicle can transport, Terminators have the Terminator keyword, Bikers do not have the Infantry keyword, and instead have the Biker keyword and Vanguard Veterans have the Jump Pack keyword.’ Change the Vanguard Strike rule to read: ‘Vanguard Veterans can move across models and terrain as if they were not there. In addition, when a Deathwatch Kill Team that includes any Vanguard Veterans Falls Back, it can shoot later that turn as if it could Fly.’ Page 174 – Deathwatch Terminators Change the Crux Terminatus rule to read: ‘Models in this unit have a 5+ invulnerable save.’ Page 177 – Corvus Blackstar, Infernum halo-launcher Change this ability to read: ‘You can re-roll save rolls of 1 for this model if it is equipped with an infernum halo-launcher and it has the Supersonic ability.’ Page 177 – Corvus Blackstar, Transport Add the following sentence: ‘It cannot transport Primaris models.’ Page 203 – Space Marine Points Values, Lords of War Add the following text beneath ‘Points Per Model’: ‘(Including Wargear)’ Page 204 – Space Marine Points Values, Other Wargear Add the following line: ‘Ironclad assault launchers | 5’ Page 215 – Blacksword missile launcher Change the Type to read ‘Heavy 1’. Page 216 – Space Wolves Points Values Change Ragnar Blackmane’s entry to read: ‘Ragnar Blackmane | 1 | 141 - Svangir and Ulfgir | 0-2 | 9’ 5 WARHAMMER 40,000 – INDEX: IMPERIUM 1 Page 217 – Space Wolves Points Values, Melee Weapons Change the points per weapon value of ‘Wolf claw (single/pair)’ to read ‘10/14’ Page 219 – Glacius Change the ability to read: ‘If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound.’ Page 220 – Units table Change the models per unit value for Deathwatch Bikers to read ‘3-6’. Change the models per unit value for Deathwatch Terminators to read ‘5-10’. Change the models per unit value for Deathwatch Vanguard Veterans to read ‘5-10’. FAQs SPACE MARINES Q: The points values for certain units is different in Index: Imperium 1 to the Dark Imperium Primaris Space Marines booklet? Which should I use? A: Use the values printed in the Index book. Q: If I use the Might of Heroes psychic power to bolster the Toughness characteristic of a model in a unit, which Toughness characteristic should be used if my opponent subsequently shoots the unit whilst the psychic power is still in effect? A: In this case, use the Toughness characteristic of the majority of the models in the unit when the enemy makes wound rolls against it. If there is no majority, you may choose which of the values is used. Q: If a model flees from an Adeptus Astartes unit, can an Apothecary use its narthecium to return a model to the unit? A: No, the narthecium can only be used to return slain models to a unit. Q: Is the cost of the combat shield included in the Company Champion and Company Champion on Bike’s points? A: No. This (and all similar ‘other wargear’ found in the points values section) must be paid for in the same way as a model’s weapons. Q: Is a Razorback firing a twin plasma gun destroyed if you roll a 1 to hit? A: Yes. ULTRAMARINES Q: Does Roboute Guilliman’s ability to return to the battle via the Armour of Fate require the controlling player to have reinforcement points for it? A: No. Q: If Sergeant Chronus is commanding a vehicle which is reduced below half its starting number of wounds, do I continue to use Chronus’ Ballistic Skill of 2+ or does it degrade in line with the vehicle’s damage table (Ballistic Skill usually worsens as the vehicle suffers damage)? A: The vehicle continues to use Chronus’ Ballistic Skill of 2+. BLOOD ANGELS Q: When Astorath uses his Mass of Doom ability, do you roll one D6 and apply that result to all affected units, or do you roll for each unit separately? A: Roll for each unit separately. Q: Are the +1 Strength boosts from the Blood Chalice and Red Grail abilities cumulative, for a total of +2 Strength? A: No. It’s only +1 Strength, even if the unit is within range of both these abilities. SPACE WOLVES Q: Can Svangir and Ulfgir embark on a transport? A: Yes. Treat these models as if they were Space Wolves Infantry for all rules purposes. GREY KNIGHTS Q: If a unit of Purifiers manifest the Smite psychic power whilst within range of a Brother-Captain’s Psychic Locus ability, what is the range of the resulting ‘cleansing flame’? A: 6".
textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/5) FAQs/2018 FAQs/40k 8e - index imperium 1 en-1.pdf
Character Concept and Classes Bullet Points Character Concept and Classes By Owen K.C. Stephens Welcome to the latest installment of Bullet Points. I'm Owen K.C. Stephens, writer of a lot of Star Wars Roleplaying Game material and a contributor to the recently announced d20 Cyberscape book, as well as some d20 Modern projects as yet unannounced.It's my job to answer your questions about the game, offer advice on tricky rules issues, and give you a little peek into the design philosophy of the game. Every two weeks I pick an issue that's provoked a lot of questions or comments, begin with a general discussion of the topic where applicable, and then answer specific questions related to it. If the mailbox contains any unrelated but pressing questions, I might tackle them at the end of the column, but only if I have room and they can't wait for an appropriately themed column. Character Concept and Classes Rather than address a series of specific questions in this installment, I want to talk about a set of related ideas touched upon in a number of recent questions. In particular, I've received numerous questions about creating specific starting occupations to represent unusual backgrounds, using advanced and prestige classes specific to one d20 Modern setting in others, what to do after completing an advanced class, whether various advanced classes can be used to describe a broad range of character types, and how to build various popular heroic archetypes using the rules as written. In short, players and GMs want to know what occupations, classes, and backgrounds they can use to create their specific character concepts. Character Concept A character concept is just as important as class or starting occupation, but it has no separate identity in terms of game mechanics. At its simplest, a character concept may be exactly the same as the character's starting occupation and classes. A Strong hero with the military starting occupation and the Soldier advanced class is obviously a dedicated soldier trained by some military group. Keeping a character concept this simple is perfectly fine, and a lot of people prefer not to put any additional thought into their characters. Since the focus of the d20 Modern game is action, knowing that a character is a Soldier is enough -- it doesn't really matter whether he was an Army grunt, a Navy SEAL, a paratrooper, or a Marine tank commander. However, a player who does want to go into more detail should remember that the names of the starting occupations and classes are guidelines and descriptors, not hard rules about how the classes can be used. So if you have a character concept for an extreme sports star and you believe the Daredevil advanced class is a good match for it, don't give up on the idea just because the class description doesn't specifically mention extreme sports players. Similarly, just because your character takes a few levels of Smart hero doesn't automatically mean that casual observers think of him as smart. In fact, it can be very useful to take a few levels of a basic class that shores up a character's apparent weaknesses. So an overweight, middle-aged, glasses-wearing character might decide to take a level or two of Fast hero to help overcome his natural slowness -- but people won't necessarily think of Character Concept and Classes him as an agile acrobat just because he has done so. Even so, you may find that no class is a good match for the particular character concept you have in mind. If you want to play a military doctor, a construction worker, a novelist, or a retired car mechanic, you just aren't going to find any one class that does a good job of describing that character -- even if you take some liberties with class names and the definitions of class abilities. For concepts such as these, you have to build the character carefully by choosing appropriate skills and feats -- and possibly even combining multiple classes. More about that technique in a moment. Ask the GM First, Not Last For a variety of reasons, it's a good idea to run this kind of character concept past the GM before you do a lot of work on it. First of all, a concept that is difficult to build may not be appropriate for the GM's campaign. Playing a novelist is all well and good, but unless it's a crusading, investigative novelist, the character may have little reason to get involved in adventures and not much to offer a group even if she does. So be sure to outline what you see the character doing during an adventure in clear terms for the GM. A novelist who's looking for a hundred hours of peace and quiet that she can spend at her typewriter is different from one who cranks out articles about modern mercenaries and compares the performance of various firearms. So let your GM know what you have in mind. Second, the GM is more likely to allow an unusual combination of classes and feats if he knows in advance why you want them. A player who wants to take levels in the Soldier and Field Medic advanced classes may seem to be trying to min/max a character's effectiveness, but the combination makes more sense if the GM knows the character is supposed to be a Navy corpsman. In the same vein, the GM may be aware of an advanced class or feat that matches the concept well but isn't in any books used in the campaign. For example, in a globetrotting campaign focused on modern investigation and intrigue, you might want to play a diplomat who keeps an eye on the other characters for an international government organization. So while the GM isn't allowing the use of the d20 Future supplement for the most part, he might decide that the Ambassador advanced class matches the character concept and is acceptable in the game. What to Allow When considering material from other books for use in his campaign, a GM must think about numerous factors. First and foremost, does the new material feel like it belongs in the game? For example, suppose the GM has envisioned a campaign similar to Shadow Chasers, but set just a bit in the future. The theme of the campaign is that extraordinary human heroes battle evil forces that most people don't believe exist. Magic is real, but dangerous. Many players would immediately want permission to use material from the Urban Arcana Campaign Setting -- including the Mage advanced class and the drow race -- in such a campaign. But the GM resists because such concepts don't match his idea of human heroes shunning magic as too dangerous to trust. He is, however, willing to allow classes such as the Archaic Weaponmaster, the Shadow Hunter, and the Swashbuckler, since they match the feel of the campaign. The next question the GM should ask is whether a class grants powers that no other character can get. For example, in the near-future Shadow Chasers campaign mentioned above, the GMs limits the players to abilities that can be duplicated with skills or technology. Thus if a new player wanted to make a psychic character using the Battle Mind advanced class, the GM would have to consider the request carefully. Even though it doesn't use magic, the Battle Mind advanced class does give the character access to powers that no one else can match. That aspect of the class may not be unbalancing, but it's likely to breed resentment among the other players -- especially if they didn't know that the use of psionics was an option. Character Concept and Classes On the other hand, if a player wants to use the Helix Warrior advanced class from the d20 Future supplement to create an expert martial artist trained to perfect her body, he's exploring a concept much closer to what's already been allowed. The only really unusual power the Helix Warrior gains is darkvision, and that can be duplicated with technology in one form or another. The GM is still well within his rights to refuse in this case, but the Helix Warrior is less likely to create an imbalance or generate hard feelings among other players than the Battle Mind. Piecing Together a Character Concept When you find that no allowed class matches your character concept very well, step back and consider what a judicious selection of skills and feats -- or even multiclassing -- can do for you. This method also works well when you've exhausted all the levels available in an advanced class and don't know where to go next. To use this method, consider what kinds of abilities you want for your character, then try to match that list in any way you can. For example, a player with a simple military character who's already taken three levels of Strong hero and ten levels of Soldier may not know what to do next. No prestige class matches his concept very well, and he's already filled out his best advanced class. So before proceeding, the player needs to think about where the character should go from here. If he wants to focus on melee combat and his soldier is a skilled commando, it may be best to take more levels of Strong hero -- or even a few levels in the Martial Artist advanced class, if he can meet the prerequisites. If the player would rather focus on firearms, the Fast hero and Gunslinger seem like natural choices. If the military hero has become a calmer, more thoughtful person during the course of adventures, it might be time to take levels of Dedicated hero, and if he's shown leadership qualities, Charismatic hero could be a good match. In the same manner, when building an unusual character concept from scratch, begin by looking for good matches for abilities you'd like the character to have. Imagine a player making a hero for an Urban Arcana campaign. He wants to build a garbage collector who has seen numerous strange and terrible creatures in the wee hours of the morning while collecting refuse from the alleys of a large city. No basic or advanced class comes even remotely close to this concept, so the player has to consider how she envisions the hero acting during a game. After giving the matter some thought, she decides that she sees the garbage man fighting carrion crawlers with weapons of opportunity that he finds in the refuse and toughing it out when injured, since he can't tell anyone about his experiences without being labeled a drunk. The Street Warrior advanced class from the Urban Arcana Campaign Setting has an improvised weapons special ability, and it also offers abilities such as urban survival and street cred. Though the class description portrays the character as a gang member, or perhaps a member of a vigilance community, the prerequisites and class abilities are a good match for the player's garbage man concept. If the garbage man is loyal to the community in which he works, or even to the sanitation department, he can even meet the allegiance requirement. The fastest path to Street Warrior is via Strong hero, but since the player wants his garbage man to be tougher than that, he decides to go with Tough hero and put off picking up Street Warrior for a level or two. He can look for a starting occupation that grants Streetfighting and Brawl as bonus feats, such as adventurer, athlete, investigative, or rural. Alternatively, he can use regular feat slots to take the feats and choose a starting occupation that's a better fit for his background, such as blue collar. Summary Using the rules already in print for the d20 Modern game, players can create a wide range of character types Character Concept and Classes without trying to build an advanced class for every background, occupation, personality, or hobby. By looking for a good match in abilities and prerequisites, and explaining the character concept (including what the character will add to the campaign) to the GM, a player should be able to make a fun and interesting character to fit just about any idea without too much effort or frustration. Do you have a rules question about the d20 Modern Roleplaying Game? Send it to [email protected]. For the quickest possible answer, please put the topic of your question in the subject line and keep the question as succinct as possible. If you have more than one question, feel free to send two or more emails -- but for best results please include only one question per email unless your questions are very closely related to one another. Please don't expect a direct answer by email. Check back here every other week for the latest batch of answers! About the Author Owen Kirker Clifford Stephens was born in 1970 in Norman, Oklahoma. He attended the TSR Writer's Workshop held at the Wizards of the Coast Game Center in 1997 and moved to the Seattle area in 2000, after accepting a job as a Game Designer at Wizards of the Coast, Inc. Fourteen months later, he returned to Oklahoma with his wife and three cats to pick up his freelance writer/developer career. He has author and co-author credits on numerous Star Wars and EverQuest projects, as well as Bastards and Bloodlines from Green Ronin. He also has producer credits for various IDA products, including the Stand-Ins printable figures. ©1995-2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved. Wizards is headquartered in Renton, Washington, PO Box 707, Renton, WA 98057. Based on the original Dungeons & Dragons® game by E. Gary Gygax and Dave Arneson and on the new edition of the Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. D&D, Dungeons & Dragons, and Forgotten Realms are registered trademarks owned by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. This material is protected under the laws of the United States of America. Any reproduction of or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. ©2001-2005 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. Visit our website at www.wizards.com/dnd
textdata/thevault/Dungeons & Dragons [multi]/d20 Modern/Roleplay/Bullet Points/Character Concept and Classes.pdf
Back to the d20 Future Bullet Points Back to the d20 Future By Owen K.C. Stephens Welcome to the latest installment of Bullet Points. I'm Owen K.C. Stephens, writer of a lot of Star Wars Roleplaying Game material and a few d20 Modern products that haven't been announced yet.It's my job to answer your questions about the game, offer advice on tricky rules issues, and give you a little peek into the design philosophy of the game. Every two weeks I pick an issue that's provoked a lot of questions or comments, begin with a general discussion of the topic where applicable, and then answer specific questions related to it. If there are any unrelated but pressing questions in the mailbox, I might tackle them at the end of the column, but only if I have room and they can't wait for an appropriately themed column. Back to the d20 Future This week we're going back to questions about the d20 Future supplement, which continues to generate more questions than any other single d20 Modern book. Questions and Answers Now let's take a look at some of the specific questions I've received on this topic. On page 114 of the d20 Future book, it says that a starship gets a move action and an attack action, and that it may use its attack action as a move action. Later on the same page, it says a starship has two move actions and an attack action, and that it may forgo its attack but still may not move more than twice. Which is correct, and how does this pertain to character movement? According to page 144, the pilot uses his move action to keep the ship in motion. But does he get to use both his own attack action and the starship's attack action, or are those two separate variables? Should I even get into Heroic Surge? Starship combat is supposed to be a blend of character combat (for familiarity) and some new rules to add "realism" to a vehicular battle in space. The apparent discrepancy results from an effort to shorten and simplify the original starship combat text, which was lengthier, more complex, and more complete. Here's the lowdown. As long as a starship is crewed by more than one person, it can take two move actions (under the guidance of the pilot) and one attack action (under the guidance of one or more gunners). The pilot may opt to take just one move action if desired, but the ship is still restricted to a single attack action. If the pilot has the ship take a full- round action, no other actions are possible, so the gunners cannot fire. A ship with a crew of one is restricted to just two actions -- a move and an attack, a move and a move, or a full- round action. Back to the d20 Future The same basic rules apply if heroes are crewing the ship. The pilot may move and fire, move and move, or take a full-round action. A gunner may take a single attack action with a ship's guns and then take some unrelated move action, but he cannot take an attack action with ship's weaponry if the pilot has the ship take a full-round action. A character is free to use Heroic Surge to take an extra action not related to the ship, but he can't use it to gain additional ship actions. For example, a pilot could take a move action to control the ship and an attack action to fire one of its weapons, then use Heroic Surge to draw a pistol because he fears the ship is about to be boarded. But he couldn't use Heroic Surge to take an extra move with the starship -- it can go only so fast, no matter how heroic the pilot is. The weapon systems on a ship seem to be divided up like natural attacks, with a primary and a secondary set. Does this arrangement hold true even if the ship has multiple gunners, one for each system? Firing a starship's weapon involves a lot more than just pulling a trigger. The gunner must take into account targeting priority, arcs of fire, energy allocations, and structural requirements -- all of which have been simplified into a quick and playable system for the game. A ship may fire one weapon system multiple times (if it has a gunner who can fire more than once per round because of a high base attack bonus), or it may fire all its weapons once each. A ship must have at least one gunner per weapon system fired in a round -- a single gunner cannot fire multiple weapons. If more than one weapon is fired in the same round, only the primary one fires at its full attack bonus; each of the others takes a -5 penalty. Consider for example a group of gunners, each with attack bonuses of +11/+6/+1, on a ship with two fire-linked maser cannons (primary) and four nuclear missiles. The chief gunner could take over the main guns and fire the masers three times at +11/+6/+1, modified by any other bonuses or penalties that apply (such as size or targeting system). Alternatively, the whole gunner crew can fire once. In that case, the masers fire at +11, and every other weapon fires at +6. Again, both of these attack bonuses are modified by any other bonuses or penalties that may apply. In any case, firing a ship's ranged weapons -- even multiple times -- takes only a single attack action from each gunner involved and counts as a single attack action for the starship. A ship's damage control system takes a move action to use. But where does a character need to be to activate it? Can any crew member with ranks in the Repair skill just slap the nearest "FIXIT" button? How many times can the system be used per round? If my players decide to cram ten engineers into the engine room, can they all jump in with their Repair checks at once? A damage control system is a series of connected, semi-automated repair systems. To be effective, however, it requires a sentient operator -- namely a character with ranks in the Repair skill. A character can operate the damage control system from any appropriate station on the ship -- most often the bridge, a damage control station, or the engine room. A damage control system can operate only once per round, but a starship designer could certainly mount multiple damage control systems if she knew the crew would include multiple engineers. The d20 Future book introduced a number of new materials in the chapters relating to starships, vehicles, mecha, and robotics. I understand that only hardness really matters when such materials Back to the d20 Future are used as plating or armor, but can't they also be used in other ways? They are, after all, superior construction materials. If a mecha or a starship can be made of or protected by duralloy, why couldn't heroes come across an armored door made of duralloy that they need to break down? I know the hardness of all these materials, but can you provide the HP/inch and the break DCs? Fair enough. The values in the table below are good enough for casual use, though as GM, you should feel free to modify them to fit your vision of how such materials work in your campaign. Material Hardness Hit Points/Inch Break DC Modifier Weight (% of Steel) Ablative polymer(1) 40 30 +9 75% Alloy (for starship plating) 20 25 +5 100% Alumisteel 11 30 +2 60% Cerametal 30 20 +6 75% Crystal carbon 15 35 +4 80% Deflective Polymer 40/20(2) 25 +6 80% Duralloy 13 32 +3 70% Duraplastic 10 15 +1 50% Neovulcanium 15 30 +3 90% Neutronite 40 60 +8 500% Neutronite (nanofluidic) 50 60 +10 450% Megatanium 18 20 +5 90% Polymeric 20 20 +2 50% Resilium 12 30 +1 100% Vanadium 30 35 +7 80% 1. Ablative polymer gains part of its hardness from its ability to increase its strength temporarily by shedding some of its mass. Any object made of this silvery material must be given constant minor repairs or it begins to degrade. Each time it does not receive regular monthly maintenance (purchase DC 1/10th the object's full cost), its hardness drops by 2, until it eventually falls apart entirely (at hardness 0). Such repairs are part of regular starship maintenance, and thus the material has no additional cost when used in starship construction. 2. The hardness of a deflective polymer is 40 against energy attacks, but only 20 against all other damage. The hit points given in the table above are per inch of thickness. Many of these materials are specifically designed to give good protection with only a thin layer. Thus, a 12-inch thick steel vault door could be replaced with a vanadium door only 6 inches thick. The break DCs are given as modifiers for easier use. When a manufactured object is made of a material from the table rather than normal steel, its normal break DC is modified by the indicated value. Thus, a pair of heavy-duty handcuffs made of starship plating alloy has a break DC of 35 instead of the normal 30 for steel. This modifier also represents the increase in an object's purchase DC when made of the indicated material. Neutronite bolt cutters, therefore, would have a purchase DC of 14 instead of 6. The weight values in the table are given as a percentage of the weight of a comparable object made primarily of Back to the d20 Future steel (the default for most metal weapons, armor and gear). Thus, bolt cutters made of neutronite weigh 25 pounds instead of 5 pounds. On page 72 of the d20 Future book, Table 3-11: Progress Level 7 Ranged Weapons gives two weapons (concussion rifle and gravity snare) for which the rate of fire entry is "S" (semiautomatic) and the magazine capacity entry is a dash. On page 97 of the d20 Modern Roleplaying Game, the text about magazine capacities states, "Weapons with a dash in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process." The concussion rifle and gravity snare should each have "30 box" in place of the dash in the magazine capacity column. Each should also have the following note in its weapon description: "This weapon does not use ammunition. It is powered by a special power pack that allows 30 shots (purchase DC 8)." Do you have a rules question about the d20 Modern Roleplaying Game? Send it to [email protected]. For the quickest possible answer, please put the topic of your question in the subject line and keep the question as succinct as possible. If you have more than one question, feel free to send two or more emails -- but for best results please include only one question per email unless your questions are very closely related to one another. Please don't expect a direct answer by email. Check back here every other week for the latest batch of answers! About the Author Owen Kirker Clifford Stephens was born in 1970 in Norman, Oklahoma. He attended the TSR Writer's Workshop held at the Wizards of the Coast Game Center in 1997 and moved to the Seattle area in 2000, after accepting a job as a Game Designer at Wizards of the Coast, Inc. Fourteen months later, he returned to Oklahoma with his wife and three cats to pick up his freelance writer/developer career. He has author and co-author credits on numerous Star Wars and EverQuest projects, as well as Bastards and Bloodlines from Green Ronin. He also has producer credits for various IDA products, including the Stand-Ins printable figures. ©1995-2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved. Wizards is headquartered in Renton, Washington, PO Box 707, Renton, WA 98057.
textdata/thevault/Dungeons & Dragons [multi]/d20 Modern/Roleplay/Bullet Points/Future Tech Queries Pt. 2.pdf
Cohort PISCES fears an army of puppets. Scenario This shotgun scenario takes place in the UK, at any point from 2007 onwards. The player characters are a team of PISCES and MI5 field agents. The team can easily include a talent (with a PISCES handler), one or more soldiers, or experts in anthropology or medicine. Background: Berlinget’s ticket Professor Herman Berlinget (named NPCs are described below) has sent a letter from Bristol in the UK to the Paragon Foundation in Toronto, Canada. PISCES reads it, because Berlinget is known to have made a disturbing discovery in the past, and because the Canadian front organization flagged the letter as a warning. It concerns the Avon Longitudinal Study of Parents and Children, a project better known as ALSPAC. In 1990, researchers started to collect tissues from more than 14,500 pregnant women in and around Bristol. After birth, researchers tracked the children's development through surveys, clinical examinations and biological samples. As one of the researchers, Berlinget has access to the archives. In the basement of his building, boxes full of teeth from more than 4,000 children line the shelves. Next door are about 15,000 nail clippings, 20,000 locks of hair, and so on. In 77 pages, the professor profiles the major contributors to the project and maps out the system of freezers housing bar-coded samples of blood, urine, saliva and chunks of umbilical cord, over one million entries in all. This is all intertwined with another description, concerning magical traditions within a branch of the Yorùbá religion in Bida, Nigeria. The Bida sect is radicalized by the local dominance of a different ethnic group, the Nupe, and has become associated with violence against Muslims. Its version of the Yorùbá belief system is somewhat similar to the New World offshoot known as Santería. Sorcerers and demigods gain power over others through the tissues and bodily fluids of their victims. Residue from a person’s birth is the most powerful instrument of such control. Though physically separated from the living participants of ALSPAC, the project’s million samples would be broadband links to their souls. Berlinget makes no reference to Appendix I, which ends his letter. The appendix is an anonymized list of 196 incidents of crime, including location, date, and the offences committed. The vast majority are thefts and robberies, many of them violent. They took place in Somerset, the area around Bristol, starting 18 months ago. The intervals shrink dramatically up to the present. The obvious, unstated conclusion is exponential growth in the criminality of ALSPAC participants. Briefing The PCs are the team assembled to “sort this one out right”. They are briefed by Paul Brown, who believes Berlinget is wisely withholding the final piece of evidence that there is a powerful talent of some kind taking control of the ALSPAC cohort, and possibly its parents. The goal of the operation is to recruit this talent if possible. If not, they are to hand him in for secure containment at Magonia. Brown supposes the talent is a recent immigrant, and may already have a force of perfectly loyal servants close to or within ALSPAC facilities, prepared for violence of any kind. Brown specifically orders the PCs not to trust anyone who looks as if he or she had children in, was born in, or could be the child of anyone born in, the early 1990s. Investigation Berlinget wants to be recruited to the powerful organization he sensed behind his first brush with the Mythos: a purge in Canada in 1981. He was pressured to cover that up, relinquishing what would have been a major scientific discovery. He believes the organization is international, part of the UN or NATO. If the PCs contact him, he will demand to be let in as a medical expert. Brown can clear the application with his superiors in an hour. Only if the PCs say a deal is made, Berlinget fingers a research nurse named Kholiwe Dugdale as the “possible practitioner” at the university. Dugdale has access to the biological archives, but has not received any loot from the various crimes in the appendix to Berlinget’s letter. There is no secret army of puppets. This being the Mythos, textbook Frazerian magic does not work. The appendix is just a bit of misdirection. The professor devised a research project within ALSPAC to study criminal tendencies. He then sieved out the majority of the participants’ arrests in proportion to their age, and added public reports of similar crimes in the region, for which no-one had yet been arrested. The bait was good enough for Brown’s preliminary investigation. Berlinget is unstable, but difficult to intimidate. If the PCs express doubt and do not recruit him, he lures Dugdale to the garage, claiming he needs her help carrying samples. After hours, he drives her car out to a secure storage barn on the outskirts of Bristol, using her card to open the gate. She regains consciousness in the trunk. Berlinget defrosts one of the facility’s 9,000 placentas in its bucket of formaldehyde. At night, he drags Dugdale inside and stages an occult ritual gone wrong, by forcing her to eat the placenta at gunpoint. She is poisoned by the formaldehyde, dying within minutes, unless the PCs intervene. After carefully arranging the crime scene so as to make his letter appear relevant, Berlinget takes a taxi to his house, gets an hour of sleep, goes back to work, and waits for the PCs to acknowledge his greatness. If the PCs have already dismissed the case at that point, Brown orders them to cover up Dugdale’s death, on the assumption that Berlinget was right about her. Unless the PCs redeem themselves, Berlinget soon becomes the star of the medical team at Magonia. It is the closest thing to happiness a man like him can achieve. NPCs Paul Brown Brown ascended through MI5. He is highly effective, but secretly frightened of talents. Having no grasp of the larger context, he consistently misinterprets Mythos activity as magical. When he got Berlinget’s report on ALSPAC, Brown did a quick search for crimes from Appendix I. Suspects were arrested in five of the first cases he could unambiguously identify in police records. All of these would have been candidates for ALSPAC, as parents or children. In four of the five cases, there had been no prior arrests. PISCES does not have easy access to the list of actual ALSPAC participants for cross-reference. Paul Brown Agent Wrangler, age 53 Race: Caucasian Education: M.A. Political Science, University of Essex Occupation: PISCES Senior Field Operations Supervisor STR 13 CON 13 SIZ 14 INT 14 POW 8 DEX 11 APP 11 EDU 16 SAN 26 HP 14 Physical Description: Working late, he keeps his shirt rolled up to his elbows, because he thinks the ladies like his hairy arms. Herman Berlinget Professor Berlinget is of distant French descent. His relationship with the Section dates back to 1981, when he discovered an indestructible and carcinogenic parasite in a Canadian town, apparently ingested from a local population of Northern Pintail ducks. He rightly intuited that the parasite exerted a calming influence on the household of its host, with no physical mechanism he could detect. He went to the Paragon Foundation, where he’d gotten himself tested for psychic abilities while a student in Toronto. The test was negative. PISCES decided not to induct the doctor in 1981, judging him to be hypomaniacal and therefore a liability. He got a hunting license in 1982, but found no more parasites. He moved from Edmonton to Bristol in 1991, then sent two “reports” on mundane medical anomalies to Toronto. They have been met with discreet independent investigations and silence. The professor has been working on his latest report for three years. Airline records show him taking a business trip to Nigeria two years ago. He still hunts, mainly pheasant. The same energy for research that makes the professor brilliant also makes him difficult. His social skills have deteriorated with age. He is routinely reprimanded for his abusive behaviour toward his perceived rivals. Both of his marriages failed. He no longer teaches. The Faculty of Medicine and Dentistry has relegated him to research with minimal patient contact, mainly in perinatal epidemiology and ALSPAC offshoots. After repeated warnings, he expects his tenure to be revoked. Even so, he believes he is on his way up. Herman Berlinget The University of Bristol’s Man of Destiny, age 60 Race: Caucasian Education: M.D.C.M., University of Toronto Occupation: Professor STR 11 CON 11 SIZ 13 INT 17 POW 10 DEX 14 APP 12 EDU 21 SAN 8 HP 12 Physical Description: Precisely 6’ tall, Berlinget was once in good shape. His frame has withered in the last few years. His new glasses are tasteful and very expensive. Indefinite Insanity: Antisocial personality disorder Kholiwe Dugdale Dugdale was born in South Africa, going to the UK to study. She now has three children with William Dugdale, once a fellow student. English is her second language; she speaks it with a slight accent. When her youngest was born, Berlinget gave Dugdale a puppy. It was a collie, because this is his nickname for the nurse. She feels the “joke” was in bad taste. There have been many others like it from the professor, along with punitive busywork. Kholiwe Dugdale Ostensible Witch, age 37 Race: African Education: B.Sc. Neonatal Nursing, University of Bristol Occupation: Research nurse STR 11 CON 13 SIZ 16 INT 12 POW 11 DEX 11 APP 9 EDU 16 SAN 51 HP 15 Physical Description: Dugdale has been putting on weight over the last five years and dresses conservatively to hide it. She is also unhappy with her deep-set eyes.
textdata/thevault/Delta Green [multi]/adventures/Fairfield Project Shotgun Scenarios/Delta Green - Adv - Cohort.pdf
____________________________________________________ has met the requirements and has acquired this Meta-Campaign Certificate from the Dyvers Triad confirming membership as a Lay Worshipper of Kurell, the Bitter Hand _________________________________________________________________________________________________________ REQUIREMENTS TO BECOME A LAY WORSHIPPER: • Must worship Kurell • Must pay 50 gp per year tithing to the church • Must spend 2 Time Units per year worshipping at the church • Must be a Dyvers resident BENEFITS: • The High Priest of Kurell in Dyvers is the Oeridian Airatram Ediacan (clr9) • Permanent Influence Point with the Church of Kurell. This may be used once per adventure for a 10% discount on the purchase of 1st- through 5th-level spells (this discount applies only to the spellcasting itself and not material component or XP costs) o This influence may be used instead to arrange a meeting with Airatram Ediacan PENALTIES: • A Lay Worshipper may leave the Church of Kurell and return at any time. Signature RPGA # Date AR # . This document may be signed by any table judge. All yearly expenditures must be made during the first event of the calendar year the character participates in. Failure to meet the requirements above invalidates this certificate.
textdata/thevault/Living Greyhawk/Metaorg Material/Dyvers/Kurell/Lay Worshipper of Kurell (cert).pdf
Deep Six Setting: Cold... You've never felt so cold. Out of the dark you see a light. Is it the light at the end of the tunnel? No, your nerves are too raw for this to be the end. It feels more like the beginning. But, it's the beginning of what? Memories come back slowly as your brain reboots. You're part of a team of experts. Suspended animation… deep space exploration… The AI has activated your team. Has there been an emergency? Where's Rose? Her tube is empty. Missing crewmen, unexplained ship malfunctions, secret orders, and possibly a crazy AI that refuses to shut itself down; Deep Six is the science fiction story of a crew on a long range mission cut off from any chance of help. The NPCs: Dr. Rose Pendragon, team biologist, has gone missing. How is that even possible on a ship of this size? Why isn't she responding to her wrist comp? Archie, the ship's AI system, is acting strangely. For some unknown reason, it thinks that Dr. Pendragon is a threat to the mission. Mysteriously, it can't tell us why. The Stage: The starship Deep Six is a self contained unit with all the required components and supplies for a long duration mission in space. The tech is cutting edge, but it still has that low tech feel of something built during the pioneering days of space travel. While not huge, the ship does have a wide variety of locations where the action can take place. The stasis chambers, the bridge, the AI vault, the armory, crew quarters, engineering, sick bay, life support, hydroponics, the vehicle bay, the cargo bay, the machine shop, and the robot repair depot. Copyright 2011 by Todd Zircher, some rights reserved. Readers are free to share and print. Name: Jordan Wright, Astrogation Details: The professional heartbreaker God gave me the looks, the skill is all mine. Command trusted me with the over-ride codes. I'm the mission commander for a reason. I've flown more miles than any human alive. I'm the only one EVA certified, but it terrifies me. That can't be right. We're not supposed to be here. Name: Chris Chambers, Science Details: I'm not a lab rat, it's a fashion statement. I programmed a back door in Archie's computer core. I've got two PHDs and a Nobel Prize. I earned those. You know what they say about Chaotic Field Theory? Well, I wrote those words. You don't understand; that's physically impossible. Rose always gets the lucky breaks, not this time. My secret mission could change the world. Name: Angel Rivera, Security Name: Casey Xan, Medical Details: Tough as nails with a dark past. Details: Indeterminately Asian, always cool. I can't stand bullies. Do no harm. Why yes, I do sleep with my knives. I graduated at the top of my class. That reminds me of the time when… Given time and tools and I can synthesize any drug. The safety of this crew is my responsibility. I spent four years in an ER, I can do this. Anything can be solved with enough firepower. I've got psych evals on everyone. I know which buttons to push. I've got my orders, secret orders. I'm not an addict. If I say it enough times, I might even believe it's true. Name: Taylor Hutchins, Engineering Name: _______________________________________ Details: Grease monkey with a PHD Details: _______________________________________ I know every sound this ship makes. That's not one of them. _______________________________________ Why yes, I do sleep with my tools. _______________________________________ I built my first flamethrower when I was 10 years old. _______________________________________ Duct tape is your friend. _______________________________________ Oh hell no! I'm the confirmed coward, remember? _______________________________________ I know a dozen ways to cripple or destroy this ship. _______________________________________
textdata/thevault/Trouble with Rose/TTwR_Deep_Six.pdf
1 WARHAMMER 40,000 – IMPERIUM NIHILUS: VIGILUS DEFIANT WARHAMMER 40,000 IMPERIUM NIHILUS: VIGILUS DEFIANT Official Update Version 1.2 Although we strive to ensure that our rules are perfect, sometimes mistakes do creep in, or the intent of a rule isn’t as clear as it might be. These documents collect amendments to the rules and present our responses to players’ frequently asked questions. As they’re updated regularly, each has a version number; when changes are made, the version number will be updated, and any changes from the previous version will be highlighted in magenta. Where a version number has a letter, e.g. 1.1a, this means it has had a local update, only in that language, to clarify a translation issue or other minor correction. ERRATA Page 171 – Victrix Honour Guard, Abilities, Honour Guard of Macragge Change to read: ‘When a friendly Ultramarines Character model within 3" of this unit would lose any wounds as a result of an attack made against that model, this unit can attempt to intercept that attack. Roll one D6; on a 2+ the model does not lose those wounds and this unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.’ Page 171 – Wargear, Storm shield Change the points per item value to read ‘2’ Page 175 – Indomitus Crusaders, Stratagems, Veteran Intercessors Add the following sentence: ‘This Stratagem can only be used on the same unit once per battle.’ Page 175 – Indomitus Crusaders, Stratagems, Target Sighted, Bolt Storm and Rapid Fire Change the second sentence to read: ‘Pick a Veteran Intercessor Squad unit from your army.’ Page 176 – Ultramarines Victrix Guard, Warlord Trait, Warden of Ultramar Change the rules text to read: ‘Once per battle, at the start of the Fight phase, this Warlord can inspire his warriors. When they do, until the end of that phase you can re-roll wound rolls for attacks made by friendly Victrix Guard units whilst they are within 6" of this Warlord.’ Page 178 – Imperial Fists Siegebreaker Cohort, Warlord Trait, Indomitable. Change this Warlord Trait to read: ‘Friendly Imperial Fists Infantry units within 6" of your Warlord automatically pass Morale tests and receive the benefit to their saving throws for being in cover, even while they are not wholly on or within a terrain feature, unless your Warlord moved in your previous Movement phase.’ Page 181 – Black Templars Sword Brethren, Relics of the Eternal Crusader, The Holy Orb Change the rules text to read: The Holy Orb has the following profile: WEAPON RANGE TYPE S AP D The Holy Orb 6" Grenade 1 - - - Abilities: You can only use this weapon once per battle. This weapon automatically hits its target (no hit rolls are made). When this weapon hits a target, roll one D6 for every 10 models in the target unit (rounding up). For each roll of 2+ that unit suffers D3 mortal wounds. Page 183 – Space Wolves Stalker Pack, Warlord Trait, Saga of the Savage Change the first paragraph to read: ‘Add 1 to the Attacks characteristics all models in a unit affected by this saga if it made a charge move in the same turn.’ Page 188 – Windrider Host, Specialist Detachment, Windrider Host Change the second sentence to read: ‘Pick a Craftworlds Detachment from your army (other than a Detachment that includes any Ynnari units) to be a Windrider Host Specialist Detachment.’ Page 189 – Wraith Host, Specialist Detachment, Wraith Host Change the second sentence to read: ‘Pick a Craftworlds Detachment from your army (other than a Detachment that includes any Ynnari units) to be a Wraith Host Specialist Detachment.’ 2 WARHAMMER 40,000 – IMPERIUM NIHILUS: VIGILUS DEFIANT Q: Is the Vengeful Arbiter a bolt weapon, for rules that interact with such weapons (e.g. the Bolter Drill Stratagem)? A: Yes. Q: What are the differences between the Stalker Pack’s Saga of the Savage and the Saga of the Wolfkin? A: The Saga of the Savage has a Deed of Legend that is slightly easier to achieve, but its effects only work when an affected model has made a charge move, while the Saga of the Wolfkin works not only when an affected unit makes a charge move, but also when it is charged or performs a Heroic Intervention. Q: How does the Stalker Pack’s Blood Scent Stratagem work against Ork units that have used the Mob Up Stratagem? Is the number of models in the unit when it is merged considered to be the unit’s initial size, or are prior casualties from either of the original units enough to allow the use of this Stratagem? A: If either of the units that were combined with the Mob Up Stratagem had suffered casualties before the Stratagem was used, the merged unit counts as having suffered casualties for the purposes of this Stratagem. Q: Is the Master of Biosplicing Warlord Trait from the Servitor Maniple Specialist Detachment treated as an ability that repairs a friendly Adeptus Mechanicus model for the purposes of the Autocaduceus of Arkhan Land Relic? A: Yes. Q: If a Tech-Priest Dominus takes the Doctrina Foreas Servo- Skull, what D6 roll is required to change the battle protocols of Kastelan Robots? A: 2+. Q: When using the Anointed Throng’s Devotion Till Death Stratagem, can a model slain in this manner pile in and fight even if this move would take the model out of coherency? A: No. It must end its pile-in move closer to the nearest enemy model, but if this would take it out of unit coherency, the move cannot be made. Q: What is the Armour Penetration characteristic of an attack made with a shuriken weapon by a Windrider Host Farseer Skyrunner model if the wound roll is a 6+ and it is being affected by the Tempest of Blades Stratagem? A: -4. Q: If a unit of Wraithblades is targeted by the Psytronome of Iyanden relic and the Wrath of the Dead Stratagem, what is their Attacks characteristic that phase? A: 5. When modifying characteristics you always apply any multiplication or division (rounding fractions up) before applying any addition or subtraction. Q: Can an Emperor’s Fist unit that Advanced use the Unyielding Advance Stratagem to shoot its turret weapon twice? A: Yes. Q: Does the Hammer of Sunderance Relic count as a turret weapon for the purposes of Grinding Advance? A: Yes. FAQs Q: Does the Rise from the Shadows campaign rule affect hit rolls made for Overwatch? A: No. Q: Does the Deadly Contagion campaign rule affect Infantry units that start the game embarked aboard Transports? A: No. Q: In the Crucible of War: Convoy mission, how does the Signal Flare Stratagem work in the following example: a unit with 9 bolters and a missile launcher fires its missile launcher at a target and scores a hit – if the Stratagem is then used, can I re- roll hit rolls of 1 for the attacks made with the bolters? A: Attacks can be made one at a time, as per the core rules. Once the first model has hit the target, you can play the Stratagem and re-roll hit rolls of 1 for all remaining attacks made by that unit (and other units) that target that same enemy unit in that phase. Q: In the Crucible of War: Hold Your Gains mission, does a unit count as moving for the purposes of the Dug-in Defences Stratagem if it redeploys via a rule such as the Craftworlds Phantasm Stratagem? A: Yes. Q: When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a Character in addition to the Relic they would typically get from their Warlord’s faction? A: No. The Relic(s) listed within a Specialist Detachment can be given to a Character from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics. Q: Do modifications to Haarken Worldclaimer’s Attacks characteristic due to his Head-claimer ability last until the end of the battle? A: Yes. Q: Is a Blood Angels, Dark Angels, Space Wolves or Deathwatch Detachment also a Space Marines Detachment? A: No. As defined in Codex: Space Marines, a Space Marines Detachment is a Detachment that only includes units with one of the following Faction keywords: <Chapter>, Ultramarines, Imperial Fists, Salamanders, White Scars, Raven Guard, Iron Hands, Crimson Fists or Black Templars. Q: If a unit makes a shooting attack outside of the Shooting phase (such as a Soulburst action in the Fight phase) against a Liberator Strike Force unit, can it retaliate with the Paragons of Dorn Stratagem? A: No. Q: If High Marshal Helbrecht is part of a Sword Brethren Specialist Detachment, can he have the Master Swordsman Warlord Trait from that Detachment? A: No. High Marshal Helbrecht must always have the Oathkeeper Warlord Trait as detailed in Codex: Space Marines. 3 WARHAMMER 40,000 – IMPERIUM NIHILUS: VIGILUS DEFIANT Q: For the purposes of the Tempestus Drop Force Specialist Detachment, what is a Militarum Tempestus Detachment? A: A Militarum Tempestus Detachment is an Astra Militarum Detachment that has the Storm Troopers Regimental Doctrine. Q: Are Killa Kans able to use the Dread Waaagh!, Kustom Ammo or Mek Connections Stratagems, despite having the Gretchin keyword? A: Yes. Q: Can a Bad Moons Big Mek in a Dread Waaagh! Detachment use both the Showin’ Off Stratagem and the Kustom Ammo Stratagem to fire three times in a single Shooting phase? A: No. Both Stratagems only allow the unit to fire two times in the phase.
textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/5) FAQs/2019 FAQs/40k 8e - imperium_nihilus_vigilus_defiant_en-1.pdf
x 3 German 1st Cavalry Division September 22, 1941 Cavalry Regiment x 3 x 9 x 1 Cavalry Battalion x 2 x 3 x 1 x 3 x 2 Anti-tank Battalion x 9 x 9 By Greg Moore gregpanzerblitz.com July 2007 x 1 On June 22, 1941, the 1st Cavalry Division was part of XXIV Corps in 2nd Panzergruppe in Army Group Center near Minsk. In August, the division was part of XII Corps in 2nd Army in Army Group Center near Gomel and Kiev. From September on, the division was part of XXXV Corps in 2nd Panzergruppe in Army Group South near Bryansk. x 3 x 1 x 2 Cavalry Regiment (-) x 1 x 9 x 1 Cavalry Battalion x 1 x 2 x 1 x 2 x 2 x 1 x 3 x 1 x 6 Artillery Regiment x 6 x 1 Engineer Battalion x 1 x 9 x 10 x 1 x 1 x 1 x 3 x 3 Recon Battalion x 2 x 4
textdata/thevault/Panzer Leader & Panzer Blitz/Operation Barbarossa/1st CavalryJune1941.pdf
1 WEAPONS AND EQUIPMENT FROM THE FRINGE VERSION 1.5 AN UNOFFICIAL LASERBURN SUPPLEMENT A compilation of material from the A few gonads more website, additional material by Neil Cooper Some illustrationsby Tony Yates, or from the official Laserburn rules book, with thanks. 2 Welcome to weapons and equipment from the fringe! This volume sets out to present all of the basic weapons, equipment from the laserburn series of rules books, all in one, easy to read booklet. Along with the basic weapons and equipment, I present a further selection of items, some taken from material published on the ‘A few Gonads more’ website by other players, and others devised by myself. You should try to own all of the rulebooks for Laserburn to be able to use this volume to its full extent, as some entries for items refer you to the full rules in the official publications. With a Galaxy full of guns, grenades, vehicles and equipment, what is presented here is obviously meant only to be a guide to what could be available in a particular location. Gun types are just examples of the many thousands of contemporary variants which will be found across the Cosmos, so Umpires should be flexible if players wish to deviate slightly from the statistics given, of course the cost may go up or the availability down! Vehicle types and variations can vary considerably depending on the type of world they are found on. So transport vehicles may have to endure freezing cold, searing heat, airless worlds, tempestuous gas worlds or the like, and be propelled via wheels, tracks, anti- grav platforms, jets, internal combustion engines, giant wings, propellers or any number of exotic propulsion methods. Devise new vehicles to suit the planet or scenario they are being used with! Please feel free to add weapons and equipment to the lists given, and share this information with other laserburn players as far as possible. It is only by doing this that the Hobby and the game can stay alive. Finally thanks to: Tabletop games for Laserburn itself! Tony Yates for many of the pictures. Members of the ‘A few gonads more’ yahoo web group, which can be found here: http://games.groups.yahoo.com/group/afewgonadsm ore/ No infringement of any copyrighted publications or artwork was intended in this book, I will of course remove pictures/ artwork if the artists concerned are offended. Neil Cooper 2005 Mail to: [email protected] 3 CONTENTS Page Item Type 3 Weapon entry description 4 Laser guns 5 Slug throwers 6 Gyrobolt guns 7 Flame, Indirect. 8 Gauss, Plasma, fusion guns 9 Projection weapons, Needle, light artillery. 10 Grenades and Missiles 11 Ammunition 12 Vehicle summary 12 Armour, shields, Melee weapons 13 Gun attachments, targeting devices 14- 15 Personal equipment 16 Robots, Cost of living Weapon listings Weapon: Name of weapon Initiative level modifier: This is the deduction to the figures initiative level when carried. Variation per metre: Amount that the percentage hit chance is reduced, per metre of target range. Damage: L=use lasers chart. S= use slug thrower chart, B= use gyrobolt chart. Shots: Number of shots before reloading required, for energy weapons battery type indicated. Cost: Cost of the gun with 1 full load of ammunition in credits. Availability: Percentage chance of obtaining for non- military personnel, see black market rules. Fire modes: S=Single shot, A= semi automatic(3 shots per turn), F= Full automatic(10 shots per turn).RFS= Rapid fire support, see FOTI page 23 Notes: Other information on the weapon, or description of operation Image: Picture of the weapon. Abbrieviations: ALAA= Advanced laserburn and Aliens rules supplement, FOTI= Forces of the Imperium supplement. 4 Weapon ILM Variation per metre Damage shots Cost in CREDITS Availability Fire mode notes Image LASER WEAPONS (L.A.S.E.R=Light Amplification by Stimulated Emission of Radiation. The device produces a focused beam of light at a defined wavelength that can vaporize tissue and other materials) Lasers are the standard weaponry of the military, a laser fires short pulses of energy which will sear flesh and in the right conditions, melt steel. All lasers can also be adjusted so as to project a continuous beam, but owing to the huge demands on the weapons battery, the beam is short lived (damage as per bolt hit, uses all the weapons shots in one go). All lasers can also be adjusted to fire a ‘low power’ shot Laser pistol -1 -3 L 20 LWB 50 100 S,A Laser pistols, of varied origin and state of repair can be bought almost anywhere Heavy laser pistol -2 -2 S 15 SB 150 20 S,A Also called a ‘blaster’, a high power, high calibre version of the standard laser pistol Autolaser -3 -2 L 60 SB 250 20 F A rapid fire automatic laser weapon Laser rifle -3 -1 L 50 SB 150 40 S,A Standard light military rifle Heavy laser -5 -1 S 30 SB 300 20 S,A,F Infantry squad support weapon Support laser -5 -1 S 100 2xSB 500 10 S,A,F ,RFS Uses 2 standard batteries. Can be plugged into vehicle power supply when mounted on it. Snub laser -0.5 -4 L 15 LWB 75 75 S,A Compact version of the laser pistol for concealed use, loses ranged ability though Lightweight Atomic Battery (10cm long) Standard Battery (12cm long) Atomic Battery technology: Early in the 22nd Century, discovery of new radioactive materials enabled scientists to develop Atomic batteries. Able to convert the enormous stored nuclear energy contained in a highly radioactive lump of Ursulium into many other forms of energy, this revolutionized the weaponry, vehicular and other energy fueled industries. Early batteries were dangerous to use and had the annoying tendency to explode, they were also an environmental disaster. But with centuries of refinement and sophistication, the current, lightweight, portable devices are common place. Recycling and disposal of the batteries is still a current issue with this technology, and explains in part the current high price- per- unit. Vehicular atomic batteries are cheaper than the more compact versions but much larger and heavier, as they use heavier , slower energy release isotopes. 5 Weapon ILM Variation per metre Damage shots Cost in CREDITS Availability Fire mode notes Image SLUG THROWERS These are the descendants, and close relatives, of the conventional small arms of the 20th-23rd century. Dum-dum or smash head ammo is available for man stopping power, and armour piercing rounds for hard targets. Slug revolver -0.5 -4 S 6 15 100 S A little passé but still favoured by some diehards for its no- nonsense sturdiness and simple mechanism Autopistol -1 -4 S 15 20 100 S, A Also called slug gun, simple automatic pistol Machine pistol -2 -4 S 30 100 60 F Simple but effective, any competent blacksmith can knock one up. Traditional weapon of the gangster, revolutionary and terrorist Submachinegun -3 -3 S 30 150 60 F Increased range compared to machine pistol Assault rifle -3 -2 S 20 125 60 S, A Largely outdated but still in use by hunters, sportsmen and local defence forces and militia Hvy rifle -5 -1 S 10 200 30 S Descendent of the 20th century sniper rifle, features heavy barrel and integral scope Machinegun -5 -1 S 50/ 200 250 20 F, RF S A descendant of the M60 machinegun Hvy machinegun -7 -1 S 200 400 10 F, RF S Belt driven ammunition supply Usually tripod/ bipod or vehicle mounted Auto shotgun -3 Template , but roll to hit for each target in area L 10 200 75 S, A A weapon of low penetration, ideal for shipboard use Use sungun template.Targets within A or B, if hit take 1d6 laser hits each Derringer non e -6 S 4 12 100 S A ladies weapon, easily concealed, poor range and low magazine capacity 6 Weapon ILM Variation per metre Damage shots Cost in CREDITS Availability Fire mode notes Image BOLT WEAPONS Also known as gyroguns, these weapons fire a spine- stabalised rocket powered bolt with an explosive tip, a well placed bolt can blow a mans arm off. Plastic tipped bolts are also available, for shipboard use and crowd control. Armour piercing bolts are used against power armoured opponents. Bolt pistol -1 -3 B 5 60 70 S,A If someone has one of these strapped to his hip, you know he means business Bolt rifle -3 -2 B 15 200 40 S,A Standard military issue weapon Autobolter -3 -3 B 30 250 20 F Also called rapid fire bolt gun. Difficult to control when firing due to high recoil Heavy bolt rifle -5 -1 B 20 300 20 S,A Standard military squad support weapon Support bolter -5 -1 B 50 600 10 S,A,F ,RFS Standard military heavy support or vehicle mounted weapon Enforcer pistol -1 -3 B 10/5 100 NA S Lightweight boltgun which can also fire micro grenades Ramjet pistol (As power glove for armour penetration) -1 -4 B(AP+2 1 250 10 S Hand weapon using special armour piercing ammunition. Law Officer Bolt gun -1 -3 B/ tangle 4x2 85 30 See FOTI page 11 for use Double barrel support bolter -6 -1 B 60 700 10 RFS See FOTI page 9 Projectile weapons: Even in the far future, where energy weapons are common- place, the tried and tested use of solid projectile weapons to impact a high velocity metal slug against flesh and bone remains highly effective. The chart to the left shows relative sizes of some common projectile ammunition. Note in all cases except the Gauss spike, it is only the forward bullet or bolt which hits the target, the rest of the round is the casing holding a solid explosive compound. Note with the gyrobolt, small fins pop out the sides of the bolt during flight, to increase the accuracy of what is a very heavy round. 7 Weapon ILM Variation per metre Damage shots Cost in CREDITS Availability Fire mode notes Image FLAME WEAPONS Disliked by many races, loved by others, flame weapons spread fear amongst many due to the horrific damage and indiscriminate area of effect. Burning chemical similar to 20th century napalm is projected at high velocity. The pinnacle of development is the ‘Sun gun’ , a military weapon capable of devastating any material it contacts. Hand flamer -1 -6 B 1 200 NA S A military sidearm sometimes used by organization assasins, favourite with the red redemption Flamethrower -3 -4 B 1 400 NA S Heavier version of the hand flamer Sun gun -3 template special 1/6 1000 NA S PA and DN troops only, others have 30% chance of d6 HF hits when fire Plasma Gun -5 As sun gun template x2 special 3 2500 NA S Requires 1 battery and 1 sungun backpack for 3 shots.PA or DN only Heavier version of sun gun, for military use by armoured troops INDIRECT FIRE WEAPONS Projectiles generally fired in an arc, raining down on targets from above. Allows firing over cover or obstructions. Uncertainty about landing point of grenade or missile can make friendly fire a problem if used at close range. Wide variety of munitions available makes these very versatile weapons. Grenade launcher -3 -5 Gren 1 250 NA S Needs 1 SB for 200 launches GL attachment -1 -5 Micro gren 1 20 NA S Needs 1 CAC per shot Missile launcher -5 -2 Missile 3 500 NA S Needs 1 SB for 100 launches, standard squad support weapon Riot Gun -3 -4 Gren 1 200 NA S Shorter version of grenade launcher, used by security forces 8 GAUSS WEAPONS (also known as RAIL GUNS) Use an electromagnetic field to accelerate projectiles along the barrel at high velocity. Standard ammunition combines a dense armour piercing core surrounded by a softer metal which terminates in a hollow tip. High stopping power and armour piercing capability are thus combined. Spin stabilization comes from magnetic bias. High technology required for maintenance and repair. Very accurate weaponry but discharge noise levels amongst the highest for any guns due to projectile velocity. Weapon ILM Variation per metre Damage shots Cost in CREDITS Availability Fire mode notes Image Gauss pistol -1 -2 S 15 100 35 S,A Compact Gauss weapon, good accuracy Gauss rifle -3 -1 S 40 400 15 S,A Standard Gauss rifle Hvy Gauss rifle -5 -1/2 B 60 600 5 S,A A heavy weapon, very high accuracy and good ammunition capacity make this a real threat to the bolt rifle PLASMA GUNS A power pack is used to heat hydrogen fuel to a plasma state. The plasma is briefly held in an ignition chamber before being magnetically induced along the barrel. Damage is as per per hand-flamer hit. These weapons have intrinsic very high recoil rate and for the power are very expensive. Penetration of armour similar to heavy gyro but without range penalties. Better at close range due to accuracy issues. PGMP-12 -5 -3 B 40 PFP 4000 NA S Very high recoil, 1 shot per 2 turns only PGMP-13 -5 -2 B 40 PFP 6000 NA S PA or DN armoured troops only, firer must remain still while firing PGMP-14 -5 -2 B 40 PFP 12000 NA S Uses anti grav generator to compensate for recoil FUSION GUNS Similar to plasma guns. The superheated plasma stream is retained in the ignition chamber for longer allowing a fusion reaction to begin. FGMP-14 -5 -2 B 40 PFP 7000 NA S Power or DN armoured troops or vehicle mount only due to recoil FGMP-15 -5 -2 B 40 PFP 15000 NA S Uses anti grav generator to compensate for recoil 9 PROJECTION WEAPONS Esoteric or unusual weapons using matter conversion or phase technology. Tend to be expensive and of dubious battle field value compared to more convention arms. Weapon ILM Variation per metre Damage shots Cost in CREDITS Availability Fire mode notes Image Conversion beam projector -5 -1 * NA 2000 N/A S See pages 12 and 22 of Laserburn rulebook Phase rifle (penetration as per autolaser) -3 -2 1d6 laser hits 30 PFP 1000 NA S,A A phase rifle fires a ‘phase’ pulse similar to a forcefields energy field which when hits solid matter, discharges as an unpredictable series of burns. Vortex rifle (penetration as per bolt rifle) -4 -3 1d6 bolt hits 20 PFP 2500 NA S Fires an energy bolt similar to a vortex grenades energy.Roll 2d20 +20. This is the maximum range of the shot, the bolt detonates either if it hits the target before this range, or harmlessly at this range..unpredictable Nuclear Acceleration Rifle (N.A.R) -4 -3 30 PFP 1000 NA Use sun gun template, anyone in A or B takes 1d6 laser hits. Penetration as per incendiary Electron Disrupter (Penetration as per assault rifle hit) -4 -2 S 100 SB 500 NA S,A F Favourite weapon of the Calmin. Fires pencil thin beam of energized electrons, hit effect as per assault rifle NEEDLE WEAPONS Fire quick dissolving slivers of semi- gel fluid, super- cooled at point of firing to produce razor sharp needles. Appalling at armour penetration (not mentioned in original LB rules, but use the ‘other mêlée weapon’ values) Accurate and devastating against poorly armoured opponents. The intergral low power laser can be used as per laser pistol if required in an emergency (+2 hit effect chart modifier, as per low power laser) Weapon ILM Variation per metre Damage shots Cost in CREDITS Availability Fire mode notes Image Needle pistol -1 -3 * 50 LWB 30 100 S Needle rifle -3 -1 * 200 LWB 80 50 S,A,F Weapon ILM Variation per 5 metres Damage shots Cost in CREDITS Availability Fire mode notes Image LIGHT ARTILLERY See advanced laserburn and Aliens rules for basic rules. Note VPM is per 5 metres. These weapons will be vehicle, turret or tripod mounted. None of these can be used without mount, no mater what armour is worn. M3 50mm bolt cannon -12 -2 special 12 1000 NA S,A See ALAA page 24 M5 Robocannon NA -2 special 100 2500 NA F See ALAA page 26 M7 Laser cannon -10 -1 As bolt 500 PS 1500 NA SAF Standard vehicle mount or light artillery M6 Slug Cannon -13 -4 As HVY bolt 1000 900 NA RFS Multi barreled, electric rotary cannon M9 Rocket battery -14 -3 As missile 24 1000 NA A,F Can trigger any combination of tubes , up to 10 maximum per turn M12 100mm Main Gun NA -1 As per M3 damage/ but penetration is additional +50 9 3500 NA S,A Tank/ turret armament. Ammunition loads are priced as per missile but treble cost. All rounds also use HE grenade burst template and effects. 10 GRENADES AND MISSILES Grenades are about the size of a snooker ball and have a variable timer built in, or can be set to detonate on impact. Micro- grenades are the size of a ping pong ball and detonate on impact only (unless modified), finally rockets/ missiles are small battlefield missiles about 8 inches long and 3 inches wide. Many variants available, depending on situation. See laserburn page 21 for rules on acquisition on the black market as all grenades and missiles are not available to the general public. TYPE COST IN CREDITS Random Notes MICRO--------GREN-----------MISSILE Concussion 10 15 25 1-5 Flare 3 5 7 6-20 Smoke 5 10 15 21-35 KO Gas 15 30 40 36-50 Poison Gas 20 30 45 51-53 High Explosive 15 20 35 54-65 Armour Piercing 15 20 35 66-75 Vortex NA 50 70 76-78 Atomic NA NA 2000 - Dist. Field 10 10 15 79-85 See pages 17-19 of the original laserburn rules for full descriptions of the effects of these explosive types Incendiary 20 30 45 86-90 Use AP templates for effect. Targets in area C take 2 hits as per handflamer, targets in area A take 1 hit as per laser. Any combustable material in blast area is ignited instantly. Smoke as per HE. Tangle 5 NA NA 91-94 As per tangle bolt, page 11 FOTI Riot NA 20 NA 95-96 Page 11 FOTI Marking 3 5 7 97-00 Marks all objects and units within blast radius with permanent UV/ luminouspaint, cannot be removed for 1 week. For blast templates, use Micro- grenade ILM -0.3 Standard Grenade ILM-0.5 Missile/ Rocket ILM-2 11 AMMUNITION/ power sources (Cost in credits, per 1 round/ Unit) Presented below are a selection of power sources for guns, and solid ammunition for all the weapons in this supplement. Some cost/ availability deviances will be noted from the original Laserburn rules where I felt original cost was unrealistic, or where rules were contradictory between supplements. Item Cost Code ILM Availibility Notes Stand. Atomic Battery 10 SB -0.3 100 Lightweight Battery 5 LWB -0.2 100 Bolt round 2 -0.5 per20 70 AP bolt 4 -0.5 per 20 30 Slug 0.5 -0.5 per 50 100 AP slug 1 -0.5 per 50 30 Greater armour penetration, does less damage though. Dum dum slug 1 -0.5 per 50 50 Much higher damage but poor at penetrating armour. Compressed air cylinder 1 CAC - 100 Poison needles 1 -.05 for 200 50 Sedative needle 0.25 -0.5 for 200 100 Chemical fuel cannister 10 CFC 0.5 10 Sungun backpack 100 3 NA Specifically for the sun gun Ramjet round 10 -0.5 per 15 10 Specifically for the ramjet pistol Power source 6 PS -6 100 Portable Atomic power source, can be used to power force fields, large equipment etc, or drive laser weapons (1000 shots) Plasma/ fusion pack 200 PFP -0.5 NA Plasma/ fusion weapons only Gauss round 4 -0.5 per 100 35 For gauss weapons Shotgun shell 3 -0.5 per 20 70 For autoshotgun, standard buckshot load Shotbolt 4 -0.5 per 20 60 Shotgun ammo, acts as standard bolt round from rifle(use autobolter penetration chart) Plastic bolt 1 -0.5 per 20 100 Less lethal ammo for all boltguns, penetration as per dum dum slug, damage is on laser chart +3 Tangle bolt 6 -0.5 per 20 70 See page 12 FOTI for effect M3 AP 50mm bolt 12 M3B -1 NA M3 DB 50mm bolt 8 M3DB -1 NA M3 FB 50mm bolt 20 M3FB -1 NA See ALAA page 24 for use, price is per round M6 AP slug box 450 M6SB -8 NA 1000 round box ammo for the M5 M6 Dum Dum box 850 M6DD -8 NA 1000 round box ammo for the M5 M5 robocannon bolt 10 M5 -0.5 NA Ammo for robocannon Vehicle atomic battery 7 VAB -3 100 Lasts 1 day Vehicle recharge 1 VR - 100 Lasts 3 hours 12 LIGHT VEHICLE SUMMARY Type Seats MR Speed MR ACC MR DECEL COST Armour weapons Avail Turn circle power Loco. Runabout 2 18 4 6 800 40 none 100 1/2 VABx4 Wheeled Sky scooter/ Jet cycle 2 40 5 3 400 10 under 40 rest 100 1/2 VABx2 Jet Jetpack 1 - - - 200 40 None 100 - 3xCFC Jet HVY Jetpack 1 - - - 500 10 None 100 - 12xCFC Jet Imp.Scout bike 2 26 6 8 1300 40 FOTI page 21 NA 1/4 VABx1 Wheeled Redemption trike 2 24 6 8 375 40 none 100 1/4 VABx2 Wheeled Redemption skimmer 2 20 5 5 800 10 None std. 100 1/2 VABx1 Hover Command Trike 2 20 5 8 570 10 none 70 1/4 VABx2 Wheeled Strider AASV 2 15 5 10 25,000 Legs -10 Body 10 Front-10 Under-10 Pg.32 ALAA NA 1/4 VABx Legs 6x6 Utility Van 2 25 3 5 2500 40 none 85 1/4 VABx4 Wheeled Flit Car 4 20 5 5 2500 40 none 100 1/2 VABx4 Grav Hover Van 8 13 2 1 3000 40 none 90 1 VABx6 Hover Scythe copter 7 65 1 3 25,000 40/FF Pg.22 FOTI NA 1/2 VABx10 Rotors Glaive APC 9 10 1 1 8000 -10 RTx2 NA 1 VABx6 Hover 20 4 5 7000 “ “ “ ½ “ Wheeled 8 1 2 7000 “ “ “ ¼ “ Tracks 26 1 1 10,000 “ “ “ 1 “ Anti-gra Imp scout car 4 Partizan car 3 28 4 4 4000 10 RTx1 NA 1/2 VABx3 Hover Scorpion assault lander 13 30 1 10 50,000 -10 RTx4 NA X2 VABx10 Anti- grav Air raft 4 10 1 2 1000 40 None 100 1 VABx4 Hover Hover sport wagon 6 15 3 3 5500 40 none 100 3/4 VABx8 Hover Sabre copter 6 70 2 5 35,000 40/FF RTx2 30 1/2 VABx10 Jet Abbreviations and Explanations RT= Roboturret Seats: Number of passengers carried, including driver MR Speed. I have used Movement rates from Advanced Laserburn. 1MR= 10 metres per turn MR Acc: Average acceleration rate for vehicle in MR,per turn. MR Dec: Average deceleration rate, or braking rate, per turn in MR. ARMOUR: Given as a Base penetration rate. WEAPONS: Any standard armament , if fitted. Note weapons can be fitted to some models at additional cost, e.g. Redemption trike often fitted with heavy laser. TURN CIRCLE: As a fraction of current speed, this is the turn RADIUS the vehicle has. POWER: The number and type of atomic batteries the vehicle runs on. An atomic battery will last for 1 day of average use, so a vehicle with 4 batteries will run for 4 days before renewal is needed. Vehicular batteries are fairly large, about the size of a Cereal box/ Box file, so are bigger but cheaper than weapon batteries. LOCOMOTION TYPE: Will affect how vehicles move over difficult terrain etc 13 ARMOUR Type ILM COST Base PEN Thickness Code Availability No armour +5 0 100 0mm UA - Padded +2 30 80 5mm PD 100 Flak/ mesh none 100 60 10mm FM 100 FM body +1 50 60 10mm - 100 Light full -2 310 40 5mm LA 100 Light body -1 200 40 5mm - 100 Light per limb none 25 40 5mm - 100 Light helmet none 10 40 5mm - 100 Pers. Force bubble -5 1000 10 0mm FB 100 Forcefield 1000/m 20 0mm FF 100 Power -5 500 10 50mm PA NA Dreadnought -10 1000 -10 100mm DN NA Holtzmann -3 1250 See IC page 20 NA Invisibility -3 2500 100 See IC page 20 INV NA SHIELDS TYPE ILM COST Availability Base PEN % proj hits caught by shield % melee hits caught by shield Armourplas shield -2 10 100 40 30 50 SCF Shield -5 1000 5 30 50 DME Shield -3 300 50 See ALAA page 22 30 50 Riot forceshield (see page 11 FOTI) -3 245 40 -10 30 50 Forcefield shield (needs 1xSB for 100 hr use) -3 200 50 -10 30 50 Riot shield (large square) -4 25 70 40 50 70 MELEE WEAPONS Weapon Cost Combat modifier Availability ILM STD knife 1 +70 100 -0.5 STD sword 5 +100 100 -2 STD Axe 3 +80 100 -1 STD bayonet 2 +60 90 none STD polearm 10 +120 100 -3 MONO knife 20 +70 100 -0.5 MONO Sword 40 +100 100 -2 MONO Axe 30 +80 100 -1 MONO polearm 70 +120 80 -3 Riot stick (See page 11 FOTI) 45 +80 70 -2 Force dagger 60 +70 70 -0.5 Force sword 100 +100 70 -2 Force Axe 80 +80 70 -1 Force polearm 160 +120 40 -3 Power glove 180 +60 10 none 14 GUN ATTACHMENTS/ ACCESSORIES ITEM COST ILM Availability Use Force field weapon adapter 50 -1 30 Allows firing out of a forcefield Silencer 20 none 20 For slug pistols/ rifles/ SMG, greatly silences shots , single shot, semi auto only Bipod 3 -1 100 For any rifle, gives EXTRA +10 to hit when resting weapon (a total of +20 when resting) Tripod 10 -3 100 For mounting heavy or support weapons for accurate fire, see page 23 of FOTI Antigrav harness 500 -1 NA Expensive ,rare item, allows heavy weapon to be used with only a -1 initiative modifier. Empty clip 5 - Same as gun Empty clip for weapons which take solid ammo, availability is same chance as for weapon. M2 Artillery mount 260 -8 NA Included with artillery. Hvy, support or artillery pieces can be mounted on it, and classed as on pintle mount Advanced sights 10 none 90 See page 19 IC, added to SMG or machine pistol TARGETING DEVICES ITEM COST ILM Availability Use Autoranger 120 +3 NA +10 to hit Support Autoranger 250 +3 NA Allows indirect fire support at -20 Scope sight (image intensifying/ night capable) 50 -1 100 +20 to hit, fitted to shoulder arms or rifles only Laser rangefinder/pointer 50 +1 100 +10 to hit, reads range, paints target with laser light of chosen wavelength.Can be fitted to any weapon. PERSONAL EQUIPMENT (mostly for role-playing games!) ITEM COST ILM Availability Use Automedic 200 -1 100 See page 24, adds 2 to medical aid chance (this is a change from the standard rules) Nose filters 1 - 100 seeLB page 24 Image intensifier/anti flash lenses 3 - 100 seeLB page 24 Throat mike/ ear plugs 3 - 100 seeLB page 24 survival pack 5 - 100 Basic survival kit to allow individual to stay alive in a hostile environment, includes knife. medical kit 10 -0.3 100 Conventional medical pack, adds 1 to chance of successfully giving medical aid first aid kit 5 - 100 No bonus to medical aid roll, but allows individual to treat himself, negate deduction if treating oneself. Electrical kit 35 -1 100 Basic electronics repair and construction kit tool kit 25 -2 100 Basic tool kit for fixing and making things demolition kit 300 -4 NA Contains the equivalent explosives of 3 missiles (select any except nuke and vortex), along with timers, detonators and lock busters. Specialist use only supplies 5 -3 100 Food and water pack to sustain 1 man for 7 days, along with basic utensils, sterilization tablets, flare 50m mono cord 10 -0.5 100 Wire thin, incredibly strong, will hold 1000kg weight. grapler 3 -1 100 Grappling hook, for scaling walls when attached to cord tent 40 -2 100 2 person compact self inflating temporary shelter in a range of colours. Runs on 1 SB, small self heating unit installed, well insulated and comfortable. 15 ITEM COST ILM Availability Use Infiltration kit 100 -1 20 Contains picklock set, electronic bugs,the equivalent of 1 grenade in explosives, timers and fuses. sleeping bag 5 -0.5 100 Very compact, well insulated bag with combined pillow which inflates for use. Flashlight 5 - 100 Xenon bulb technology gives 1 million candle power from a unit the size of a mobile telephone. 1LWB needed. Gyro binoculars 15 -0.3 100 Stabilized, range finding, infrared, image intensifying, fully coated, antiglare x2 to x 30 power 1LWB needed high power binocs 30 -0.5 100 As above but record function, and up to x200 magnification Communicator 10 -0.5 100 Combines functions of videophone, basic computer and sat nav finder. Range 1000km. 1LWB needed Hand Computer 50 -0.3 200 5 terabyte palmtop PC with basic software, multimedia projector and virtual keyboard, runs on 1 LWB Field communicator 100 -3 100 Classed as a shoulder arm, this backpack contained communicator runs on 1 SB. Has terrestrial range of 20,000km, multi waveband. Portable multi sensor 400 -1 85 See ALAA page 25 for use Multi- detector 25 -1 100 Gives 85% chance of detecting explosive and bugging/ surveillance devices within 5 metres. wire cutters 6 -0.5 100 Laser edged cutters, will cut through ANY material up to 5cm thick. Needs 1LWB. camo cream/gun dull 1 - 100 Available in various colours depending on theatre, reduces reflections and detection when using stealth. combat outfit 20 - 100 Combat fatigues including boots, belt, undergarments, webbing belt etc, wide variety of colours available depending on theatre. E.G woodland camo, desert camo etc…etc.. light supply pack 3 -1 100 Food and water pack to sustain 1 man for 4 days, along with basic utensils, sterilization tablets, flare Tangle solvent 5 - 100 5 use can which dissolves tangle webs Small HAB bubble 100 -4 90 3 person basic shelter, uses 1 SB, self heating, insulated, built in air beds, self inflating to 6 foot by 8 foot by 5 foot high. Uses very thin but very strong plastic inflating layers, which then fill with high expansion foam and set. Non- reusable. Range of colours available, counts as padded armour for pen. Med HAB Bubble 250 -6 80 As above but for 5 people,14 foot by 9 foot by 7 foot high. Large HAB Bubble 500 -10 70 As above but for 8 people,20 foot by 10 foot by 7 foot high Portable atomic stove and cookset 5 -1 100 Requires 1xSB for 10 hours use, complete with pan set, beakers and eating utensils. Survival DROP pack 220 -20 70 Plastisteel crate, used to drop supplies to troops or for starship escape pods/ vehicle etc..Comprises: Supplied x 4, survival kit, Small Hab bubble, medikit, tool kit, mono cord, flashlightx2, communicator x2, stove and cookset, 5x standard batteries, 6x flare, distress beacon, survival booklet and 6x foil blanket. 16 ROBOT SUMMARY See the Laserburn supplemental rulebook ‘ROBOT’ for more details on each type, including hit tables and typical use, and details of Androids available, as they are not listed here. Type Height Cost Avail Batteries Armour WS CS IL Weapons Notes Security robot 9 1500 30 8 40 head, body 60 limbs 130 60 10 Laser rifle See Robot page 4 Law enforcement module 7 500 20 4 60 120 50 13 3xlas pistol 2xbolter 1xmac.pistol See robot page 6 LEM mk.2 5. 5 800 15 3 10 head, body 40 other 130 55 12 4xlaser pistol, 1xgyro pistol See robot page 7 Sandar 1 7.6 550 100 solar 60 40 10 3 none Domestic, page 10 robot. Social robot 6 500 100 charged 40 40 20 5 special Protocol, see page 11 Utility robot 2 450 100 4 40 80 40 5 Las pitolx2 Carrier robot, page 12 Robo-mechanic 3.6 500 100 5 40 40 10 2 Power glove Page 13 Imp, Hvy Battle robot 8 9000 NA 12 10 170 85 18 RFS bolter 200 rounds Page 15 Robo fighting machine 7.6 3500 NA 10 10 120 60 11 2xmissile 2xgyro rifle 1xlaser pisto Page 25 6- gun attack robot 5 2900 NA 12 10 110 50 11 2xmissile 2xhvy laser 2xmac pis 2x gyro rifle Page 26 Robo- recce 6 1000 10 12 10 105 50 11 Bolt rifle 3x mags Page 27 Spider 7 850 25 charged 40 85 45 8 none Repair, page 28 IMSDU 5.9 950 20 12 -10 100 45 10 none Mine sweeper, page 29 Sewerguard 320 25 4 60 75 0 14 Laspistolx2 Sewerbot 300 45 3 60 0 8 7 none Mainbot 600 55 5 60 70 15 4 Las pistol See sewerville shootout supplement City pat. Unit 8 3950 NA charged 10 150 70 16 Bolt rifle 2xpow claw Stun laser Page 30 Warbot 6 3950 NA charged 10 140 60 15 2xRFS gyro 1xRFS machinegun Page 31 Armament varied depend ing on use The WS,CS,IL given are averages for each type of robot, you may dice for values if this is an option in the ‘Robot’ supplement. Please note that some of the costs for fighting robots have been adjusted to take into account multiple weapons carried. COST OF LIVING Average wage of working man: 50 credits per week Average megacity accommodation and food/ living expenses: 30 cr per week Average luxury living/ good food: 200 cr per week Ticket price inter- continental: 25cr. Ticket price Inter planetary: 110cr. Ticket price Inter solar 1000cr+ Meal in a restaurant: 1-5 cr.
textdata/thevault/Laserburn/Laserburn - Weapons and Equipment from the Fringe.pdf
Darkslayer Special Notes: Darkslayer can only be used against the specific enemies of the caster’s deity (c.f. Guardian’s Ways, RMCI). The items created by this list are made of solidified light, and cannot be made permanent. The GM may wish to have the weapons created by this list deliver Holy or Slaying criticals against the appropri- ate targets. Area of Effect Duration Range 1—Weapon I self 1 min/lvl self 2—Shield I self 1 min/lvl self 3— 4—Armor I self 1 min/lvl self 5—Weapon II self 1 min/lvl self 6—Shield II self 1 min/lvl self 7— 8—Armor II self 1 min/lvl self 9— 10—Weapon III self 1 min/lvl self 11—Shield III self 1 min/lvl self 12— 13—Armor III self 1 min/lvl self 14— 15—Weapon IV self 1 min/lvl self 16—Shield IV self 1 min/lvl self 17— 18—Armor IV self 1 min/lvl self 19—Weapon V self 1 min/lvl self 20—Shield V self 1 min/lvl self 25—Armor V self 1 min/lvl self 30—Weapon True self 1 min/lvl self 35—Shield True self 1 min/lvl self 40—Armor True self 1 min/lvl self 50—Darkslayer 1 target/lvl 1 min/lvl touch 1—Weapon I (E) Allows the caster to create a weapon of solidified light to wield in combat against his diety’s enemies. The weapon must be a small, one-handed weapon (such as a dagger or hand axe), and will dissipate if it leaves the caster’s hand. The weapon strikes with a +5 bonus, and inflicts an additional heat critical of equal severity. 2—Shield I (E) Allows the caster to create a normal sized shield of solidified light. The shield is acts as a +5 normal shield, and will illuminate a 5’ radius area with radiance equivalent to a Light spell. The shield will dissipate if it leaves the caster’s hand. 4—Armor I (E) Allows the caster to create a suit of armor of solidified light. The armor is completely unencumbering, pro- tects as AT/4, and has a percentage chance equal to the caster’s level to dissipate any darkness-based attacks directed at the wearer. 5—Weapon II (E) As Weapon I, except a larger weapon (club, mace) with a +5 bonus can be created, or a weapon of the size created by a Weapon I spell with a +10 bonus can be created. 6—Shield II (E) As Shield I, except the shield has a +10 bonus, and will illuminate a 10’ radius area. 8—Armor II (E) As Armor I, except the armor protects as AT/8. 10—Weapon III (E) As Weapon II, except a larger weapon (broadsword, quarterstaff) with a +5 bonus, or a Weapon II with a +10 bonus, or a Weapon I with a +15 bonus can be created. 11—Shield III (E) As Shield I, except the shield has a +15 bonus, and will illuminate a 15’ radius area. 13—Armor III (E) As Armor I, except the armor protects as AT/13. 15—Weapon IV (E) As Weapon III, except a missile or thrown weapon (long bow, thrown axe, etc.) or a Weapon III with a +10 bonus, or a Weapon II with a +15 bonus, or a Weapon I with a +20 bonus can be created. Missile weapons will continually create their own ammunition without reloading, and thrown weapons will reappear in the hand of the wielder after striking their targets. 16—Shield IV (E) As Shield I, except the shield has a +20 bonus, and will illuminate a 20’ radius area. 18—Armor IV (E) As Armor I, except the armor protects as AT/18. 19—Weapon V (E) As Weapon IV, except a two-handed or mounted weapon (two-handed sword, mounted lance, etc.) with a +5 bonus, or a Weapon IV with a +10 bonus, or a Weapon III with a +15 bonus, or a Weapon II with a +20 bonus, or a Weapon I with a +25 bonus can be created. 20—Shield V (E) As Shield I, except the shield has a +25 bonus, and will illuminate a 25’ radius area. 25—Armor V (E) As Armor I, except the armor protects as AT/20. 30—Weapon True (E) The caster can create a weapon of any type he chooses. The weapon strikes with a +30 bonus, delivers an additional heat critical, and inflicts bonus damage as a ‘Lightblade’ (additional concussion hits equal to the severity of the critical delivered times the level of the creature struck, i.e., ‘C’ critical inflicted upon a 20th level creature = 60 concussion hits). 35—Shield True (E) As Shield I, except the shield has a bonus equal to 2x the caster’s level, and will illuminate an area equal to 2x the caster’s level with a radiance equivalent to an Utterlight spell. 40—Armor True (E) As Armor I, except the armor protects as AT/20, and the wearer is immune to all darkness-based attacks. 50—Darkslayer (FE) The caster can bestow either Weapon V, Shield V, or Armor V upon 1 target/level (granting all three spells would require the casting of Darkslayer three times). Those bestowed must also be followers of the caster’s deity. Ross Henton [email protected] Lightslayer Special Notes: Lightslayer can only be used against the specific enemies of the caster’s deity (c.f. Guardian’s Ways, RMCI). The items created by this list are made of solidified darkness, and cannot be made permanent. The GM may wish to have the weapons created by this list deliver Unholy or Slaying criticals against the appro- priate targets. Area of Effect Duration Range 1—Weapon I self 1 min/lvl self 2—Shield I self 1 min/lvl self 3— 4—Armor I self 1 min/lvl self 5—Weapon II self 1 min/lvl self 6—Shield II self 1 min/lvl self 7— 8—Armor II self 1 min/lvl self 9— 10—Weapon III self 1 min/lvl self 11—Shield III self 1 min/lvl self 12— 13—Armor III self 1 min/lvl self 14— 15—Weapon IV self 1 min/lvl self 16—Shield IV self 1 min/lvl self 17— 18—Armor IV self 1 min/lvl self 19—Weapon V self 1 min/lvl self 20—Shield V self 1 min/lvl self 25—Armor V self 1 min/lvl self 30—Weapon True self 1 min/lvl self 35—Shield True self 1 min/lvl self 40—Armor True self 1 min/lvl self 50—Lightslayer 1 target/lvl 1 min/lvl touch 1—Weapon I (E) Allows the caster to create a weapon of solidified darkness to wield in combat against his diety’s en- emies. The weapon must be a small, one-handed weapon (such as a dagger or hand axe), and will dissipate if it leaves the caster’s hand. The weapon strikes with a +5 bonus, and inflicts an additional cold critical of equal severity. 2—Shield I (E) Allows the caster to create a normal sized shield of solidified darkness. The shield is acts as a +5 normal shield, and will darken a 5’ radius area with blackness equivalent to a Darkness spell (the darkness so created will not impede the caster’s vision). The shield will dissipate if it leaves the caster’s hand. 4—Armor I (E) Allows the caster to create a suit of armor of solidified darkness. The armor is completely unencumbering, protects as AT/4, and has a percentage chance equal to the caster’s level to dissipate any light-based attacks directed at the wearer. 5—Weapon II (E) As Weapon I, except a larger weapon (club, mace) with a +5 bonus can be created, or a weapon of the size created by a Weapon I spell with a +10 bonus can be created. 6—Shield II (E) As Shield I, except the shield has a +10 bonus, and will darken a 10’ radius area. 8—Armor II (E) As Armor I, except the armor protects as AT/8. 10—Weapon III (E) As Weapon II, except a larger weapon (broadsword, quarterstaff) with a +5 bonus, or a Weapon II with a +10 bonus, or a Weapon I with a +15 bonus can be created. 11—Shield III (E) As Shield I, except the shield has a +15 bonus, and will darken a 15’ radius area. 13—Armor III (E) As Armor I, except the armor protects as AT/13. 15—Weapon IV (E) As Weapon III, except a missile or thrown weapon (long bow, thrown axe, etc.) or a Weapon III with a +10 bonus, or a Weapon II with a +15 bonus, or a Weapon I with a +20 bonus can be created. Missile weapons will continually create their own ammunition without reloading, and thrown weapons will return to the hand of the wielder after striking their targets. 16—Shield IV (E) As Shield I, except the shield has a +20 bonus, and will darken a 20’ radius area. 18—Armor IV (E) As Armor I, except the armor protects as AT/18. 19—Weapon V (E) As Weapon IV, except a two-handed or mounted weapon (two-handed sword, mounted lance, etc.) with a +5 bonus, or a Weapon IV with a +10 bonus, or a Weapon III with a +15 bonus, or a Weapon II with a +20 bonus, or a Weapon I with a +25 bonus can be created. 20—Shield V (E) As Shield I, except the shield has a +25 bonus, and will darken a 25’ radius area. 25—Armor V (E) As Armor I, except the armor protects as AT/20. 30—Weapon True (E) The caster can create a weapon of any type he chooses. The weapon strikes with a +30 bonus, delivers an additional cold critical, and inflicts bonus damage as a ‘Darkblade’ (additional concussion hits equal to the severity of the critical delivered times the level of the creature struck, i.e., ‘C’ critical inflicted upon a 20th level creature = 60 concussion hits). 35—Shield True (E) As Shield I, except the shield has a bonus equal to 2x the caster’s level, and will darken an area equal to 2x the caster’s level with a darkness equivalent to an Utterdark spell. 40—Armor True (E) As Armor I, except the armor protects as AT/20, and the wearer is immune to all light-based attacks. 50—Lightslayer (FE) The caster can bestow either Weapon V, Shield V, or Armor V upon 1 target/level (granting all three spells would require the casting of Lightslayer three times). Those bestowed must also be followers of the caster’s deity. Ross Henton [email protected]
textdata/thevault/Rolemaster/Utilities/Rolemaster - Darkslayer & Lightslayer.pdf
LE PLAN LE PLAN FOULE FOULE VIOLENCE VIOLENCE Première étape Première étape Deuxième étape Deuxième étape Non Non 0 - Personne à vue 0 dé au sensorezo 0 - Personne à vue 0 dé au sensorezo 1 - Une ou deux personnes 1 dé au sensorezo 1 - Une ou deux personnes 1 dé au sensorezo 2 - Entouré 2 dés au sensorezo 2 - Entouré 2 dés au sensorezo 3 - Au milieu de la foule 3 dés au sensorezo 3 - Au milieu de la foule 3 dés au sensorezo Oui Oui Troisième étape Troisième étape Objectif secondaire Objectif secondaire
textdata/thevault/Alienoids [FR]/alienoids_feuille_mission.pdf
Dubrovnik The Dragon Stars Humanity’s Colonisation of the Stars was a terrible thing to behold. They were not explorers, taking a brave step into the void. They were not adventurers, striding out towards the unknown. They were refugees, fleeing the crumbling cradle that was Earth. Fleeing the plagues and the wars, the ever rising salty waves and the ever-receding water. They did not take sleek and shining Starships, flying the flags of this state or that corporation. They did not plant pretty flags into the soil after landing. They crashed, and most burnt. No one knows how many fled, and no one can bring themselves to count the dead. No one can point at an unexplored star and say ‘here be humans’ or ‘here be no humans.’ They say ‘Here de Dragons.’ Nevertheless, they are there. The luckiest of the luckiest of them managed to preserve the technology they left with. The others regressed, some further than others. It is estimated that there are more swords and spears used in warfare now that in any other time in history. You’re the luckiest of all. Your grandparents couldn’t flee and didn’t die and now here you stand, on Dubrovnik, moving among the stars like Humanity should have: Commanding, not Commanded. Dubrovnik The Free and Europan Ship-State of Dubrovnik to give it the proper title, Dubrovnik is a constituent member of the Europa Organisation. It is not, as one might think, a Military vessel or a merchant trader. It is a City-State given a Hydrogen Fusion power plant, H2/O2 Thrusters, Alcubierre- White Jump-Warp Drives, Trow Class Strike Craft and one very large Rail/Coil Hybrid Mass Accelerator (Cannon). Due to the lack of FTL Communications (asides from mail sloop) and it’s somewhat unsurprising habit of moving all the time, Dubrovnik and its ilk (Venice, Visby, Beirut and the like) function rather more autonomously that you’re average Member- State or Colony. For one thing, it doesn’t properly participate in Europan Elections, unless by happy accident it is in Europan Space come Election period. Instead, it (like all of its fellows) has a dedicated remembrancer who speaks, but does not vote, on its behalf in the Europan Parliament. Dubrovnik has a directly elected President and departmental (Life Support, Administration, Medical, Gunnery, the various Engineerings etc.) Heads. The President and Heads are elected to one year terms, and serve as the Ship’s Executive. Legislative initiatives require a majority vote from the Heads and the voting Population (two thirds of each in event of a Presidential veto.) The Judiciary is self-regulating and independent of the other two Governmental Branches. All of Dubrovnik’s sons and daughters Citizens serve twenty two years as ‘Service Crew’ (Conscripts) with two years of training from 18 to 20, and twenty years of service from 20 to 40, spending ten years shuffling from department to department, and ten years in a specialist field. After they have completed their Service period they are given the option to be moved to the reserves (which they will stay on, barring exceptions, the rest of their lives.) The Non-Service Population do a number of things for a living. Many Menial jobs, on Dubrovnik in any case, have been automated away. A few of them do nothing, happy to live of their Basic Support Payments. Many of them are artisans of some sort of another, tinkerers or artists or composers or writers or singers or musicians etc. A few of them, as might be expected, follow the world’s oldest profession (and indeed, the Dubrovnik Sex Workers Union has been able to send the Ship grinding to a halt on occasion via Industrial action, and is currently attempting to get legislation passed banning a variety of Robotic alternatives to their trade.) Life is quite good on Dubrovnik, all things considered. Bunks aren’t bad, nice mix of places to stare through your porthole at. Acceleration’s usually a nice 0.5G when it happens, and 0G is fun the rest of the time. But that’s all changing now… Because Dubrovnik’s and all it’s ilk have new orders, and into the Dragon Stars they go. What you’ll need: People! 3 or more is recommended. One of them shall be ‘The Game Master.’ This will be a title, bestowed upon one of the People you have collected. Following in with the Dubrovnik spirit, you may wish to elect him or her. The Game Master serves as the Universe: They control the story, arbitrate rules disputes (and may overrule the written rules) and generally facilitate the running of the Game. They are necessary, and are not to be neglected, especially given they control every other person in the world not under the purview of the Players. The other people are Players. They build characters, and take on the role of their characters within the world of Dubrovnik. Six Sided Dice, at least eight between you (The Game Master may wish to have their own stock.) Writing implements. Pencils are recommended (in conjunction with Rubbers) as well as paper for Note taking. Who’ll you be: The Players take on the role of members of Dubrovnik’s Special Operations Group: ‘Shore Party’ (Although you’re often working on Ship as much as off it. Spy Rings don’t bust themselves.) What’ll you do: Your job is whatever is required of you by the Heads. That could be anything from providing security to a visiting EAF diplomat, to boarding a derelict Ship alongside Dubrovnik’s Espatiers (There are no Sapient Aliens. As far as is known) to landing on a world in the Dragon Star world to see if the Locals throw rocks or bullet at you. But mostly, you’ll be one of Europa’s tools to influence in the Dragon Stars, before the Indians, the Chinese, the Brazilians or the ANZ-SEA-L do it. Dubrovnik will be trading, wheeling and dealing, carrying enough Von Neumann rated RapFabs and feedstock to kickstart Industrial Revolutions on a thousand worlds. Medicine, guns, mining equipment. If it exists, Dubrovnik can print it. But so can Macau, Mumbai, RDJ and Tokoyo. Then there’s the Wildcards like Singapore and Kuala Lumpur. With them business can be done, perhaps. Pray you don’t meet Hong Kong. But if you do… Unfurl the Battle Ensign, Mobilise the reserves, batten down the hatches, charge the Accelerator and just try to run. You won’t succeed, of course, but you’ll feel better. Character Creation Birth First, pick from where your character came: Highborn, Midborn or Lowborn. Highborn came from high gravity environments. Typically shorter, squatter, and tougher. Stereotypically musclebound. Midborn came from roughly Earth Like gravity. Bog standard and boring. Stereotypically charming for whatever reason. Lowborn came from low gravity environments. Typically taller, slimmer, and fragile. Stereotypically cerebral. Characteristics Everyone has nine Characteristics: Three Matter, three Mind and three Ego. Matter: Strength: How strong you are. A high Strength means denser, toned muscles and a better punching arm. Dexterity: How good your muscle control is. A high Dexterity means you’re quick with your hands and have good fine motor control. Constitution: How tough you are. A high Constitution means you’ve got a strong back and that one punch won’t knock you over. Mind Knowledge: What you consciously know. A high Knowledge means you know when Dubrovnik was laid down, when it was launched, all of its Presidents and their term dates etc. etc. Intuition: What you unconsciously know. A high Intuition means you just know when something is right or wrong, or what someone will do, even if you can’t explain why. Control: How good you are at organising, sorting and using information in your head. A high Control means you know that 47 * 47 = 2209, not because you memorized it, but because you did it in your head just then. Ego Charm: How good you are at talking to people. A high Charm means you’ll never be without a friend or a bed-mate. Will: How good you are at keeping yourself focused. A high Will means you can keep your mind focused and on the job, and not on the person trying to distract you. Fortune: How lucky you are. A high Fortune means that you can do stupid reckless things and somehow come out the other end smiling. Every character starts with one point in each of the nine Characteristics. In addition, every character starts with six unassigned points: Two in Matter, two in Mind, and two in Ego. In addition, Highborn receive an additional two points to assign to Matter, Midborn receive an additional two points to assign to Ego and Lowborn receive an additional two points to assign to Mind. Gear Your character has no specific gear. Instead they are assumed to have what they need to hand (the wonders of modern technology…) unless their Gear has been explicitly taken from them or lost. Note that without certain types of gear some actions cannot be done (Eg: Can’t shoot someone without a gun.) The Game Master may also wish to penalise certain actions if gear is damaged, sabotaged, substandard or otherwise below par. Vitality Add up your Constitution, Will, and Fortune. That is your Vitality. Don’t lose it. You need it to live and stuff. Tests A test is required every time a character does something with a reasonable a chance of failure. Things like trying to negotiate with the angry natives, trying to shoot that damn Sniper before he kills someone, staunch the bleeding before he kills him, sneak past that thug, etc. etc. In order to do a test, declare what you’re trying to do, then look at your characteristics. Pick two, each one from a different category (Eg: Dexterity and Intuition, not Dexterity and Constitution.) Justify why each one is relevant to whatever you’re trying to do. (Example: Charm is not helpful when you’re trying to shoot someone.) Note: Can’t use Fortune for this! Add up all the points you’ve got assigned to those two Characteristics. Grab than number of six sided dice and roll them, adding up all the results. What you’re doing whatever towards (Eg: They guy you’re trying to shoot etc.) is also doing the same, this time to do some suitable reaction (Eg: ‘Dodge’ or ‘Spot him sneaking past me’ or ‘not trip over my tongue and tell him what he wants to know.’ Even if it’s an inanimate object.) Whoever gets the higher number does whatever they set out to do. If tied, use Fortune as a tie-breaker: Higher Fortune wins the test by difference between scores. If Fortune scores are tied, re-roll the test. Wait, who goes first? If you need to decide what order people act in, add up Dexterity and Intuition for each character, and run from highest to lowest, each person making one test then passing off to the next highest person until everyone has acted once, then go from the top again. If characters are tied, use highest Fortune. If still tied, all tied characters roll a six sided dice, highest result going first. If these results are tied, re-roll until results are not tied. Help! I got Shot! If you got shot, stabbed, had rocks fall on you or otherwise lost a test in such a way that you were physically damaged, reduce your Vitality. For every full six your opponent’s roll was above yours, deduct one point of Vitality, losing at least one each time. Help! I’ve got no Vitality left! Fall unconscious. You’re now Dying! Whenever the Game Master feels like it (in situations with established move orders, every time the Dying character is due to take their test would be recommended) the Player controlling the Dying character rolls as many six sided dice as they have points in either Constitution or Will (Player’s choice) adding the results together. If the result is equal to or higher than the number of times this ‘try-not- to-die’ test has been called for, you continue Dying. If you rolled lower, Bye! Fortune Fortune’s special. Fortune makes you special. You can’t use it for tests in the usual manner. (Only characters belonging to Players get Fortune.) You can use it, however, to re-roll any test that either you or someone else has taken immediately after the fact. Any test, even ones rolled by the Game Master (and the re- roll must be rolled openly.) Every time you use Fortune, mark down how much Fortune you have expended. You may expend as much fortune as you have points in the Fortune Characteristic. Game Master is at liberty to restore Fortune as he or she wills. (They are encouraged to reward funny and/or awesome feats. We Won! Yay! Congratulations on the success! Restore your vitality and Fortune to full. If the Game Master wills it, you may place another point in a characteristic Dubrovnik Name: Birth: lowborn-Midborn-Highborn Age: Charm Will Intuition Knowledge Control Mind Strength Dexterity Constitution Matter Ego
textdata/thevault/Other (Unique) Systems/Top Secret Games Two Page Tabletops/Dubrovnik.pdf
SKILL CONVENTIONS Skill points are based on the total of attributes x age group. Formula: add all basic attributes together and then multiply by age group = skill points AGE GROUP 16-20 1 21-30 2 31-40 3 41-50 4 All skill points are distributed on a 1-1 basis Morrow Project personnel may spend their skill points on any skill; not just those in which they have a starting bonus. No skill may start above 80% Any skill that grants a one time bonus to any other skill must be purchased up to (or beyond) the required level (40%) at the time of chara creation to receive the bonus. BASIC STAT MODIFIERS 0-7 8-12 13-17 18+ Strength -5 -- +5 +10 Dexterity -5 -- +5 +10 Constitution -5 -- +5 +10 Intelligence -5 -- +5 +10 Perception -5 -- +5 +10 Psionics -5 -- +5 +10 Charisma -5 -- +5 +10 Due to their intensive training, Morrow Project personnel also begin with the following skill bonuses: Any skill marked (--) indicates no starting bonus. Any skill marked (*) indicates that the character may choose one (and only one) of these skills in which to place a 40% bonus. COMBAT SKILLS RECON MARS SCIENCE BATTLE CRY -- -- -- BATTLE RAGE -- -- -- BAYONET 10 20 10 BLACK POWDER WEAPONS -- -- -- BLOW GUN -- -- -- BOLA -- -- -- BOW -- -- -- CREW SERVED WEAPONS 15 20 10 CROSSBOW -- -- -- DEFLECTION -- -- -- DISARMING 10 20 10 FLEXIBLE WEAPON -- -- -- HAFTED WEAPON -- -- -- HAND-TO-HAND COMBAT 15 25 15 HANDGUNS 10 15 10 KNIFE 15 20 10 QUARTERSTAFF -- -- -- RIFLE 15 20 10 SHOTGUNS 20 25 20 SLING -- -- -- SMG 10 20 10 SPEAR -- -- -- SPECIAL WEAPONS 10 20 15 THROW GRENADE 15 20 10 THROWN WEAPON -- -- -- WEIGHTED WEAPON -- -- -- WHIP -- -- -- CRAFT SKILLS RECON MARS SCIENCE ARMORER -- -- -- BOWYER/FLETCHER -- -- -- BREWER -- -- -- CARPENTRY -- -- -- CHANDLER -- -- -- CLOTHIER -- -- -- COOPER -- -- -- FARMER -- -- -- GLASSBLOWER -- -- -- MASONRY -- -- -- MERCANTYLER -- -- -- MILLER -- -- -- SHIPWRIGHT -- -- -- SMITHING -- -- -- TANNER -- -- -- TAILOR -- -- -- WAINWRIGHT -- -- -- WEAPONSMITH -- -- -- WEAVER -- -- -- WOODCARVER -- -- -- WOODCUTTER -- -- -- KNOWLEDGE SKILLS RECON MARS SCIENCE AGRICULTURE * * * ANIMAL TRAINING * * * ANTHROPOLOGY * * * ARCHEOLOGY * * * ARCHITECTURE * * * ASTRONOMY * * * ASTROPYSICS * * * BIOLOGY * * * CHEMISTRY * * * CARTOGRAPHY * * * CHEMISTRY * * * ECOLOGY * * * ECONOMICS * * * ENGINEERING, COMBAT * * * FORESTRY * * * FORWARD OBSERVER 15 20 10 GEOGRAPHY * * * GEOLOGY * * * HISTORY * * * LANGUAGE (READ/WRITE) -- -- -- LANGUAGE (SPEAK) -- -- -- MAPMAKING/READING 20 15 10 MATHEMATICS * * * NAVIGATION * * * PHILOSOPHY * * * PHYSICS * * * POLITICAL SCIENCE * * * RECON 25 20 10 SOCIOLOGY * * * ZOOLOGY * * * GENERAL SKILLS RECON MARS SCIENCE ACROBATICS -- -- -- ARTISTRY -- -- -- BALLONING -- -- -- CONVIVIALITY -- -- -- COOKING -- -- -- DANCE -- -- -- DISGUISE -- -- -- ENTERTAINMENT -- -- -- EVALUATE GOODS -- -- -- FISHING -- -- -- GAMBLING -- -- -- HANG GLIDING -- -- -- HIDE 20 20 10 HIGH DIVING -- -- -- LOCKPICKING -- -- -- MUSICAL INSTRUMENT -- -- -- ORATORY 20 10 15 PARACHUTING -- -- -- PHOTOGRAPHY -- -- -- RIDING -- -- -- SAFECRACKING -- -- -- SCROUNGE -- -- -- SEAMANSHIP -- -- -- SINGING -- -- -- TECHNICAL SKILLS RECON MARS SCIENCE ASTRONAUTICS * * * COMMUNICATIONS -- -- -- COMPUTER SCIENCE * * * DRIVE AUTOMOBILE 40 40 30 DRIVE MPV 40 40 30 DRIVE MOTORCYCLE 40 30 30 DRIVE TRACKED VEHICLE 15 25 10 ENGINEERING * * * JURYRIG 30 20 35 MACHINING -- -- -- PILOT (HELICOPTER) -- -- -- PILOT (JET) -- -- -- PILOT (PROPELLORS) -- -- -- REPAIR (ELECTRICAL) 15 10 30 REPAIR (MECHANICAL) 15 10 30 ROBOTICS * * * SCUBA DIVING -- -- -- WELDING -- -- -- MEDICAL SKILLS RECON MARS SCIENCE DENISTRY * * * FIRST AID 30 30 50 GENERAL MEDICINE * * * NURSING/MIDWIFERY * * * PHARMACY * * * TREAT DISEASE 10 10 20 TREAT POISON 10 10 20 VETERINARY MEDICINE * * * AGILITY SKILLS RECON MARS SCIENCE AMBUSH 20 30 10 CLIMB 30 30 30 CLIMB ROPE 15 20 10 CONTORTION 15 20 10 JUMP 30 30 30 LISTEN 20 20 10 MOVE SILENTLY 20 20 10 READ LIPS 15 20 10 SWIM 20 25 10 WILDERNESS SKILLS RECON MARS SCIENCE BUILD SHELTER 20 20 10 DETECT AMBUSH 25 30 20 DETECT HAZARD 20 25 15 DOWSING 25 20 15 CAMOUFLAGE 20 15 10 CAVING -- -- -- FIELD COOKING 25 20 15 FIELD SANITATION 25 20 15 FINDING DIRECTION 20 15 10 FIRE BUILDING 20 20 15 FORAGING 20 15 10 MOUNTAINEERING 20 20 15 TRACKING 25 25 15 WEATHER WATCHING 15 15 10
textdata/thevault/The Morrow Project/Unofficial/The Supply Bunker/Outside Contributions/Expanded Chargen 02/SKILL CONVENTIONS.pdf
IPNET- CNA +++ELF TRANSMIT+++ Routing: Pcom (01.121.01.225.12) Idaho; sched (fox) Icept B-25 (01.121.01.184.07) subject: Krell >>START MESSAGE<< Lorne, I met Krell once, in December 1994 after he had been revived. He didn't make enough of an impression on me remember much, and I was already slated for slotting and not allowed to talk about P. What i do know is: 1) He was in the project from near the beginning. 2) He apparantly was not only on the council, but he was involved in the original Cryosleep development team at Falling Pines project center. 3) He was a test freeze subject. Rumors about some major screw up in Montana are extant in some records about him. 4) We did a data crawl of PB data banks. They are really screwed up, but we did find some vitals: Born 16 July 1945 Butler Missouri. Caltech and UCLA degrees in human factors. Clerked for someone in the council and then served with the Cryosleep research. Held (until now) the record for longest time in cold sleep, twenty years (1968 to 1988). First name is Elliot, although prefers to be addressed by his last name only. 5) Several people who knew him joined field teams. Our TO charts are a joke, but we don't think any are awake (or can be awakened any time soon). It may be years before we can dig any good historical records out on Krell. He was on the council and in the project, was supposedly vocal, seen as an idealist, not privy to Dr. Morrow's inner team but had a good understanding of the project. An interesting snipping from a FAQ on long term Cryosleep (term slotting) surfaced after our last data cull: (from Physical Effects of Long Term Cryogenic Suspended Animation, by Dr. Ed Haley) "...in a few cases long term slotting has caused minor personality changes, brain damage, and even death. This seems to be related to poor subject preperation by test slotting doctor, especially hypothermia before slotting, poorly administered doses of Amathol, or errors in data entry of subjects blood chemistry. Test subject 12 (hereafter referred to as "E") is a sample of this effect. Slotting Doctor chose a dosage of Amathol that did not render subject unconscious, then gave a second and excessive does of Amathol to the patient. Subjects body temperature dropped to 96 degrees before slotting process was begun, and remanding doctor failed to register excess Amathol dose or low body temperature of slotting subject in the blood chemistry work up. E. came out of the slots suffering from episodic migraines, minor depression, with distinct delusional tendencies, although these are well compensated for and do not appear to effect the patients reentry into the world..." If this E. was Krell, then he was suffering from Dysfunctional Slot Sickness, a treatable condition. While our literature on this subject is incomplete, further slotting is not advised for people suffering from DSS as it magnifies the severity of symptoms listed above. As Dr. Penman said, "if this Krell has been slotting himself for the past century and a half after having an initial DSS episode, his currently mental state could only be called unique at this point, that is, if Jack the Ripper's mental state was unique." That's all I have M- >>>Endit<<<
textdata/thevault/The Morrow Project/Unofficial/The Supply Bunker/Outside Contributions/ELF Transmission - Krell.pdf
? in which a group of friends will create a murder scenario together. hat paper die pencil friends 3-5 The Murder of Mr Crow For this simple recipe you will need: You the detective Everyone plays the Detective who discovered Mr Crow’s murderer. The act has taken place in an apartment building. We’re going to take part in how the scenario grows while contributing with ideas by following these three steps: Creating suspects. ✓ Revealing motives. ✓ Revealing the murderer. ✓ Assistant there at all times The At any time in the game, anyone can say “Assistant, please!” and let a volunteer take this role. The Assistant then gives two suggestions, and the Detective picks one. An Assistant may call for another Assistant. The Suspects creating them Take a sheet of paper. Take turns adding suspects to the paper. Create a suspect by picking: a title a species an occupation Mr. Rhino janitor Mrs. Cow housewife Ms. Echidna student Dr. Rat pediatrician Lord Panda businessman Take two turns each. A limit of five Suspects is recommended for a standard one-hour game. When the quota of suspects is filled, pick and add either a small object or something heard or noticed one night. a cross noises from the staircase a letter footprints a hat a howling Ask for an Assistant, if needed. Hand the pencil to the left. Title + species = the name When & Where read out loud It’s around noon and the detective has gathered everyone in one of the common spaces in the apartment building. It’s time for the reveal. a 1-2 hour long leisure game by rickard elimää ? Kelly Mr Rhino Before questioning begins, the Suspect rolls the die in the open. When answering the Detective’s questions, the Suspect will follow the guidelines determined by this roll: The Motives revealing them Put on the hat. You’re now the Detective. Point at someone and assign that person to play a Suspect. The Suspect will have to answer up to three questions posed by the Detective. Now the questioning begins. The Detective ask up to three questions, in an accusing way, and must take previous answers into account. The first question must link the Suspect to something else on the paper. Did you hear noises from the staircase one night? Do you know Mr Rhino? Have you ever seen this cross before? The second question must state a fact; something that connects the Suspect to the previous question and is relevant to the murder. This is new information that the current Detective will make up, based on the previous answer. And you said that it was Mr Rhino arguing about a gambling debt? Have you ever had a love affair with Mr Rhino? Is it true that you obtain this cross by joining a mystical cult? The final question is optional and suggests a Motive as to why the Suspect murdered Mr Crow. This question should insinuate, but not literally accuse. Did Mr Crow help you, Mr Rhino, to pay off your gambling debt? And Mr Crow was your husband? Isn’t it true that the cult’s last ritual involved Mr Crow? Listen carefully and agree with all questions. You may help the Detective by adding one or two details. Listen carefully and agree with all questions. You may make things difficult for the Detective by involving other Suspects or answering evasively. Each participant: Write a small note with your name and the Suspect you choose to be the murderer. The Suspect may ask the Detective to elaborate if a question is too vague. Anyone may look at the paper for inspiration. Notebook The a growing scenario During each round of questioning: Put the hat on the table. Write the facts about each involved Suspect in their own column. The previous person to be Detective writes the facts that the new Detective reveals. Don’t forget to add what the Suspect said! Another participant then takes the hat and becomes the Detective. Continue questioning Suspects as above. Revelation wrapping it up Continue until each suspect has a motive and at least two facts that tie them to other things on the paper. Mrs. Cow Mr. Rhino Ms. E student pediatrician janitor Had a love Had a love affair with affair with Mr. Rhino Mrs. Cow a a long time ago. long time ago. The last to finish shakes the hat, draws a note, and calls out both names. The author of the note will describe how and why the chosen Suspect could have killed Mr Crow. New information may be added to this explanation. Continue drawing names and adding explanations, taking the previous ones into account. If the same Suspect appears more than once during the draw, ignore it or add how another Suspect helped out. When there are two notes left, the next drawn note reveals the murderer. That participant does the whole explanation, with or without the aid of the Assistant. Put your note into the hat. The game is over. Discuss what you have accomplished, and what to be changed upon next time. Contributors James_Mullen AlbeyAmakiir horn_head_o DinDenver Johoohno Zappelina Starlight Paul_T Oren AsIf Proofreaders Paul_T Oren AsIf Playtesters Alexandra Daniel Petter Dan Help the Detective during questioning. You may add one or two details. Help the Detective during questioning. You may add one or two details. Help the Detective during questioning. You may add one or two details. Help the Detective during questioning. You may add one or two details. Must listen carefully and agree with every question. Must listen carefully and agree with every question. Must listen carefully and agree with every question. Must listen carefully and agree with every question. Make things difficult for the Detective. Involve other Suspects or answer evasively. Make things difficult for the Detective. Involve other Suspects or answer evasively. Make things difficult for the Detective. Involve other Suspects or answer evasively. Make things difficult for the Detective. Involve other Suspects or answer evasively. Is it true that you heard noises from the staircase one night? And that it was Mr Rhino arguing about a gambling debt? Did Mr Crow help you, Mr Rhino, to pay this gambling debt? Do you know Mr Rhino? Have you had a love affair with Mr Rhino? And Mr Crow was your husband? Have you ever seen this cross before? Did you get this cross by joining a mystical cult? Isn’t it so that the cult’s last ritual involved Mr Crow? The others have examples in this space. You don’t. Tough luck. There is no shame in asking for the Assistant. Ask, accusingly, up to three questions: First question Second question Final question (optional) Ask, accusingly, up to three questions: First question Second question Final question (optional) Ask, accusingly, up to three questions: First question Second question Final question (optional) Ask, accusingly, up to three questions: First question Second question Final question (optional) The suspect The suspect The suspect The suspect The detective The detective The detective The detective " Tie the suspect together to something on the paper. Make up new information that may be relevant to the murder, linked to the results of the previous question. Without quite accusing them, insinuate the guilt of one of the people mentioned in the questioning. Tie the suspect together to something on the paper. Make up new information that may be relevant to the murder, linked to the results of the previous question. Without quite accusing them, insinuate the guilt of one of the people mentioned in the questioning. Tie the suspect together to something on the paper. Make up new information that may be relevant to the murder, linked to the results of the previous question. Without quite accusing them, insinuate the guilt of one of the people mentioned in the questioning. Tie the suspect together to something on the paper. Make up new information that may be relevant to the murder, linked to the results of the previous question. Without quite accusing them, insinuate the guilt of one of the people mentioned in the questioning.
textdata/thevault/Top Secret Games Two Page Tabletops/The Murder of Mr Crow.pdf
PRODUCT NO. NA102 FOLLOW US ON FACEBOOK, TUMBLR, AND TWITTER! E-MAIL US AT: [email protected] ABANDONED ARTS© PRESENTS: A HAND-CRAFTED NON-PLAYER CHARACTER FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. TROLL WITCHDOCTOR; CR 12 This squat, green-skinned giant bears a long spear and rune-carved nails. A blowgun and a number of brews and vials are tucked into its filthy loincloth. It wears a voluminous shawl, and an etched necklace adorns its neck. troll alchemist (beastmorph) 6 / witch (gravewalker) 2 XP 19,200; CE Large humanoid (giant) Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +19 Aura desecration (20 ft.) DEFENSE AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, -1 size) hp 179 (12d8+2d6+115); regeneration 5 Fort +18, Ref +8, Will +9; +2 vs. mind-affecting, spell-like abilities, and supernatural abilities Defensive Abilities fortification 50% OFFENSE Speed 30 ft. Melee bite +14 (1d8+6) and 2 claws +14 (1d6+6); or masterwork longspear +15/+10 (2d6+9/x3) and bite +9 (1d8+6) Ranged blowgun +9/+4, 10 ft. (1d3); or bomb +10 (3d6+1 fire) Space 10 ft.; Reach 10 ft. Special Attacks beastform mutagen, bonethrall (DC 12), bomb (7/day; DC 14), rend (2d6+9) Alchemist Extracts Prepared (CL 6th, concentration +7) 2nd – barkskin, resist energy, see invisibility 1st – cure light wounds, enlarge person (2), shield, true strike Witch Spells Prepared (CL 2nd, concentration +3) 1st – divine favor, mage armor, obscuring mist cantrips (at will) – detect magic, guidance, mending, stabilize Patron strength STATISTICS Str 23, Dex 12, Con 27, Int 12, Wis 11, Cha 6 Base Attack +9; CMB +16; CMD 27 Feats Brew Potion, Diehard, Eldritch ClawsP, Endurance, Extra DiscoveryP, Intimidating Prowess, Iron Will, Skill Focus (Perception), Throw Anything Skills Craft (alchemy) +18, (+24 to create alchemical items), Heal +13, Intimidate +21, Knowledge (arcana) +6, Knowledge (nature) +6, Perception +19, Spellcraft +7, Survival +13 Languages Giant SQ discoveries (infusion, lingering spirit, preserve organs [50%], improved beastform mutagen), hex (cauldron), poison use Combat Gear mind sentinel medallionE, potion of barkskin (2), potion of resist fire 10 (2), bloodroot (8); Other Gear blowgun, masterwork longspear, shawl of life-keepingE, steadfast gut-stoneE Alchemist’s Formula Book 2nd-level: barkskin, resist energy, see invisibility; 1st-level: anticipate peril, cure light wounds, enlarge person, shield, true strike Witch’s Familiar (Spell Poppet) 1st-level: cure light wounds, divine favor, enlarge person, identify, ill omenP, mask dweomer, obscuring mist, unseen servant; cantrips: arcane mark, bleed, dancing lights, daze, detect magic, detect magic, detect poison, guidance, light, mending, message, putrefy food and drinkP, read magic, resistance, spark, stabilize SOURCEBOOK REFERENCES P: see the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™ E: see the Pathfinder® Roleplaying Game: Ultimate Equipment ™ sourcebook BUILD NOTES The aim of this unconventional character build is to provide a memorable shaman or leader for any adventure featuring trolls or other intelligent, monstrous NPCs. The combination of a troll’s Strength and Constitution, the beastmorph alchemist’s improved beastform mutagen, and spells like barkskin, enlarge person, mage armor, and shield should produce a powerful and effective combatant with a unique suite of abilities. Extracts and potions of resist energy offer the troll witchdoctor all-important energy resistances. The witchdoctor’s Eldritch Claws feat allows it to overcome some types of DR. The Diehard feat, the shawl of life-keeping, and the lingering spirit discovery offer extraordinary durability to the witchdoctor, as do limited healing extracts and the preserve organs discovery. The witchdoctor’s various potions and even extracts (thanks to his infusion discovery) can be doled out and shared among his already-fearsome troll allies for combat support. TACTICAL NOTES The troll witchdoctor is significantly more effective when it has a moment to prepare before combat. The best way to ensure that the witchdoctor keeps this opportunity is by using the gravewalker witch archetype’s bonethrall ability to gain the service of one or two low-level undead to act as sentries, alerting the witchdoctor to any imminent threats by shrieking or raising an alarm if approached. In a pinch, obscuring mist can buy some time to drink potions and extracts once combat has begun (though not much time, thanks to a low caster level). Enlarge person extracts are a first priority, as is a Strength-boosting beastform mutagen. If time permits, the troll witchdoctor should drink potions or extracts of barkskin, divine favor, mage armor, resist energy (acid or fire), see invisibility, and shield before initiating or joining a battle. If the witchdoctor expects serious trouble, unused extracts and potions of enlarge person and resist energy may be passed to allies. The Diehard feat and lingering spirit discoveries allow the witchdoctor to keep fighting until his hit point total reaches -37, and the shawl of life-keeping effectively increases that limit by another 10 points. The preserve organs discovery allows the witch-doctor to avoid 50% of all critical hits, and the medallion of mind shielding offers valuable resistance to mind-affecting spells and effects. The witchdoctor’s bombs (while relatively feeble by alchemist’s standards) remain potent options for ranged combat if forced to deal with airborne or distant enemies, as do poisons delivered via blowgun. An even better option for dealing with flying foes would be to use the improved beastform mutagen to gain access to a fly speed. PREPARED COMBAT STATISTICS With a (Strength-boosting, Intelligence-draining) improved beastform mutagen imbibed and potions or extracts of barkskin, divine favor, enlarge person, shield, and mage armor in effect, the troll witchdoctor’s statistics are as follows: CE Huge humanoid (giant); AC 25 (touch 10, flat-footed 25); Reflex +7; melee longspear +18/+13 (3d6+14/x3), bite +12 (2d6+5); or bite +17 (2d6+10), 2 claws +17 (1d8+10); ranged blowgun +8/+3 (1d4+1); or bomb +9 (3d6 fire, DC 13); special attacks (rend 1d8+14); Space 15 ft., Reach 15 ft.; Skills Craft (alchemy) +17 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Abandoned Arts Presents: NPC Arsenal No. 2: Troll Witchdoctor © 2013, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. CREDITS Authored and edited by Daron Woodson. Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Learn more about the Pathfinder Roleplaying Game at www.paizo.com.
textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/NPC Arsenal No. 2 Troll Witchdoctor.pdf
# 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Fin moves first Turn END SUOMUSSALMI (12/11/39). Elements of the Finnish 27th Infantry Regiment attack units of the Soviet 163rd Rifle Division as they at- tempt to evacuate to the east. SPECIAL RULES : Winter Movement is in effect. RUSSIAN FORCES VICTORY CONDITIONS: Marginal = Evacuate 10 units off Eastern Edge of the board. Tactical = Evacuate 15 units off Eastern Edge of the board. Decisive = Evacuate 20 units off Eastern Edge of the board. Elements of the Soviet 163rd Rifle Division (662nd Rifle Regiment, 759th Rifle Regiment, 86th Artillery Regiment, 203rd Anti-Tank Battalion, 222nd Tank Battalion, 163rd Reconnaissance Battalion). Set up first on Boards 2 and 3. x11 FINNISH FORCES Elements of the Finnish 27th Infantry Regiment. Set up second on Board 1. x2 x2 x2 x5 x2 x5 x2 x8 x9 x2 x16 x10 x9 x2 x12 x2 x2 VICTORY CONDITIONS: Marginal = Destroy 14 Russian units. Tactical = Destroy 17 Russian units. Decisive = Destroy 20 Russian units. N 2 3 1 Map Configuration # 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Fin moves first Turn END PanzerBlitz Situation PS-2 TOLVAJARVI (12/12/39). Elements of the Russian 139th Rifle Division find themselves surrounded by the Finnish 16th Infantry Regi- ment and desperately try to break out to the east before the Finns destroy them. SPECIAL RULES : Winter Movement is in effect. RUSSIAN FORCES VICTORY CONDITIONS: Marginal = Evacuate 10 units off Eastern Edge of the board. Tactical = Evacuate 20 units off Eastern Edge of the board. Decisive = Evacuate 25 units off Eastern Edge of the board. Elements of the Soviet 139th Rifle Division (364th Rifle Regiment, 609th Rifle Regiment, 169th Tank Battalion, 139th Reconnaissance Battalion). Set up first on Board 1. FINNISH FORCES Elements of the Finnish 16th Infantry Regiment (reinforced). Set up second on Boards 2 and 3. VICTORY CONDITIONS: Marginal = Destroy 15 Russian units. Tactical = Destroy 20 Russian units. Decisive = Destroy 35 Russian units. N 3 1 2 Map Configuration 2 2 PanzerBlitz Situation PS-1 x2 x5 x2 x2 x12 x2 x2 x8 x2 x3 x16 x24 x12 x3 x8 x12 x8 # 1 2 3 4 5 6 7 8 9 10 Rus moves first Turn END SAIJA (12/13/39). Finish frontier troops move to block Russian units attempting to encircle the port of Petsamo in the far northern Arctic regions of Finland. SPECIAL RULES : Winter Movement is in effect. Also, the hexes of the town of Adski are presumed to be Woods hexes for this scenario. RUSSIAN FORCES VICTORY CONDITIONS: Russians win if they control all the hexes of the town of Uschas (Saija) at the end of the game. Elements of the Russian 112th Rifle Division. Enter along the northern edge of the board on Turn 1. x2 FINNISH FORCES Elements of Detachment Pennanen. Enter along the southern edge of the board on Turn 1. x6 x2 x2 x2 x2 x9 x3 x2 VICTORY CONDITIONS: Finns win if they prevent the Russian victory conditions. N 1 Map Configuration # 1 2 3 4 5 6 7 8 9 10 11 12 Rus moves first Turn END PanzerBlitz Situation PS-4 SUMMA (2/1/40). Russian units assault a section of the Mannerheim Line defended by the Finns. SPECIAL RULES : Winter Movement is in effect. Units inside forts are secretly placed by the Finnish player during setup (blank units are used as dummies). Individual units that fire from a fort are revealed when they first fire. When a fort is close assaulted or dispersed, reveal all counters within and discard the blanks. RUSSIAN FORCES VICTORY CONDITIONS: Marginal = Destroy 10 Finnish units. Tactical = Destroy 15 Finnish units. Decisive = Establish a corridor four hexes wide, free of Finnish units, from the east side to the west side of the board by the end of the game. Elements of the Soviet 100th Rifle Division, supported by the 13th and 20th Tank Brigades. Enter anywhere along the eastern edge of the board on Turn 1. FINNISH FORCES Elements of the Finnish 7th Infantry Regiment. Set up on Boards 1 and 2. VICTORY CONDITIONS: Marginal = Destroy 10 Russian units. Tactical = Destroy 15 Russian units. Decisive = Destroy 20 Russian units. N 2 1 3 Map Configuration PanzerBlitz Situation PS-3 x2 x3 x2 x6 x6 x4 x6 x2 x16 x6 x3 x3 x2 x4 x2 x14 x2 Blank Counters x2 x6 x4 x4 x6 x6 x8 x2 x5 x8 x6 x2 # 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Fin moves first Turn END NAYKKIJARVI (2/26/40): Units of the Finnish army, supported by tanks, attempt to recapture an important town held by elements of the Russian Army. SPECIAL RULES : Winter Movement is in effect. RUSSIAN FORCES VICTORY CONDITIONS: Marginal = Control one hex of Bednost at the end of the game. Tactical = Control two hexes of Bednost. Decisive = Control all three hexes of Bednost. Elements of the Russian 84th Rifle Division (201st Rifle Regiment, 122nd Anti-Tank Battalion, 84th Reconnaissance Battalion). Set up first anywhere on hill 132 on board 2. x2 FINNISH FORCES Elements of the Finnish 5th Infantry Division (67th Infantry Regi- ment, 5th Artillery Regiment), supported by the 4th Independent Tank Company. Set up second on board 1. x8 x5 x3 x2 x3 x8 x3 VICTORY CONDITIONS: Marginal = Destroy 8 Russian units. Tactical = Control Bednost at the end of the game. Decisive = Destroy at least 8 Russian units and control Bednost. N 1 2 Map Configuration # 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Rus moves first Turn END PanzerBlitz Situation PS-6 TALI (3/8/40). Elements of the Finnish Army defend against what proves to be the final attack of the Winter War by the Russians before Finland sues for peace. SPECIAL RULES : Winter Movement is in effect. RUSSIAN FORCES VICTORY CONDITIONS: Win by having a line from the east side to the west side of the board covered by units, and fire from units, at the end of the game. Elements of the Finnish 3rd Infantry Regiment. Set up anywhere on the board. FINNISH FORCES Elements of the Russian 123rd Rifle Division (245th Rifle Regiment, 255th Rifle Regiment, 41st Tank Battalion) and the 39th Tank Bri- gade. Enter anywhere along the northern edge of the board on Turn 1. VICTORY CONDITIONS: Win by having a corridor four hexes wide from the north side to the south side of the board free of Finnish units, and fire from them, at the end of the game. N 2 3 2 Map Configuration 1 PanzerBlitz Situation PS-5 x2 x2 x9 x10 x6 x2 x2 x2 x6 x6 x3 x2 x2 x4 x8 x2 # 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Fin moves first Turn END KARKUMAKI (12/6/41). Units of the Finnish army have pushed deep into East Karelia and have come up against strong Russian forces near Karkumaki. SPECIAL RULES : Winter Movement is in effect. RUSSIAN FORCES VICTORY CONDITIONS: Marginal = Destroy 10 Finish units. Tactical = Destroy 15 Finish units. Decisive = Destroy 25 Finish units. Elements of the Soviet 71st Rifle Division (126th Rifle Regiment, 2nd Ski Brigade, 86th Artillery Regiment, 467th Anti-Tank Battalion, 548th Heavy Mortar Battalion) and the 124th Tank Battalion). Set up on Boards 1 and 2. x4 FINNISH FORCES Units of the Finnish 1st Jaeger Brigade, including the Finnish Tank Battalion, and supported by the 11th, 12th, and 15th Artillery Bat- talions. Enter along the western edge of the board on Turn 1. x2 x3 x6 x6 x2 x4 x2 x2 x2 x2 x4 x5 x18 x3 x6 VICTORY CONDITIONS: Marginal = Destroy 15 Russian units. Tactical = Destroy 15 Russian units and control all of Hill 132 at the end of the game. Decisive = Destroy 25 Russian units and control all of Hill 132. N 2 2 1 Map Configuration # 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Fin moves first Turn END PanzerBlitz Situation PS-8 OSINOVETS (7/17/42). Hypothetical attack by the Finnish Tank Division and Cavalry Brigade on the supply center located in Osinovets which is defended by a Russian rifle division. SPECIAL RULES : Forts may not be set up in Town hexes. RUSSIAN FORCES VICTORY CONDITIONS: Marginal = Control the town of Zabvenia at the end of the game. Tactical = Destroy 10 Finnish units and control Zabvinia. Decisive = Destroy 15 Finnish units and control Zabvinia. Elements of the Russian 21st Rifle Division (116th Rifle Regiment, 172nd Anti-Tank Battalion, 341st Light Tank Battalion). Set up on Board 3. FINNISH FORCES Elements of the Finnish Tank Division and Cavalry Brigade. Enter anywhere along the western edge of the board on Turn 1. VICTORY CONDITIONS: Marginal = Control the town of Zabvenia at the end of the game. Tactical = Destroy two forts and control Zabvenia. Decisive = Destroy all four forts and control Zabvenia. N 1 3 2 Map Configuration 3 PanzerBlitz Situation PS-7 x5 x2 x6 x2 x4 x2 x2 x7 x5 x5 x2 x2 x4 x10 x6 x5 x2 x8 x2 x12 x2 x2 x2 x10 x2 x10 x4 x3 x3 x2 N 1 2 3 4 5 6 7 8 9 10 11 12 Rus moves first Turn END KUUTERSELKA (6/13/44). The Finnish Tank Division makes a counterattack against the ad- vanced elements of the Russian 109th Rifle Corps which results in a massive meeting engagement in the strategic heights near Kuuterselka. SPECIAL RULES : None RUSSIAN FORCES VICTORY CONDITIONS: Marginal – Destroy 10 Finnish Armored Units (T-20’s do not count). Tactical – Destroy 20 Finnish units (including 10 Armored Units). Decisive - Control Hill 132 (all Hilltop hexes) at the end of the game. Elements of the Russian 109th Rifle Corps (72nd Rifle Division, 1st Tank Brigade, 27th Guards Heavy Tank Regiment, 31st Guards Heavy Tank Regiment, 1439th Heavy Self-Propelled Artillery Regi- ment). Set up first on Board 1. x2 FINNISH FORCES Elements of the Finnish Tank Division. Set up second on Board 3. x6 x2 x8 x2 x3 x10 x5 x5 x3 x2 x4 VICTORY CONDITIONS: Marginal – Destroy 10 Russian Units. Tactical – Destroy 20 Russian Units. Decisive - Prevent the Russians from controlling Hill 132 at the end of the game. Map Configuration # 1 2 3 4 5 6 7 8 9 10 Rus moves first Turn END PanzerBlitz Situation PS-10 VIIPURI (6/22/44). Elements of the Russian 108th Rifle Corps as- sault units of the Finnish 20th Infantry Brigade, who after repeated attacks, finally broke and retreated by the end of the day, but bought enough time for the city of Viipuri to be evacuated. SPECIAL RULES : None RUSSIAN FORCES VICTORY CONDITIONS: Finns win by preventing the Russian victory conditions. Elements of the Russian 108th Rifle Corps (90th Rifle Division, 45th Guards Rifle Division, 37th Guards Tank Brigade). Enter anywhere along the eastern edge of the board. FINNISH FORCES Elements of the Finnish 20th Infantry Brigade. Set up on Boards 1 and 3. VICTORY CONDITIONS: Russians win by having a corridor six hexes wide across the board, from the east side to the west side, free of Finnish units or their lines of fire, at the end of the game. N 3 3 2 Map Configuration 2 # PanzerBlitz Situation PS-9 x6 x10 x8 x6 x9 x2 x6 x2 x18 x3 x3 x3 1 1 3 2 x2 x3 x4 x9 x2 x18 x6 x3 x6 x2 x2 x17 x4 x6 x2 x2 x8 x6 x6 x2 x9
textdata/thevault/Panzer Leader & Panzer Blitz/Winter War Between Russia and Finland/WinterWarScenariosRevised2015.pdf
The Flagellant A Dungeon World Playbook by Radulf St. Germain The Flagellant Name Dwarf – Snorri, Baldric, Ungi, Gorek, Bingi, Walla, Gerta Human – Castius, Baltar, Ignatz, Severus, Severina, Lupina, Felina Level XP Look Eyes – crazy, squinty, empty Body – emaciated, crippled, skeletal Hair – wild, bald, tonsure, bald and single braid Skin – scarred, dirty, sore-covered, heavily tattooed Armor Hit Points (Con+10) Damage 1D6 Alignment o Lawful (Punish somebody for a minor infraction) o Good (Take on the pain for somebody else) o Evil (Increase the amount of suffering in the world) Race o Human: You gain a +1 on your Guided by God’s Will rolls. o Dwarf: You only take 1d4 damage when you whip yourself due to a low Guided by God’s Will roll. Attributes Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1) Strength o Weak -1 Dexterity o Shaky -1 Constitution o Sick -1 Intelligence o Stunned -1 Wisdom o Confused -1 Charisma o Scarred -1 Bonds ___________ is too soft to make it. ___________ seems to share your understanding of the value of pain. You feel that _____________ is straying from the path preordained by the gods. __________ is trying to make you stray from the proper path. Starting Abilities Guided by God’s Will: When you take a moment to send a prayer to your god, roll +Wis 10+ You gain 3 hold. Spend each hold after a successful attack to increase your damage by 1d4. 7-9 If you whip yourself for 1d6 damage, you gain 2 hold (useable as described above). Otherwise, you gain only 1 hold. 6- You suffer -1 on all rolls (excl. Last Breath) for the remainder of the current situation. (The GM will tell you when this effect ends.) Holy Hermit: You only need half rations while travelling. Chose one of the following abilities: o Frenzy: Whenever you take one or more points of damage, you take +1 forward on your next Hack&Slash roll. o Strong in the Flesh: You can use Con instead of Wis when rolling Guided by God’s Will. o Mental Strength: You can use your Wisdom modifier as armor value. However, this does not stack with other armor, including shields. Also, chose your god: o God of Suffering: When you take damage, you can chose to become Sick instead unless you are already sick. However, you cannot Carouse. o God of Justice: When you take damage, you can chose to become Scarred instead unless you are already scarred. However, you cannot lie to figures of authority. (The GM will tell you who cannot be lied to.) o God of Madness: When you take damage, you can chose to become Confused instead unless you are already confused. However, whenever you use Discern Realities and roll 6 or less, you suffer from a hallucination. Equipment Scourge (messy, forceful, reach) Torn robes Adventuring Gear (5 uses) Rations (5 uses) Advanced Moves When you gain a level from 2-10, you may choose from these moves. o Kiss of the Leash: When you take 5 or more points of damage, you automatically gain one hold as if having used Guided by God’s Will. o Impact Play: When you roll 7 or more on your check for Guided by God’s Will, you gain 1 additional hold. o Mortified Flesh: You increase your armor value by 1. o Shades of Gray: You inflict 1d6 instead of 1d4 with your hold from Guided by God’s Will. o Mind over Matter: When you are called to Defy Danger based on Con, you can use Wis instead. o Penance: You can whip yourself to end any one magical effect you are currently suffering from. You are weak or shaky afterwards (your choice). You cannot chose weak or shaky if you already suffer from that condition. However, you may take weak if you are shaky and vice versa. o Mighty Scourge: You increase your damage die by one category. However, this also applies to the damage you suffer yourself. Dwarves go up to d6 for the damage they inflict on themselves. o Fist of Jysus: You can spend one of your holds from Guided by God’s Will to strike fear into an enemy who can see you. This enemy will not attack you unless you attack them first. o Pain in Many Forms: You gain an advanced move from another class. Treat your level as one level lower. o Painful Vigil: You automatically succeed on Take Watch moves as if you had rolled a 12. When you gain a level from 6-10, you may choose from these moves. o Lash of the Penitentes: When you roll 7 or more on your check for Guided by God’s Will, you gain 1 additional hold. (Stacks with Impact Play.) o Gelding: People can no longer manipulate your emotions. You are immune to mundane fear, charm, moral pressure etc. o Shades of Black: You increase your damage from hold from Guided by God’s Will by +2. o Dayspring: You can use one of your hold from Guided by God’s Will to mark an enemy (after successfully hitting them). Any attack on the enemy will double damage for the scene. o Healing Prayer: During Make Camp you heal to your maximum hit points.
textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/Dungeon World - Playbook - The Flagellant.pdf
2/26/2019 Path of the Cyclone | GM Binder https://www.gmbinder.com/documents/print/-LSxBeWqC84STbo-FQ98 1/1 Path of the Cyclone Path of the Cyclone The Path of the Cyclone is one that needs to be seen in action to be believed. The Barbarians that follow it are a flighty lot, often moving from place to place without rhyme or reason. On the battlefield, however, they can never seem far away enough, hounding their opponents with an inexorable onslaught of razor sharp winds, turning the area around them into an inhospitable zone of carnage. Those who walk this Path enjoy freedom above most other things, perhaps a reflection of its supposed origin from the Elemental Plane of Air. Barbarians of this path, especially its air genasi members, often have strange wind based quirks about them, which you can choose from the table below. Cyclone Quirks d6 Quirk 1 Objects like paper and leaves move in your presence 2 Your hair and clothing always looks wind blown 3 You find yourself occasionally turning without realising 4 You're always idly making circles with your limbs 5 Wind usually seems to blow harder when you're nearby 6 The howl of a storm is always on the edge of hearing Path of the Cyclone Features Path of the Cyclone Features Barbarian Level Feature 3rd Twister 6th Gale Force 10th Touchdown 14th Death Funnel Twister Twister Starting when you choose this path at 3rd level, you become a whirlwind of blood and fury. While you're raging, as an action you can begin to spin rapidly enough to generate a tornado of slicing winds. Until the start of your next turn, when a creature starts its turn within 5 feet of you while you are spinning in this way, or moves within 5 feet of you for the first time on a turn, it must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). A target takes slashing damage equal to 1d6 + your Strength modifier + your Rage Damage bonus on a failed save, or half as much damage on a successful one. The damage die increases when you reach certain levels in this class, increasing to 2d6 at 6th level, and 3d6 at 10th level. Your spin ends early if your speed becomes 0, your rage ends, or if you voluntarily end it (no action required). Additionally, until the end of your next turn, your rage can't end early as a result of not attacking a creature. Gale Force Gale Force At 6th level, while you are spinning, the area within 5 feet of you is considered difficult terrain. Additionally, when a creature makes a saving throw against your Twister ability, you can use your reaction to put additional force into the blow. If the creature fails its saving throw, it is knocked prone or pushed up to 10 feet away from you (your choice). Art Credits Art is Storm by Oliver Mootoo. Touchdown Touchdown At 10th level, while you aren't incapacitated, you can choose to glide when you would normally fall. While gliding in this way, you safely descend 60 feet per round, and you can move up to 1 foot horizontally for every 1 foot you descend. Death Funnel Death Funnel Starting at 14th level, when you use your action to begin spinning, each creature within 5 feet of you takes slashing damage equal to 1d6 + your Strength modifier + your Rage Damage bonus.
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/BladeBlot Brew/Barbarian - Path of the Cyclone (BBB).pdf
OUT IN THE FIELD Before arriving at the Western Reaches, each of the diverse characters of Blackstone Fortress lived dangerous lives filled with vicious skirmishes, perilous missions and daring exploits – the kind of engagements that are perfect for games of Kill Team. USING YOUR BLACKSTONE FORTRESS MINIATURES IN KILL TEAM The rules presented here are intended to allow players to use the miniatures contained within Warhammer Quest Blackstone Fortress in their games of Kill Team. Each of the explorers has been presented as a new datasheet, allowing you to take these varied characters as part of your existing kill teams, either as unique specialists or as Commanders. You will also find a complete set of rules for using Obsidius Mallex and his Servants of the Abyss, including datasheets for these miniatures and Tactics for this warband of the Black Legion. Beta Rules The rules presented here are in a beta state. As such they might change over time, or be reprinted elsewhere with modifications. We would like to take this opportunity to allow players to give us feedback on these rules; you can send any comments or suggestions to us at our Kill Team FAQ email address, [email protected]. Whilst these rules have been written for use in all types of Kill Team games – including matched play games – if you intend to use them at organised events, it is ultimately up to the event organiser as to whether these rules will be allowed or not (as is the case with all of our beta rules). 1 JANUS DRAIK ROGUE TRADER NAME M WS BS S T W A Ld Sv Max Janus Draik 6" 3+ 3+ 3 3 4 3 9 4+ 1 This model is armed with a monomolecular rapier, heirloom pistol and an archeotech grenade. WEAPON RANGE TYPE S AP D ABILITIES Heirloom pistol 12" Pistol 1 4 -2 2 - Monomolecular rapier Melee Melee User -4 1 - Archeotech grenade 6" Grenade D3 6 -1 D3 You can only use this weapon once per battle. ABILITIES Multi-Spectral Auspicator: Re-roll hit rolls of 1 for attacks made by this model. Concealed Archeotech Weapon: Once per battle, at the start of the Fight phase, pick one enemy model within 1" of this model and roll a dice; on a 4+ the target model suffers D3 mortal wounds. Disruption Field Generator: This model has a 4+ invulnerable save. Rogue Trader: This model cannot be affected by any Tactics or abilities that affect models with a particular Faction keyword. SPECIALISTS Leadership FACTION KEYWORD Adeptus Astartes, Astra Militarum, Adeptus Mechanicus KEYWORDS Imperium, Astra Cartographica, Commander, Infantry, Rogue Trader, Janus Draik TADDEUS THE PURIFIER MINISTORUM PRIEST NAME M WS BS S T W A Ld Sv Max Taddeus the Purifier 6" 4+ 4+ 3 3 4 3 7 6+ 1 This model is armed with a laspistol, servo-stubber and power maul. WEAPON RANGE TYPE S AP D ABILITIES Laspistol 12" Pistol 1 3 0 1 - Servo-stubber 12" Pistol 3 4 0 1 - Power maul Melee Melee +2 -1 1 - ABILITIES Zealot: You can re-roll failed hit rolls for attacks made by this model in a battle round in which it charged or was charged. Rosarius: This model has a 4+ invulnerable save. War Hymns: Add 1 to the Attacks characteristic of Astra Militarum models whilst they are within 6" of any friendly Ministorum Priests. SPECIALISTS Ferocity FACTION KEYWORD Astra Militarum KEYWORDS Imperium, Adeptus Ministorum, Commander, Infantry, Ministorum Priest, Taddeus the Purifier 2 PIOUS VORNE MISSIONARY ZEALOT NAME M WS BS S T W A Ld Sv Max Pious Vorne 6" 3+ 4+ 3 3 3 3 7 7+ 1 This model is armed with Vindictor. WEAPON RANGE TYPE S AP D ABILITIES Vindictor (shooting) 8" Assault D6 5 -1 1 This weapon automatically hits its target. If the target is a Chaos model, roll two D6 to determine the number of attacks made with this weapon and discard the lowest result. Vindictor (melee) Melee Melee +1 -1 1 - ABILITIES Specialist Retainer: This model is always a Zealot specialist, but this does not count towards the maximum number of specialists in your kill team. Maniacal Fervour: Roll a D6 each time this model loses a wound; on a 5+ that wound is not lost. Zealot: You can re-roll failed hit rolls for attacks made by this model in a battle round in which it charged or was charged. SPECIALISTS Zealot FACTION KEYWORD Astra Militarum KEYWORDS Imperium, Adeptus Ministorum, Infantry, Pious Vorne REIN AND RAUS RATLING TWINS NAME M WS BS S T W A Ld Sv Max Rein 6" 5+ 2+ 2 2 2 1 6 6+ 1 Raus 6" 5+ 2+ 2 2 2 1 6 6+ 1 If one of these models is included in your kill team, you must also include the other. Rein is armed with a sniper rifle and stub pistol. Raus is armed with a stub pistol and demolition charge. WEAPON RANGE TYPE S AP D ABILITIES Sniper rifle 36" Heavy 1 4 0 1 A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage. Stub pistol 9" Pistol 1 4 0 1 - Demolition charge 6" Grenade D6 8 -3 D3 This weapon can only be fired once per battle. ABILITIES Specialist Retainer: Rein is always a Sniper specialist, but this does not count towards the maximum number of specialists in your kill team. Grappling Hook: Raus can climb any distance vertically (up or down) when he makes a normal move – do not measure the distance moved in this way. The Ratling Twins: You can re-roll failed hit and wound rolls when shooting with Rein’s sniper rifle if the target is also visible to Raus. Naturally Stealthy: When an opponent makes a hit roll for a shooting attack that targets Rein or Raus, and the target model is obscured, that hit roll suffers an additional -1 modifier. Shoot Sharp and Scarper: Immediately after making a shooting attack with Rein or Raus (other than firing Overwatch), the firing model can move as if it were the Movement phase (though it cannot Advance as part of this move). SPECIALISTS Sniper (Rein only) FACTION KEYWORD Astra Militarum KEYWORDS (REIN) Imperium, Militarum Auxilla, Infantry, Ratling, Rein KEYWORDS (RAUS) Imperium, Militarum Auxilla, Infantry, Ratling, Raus 3 ESPERN LOCARNO IMPERIAL NAVIGATOR NAME M WS BS S T W A Ld Sv Max Espern Locarno 6" 5+ 5+ 3 3 3 2 7 6+ 1 This model is armed with a laspistol and force-orb cane. WEAPON RANGE TYPE S AP D ABILITIES Laspistol 12" Pistol 1 3 0 1 - Force-orb cane Melee Melee User 0 D3 - ABILITIES Psychic Barrier: This model has a 4+ invulnerable save. The Third Eye: When this model attempts to manifest the Psybolt psychic power, select an enemy model within 12" of and visible to it before making the Psychic test – if there are none, it cannot attempt to manifest Psybolt this phase. If the power is successfully manifested, the model you chose suffers the mortal wounds, even if another enemy model is closer to this model. PSYKER This model can attempt to manifest one psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power. SPECIALISTS Psyker FACTION KEYWORD Astra Militarum KEYWORDS Imperium, Navis Nobilite, Commander, Infantry, Psyker, Navigator, Espern Locarno UR-025 IMPERIAL ROBOT NAME M WS BS S T W A Ld Sv Max UR-025 5" 3+ 3+ 5 5 4 2 8 3+ 1 This model is armed with a Mk I assault cannon and a power claw. WEAPON RANGE TYPE S AP D ABILITIES Mk I assault cannon 24" Heavy 4 5 -1 1 - Power claw Melee Melee x2 -3 D3 When attacking with this weapon, subtract 1 from the hit roll. ABILITIES Specialist Retainer: This model is always a Heavy specialist, but this does not count towards the maximum number of specialists in your kill team. Self-repair Systems: At the start of each battle round, this model regains 1 lost wound. Something Isn't Quite Right…: This model is not treated as a model in your kill team for the purposes of Canticles of the Omnissiah. SPECIALISTS Heavy FACTION KEYWORD Adeptus Mechanicus KEYWORDS Imperium, Robotica Imperialis, Infantry, Imperial Robot, UR-025 4 DAHYAK GREKH KROOT TRACKER NAME M WS BS S T W A Ld Sv M Dahyak Grekh 7" 3+ 3+ 3 3 3 3 7 6+ 1 This model is armed with a kroot rifle and kroot pistol. WEAPON RANGE TYPE S AP D ABILITIES Kroot pistol 12" Pistol 1 4 0 1 - Kroot rifle (shooting) 24" Rapid Fire 1 4 0 1 - Kroot rifle (melee) Melee Melee +1 0 1 - ABILITIES Quarry Can’t Hide: This model does not suffer the penalty to hit rolls for the target being obscured. Concealed Booby Traps: If you select the Plant Traps strategy during the Scouting phase, you can booby- trap up to D3+1 pieces of terrain instead of up to D3. Fieldcraft: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier. SPECIALISTS Stealth FACTION KEYWORD T’au Empire, Kroot KEYWORDS Commander, Infantry, Dahyak Grekh AMALLYN SHADOWGUIDE ASURYANI RANGER NAME M WS BS S T W A Ld Sv Max Amallyn Shadowguide 7" 3+ 2+ 3 3 3 2 7 5+ 1 This model is armed with a ranger long rifle, power blade and plasma grenades. WEAPON RANGE TYPE S AP D ABILITIES Ranger long rifle 36" Heavy 1 4 0 1 A model firing a Ranger long rifle does not suffer the penalty to hit rolls for the target being at long range. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage. Power blade Melee Melee User -2 1 - Plasma grenade 6" Grenade D6 4 -1 1 - ABILITIES Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is charged by a Slaanesh model. However, you must add 1 to Nerve tests for this model if it is within 3" of any Slaanesh models. Battle Focus: If this model moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the model had remained stationary. Cameleoline Cloak: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier. Phase Crystal: This model has a 4+ invulnerable save and can move across models and terrain as if they were not there. SPECIALISTS Stealth FACTION KEYWORD Asuryani KEYWORDS Aeldari, Warhost, Commander, Infantry, Ranger, Amallyn Shadowguide 5 SERVANTS OF THE ABYSS KILL TEAMS If every model in your kill team has the Servants of the Abyss Faction keyword, you can use Servants of the Abyss Tactics. BLACKSTONE TRINKET Servants of the Abyss Tactic Use this Tactic is used when an enemy Psyker successfully manifests a psychic power within 6" of a Servants of the Abyss model from your kill team. Roll a D6. On a 4+ that psychic power has no effect. 2 COMMAND POINTS FULLY CHARGED Servants of the Abyss Tactic Use this Tactic at the start of the Shooting phase. Pick two Negavolt Cultist models from your kill team that are within 1" of each other. Add 1 to invulnerable saves made for these models until the end of this battle round. 2 COMMAND POINTS VETERANS OF THE LONG WAR Servants of the Abyss Tactic Use this Tactic when a Heretic Astartes model from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the model’s attacks that target Imperium models until the end of the phase. 2 COMMAND POINTS EXPENDABLE MINIONS Servants of the Abyss Tactic Use this Tactic when a Heretic Astartes model from your kill team is picked as the target of a shooting attack. Pick a Servants of the Abyss model (excluding Heretic Astartes models) from your kill team that is within 1" of that model – these attacks are resolved against that model instead. 1 COMMAND POINT OBSIDIUS MALLEX CHAOS LORD NAME M WS BS S T W A Ld Sv Max Obsidius Mallex 6" 2+ 2+ 4 4 5 4 9 3+ 1 This model is armed with a plasma pistol and thunder hammer. WEAPON RANGE TYPE S AP D ABILITIES Plasma pistol When attacking with this weapon, choose one of the profiles below. - Standard 12" Pistol 1 7 -3 1 - - Supercharge 12" Pistol 1 8 -3 2 On an unmodified hit roll of 1, the bearer is taken out of action. Thunder hammer Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll. ABILITIES Death to the False Emperor: If a model with this ability makes an attack in the Fight phase that targets an Imperium model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks. For the Dark Gods: You can re-roll failed hit rolls for this model if the target is an enemy Commander. Sigil of Corruption: This model has a 4+ invulnerable save. Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered. SPECIALISTS Fortitude FACTION KEYWORD Servants of the Abyss KEYWORDS Chaos, Heretic Astartes, Black Legion, Commander, Infantry, Obsidius Mallex 6 TRAITOR GUARDSMEN NAME M WS BS S T W A Ld Sv Max Traitor Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ - Traitor Guardsman Gunner 6" 4+ 4+ 3 3 1 1 6 5+ 2 Traitor Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ 1 This model is armed with a lasgun and frag grenades. Up to two Traitor Guardsmen in your kill team can be Traitor Guardsman Gunners, and one Traitor Guardsman in your kill team can be a Traitor Sergeant. A Traitor Sergeant is instead armed with a laspistol, chainsword and frag grenades. WEAPON RANGE TYPE S AP D ABILITIES Autopistol 12" Pistol 1 3 0 1 - Flamer 8" Assault D6 4 0 1 This weapon automatically hits its target. Lasgun 24" Rapid Fire 1 3 0 1 - Laspistol 12" Pistol 1 3 0 1 - Brutal assault weapon Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Frag grenade 6" Grenade D6 3 0 1 - WARGEAR OPTIONS • A Traitor Guardsman Gunner may replace their lasgun with a flamer or take krak grenades. • A Traitor Guardsman may replace their lasgun with an autopistol and brutal assault weapon or laspistol and brutal assault weapon. ABILITIES Servants of the Abyss: You can re-roll failed Nerve tests for this model whilst it is within 6" of a Heretic Astartes model from your kill team. SPECIALISTS Leader (Traitor Sergeant only), Heavy (Gunner only), Demolitions, Scout, Sniper, Veteran FACTION KEYWORD Servants of the Abyss KEYWORDS Chaos, Infantry, Traitor Guardsmen CHAOS BEASTMEN NAME M WS BS S T W A Ld Sv Max Chaos Beastman 6" 3+ 4+ 4 4 1 1 6 5+ - This model is armed with either a laspistol or autopistol, either a chainsword or brutal assault weapon, and frag grenades. WEAPON RANGE TYPE S AP D ABILITIES Autopistol 12" Pistol 1 3 0 1 - Laspistol 12" Pistol 1 3 0 1 - Brutal assault weapon Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Frag grenade 6" Grenade D6 3 0 1 - Krak grenade 6" Grenade 1 6 -1 D3 - ABILITIES Servants of the Abyss: You can re-roll failed Nerve tests for this model whilst it is within 6" of a Heretic Astartes model from your kill team. Savage Charge: Add 1 to the Strength and Attacks characteristics of this model in a battle round in which it charges. SPECIALISTS Leader, Combat, Demolitions, Veteran, Zealot FACTION KEYWORD Servants of the Abyss KEYWORDS Chaos, Infantry, Chaos Beastmen 7 NEGAVOLT CULTISTS NAME M WS BS S T W A Ld Sv Max Negavolt Cultist 6" 3+ 4+ 3 3 1 3 8 6+ - This model is armed with electro-goads. WEAPON RANGE TYPE S AP D ABILITIES Electro-goads Melee Melee +2 0 1 Each hit roll of 6+ made with this weapon scores 3 hits. ABILITIES Servants of the Abyss: You can re-roll failed Nerve tests for this model whilst it is within 6" of a Heretic Astartes model from your kill team. Fanatical Devotion: Each time this model loses a wound, roll a D6; on a 5+ the model does not lose that wound. Voltagheist Field: This model has a 5+ invulnerable save. After this model has charged, choose one of the target models within 1" and roll a D6. On a 6 that target model suffers 1 mortal wound. SPECIALISTS Leader, Combat, Veteran, Zealot FACTION KEYWORD Servants of the Abyss KEYWORDS Chaos, Infantry, Negavolt Cultists ROGUE PSYKER NAME M WS BS S T W A Ld Sv Max Rogue Psyker 6" 4+ 4+ 3 3 4 2 8 5+ - This model is armed with a laspistol and Chaos stave. WEAPON RANGE TYPE S AP D ABILITIES Laspistol 12" Pistol 1 3 0 1 - Chaos stave Melee Melee User -1 D3 - ABILITIES Servants of the Abyss: You can re-roll failed Nerve tests for this model whilst it is within 6" of a Heretic Astartes model from your kill team. Unrestrained Power: You can re-roll any dice rolls of 1 when taking a Psychic test for this model. However, this model suffers Perils of the Warp on any Psychic test roll of a double, not just double 1 or double 6. PSYKER This model can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic phase. It knows the Psybolt power. SPECIALISTS Leader, Comms, Veteran, Zealot FACTION KEYWORD Servants of the Abyss KEYWORDS Chaos, Infantry, Psyker, Rogue Psyker 8 BLACK LEGIONNAIRE NAME M WS BS S T W A Ld Sv Max Black Legionnaire 6" 3+ 3+ 4 4 1 1 7 3+ - This model is armed with a boltgun, bolt pistol, frag grenades and krak grenades. WEAPON RANGE TYPE S AP D ABILITIES Bolt pistol 12" Pistol 1 4 0 1 - Boltgun 24" Rapid Fire 1 4 0 1 - Frag grenade 6" Grenade D6 3 0 1 - Krak grenade 6" Grenade 1 6 -1 D3 - ABILITIES Death to the False Emperor: If a model with this ability makes an attack in the Fight phase which targets an Imperium model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks. Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered. SPECIALISTS Leader, Combat, Sniper, Veteran, Zealot FACTION KEYWORD Servants of the Abyss KEYWORDS Chaos, Heretic Astartes, Infantry, Black Legionnaire 9 EXPLORERS MODEL POINTS PER MODEL (Including wargear) Amallyn Shadowguide (Level 1) 30 Amallyn Shadowguide (Level 2) 35 Amallyn Shadowguide (Level 3) 50 Amallyn Shadowguide (Level 4) 60 Dahyak Grekh (Level 1) 25 Dahyak Grekh (Level 2) 30 Dahyak Grekh (Level 3) 40 Dahyak Grekh (Level 4) 50 Espern Locarno (Level 1) 30 Espern Locarno (Level 2) 40 Espern Locarno (Level 3) 50 Espern Locarno (Level 4) 60 Janus Draik (Level 1) 50 Janus Draik (Level 2) 65 Janus Draik (Level 3) 80 Janus Draik (Level 4) 105 Pious Vorne 15 Raus 10 Rein 8 Taddeus the Purifier (Level 1) 50 Taddeus the Purifier (Level 2) 55 Taddeus the Purifier (Level 3) 70 Taddeus the Purifier (Level 4) 85 UR-025 30 SERVANTS OF THE ABYSS MODEL POINTS PER MODEL (Not including wargear) Black Legionnaire 12 Chaos Beastman 7 Negavolt Cultist 9 Obsidius Mallex (Level 1) 125 Obsidius Mallex (Level 2) 140 Obsidius Mallex (Level 3) 155 Obsidius Mallex (Level 4) 170 Rogue Psyker 20 Traitor Guardsman - Traitor Guardsman Gunner - Traitor Sergeant 5 5 5 SERVANTS OF THE ABYSS MELEE WEAPONS WEAPON POINTS PER WEAPON Brutal assault weapon 0 Chainsword 0 Chaos stave 0 Electro-goads 0 Thunder hammer 0 SERVANTS OF THE ABYSS RANGED WEAPONS WEAPON POINTS PER WEAPON Autopistol 0 Boltgun 0 Bolt pistol 0 Flamer 3 Frag grenades 0 Krak grenades 0 Lasgun 0 Laspistol 0 Plasma pistol 0 10
textdata/thevault/Warhammer/40k/Kill Team/Resources/Datasheets/BlackStoneFortress/ENG_Blackstone_Fortress_Kill_Team_datasheets_v2.pdf
Path of the Demon The Path of the Demon is tantamount to a descent into madness, a furious darkness within that calls for one thing only: the death of its foes. Its origin can be hereditary, perhaps a tiefling whose blood runs strong, a dalliance between an ancestor and a demon, or sometimes intentional, via a ritual or sacrifice for power. Barbarians of this path often struggle to sate the beast inside, and during their rages that part of them rises to the surface with disturbing results. Rending claws, whipping tentacles, razor tipped horns; a demon in name and form. Path of the Demon Features Barbarian Level Feature 3rd Abyssal Alteration 6th Echo of the Void, It Stares Back 10th Bloodlust 14th Maximum Violence Abyssal Alteration Starting when you choose this path at 3rd level, your demonic corruption manifests as a physical tool of destruction. While raging, you grow a natural weapon you can use to make melee attacks with, with which you are proficient. When you hit with this weapon, the target takes an amount of damage equal to 1d10 + your Strength modifier, of a type decided by the choice made below. You gain additional benefits based on your weapon of choice. Whenever you enter your rage, choose one of the following: Pulverize. You grow a heavy tentacle, enlarge your limbs, or develop some other similar blunt adaptation. Your natural weapon deals bludgeoning damage, and when you hit a creature with it you can use your bonus action to attempt to shove them. Creatures shoved away from you in this way are pushed twice the normal distance. Skewer. You grow a pair of wicked horns, have your jaws transform into a monstrous maw, or develop some other similar puncturing adaptation. Your natural weapon deals piercing damage, and when you hit a creature with it you can use your bonus action to attempt to grapple them. While you are grappling a creature in this way, you cannot use your natural weapon against another target, and the creature takes an amount of piercing damage equal to your Strength modifier whenever they make an attempt to break the grapple. Rend. You grow a bladed tail, extend your nails in to jagged claws, or develop some other similar cutting adaptation. Your natural weapon deals slashing damage, and when you hit a creature with it you can use your bonus action to attempt to wound them. The creature must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or take additional damage equal to your Strength modifier and have their speed reduced by 10 feet until the end of their next turn. Echo of the Void Beginning at 6th level, you can release the roaring sound of the abyss as a ruinous force. When you enter your rage, you can unleash a 30 foot cone of discordant noise powerful enough to shatter earth and bone. Art Credit Art is Emissary of Darkness(adv)- Legend of the Cryptids by James Zapata. Each creature within that area must make a Constitution saving throw (DC equal to 8 + your Proficiency bonus + your Strength modifier). On a failed save, a creature takes 3d6 thunder damage and is pushed 15 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured Objects that are completely within the area of effect are automatically pushed 15 feet away from you by this effect, and you emit an otherworldly scream audible out to 300 feet. It Stares Back Also at 6th level, you gain an understanding of the hateful tongue of demons. You learn to speak, read, and write abyssal. Additionally, your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Bloodlust Beginning at 10th level, you are aware of the location of any creature within 30 feet of you that doesn't have all of its hit points. This feature has no effect on undead or constructs. Maximum Violence Starting at 14th level, when you use your Reckless Attack feature while raging and make at least two attacks against the same target, you can make one additional attack against it using your natural weapon. If this attack kills the target, any creature friendly to it that is within 15 feet of it and sees its death must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency bonus + your Strength modifier) or be frightened of you for 1 minute. A creature frightened by this effect makes another Wisdom saving throw at the end of each of its turn. On a successful save, it is no longer frightened. Once you use this feature, you can't use it again until you finish a short or long rest.
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/BladeBlot Brew/Barbarian - Path of the Demon (BBB).pdf
Semita Errabunda 12 Characteristics: Int +1, Per +1, Pre +2(*), Com 0(*), Str –1, Sta 0, Dex 0, Qik +2 (*+1 Pre and Com with sexually compatible characters) Size: –1 Age: 20 (14) Decrepitude: 0 Warping Score: 0 (0) Virtues and Flaws: Covenfolk, Faerie Blood (Satyr), Second Sight, Unaging; Small Frame, Disfigured (cat’s eyes and ears), Cursed (can’t bear the touch of iron) Personality Traits: Fastidious +3, Flirtatious +2, Fae +1 Reputations: None. Combat: Brawling (fist): Init +2, Attack +2, Defense +4, Damage –1 Soak: 0 Fatigue Levels: OK, –1, –3, –5, Unconscious Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated (13–16) Abilities: Latin 3 (Hermetic usage), Animal Handling 1 (chickens), Athletics 0+1 (run), Awareness 2 (search), Bargain 2 (domestic produce), Brawl 1 (fist), Carouse 3 (wild fun), Charm 3 (flirt- ing), Chirurgy 0 (1) (first aid), Craft: keep house 2 (cook), Faerie Lore 3 (forest), Folk Ken 3 (young men), Guile 3 (fast talk), Home Village Lore 2 (peo- ple), Intrigue 2 (gossip), Latin 3 (Hermetic usage), Living Language 5 (peasants), Music 3 (sing), Second Sight 4 (faeries), Survival 0 (1) (woods), Teaching 0 (2) (babies) Equipment: None Encumbrance: 0 (0) Oldest (but youngest looking) daughter of a local village wise woman (or witch, depending on your view), she has the strong ties to færie in her blood. Her appearance is most exotic – beautiful but alien. If she did not show her ancestry she'd be beautiful, but she has long, mobile and pointed cat-like ears, which she adorns with rings; her eyes are wide and slanted with eyebrows long and dark above them. The irises of her eyes are bright green, and have a slit pupil; they reflect bright at night. As a child she often ran wild in the woods, chasing and playing with the minor forest faeries; as a teenager she chased the boys and flirted – the lads think she and her sisters are exotic, wild and beauti- ful (true), their mothers and the young women think them harlots, or worse. She joined the covenant as wife to one of the turb, relieving her mother of her increasingly irksome presence (no village lad would actually marry her!). She thinks herself special (she must have special tools so as not to touch iron – hurts her as if burning hot) and very beautiful (she is vain, and proud of her ears), and above the other grogs. She is fastidious about staying clean and neat, often preening and checking her appearance; she cannot abide getting dirty, let alone sleeping rough. Magi may force her to accompany field missions, where her Sight is use- ful, but she complains endlessly about the hardships of field travel, and her desire to be back in decent living conditions again. (She might be bribed with rings for her ears.) She ages slowly, as the years slip past her: it seems she will never grow up, or if she does, will never grow old. Although she is now 20 years old, she appears only 14 (she has hardly aged since 12). Amelle by Neil Taylor
textdata/thevault/Ars Magica [multi]/5th edition/Semita Errabunda/Grogs/Amelle - The Faerie-Blooded.pdf
COMMON Monster #W #L @L badgers 1-2 2-5 9 bandits (T/1) 2-5 3-30 6 bats, cave 1-6 1-100 24 bears, black 1-2 1-3 3 beetles, giant bomb. 1-6 3-12 — beetles, giant boring 1-5 3-18 12 beetles, giant fire 1-6 2-12 3 beetles, giant stag 1-5 2-12 — beetles, giant tiger 1-3 2-8 — boars, wild 1-3 1-12 3 centipedes, giant 2-8 2-24 1 dogs, wild 1-4 4-16 5 falcons, normal 1 1-2 4 hawks, normal 1 1-6 6 hunters (F/0) 1-6 2-12 3 insect swarm 1 1-3 — lycan., werewolf 1-6 2-12 7 ogres 1-6 2-12 6 orcs 2-8 2-60 10 owls, normal 1-3 2-12 5 patrol (humans) 2-5 2-12 2 rats, normal 2-20 5-50 6 rats, giant 3-18 3-30 3 ravens, normal 1-8 4-32 9 skunks, giant 1 1-3 3 spiders, huge 1-2 1-12 15 spiders, large 1-3 2-20 18 toads, giant 1-3 1-12 — weasels, normal 1-2 1-6 3 wolves 1-5 2-20 3 #W=no. appearing as wandering monsters #L=no. appearing in lair @L=chance-in-30 of encountering monster while in its lair Roll 1d30 [1-15=common; 16-25=uncommon; 26-29=rare; 30=very rare] Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 UNCOMMON Monster #W #L @L badgers, giant 1 1-3 3 basilisks 1-2 1-4 12 bats, giant 1-3 3-18 15 bears, brown 1-2 1-6 5 bears, cave 1 1-2 6 beetles, giant rhino 1-2 1-6 — boars, giant 1-2 2-8 3 bugbears 2-8 5-20 7 footpads (T/2) 2-5 2-24 6 ghouls 1-6 2-16 6 gnolls 1-6 3-18 6 goblins 2-8 6-60 12 griffon 1 2-16 7 hobgoblins 1-6 4-24 7 killer bees, giant 1-6 5-30 15 kobolds 4-16 6-60 12 manticore(s) 1 1-4 6 owls, giant 1-2 2-5 2 porcupines, giant 1-2 1-6 6 ravens, giant 1-4 4-16 6 robber flies 1-6 2-12 — robbers (T/3) 2-5 2-20 6 scorpions, huge 1 1-3 18 scorpions, giant 1 1-4 15 slug, giant 1 1-6 21 snakes, constrict. 1-3 1-8 — snakes, poison. 1-3 1-6 — spiders, giant 1-3 1-8 stirges 1-6 3-30 18 weasels, giant 1 1-3 5 Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 RARE Monster #W #L @L ankhegs 1-2 1-6 4 bats, huge 1-2 1-8 9 berserkers 1-6 3-30 3 burglars (T/4) 1-4 2-20 6 centaurs 1-6 4-24 2 cockatrices 1-2 1-6 9 cutpurses (T/5) 1-4 2-16 6 elves 1-4 2-24 3 ghasts 1-2 1-6 3 halflings 3-18 5-40 21 harpies 1-6 2-12 7 hippogriffs 1-4 2-16 3 jackalweres 1-2 1-4 9 lammasu 1-4 2-8 9 lycans., werebear 1-2 1-4 3 lycans., wereboar 1-6 2-12 6 lycans., wererats 1-8 2-16 9 medusae 1-3 1-4 15 minotaurs 1-4 1-8 6 panthers 1-2 1-6 5 owlbears 1-2 1-4 9 rakshasa 1 1-4 7 shadows 1-4 2-12 12 skeletons 3-12 3-30 3 spiders, g. bl. widow 1 1-3 15 ticks, giant 1-4 3-12 — trobghouls 1-6 1-10 12 wolves, dire 1-4 3-12 3 vampires 1-2 1-6 7 zombies 2-8 4-24 — Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 VERY RARE Monster #W #L @L aranea 1-3 1-6 15 bulette 1 1-2 — dopplegangers 1-4 3-12 6 ettins 1 1-4 6 dragons, gold 1 1-3 20 dragons, red 1 1-4 18 elves, wood 1-4 2-24 6 gargoyles 1-4 1-8 6 ghosts 1 1 7 giants, fire/frost 1-4 1-8 9 gorgons 1 1-4 12 groaning spirit 1 1 3 haunts 1 1 — hydras 1 1 6 lizards, g. draco 1-4 1-8 9 lizards, g. gecko 1-6 1-10 6 lizards, g. h. cham. 1-3 1-6 9 lizards, g. tuatara 1-2 1-4 9 neandrethals 1-10 10-40 12 nomads 1-10 20-200 2 pegasi 1-3 1-12 5 pilferers (T/7) 1-3 2-12 6 poltergeist 1 1 — sharpers (T/6) 1-3 2-8 6 shedus 1-4 2-8 7 sphinxes, crio- 1 1-4 21 spiders, g. tarantella 1 1-3 9 thieves (T/8) 1-2 1-6 6 trolls 1-4 1-8 12 wyverns 1-2 1-6 9 “d30 Forest Encounters”: © 2014, New Big Dragon Games Unlimited d30 Forest Encounters Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
textdata/thevault/OSR Generic/Old School Adventures D30 Accessories (OSR)/NBD d30 Encounters; Generators/d30 Forest Encounters (OSR).pdf
Lovecraftesque cue card Narrator YOUR ROLE: Shape the Horror through evocative and intriguing contributions. Introduce the scene (where, when, who, what). Ensure Scene Requirements are met. Describe the environment and characters other than the Witness. Adjudicate any conflicts. Decide when the scene is over. Do: Bring a sense of sinister atmosphere. Reuse and build on existing Clues, characters, locations and other details. Pause often to allow the Watchers to contribute. Ask the Watchers questions; build on their answers. optional: Give a Watcher an incidental NPC to play, if needed to avoid talking to yourself. Don’t: Tell the Witness what they’re thinking or feeling. Lovecraftesque cue card SceNe requiremeNtS investigation scene Reveal a Clue. Force Majeure scene Declare where the Final Horror will take place and force the Witness to begin the Journey into Darkness that will take them there. the journey into Darkness Move the Witness to the location of the Final Horror on the final step of the Journey. the Final horror Reveal a terrifying monster or worldview- shattering revelation. epilogue Reveal the fate of the Witness and of the horror. Lovecraftesque cue card Watcher YOUR ROLE: Add atmosphere without taking over. Elaborate on the Narrator’s descriptions, providing detail, texture and atmosphere. Answer any questions that the Narrator asks you. Play NPCs if asked to by the Narrator. Do: Follow the Narrator’s lead; let them set the direction for the scene. Elaborate a bit more than you personally find comfortable. Answer questions impulsively, with the first idea that comes to mind. Don’t: Initiate narration of anything new, or introduce Clues, without using a Special Card. Push the scene in a new direction, or take over from the Narrator, without using a Special Card. Lovecraftesque cue card WitNeSS YOUR ROLE: Play the Witness as though they were a real person. Say what the Witness says and does. Speak the Witness’s thoughts and feelings, especially their fears and rationalisations. Introduce new details about the Witness through their actions, words and thoughts. Do: Portray the traits on the Witness’s index card. React to events as you think the Witness would – heroic and curious or fearful and meek. Don’t: Narrate details about the environment, Clues, or other characters. cue cards Print or copy for a table reference sPeciaL cards Lovecraftesque Special card a hoStile Group ONGOING EFFECT You may play this after a scene that involved a group of people who seemed unfriendly, hostile or oddly friendly. part 1 onwarDs Threaten or warn off the Witness. Steal, sabotage, destroy. Attack someone other than the Witness. part 2 onwarDs Make a direct physical attack on the Witness. Pursue the Witness en masse. (Gang, cult, secret society, family, etc) Lovecraftesque Special card Sorcery ONGOING EFFECT You may play this after a scene if something was revealed that seems like it could be sorcery. part 2 onwarDs Allow the Witness to see for themselves bizarre, rationally inexplicable occurrences. Launch a sorcerous attack on the Witness, capturing, weakening or injuring them. part 3 The Final Horror must be something other than a sorcerer. (Sorcerer, witch, coven) Lovecraftesque Special card iNhumaN creature ONGOING EFFECT You may play this after a scene if evidence of an inhuman creature was revealed (footprints, spoor, a sighting). part 2 onwarDs Allow the Witness to see something that could not be human. Reveal victims of the creature – terrified, warped, injured or killed. part 3 Have the creature attack or pursue the Witness. The Final Horror must be something other than the creature. (Servant or enemy of the true horror) Lovecraftesque Special card aN aNcieNt civiliSatioN ONGOING EFFECT You may play this after a scene that included ruins, ancient objects or other archaeology. part 1 onwarDs Reveal clear signs of pre-human life. part 2 onwarDs Introduce clear evidence of pre-human civilisation and technology. part 3 onwarDs Reveal the still-living creatures from the ancient civilisation. (Ruins, relics) sPeciaL cards Lovecraftesque Special card objet d’art ONGOING EFFECT You may play this after a scene that included a mysterious or unpleasant sculpture, painting or other piece of art. part 2 onwarDs Reveal inexplicable occurrences that only happen when the object is present. Reveal clear evidence that the blasphemous thing the object depicts is quite real. Lovecraftesque Special card victimS ONGOING EFFECT You may play this after a scene which included an injured and/or dead person, without a clear explanation for how the injury/death happened. part 1 onwarDs Reveal terrible effects on a victim – injury, mutilation and/or death. part 2 onwarDs The Witness may see a victim coming under attack. part 3 onwarDs The Witness may become a victim. (Terrible harm caused by the horror) Lovecraftesque Special card Spatiotemporal diStortioNS ONGOING EFFECT You may play this after a scene where someone shows up somewhere unexpected or is absent from their presumed location. part 2 onwarDs Have characters appear in places that they have no way to get to. Have characters disappear when there is no possible way out. part 3 onwarDs Allow the Witness to breach the normal rules of space or time. The Witness sees someone appear from nowhere or vanish. (Non-Euclidian space, time travel) Lovecraftesque Special card viSioNS ONGOING EFFECT You may play this after a scene that mentioned or included dreams, visions or hallucinations. part 1 onwarDs Reveal Clues well beyond rational explanation, but only seen in visions. part 2 onwarDs Begin making elements of the vision real, whether rationally explicable or not. part 3 onwarDs The Journey into Darkness may take place in a vision. (Dreams, hallucinations) sPeciaL cards Lovecraftesque Special card repriSalS INSTANT EFFECT When you are Narrator you may play this card to introduce reprisals against the Witness for their meddling. This could take several forms: ☉ Threaten the Witness or deliver a warning. ☉ Steal, sabotage or destroy something. ☉ Attack or pursue someone (including the Witness). When you play this card you may breach the rules against directly showing violence against the Witness or someone else. Lovecraftesque Special card replace the WitNeSS INSTANT EFFECT Play this card during Part 1 or 2 to: 1. Take over as Narrator if you weren’t already. 2. Gain the Scene Requirement: “Take the Witness out of play.” 3. You can do this by killing them, capturing them, rendering them helpless, moving the story forward in time or to a distant location. 4. Create a new Witness using the normal setup rules. 5. Optionally, give the new Witness information known by the previous Witness (e.g. through an exchange of letters). 6. Start a new scene using your existing Clues and a new Witness who stumbles on the same horror. Lovecraftesque Special card FlaShback INSTANT EFFECT Play this card during Part 1 or 2 to: 1. Take over as Narrator if you weren’t already. 2. Initiate a new flashback scene to a time before the current story started. This is an Investigation scene. 3. Reveal a Clue that is relevant to the current situation. Lovecraftesque Special card early reveal INSTANT EFFECT Play this card during Part 1 or 2 to: 1. Take over as Narrator if you weren’t already. 2. Reveal a Clue that cannot be explained rationally. 3. Return the role of Narrator to its original owner. 4. This Clue is in addition to the Clue that would normally be revealed in an Investigation scene. sPeciaL cards Lovecraftesque Special card a bizzarerie ONGOING EFFECT You may play this card after a scene that included phenomena of interest to science, or which appeared to defy conventional scientific theory. part 1 onwarDs Introduce strange effects not explicable by science, targeted on objects, plants or animals. part 2 onwarDs Extend the strange effects to humans other than the Witness. part 3 Extend the strange effects to the Witness. (Stange, inexplicable effects) Lovecraftesque Special card StraNGe WritiNGS ONGOING EFFECT You may play this card after a scene that included mysterious, possibly incomprehensible writings. part 2 onwarDs Reveal inexplicable effects that happen when the writings are read or their instructions followed. Reveal that the things that the writings described were not fictional after all. (Book, scroll, carvings) Lovecraftesque Special card SpecimeN ONGOING EFFECT You may play this card after a scene that included the complete or partial remains of an unknown creature. part 1 onwarDs Reveal clear but indirect evidence of a creature unknown to science. part 2 onwarDs The Witness sees something that could be the creature, but obscured. Reveal terrible effects on a victim – injury, mutilation and/or death. (Fossil, bones, preserved body) Lovecraftesque Special card eldritch techNoloGy ONGOING EFFECT You may play this card after a scene that included an object of unknown function. part 2 onwarDs Reveal inexplicable occurrences that only happen when the object is present. Reveal inexplicable effects that the object can cause when activated. sPeciaL cards Lovecraftesque Special card Warped bodieS ONGOING EFFECT You may play this card after a scene that included people who look unusual, move strangely, or appear to be concealing something. part 2 onwarDs Reveal inhuman physiological traits. Reveal deformity, mutilation or debilitating effects. part 3 Extend deformity, mutilation or debilitating effects to the Witness. (Monstrous traits, deformities or disease) Lovecraftesque Special card a StraNGe locatioN INSTANT EFFECT Play at any time to: 1. Take over as Narrator if you weren’t already. 2. Reveal a previously unknown location. 3. Shift the action there. 4. Start a new Investigation scene with you as Narrator. (An inaccessible place, other dimension, or hidden location) Lovecraftesque Special card aNachroNiSm ONGOING EFFECT Play this card after any scene that included someone with strangely old-fashioned behaviour or possessions. part 2 onwarDs Reveal implausibly detailed knowledge of times long past. Reveal ancient writings that appear to refer to a present-day person. Reveal ancient images that appear to depict a present-day person. Lovecraftesque Special card deFeat the evil INSTANT EFFECT Play this card during the Final Horror to name a mysterious thing that has been narrated during the game and the meaning of which has not yet been revealed. The Witness realises that this thing is the key to defeating the Final Horror. The mysterious thing must be appropriate to the task. A strange ritual could banish an elder god, for instance. Only include this card in games with a tone of heroic horror.
textdata/thevault/Lovecraftesque/Lovecraftesque Cards.pdf
hen you read a comic book, you can’t help but transport yourself to that world, dreaming of playing the role of the hero (or maybe the villain). Superhero roleplaying games are all about doing what it takes to stop the nefarious villain, and maybe save the planet in the process. These are games where going over the top is the norm, and encouraged! When playing in a superhero story, show off your powers, make people’s jaws drop, and be the hero! “Look! Up in the sky!” W Character Examples: Below you’ll find some examples of character types that you can play as in your Heads or Tales game. Keep in mind that this is not a comprehensive list, nor should you see it as a list of required characters. Pick and choose elements that you want to emphasize, or make up a character type of your own design! The important thing is that you are excited to play this character. Players: Flight, teleportation, control the elements, super strength, faster than a bullet, technological ace, transformation, telekinesis NPCs: The big bad villain, sidekick of the hero, family and loved ones of the hero, onlooking citizens GM Scenarios: Sometimes it’s hard to come up with your own scenario for a roleplaying game, especially if you need to do it on the spot. We’re here to help you out with tables below, which you can quickly use to get the basics of your story set. Feel free to use this information as much or as little as you need. And keep in mind that you don’t need to share all of this information with the players right away. Sometimes it's more fun for the GM to have a few secrets up their sleeve. To use a table, simply flip a coin two times. The result of the first flip determines what column to look under, while the result of the second flip determines the row. Flip on as many of the tables as you need to get a scenario built! Worldbuilding: Creating role playing stories and worlds shouldn’t be the responsibility of the GM alone. On top of that, it’s more fun if you all contribute to building the world you’re about to play in. Below you will find some questions that the GM can ask the players at the very beginning of the session. These questions will help give some detail to the world, and more importantly allow the players to be contributors to the world’s feel. GMs, make sure you don’t act like your word is law. Let the players inject their ideas into the game; you’ll find that it is more fun for everyone that way! What is your hero’s origin? What is your supername? How long have you had your powers? How does the public perceive the heroes? Do they know you even exist? Are you revered or hated? What is the city culture like right now? Is the city in a time of high crime, or have things been peaceful lately? What is this city you’re defending all about? Type of Villian Big Plot Personal Threat Street Gang /Organized Crime Alien Invader Super Powered Enemy Clever Enemy with Resources Send a Message Destroy the City/World Rule the World Defeat You Identity Revealed Loved Ones in Danger Loss of Powers Corruption FLIP H T 1 st 1 st 2 nd 2 nd H T FLIP H T 1 st 1 st 2 nd 2 nd H T FLIP H T 1 st 1 st 2 nd 2 nd H T WizBotGames.com copyright 2017 WizBot Games LLC all rights reserved
textdata/thevault/Kid Friendly/3. Rules Lite Collection/Heads or Tales/Heads or Tales - Superhero.pdf
CLASS OPTIONS EXPERT CLASSES ? ASTRAL MAGUS (EXPERT)      CLASS FEATURES CORE ABILITY CLASS ABILITIES Table X.X: The Stars Are Right Roll Result 1 –2 caster levels 2 –1 caster level 3 No effect 4 No effect 5 +1 caster level 6 +2 caster level ASTRAL MAGUS (LTI) (EXPERT CLASS) ? Table X.X: Astral Magus Level BAB Fort Ref Will Def Init Lifestyle Legend SP Abilities 1 +0 +0 +0 +2 +0 +1 +1 +1 +2 Cryptic prediction , shadowscape 2 +1 +0 +0 +3 +1 +1 +2 +2 +4 The stars are right I 3 +1 +1 +1 +3 +1 +2 +2 +3 +6 Circle of power 4 +2 +1 +1 +4 +2 +2 +2 +3 +8 Bonus feat, shadow body I 5 +2 +1 +1 +4 +2 +3 +3 +4 +10 Circle of power 6 +3 +2 +2 +5 +2 +4 +3 +5 +12 Nothing is immutable 7 +3 +2 +2 +5 +3 +4 +4 +6 +14 Circle of power 8 +4 +2 +2 +6 +3 +5 +4 +6 +16 Bonus feat, shadow body II 9 +4 +3 +3 +6 +4 +5 +4 +7 +18 Circle of power 10 +5 +3 +3 +7 +4 +6 +5 +8 +20 Cosmic shell game NPC CLASS ABILITIES Table X.X: NPC Class Abilities Class Ability XP Value Cosmic Shell Game 6 Shadow Body I 4 Shadow Body II 2 The Stars are Right I 2 The Stars are Right II 2
textdata/thevault/FantasyCraft/Homebrew/03 - Expert - Astral Magus (ver 2.0) (LtI) (WLPro).pdf
- 00 - Starship Design and Construction Starships are designed and constructed for specific missions: naval, exploratory, trade, research. The process of design and construction (Naval Architecture) carries the architect through a series of steps which identify ship component requirements and address them. Ship design is a continuous feedback process: each step seems to mandate changes in what had been decided before. Eventually, however, the ship design appears complete and can be finalized with a ship name. ACS ADVENTURE CLASS SHIPS Adventure Class ships are starships and spacecraft suitable for use by groups of player characters. The ships are large enough to carry profitable cargos but small enough that the activities of the individual characters matter. Tonnages. Adventure Class Ships are built using standard hulls between 100 tons and 2400 ton displacement. Ships smaller than 100 tons are Small Craft; ships larger than 2400 tons are BCS Battle Class Ships. Drag And Drop Components. The components for ACS ships are standardized for selection from tables (as opposed to created by formulas or percentages as in BCS ships). THE NAVAL ARCHITECTURE PROCESS Starships are designed based on a mission: the specific need for the ship, whether it be commercial, military, scientific, or recreational. Designed in Tons. Ships are designed in Tons which then easily translate into deck plan squares and into volumetric cubes. Costs in MegaCredits. Ship component costs are expressed in MegaCredits, Design decisions with considerably smaller costs (the fabrics for interior upholstery) are ignored. An Interactive Process. The design charts are an interactive process: changing one parameter may require other changes throughout the design. The process also interacts with other systems within Traveller: the combat system, the trade system, and various environmental details may influence the system. THE COMPONENTS OF A STARSHIP A starship consists of a variety of components, each with its own particular benefit and requirements. The Hull. The starship hull is the container into which all other components must be fitted. The hull has a size (in tons) and is further defined by its Configuration (shape and streamlining). Drives. Every ship has a variety of drives providing power and the ability to move both between planets and between star systems. Sensors. Each ship has a set of technological eyes and ears for exploring systems and detecting other ships. Weapons. Ships may be armed for their own protection and to accomplish their missions. Defenses. Ships may be equipped with a variety of defensive capabilities. Armor. Even unarmed ships may be equipped with armor to protect them against attack, and against their environment. Vehicles and Small Craft. It is inefficient for ships to travel to every possible destination within a system; they carry vehicles and small craft to carry crew on excursions and expeditions. Computers. Ships cannot fulfill all their functions if crew were required to manage each set of controls constantly; each ship is equipped with a set of computers to handle the detail, tedium, and complexity of ship operation. Software. The computers on a ship require software to actually perform the required functions. Quarters. The crew and passengers on a ship require living and recreational accommodations. Fittings. Miscellaneous details of ship operation must be handled with various fittings to allow landing and improve performance. Describing A Ship The goal of Naval Architecture is the creation of a starship which can be described by: The Quick Ship Profile QSP. A short coded description of the mission and capabilities of the ship. The QSP may be elaborated upon by the Crew Extension (detailed the various crew members for the ship) and the Vehicle Extension (detailing the vehicles and small craft carried by the ship). The ShipSheet. A form showing the components of the ship and which is used to record malfunctions or battle damage. The FillForm. A form used to record the components as they are assigned to the ship. DESIGNING A SHIP The Design Charts 01 to 16 manage the Naval Architecture Process. Begin with Chart 01 (and its Checklist) and proceed through the process. Ship Design Tech Levels. Ship design is based on common Tech Levels across most of interstellar society; the usual maximum is TL 15. It is possible to encounter worlds with Tech Levels as high as 21; encountering such a world is an opportunity to acquire higher TL equipment. - 00 - 01 THE CHECKLIST The Starship Design Checklist provides an overview of the charts managing ship design. Arv Dinsha is designing a Scout Ship. His decisions will illuminate the design process as it proceeds. 02 THE FILLFORM The Starship FillForm is the document which records the details of every component as it is chosen. The goal is a completed Fillform in which the total component tonnages fits into the hull and the costs do not exceed the ship budget (if any). Ship Data. Information about the ship, including name, its home port, and its mission may be deferred until the design is complete. Building Shipyard. Ships are built at Shipyards. The capabilities of the shipyard constrain the design decisions for ship construction. The most important constraint is the shipyard Tech Level. Components for the ship are available at or less than the shipyard TL. The FillForm Sections The Fillform is divided into sections corresponding to each of the Design Charts. They may be completed in any order, but many of the sections depend on others, making the design process highly interactive. Arv Dinsha will have his ship built at the General Shipyard at Regina A788899-C. The Tech Level of the ship will be C = 12. 03 STARSHIP MISSIONS Select the intended mission for the starship. This selection may be revisited based on the final results of the design. Arv Dinsha has selected the mission for his ship as Type S Scout/Courier. 04 THE HULL The foundation of the starship is the hull. Select a hull of appropriate tonnage and configuration. The challenge is to fit all of the desired components into the selected hull. Configuration. Select a Configuration. Configuration determines many of the capabilities of the ship, including the ability to enter atmosphere. Jump Readiness. Determine whether the ship’s interstellar drive uses a jump bubble or a jump grid. Configuration and Jump Readiness both play roles in the creation of the Hit Table later in this process. The Bridge Select the Bridge to install on the ship. The Bridge must be large enough to hold the command crew, sensors, and Ship’s Computer. Half of the Bridge tonnage must remain empty (for crew positions). The remaining half must be sufficient to hold a one-ton console for each installed sensor, and to hold the Ship’s Computer. Arv Dinsha selects a 100-ton hull. He wants to be able to enter atmospheres, but remain cost effective. He selects Configuration-S Streamlined. He selects Jump Readiness= Jump Bubble. This will require that he place Drives at Hit Location 0. He selects the minimum available Half Bridge B1. Hull-A Config-S = MCr3 Half Bridge B1 = MCr1, 10 tons. 05 DRIVES AND POWER PLANTS Starship Hulls are just immobile shells unless they have proper drives. Select an Interstellar (Jump ) Drive. Select an Interplanetary (Maneuver) Drive. In light of technology restrictions, a Gravitic Drive may be a better choice. Select a Power Plant. Drive Potential Each Drive and Power Plant interacts with the Hull to process a Drive Potential Number which then dictates Drive Performance. The Drive Potential for the Power Plant must equal or exceed the Drive Potential for the Jump Drive and for the Maneuver Drive. Tech Level Restrictions. Drives availability is governed by Tech Level. Arv Dinsha wants a high Jump capability. He reviews the Drive Potential Table and selects Jump-B; it has Drive Potential 4 (thus Jump-4) when installed in a Hull-A. The Power Plant needs to be at least Drive Potential-4 so he selects PPlant-B. Finally, he selects Maneuver-Drive-B. But there’s a potential problem. He consults Drive TL Two, which shows a PPlant-B in this hull is TL 11; an M-Drive is TL 9; and a J-Drive-B is TL 13. He buys the Early Jump-B (one TL lower; QREBS 1 of 5; double cost). He could have selected J-Drive-A, but he wants the greater jump distance. Jump Drive-B. MCr30. 15 tons. Maneuver Drive-B. MCr6. 3 tons. Power Plant-B. MCr 06 SENSORS Select Sensors for the ship. The number of available sensors is limited to the number of sensor consoles on the Bridge. One option is to select a standard pre-designed Sensor Package. Arv selects the Standard TL-12 Sensor Package. It requires three sensor consoles on the Bridge, but no additional tonnage. A specific sensor can be designed. - 00 - Arv wants a Densitometer. His ship is TL 12. He selects Densitometer-10. The Stage Effects table shows he can upgrade it to Improved or Advanced, and the World Sensor Range Effects table shows he can increase its Range. He elects a bit of both: he increases Range from R=7 to R=8, and he selects the Improved Model. He keeps it as a Surface installation. His Densitometer is: Imp Orbit Surf Densitomer-12 07 WEAPONS Select the weapons for the ship. Since hulls have one weapons Hardpoint per 100 tons, this 100-ton hull has one Hardpoint and allows the installation of one weapon mount. The options available for low tonnage hulls are few. Arv selects the Advanced Triple Turret Y hybrid mounting one each of L Beam Laser, S Sandcaster, and M Missile Launcher. 08 DEFENSES Select defenses for the ship. Although Arv will install Armor, he elects not to install any specific defenses (although the Sandcaster in his turret has some defensive capability). 09 ARMOR Install Armor on the ship. Designate the first layer of Armor (which has no additional cost). Armor can be installed in layers. Armor layers need not be all the same type. Arv analyzes the available options at Tech Level. He selects the standard Charged-6 and installs two layers. 10 VEHICLES Determine if the ship will carry any vehicles and how they will be transported. Arv wants to carry a 4-ton Grav Flyer. For convenience and maximum flexibility, he installs 4 tons of cargo space to hold it. 11 COMPUTER Determine the size and model of the Ship’s Computer. Arv analyzes the ship design to this point. Each Major Component has a Local Computer (= J-Drive, M-Drive, P- Plant), as does the weaponry (= Turret) and three Sensors (= Comm, Visor, Scanner). There are seven Local Model/2 computers distributed throughout the ship. For the Ship’s Computer he selects another Model/2 and installs it in one of the two empty consoles on the Bridge. It’s a standard Imperial model with Architecture-4. 12 SOFTWARE Select and install software for the ship. Each Local and Ship’s Computer requires a System process. Each Local Computer requires an appropriate Component Process. Finally, Service Processes must be selected and installed. Arv installs Console XP in each Computer. It’s cheap and fulfills his basic needs. The Local Computers come with the appropriate Component Processes; he leaves them as is. He has seven Model/2 Local Computers, each with a System process and a Component process and two free cells. His Ship’s Computer has three free cells, for a total 17 free cells. He selects a variety of Service Processes: Life Support, Astrogation (he’ll need that!), Medical, Entertainment, Maintenance, Damage Control, Accounting, Security, and Library Data, for a total of seven Service Processes. Since they won’t all fit into the Ship’s Computer, he distributes them one to each Local Computer. Each of the Local Computers will be sluggish. Processes in a Computer may provide it with the ability to resolve Tasks on its own. 13 QUARTERS Determine the crew requirements for the ship and install quarters for them. Arv’s small ship requires a Pilot, and Astrogator, and an Engineer. He anticipates carrying more people at times, so he allocates tonnage for 8 people ((at 4 tons each = 32 tons). He allocates half the tonnage as staterooms and half as common areas. 14 FITTINGS Allocate fittings for the ship. Configuration-S provides Lifters and Landing legs automatically. Arv makes no changes. Arv selects Flotation Hull. Arv intends to venture beyond the borders of civilization; he selects Fuel Scoops and Fuel Purifier. Arv notes the fuel tankage for the ship. 15 QUICK SHIP PROFILE Create the Quick Ship Profile for basic identification of the ship’s capabilities. If the ship carries any vehicles, create a Vehicle Extension. Create the Crew Extension to identify the required crew members. 16 THE SHIPSHEET Create the ShipSheet for this ship. The ShipSheet records the location of the Major Components for use in combat or malfunction situations.
textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=5300 Starship Design.pdf
1 WARHAMMER 40,000 – INDEX: CHAOS WARHAMMER 40,000 INDEX: CHAOS Official Update Version 1.2 Although we strive to ensure that our rules are perfect, sometimes mistakes do creep in, or the intent of a rule isn’t as clear as it might be. These documents collect amendments to the rules and present our responses to players’ frequently asked questions. As they’re updated regularly, each has a version number; when changes are made, the version number will be updated, and any changes from the previous version will be highlighted in magenta. Where a version number has a letter, e.g. 1.1a, this means it has had a local update, only in that language, to clarify a translation issue or other minor correction. ERRATA Page 14 – Cypher, Abilities Add the following ability: ‘No-one’s Puppet: Cypher cannot use the Daemonic Ritual ability, even though he has the Chaos and Character keywords.’ Page 21 – Daemon Prince, Wargear Options Change the first sentence of the third bullet point to read: ‘This model may have wings (Power Rating +1).’ Page 36 – Warp Talons, Lightning claw Change the second sentence of the Abilities text to read: ‘If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.’ Page 38 – Chaos Predator, Damage Table Change the top value under ‘Remaining W’ to read ‘6-11+’. Change the second value under ‘Remaining W’ to read ‘3-5’. Page 45 – Servants of Khorne Add the following to the end of this paragraph: ‘If a unit has the Tzeentch, Nurgle or Slaanesh keywords, it cannot be from the World Eaters Legion.’ Page 51 – Ahriman, Wargear Options Change the first sentence to read: ‘• Ahriman may ride a Disc of Tzeentch (Power Rating +2).’ Page 52 – Exalted Sorcerer, Wargear Options Change the first sentence to read: ‘• This model may ride a Disc of Tzeentch (Power Rating +2).’ Add the following bullet point: ‘• This model may replace its force stave with a force sword.’ Page 57 – Death Guard Army List Add the following to the list of units that can be from the Death Guard Legion: ‘Sorcerer on Palanquin of Nurgle (pg 24)’ Page 63 – Servants of Slaanesh Add the following to the end of this paragraph: ‘If a unit has the Khorne, Tzeentch or Nurgle keywords, it cannot be from the Emperor’s Children Legion.’ Page 69 – Nurgle Discipline, Virulent Blessing Change the last two sentences of this psychic power to read: ‘Until the start of your next Psychic phase, you can add 1 to all wound rolls made by that unit in the Fight phase. Furthermore, until the start of your next Psychic phase, any wound rolls of 7+ made for that unit in the Fight phase inflict double damage.’ Page 75 – Bloodletters Change this unit’s Power Rating to read ‘4’. Change the second sentence of the description to read ‘It can include up to 10 additional Bloodletters (Power Rating +4) or up to 20 additional Bloodletters (Power Rating +8).’ Page 84 – Horrors, Magic Made Manifest Change this ability to read: ‘Magic Made Manifest: A unit of Horrors can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. However, when you do so, only roll a single D6 for the Psychic test or Deny the Witch test, and use the result to determine the outcome. Note that this means the Horrors can’t roll a double 1 or 6 to suffer Perils of the Warp. In addition, if the unit manifests the Smite psychic power whilst it contains less than 10 Pink Horrors, it only inflicts 1 mortal wound rather than D3.’ 2 WARHAMMER 40,000 – INDEX: CHAOS Page 80 – Kairos Fateweaver Add ‘Ephemeral Form’ to Kairos Fateweaver’s abilities. Page 91 – Plaguebearers Change this unit’s Power Rating to read ‘4’. Change the second sentence of the description to read ‘It can include up to 10 additional Plaguebearers (Power Rating +4) or up to 20 additional Plaguebearers (Power Rating +8).’ Page 98 – Herald of Slaanesh on Seeker Chariot, Wargear Options Change the bullet point to read: ‘• This model may take lashes of torment.’ Page 99 – Herald of Slaanesh on Exalted Seeker Chariot, Wargear Options Change the bullet point to read: ‘• This model may take lashes of torment.’ Page 99 – Daemonettes Change this unit’s Power Rating to read ‘4’. Change the second sentence of the description to read ‘It can include up to 10 additional Daemonettes (Power Rating +4) or up to 20 additional Daemonettes (Power Rating +8).’ Page 105 – Daemon Prince of Chaos, profile line Change the Wounds characteristic to read ‘8’. Page 109 – Renegade Knight, Twin Icarus autocannon Change the this weapon’s Type to read ‘Heavy 4’. Page 118 – Units, Exalted Sorcerer Change the points per model value to read ‘112’. Page 118 – Units, Exalted Sorcerer on Disc of Tzeentch Change the points per model value to read ‘146’. Page 120 – Units Change the points values of the following units to read: Unit Models per unit Points per model (Including wargear) Bloodletters 10-30 7 Daemonettes 10-30 7 Horrors 10-30 - Blue Horrors 5 - Pairs of Brimstone Horrors 3 - Pink Horrors 8 Plaguebearers 10-30 7 Page 120 – Other wargear, Daemonic Icon Change the points per item value to read ‘15’. Page 121 – Chaos Bastion Points Values, Ranged Weapons, Heavy bolter Change the points per weapon value to read ‘8’. FAQs Q: Can I use the All is Dust ability to add 1 to invulnerable saving throws? A: Yes, but only against attacks that have a Damage characteristic of 1. Q: Can I use the All is Dust ability to add 1 to my saving throws against attacks that have a Damage characteristic of D3, or D6, but only inflict 1 damage? A: No. The Damage characteristic is not ‘1’. Furthermore, the roll to inflict damage would occur after the saving throw would be taken (i.e. you cannot retroactively pass a saving throw). Q: Can a Noise Marine use his Music of the Apocalypse ability if it flees the battlefield? A: No. This ability can only be used when the model is slain. Q: Can a Noise Marine that is slain use his Music of the Apocalypse ability to shoot any viable target, or does it have to target the unit that killed him? A: It can shoot at any viable target. Q: If several Noise Marines are slain in the same attack, can they each use their Music of the Apocalypse ability to throw a grenade, or can only one of them do so? A: Each of them can throw a grenade. Q: If a Noise Marine is slain whilst its unit is within 1" of an enemy unit, can he use his Music of the Apocalypse ability to shoot the unit that is within 1"? A: Yes, but only with a Pistol. Q: If a Noise Marine is slain in the Fight phase, and he uses his Music of the Apocalypse ability to shoot an Imperium unit and subsequently rolls a 6+ to hit, does the Death to the False Emperor ability then grant him an extra attack with that weapon, even though it’s a ranged weapon? A: Yes. In this situation, make an extra hit roll against the target on a hit roll of 6+. Q: What happens when a unit of Poxwalkers kills a Necron Warrior in the Fight phase? Do I still add a Poxwalker even though that Necron could reanimate? A: A Poxwalker is added to the Poxwalkers unit as normal. At the start of the Necron player’s next turn, they roll to reanimate that Necron Warrior as normal too (essentially both players could end up adding a model to their unit). Q: The points values for certain units are different in Index: Chaos to the Dark Imperium Death Guard booklet. Which should I use? A: Use the values printed in the Index book. 3 WARHAMMER 40,000 – INDEX: CHAOS Q: If Skarbrand is within 8" of model that can Fly and has a minimum speed (such as a some Flyers), and that unit starts its Movement phase within 1" of an enemy unit, what happens? Is that unit destroyed because it cannot Fall Back and so cannot move its minimum speed? A: Correct, the unit is destroyed. Note, however, that some Flyers have an ability that, when used, means they no longer have a minimum speed that turn (e.g. the Stormraven Gunship’s Hover Jet ability). If such a unit ends up in the situation described in the question, we recommend using their ability to avoid crashing into the ground! Q: If I use Xirat’p’s Sorcerous Barrage to automatically manifest a psychic power in a matched play game, can I still attempt to manifest the same power with a different psyker that turn? A: No, unless that power was Smite. Q: If a Burning Chariot takes its option to be accompanied by three Blue Horrors, does this mean I add three Blue Horror models from the Horrors datasheet and form a mixed unit? A: No. This option is referring to the optional Blue Horror crew that come with the Burning Chariot kit and are placed on top of the chariot alongside the Exalted Flamer. If you have them, you simply get the benefits listed in the Burning Chariot’s Irritating Chant ability. Q: When I manifest the Warptime psychic power, can I select a unit that arrived on the battlefield as reinforcements this turn? A: Yes. Q: If I manifest the Warptime psychic power to move a unit in the Psychic phase, does that unit still suffer the -1 penalty for moving and firing Heavy weapons in the subsequent Shooting phase? A: Yes. Q: Can a Heretic Astartes Character attempt to summon a unit of Daemons using a Daemonic Ritual, or can only Daemon Characters attempt to do so? A: Any Chaos Character can attempt to do so. This includes Heretic Astartes Characters. Q: There is no datasheet for a Herald of Nurgle on a Palanquin of Nurgle – which datasheet should I use for this model? A: Use the Epidemius datasheet from Index: Chaos.
textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/5) FAQs/2017 FAQs/40K_8th_ed_Update_Index_Chaos_ver_1.2.pdf
- 00 - Travel without companions is an empty journey. My joy and satisfaction in writing and playing Traveller would be empty without my faithful support and life’s companion. to Darlene
textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=0003 Dedication.pdf
The Guide of Ehlonna protects the many glades and woods of the Gnarley Forest and other pockets of woods that are found in the many wild lands about the Kron Hills and Verbobonc. Requirements Skills: Wilderness Lore 3 ranks; Knowledge (Nature or Religion) 5 ranks. Annual Devotional Time Units: 6 TU Residency: Verbobonc Resident Regional Tithe: 10% Special: The ability to cast 3rd-level divine spells or Base Attack Bonus of +5. Must have Ehlonna as your patron deity. Benefits Childe of the Oerth – +1 competence bonus to Knowledge (Nature), Intuit Direction & Wilderness Lore checks within the boundary of the Verbobonc Campaign. The Guides knowledge and comfort within the forest provides a 100% reduction of the cost for Adventure Standard Lifestyle for all Verbobonc Regional Campaign Play. Divine Spell Casting – a Guide is granted the casting of 1st-level through 5th-level divine spells from an attending Cleric of Ehlonna. The attending cleric must appear in Regional Documentation, LGCS or be written into the scenario. Casting of divine spells does not include companion adventurers. The Guide must provide the material component. Spells – blessed aim, burial blessing, curse of the brute, divine flame, divine zephyr and zeal from DotF and adrenaline surge, briar web, camouflage, detect favored enemy, embrace the wild, last breath, might of the oak, nature’s favor, regenerate light wounds and speed of the wind from MotW. Feats – Animal Control, Animal Defiance, Create Infusion, Extra Favored Enemy, Extra Wild Shape, Faster Healing, Favored Critical, Greater Two-Weapon Fighting, Natural Spell, Plant Control, Plant Defiance, Scent and Speaking Wild Shape from MotW. Equipment (Mundane) – darkwood shield, elven chain and mithral longsword from DMG. Equipment (Magical) – boots of endurance, goggles of following from MotW and amulet of natural armor +2, boots of striding and springing, pearl of power (2nd-level), periapt of wisdom (+2), quiver of Ehlonna, wand of cure light wounds from DMG. Specials – A Paladin Guide has access to call forth a special mount from Table 1-1 or 1-2 of Defenders of the Faith: a Guidebook to Clerics and Paladins. A Guide Ranger or Druid has access to call for a special animal companion as discussed in the Masters of the Wild: A Guidebook to Barbarians, Druids and Rangers as discussed on pages 34-43. The hero must meet the requirements for the selected mount or companion. This will cost the hero 1 Time Unit for the seeking and training of the mount or companion. The regional certificate of the mount or companion must be presented to the DM prior to play. Contact the Meta-Campaign Director at [email protected] to receive the mount or companion certificate and the supplementary Adventure Record. Advanced Companion Training – a Guide Ranger or Druid with an animal companion may train the companion using Chapter 2 MotW – New Tricks. The Guide Ranger or Druid devotes 1 TU in training time for each 3 tricks taught to the maximum possible tricks capable by the companion. Animal Companions that are dismissed loose all advanced training. Regional Adaptable Prestige Classes – The Guide has access to advance in the Order of the Bow Initiate and Hunter of the Dead prestige classes. Notify the Verbobonc Meta-Campaign Director when advancing in a regional prestige class. has acquired the following Meta-Campaign Certificate from the Verbobonc Triad ~ ~ Guide of Ehlonna ~ ~ This certificate should be presented to the DM prior to play. Additional information can be found in the ‘Wayfarer’s Guide to Verbobonc’ or our web site at verbobonc.net Questions, comments or requests can be sent to: [email protected] DM Signature: ___________________________ RPGA #: __________ Convention: _____________________________ Date: _____________ ® and ™ designate trademarks of Wizards of the Coast, INC © 2000 Wizards of the Coast, Inc. Ths certificate is the property of Wizards of the Coast and has a $0 actual cash value.
textdata/thevault/Living Greyhawk/Metaorg Material/Verbobonc/Religious Orders/VER-MC301-Ehlonna-Guide.pdf
5� Space Defenses 5 Space Defenses Space defenses are creates to reduce or stop the effects of space weapons. Like space weapons, they are produced in a variety of types and tech levels. Create defenses as needed from this page. SPACE DEFENSE DESCRIPTION Model LongName = Stage- Defense -TL (C+S) The basic information required to describe and use a space defense. IDENTIFYING SPACE DEFENSES Stage Defense -TL (C+S) Imp Nuclear Damper -11 (10) SPACE DEFENSES Space Defenses TL Absolute Mode vs MCr G Meson Screen 11 G 1.0 N Nuclear Damper* 12 Nukes 1.0 Q Mag Scrambler 14 E Magnetics 1.0 R Proton Screen 19 AM 1.0 T Black Globe 16 -all- 4.0 U White Globe 20 -all (except D) 10.0 W Grav Scrambler 17 H T Gravitics 2.0 Z * Nuclear Damper requires TWO separate Mounts. ** Vs Weapon (but not its fire). STAGE EFFECTS Stage TL QREBS Mod Tons Cost Ex Experimental* - 3 Full -4 x3 +10 Pr Prototype** - 2 3 of 5 -3 x2 +3 Er Early - 1 1 of 5 +2 St (Standard) +0 Im Improved +1 +1 of 5 Ad Advanced +2 +3 of 5 +1 Tons applies to Mount for non-Weapons. GLOBES A Globe absorbs cumulative Damage not to exceed: Hull Tons x Jump Drive Potential Overload. If Damage exceeds this value, the Black Globe Generator is destroyed and the Jump Drive is Destroyed. Ejecting Accumulated Energy. A ship may eject accumulated energy by Jumping, or venting Energy = Hull Tons per Turn. SPACE DEFENSE MOUNTS Mount Type Tons Mod Skill MCr In Internal 1 +1 Screens 0.5 Bo Bolt-In 2 -1 Screens 0.5 Console 1 Screens 0.0 Each Absolute Mode Defense requires an Internal or Bolt- In Mount (anywhere in the ship) and a Console (on the Bridge). SPACE WEAPONS DEFENSE MODE Space Defenses TL Mode Skill > B Slug Launcher 9 AM > D DataCaster 10 AM > F Fusion Gun 12 AM > J Mining Laser 8 AM > K Pulse Laser 9 AM > L Beam Laser 10 AM > M Missile 8 AM > P Plasma Gun 10 AM > S SandCaster 9 AB > V Salvo Rack 10 AM > X Hybrid K-S-M 9 AB AM > Y Hybrid L-S-M 10 AB AM Use: Weapon Mount skill, or may use Screens Weapons are installed under Weapons but may be used in Defense Modes. DEFENSE ABSOLUTE MODE Attacker Defender T+C+S+M < T+C+S+M G < G Nuke.M-5N < N E < Q AM < RQ -all- < T all (but D) < U HT G*M* < W Attack fails if Attacker T+C+S+M is less than Defender T+C+S+M. * G-Drive or M-Drive. DEFENSE AB AM MODES Attacker Defender 1D < Mount < 1 = T1 < 2 = T2 B1 < 3 = T3 < 4 = T4 B2 < 5 = Bay < 6 = LBay < 7 = Main AFJKLPW < S MNQRV < BFGJKL Defender is a Weapon Mount. Defender rolls equal or less on 1D to stop the attack.
textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=5308 Starship 08 Defenses.pdf
GP Starting GP - 0 GP GP Spent GP Subtotal + 0 GP GP Gained GP FINAL GP TOTAL CURRENT XP TOTAL XP TU Starting TU 10 TU Cost - TU Added TU Costs TU REMAINING Meta Play Record# 596 CY O r g a n i z a t i o n Requirements In order to become a Bachelor Knight one must: � A Knight must reside in Sunndi (and stay a resident while he is a Knight). � A Knight must have an unblemished reputation, and thus may not be in disfavor with the Crown or have been convicted for a crime against the King’s Law. � 4 ranks in Diplomacy and Knowledge [nobility and royalty] � One can only apply for knighthood once – if you leave service, you cannot ever rejoin. Hence, only those who have not been a squire before can join. � Serve at least 1 year as a Bachelor Knight. � Have the Leadership feat Initial costs � A Knight should have completed a special mission in the employ of his sponsor. � The name of the sponsor should be noted above on the AR (and it must be the same as the sponsor as a squire and bachelor knight). Recurring Costs � A Knight must follow the Code at all times. The code, abbreviated, is: � Love and protect Sunndi and its citizens. � Be always the champion of right against injustice. � Follow all feudal obligations. � Treat the weak/defenseless with respect, and act as a defender of the downtrodden. � Be generous and charitable to all. � Act humbly, honorable and with courage at all times. � Always display his alliance to his sponsor � A Knight must always give help to those in need, and thus spend 10 Time Units on behalf of Sunndi and it’s citizens. � A knight who decides to end his service looses any and all favors with members of the Congress of Lords of Sunndi, with the exception of Bren. Also, with the war going on, stepping out of service may be seen as desertion (see the Sunndi Army for details). Benefits � A Knight is treated as a noble, and gains the respect of most people in Sunndi, due to his knightly behavior and his respect for all people. The exact effects of this in- game, when not dictated by the scenario, are up to the DM. � A Knight gains the rank of captain, even if he does not have enough military promotion points. A Knight cannot advance beyond the rank of captain. � A Knight has a +4 circumstance bonus on Diplomacy check with his sponsor and his subjects, and +1 circumstance bonus on Diplomacy with other Sunndi citizen, excluding the inhabitants of Brennathar and the members of Bren’s Men. � A Knight has a +4 circumstance bonus on Intimidate to those who oppose his sponsor, and a +1 bonus to those who are seen as enemies of the nation of Sunndi. This includes the Wastrians and bullywugs of the Vast Swamp and individuals as determined by the DM. Note that Ahlissans are not, by default, seen as enemies of the nation. � As a reward for his services to King and Country, a Knight can command a free rich lifestyle in Sunndi. � A Knight is considered well liked, as described in the chapter ‘Divine Spellcasting in Sunndi’, by any of the non-evil resident faiths in Sunndi, with the exception of Olidammara (who just don’t care), and Sehanine Moonbow (who are rather discriminating). � A Knight has the right to use the honorary title "Sir", and to have his own heraldry. � A Knight has the right to command soldiers in the army of their sponsor. When in Sunndi, a Bachelor Knight may recruit one 1st-level Warrior for a mundane task, such as running errands or standing guard at a public occasion to ward off public. He cannot take this guard on an adventure or command the guard to fight on his behalf – only non-combat assignments are allowed. A recruit asked to fight is in his right to refuse the assignment. � A Knight has great renown. As per the description of the Leadership feat, this grants a +2 bonus on Leadership for the purpose of attracting followers or a cohort � A Knight has the right to build a castle. The Crown will provide land for this purpose. The Knight has responsibility to the land and its people. He levies taxes for the Crown, and can use this money for the benefit of his subjects. This does not generate any income for the knight – both the land and the taxes collected remain property of the Crown. The Knight may govern it as it benefits the people, and to the best of his abilities. � A Knight may use his castle, once built, as a base of operations, granting another +2 bonus to Leadership to attract followers. � A Knight has the right to participate in his County’s Council, granting him 2 permanent Influence Points with his sponsor. This Record Certifies that _______________________________________________________ Played by _______________________________________________________ Player RPGA # Has joined The Knights of the Realm – Knight of ____________________ A Sunndi Meta Organization Org Notes: � First Joined AR # ___ � Left AR # ___ � Deserted AR # ___ _________________________________________ _________________________________________ _________________________________________ _________________________________________ _________________________________________ Home Region Sunndi Residency___________________________ Event: ____________________________________ Date: _________ DM:________________________________________________________ Signature RPGA # ______________________________ Residency This AR does not count when determining Access: Adventure.
textdata/thevault/Living Greyhawk/Metaorg Material/Sunndi/Knight of the Realm - Knight AR.pdf
Monastic Tradition Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the many traditions and instruct each monk according to his or her aptitude and interest. All traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level. Way of the Howling Gale Hidden within the clouds atop mountain peaks are secret monasteries, who practice the bending of Elemental Air to their will. Their fighting style utilizes the four winds as an extension of their bodies, weaving a furious display of martial arts that balances chaos and self-control. Their mastery over the winds as well as their own ki makes them formidable warriors, often sought out by students of war. The monks who practice the Way of the Howling Gale are by no means pacifists but they are reluctant to train individuals in their secret arts if those individuals seek to use their knowledge for violence. Whirlwind Stance Starting when you choose this tradition at 3rd level, you begin to interweave your martial arts techniques with the power of Elemental Air. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is slashing, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk Table. The damage of this attack counts as magical for the purposes of overcoming resistance and immunity to nonmagical slashing damage. Wen you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. Step of the Gentle Breeze Also at 3rd level, your jump distance is doubled. Additionally, when you calculate your jump distance, you use your Dexterity score instead of your Strength score. Ki of the Rushing Wind Starting at 6th level, your practice of this monastic tradition allows you greater mastery over Elemental Air. As an action you can send 2 ki points to cast the spell gust of wind or levitate. Additionally, when you hit a creature with the special attack granted by your whirlwind stance, you can use your Stunning Strike feature. On a failed saving throw, the creature is also pushed back 10 feet. Wherever the Wind Blows Starting at 11th level, your ki bends the will of the four winds, causing them to carry you wherever you wish. Whenever you are not underground or indoors, you gain a fly speed equal to your walking speed. Fury of the Gale Starting at 17th level, you learn the most closely guarded secret of the Howling Gale, the ability to unleash ferocious winds by transforming your inner ki into the destructive power of a whirlwind. You can spend 7 ki points to cast the spell whirlwind. Once you use this feature, you can't use it again until you finish a short or long rest.
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Way of the Howling Gale.pdf
Version 6/1/07 This Meta-Record Certifies that ______________________________ Played by ______________________________ Player RPGA # has joined The Fanlareshen Sylvan Elves A Bandit Kingdoms Meta−organization http://games.groups.yahoo.com/group/Fanlareshen_Elves Org Notes: � First Joined AR # ____ � Promoted AR # ____ � Promoted AR # ____ � Promoted AR # ____ � Left AR # ____ � ______________________ � ____________________ _______________________ Meta-Record 597 CY Level of Organization & Annual Costs Clan Member 2 TUs; 0 gp Sentry 3 TUs; 5% tithe after every event Trailblazer 4 TUs; 5% tithe after every event Senior Trailblazer 5 TUs; 5% tithe after every event Fealty: The PC must pledge their loyalty to their family, Clan Fanlareshen, and to its leader, High General Ostorio. As such, the PC may serve no other masters. However, Fanlareshen PCs may join the Forts Hendricks and Scorn meta−organization, or the Defenders of the Greenkeep organization, despite their fealty requirements. Residency: The Fanlareshen Sylvan Elves live in the east−central Fellreev Forest. As such, the PC may not belong to any organization that requires Residency outside of the Fellreev Forest. Fanlareshen Enemies: The Clan Member must take every reasonable opportunity to attack minions of Iuz, especially demons, hobgoblins, orcs and undead. Furthermore, Clan Members despise minions of the Old One and suffer a –4 Circumstance penalty to Diplomacy and Bluff checks made against the Old One’s clergy. Trailblazers and Senior Trailblazers receive an Insurgent level Wanted by the Church of Iuz point, as the forces of Fort Skagund have identified them as an enemy leader. NOTE: Arcane spell casters MUST join the Arcane Blades branch as soon as they qualify. Divine spell casters, other than rangers, who worship an elven deity (including Ehlenestra) MUST join the Oaken Copse branch as soon as they qualify. Failure to comply with these limitations will result in the PC gaining the Enmity of the Elves of the Fellreev and Fort Hendricks. The PC will then be immediately expelled from the Clan. Requirements and One−Time Costs: Clan Member: � Must have played at least one Bandit Kingdoms regional event. � Must be a full−blooded elf or must be a Ruathar (certed). � 4+ ranks in Survival. One−time costs: 1 TU being shown safe paths through the forest. Sentry: � Must have been a Clan Member for 6 months. � BAB 5+ or 8+ ranks in Survival or 8+ ranks in both Hide and Move Silently. Trailblazer: � Must have been a Sentry for at least 1 year. � BAB 9+ or 12+ ranks in Survival or 12+ ranks in both Hide and Move Silently. One−time costs: 1 TU training new and young Clan Members. Senior Trailblazer: � Must have been a Trailblazer for 1 year. � BAB 13+ or 16+ ranks in Survival or 16+ ranks in both Hide and Move Silently. Lifestyle Benefits during Bandit Kingdoms Events Home Sweet Home: The Clan helps the PC build an Elven Tree House (RW, pg. 35) in the heart of Fanlareshen territory. The PC receives free Standard Lifestyle during all Bandit Kingdom’s regional events set in the Fellreev Forest. ACCESS GAINED FROM MEMBERSHIP All items are Access: Regional (Bandit Kingdoms) All feats, spells, and prestige classes are Access: Any Clan Member: � May choose the distracting attack alternative class feature (PH2). � May choose the elf ranger racial substitution levels option (RW). � May purchase (A&EG unless noted): animal call, bark armor, butterfly net, elven Aleeian wine, elven double bow, elven mead, elven moondrop, elven tree tent, forester’s cloak, fowler’s snare, ghost oil, gravebane, hammock, holy text (any non−Evil elven deity), insectbane candle, insect netting, leather scale armor, quiver scabbard, silent shoes, wood armor, blend cream (CV), camouflage kit (CV), catstink (CV), nature’s draught (CV), masterwork flute (PHB, CV), masterwork pan pipes (PHB, CV), fur clothing (FB), elven harp (hand, lap, great, RW), forestwarden shroud (RW), honey leather (RW). � May purchase a dire badger (MM 62), which has been trained for combat riding or hunting (PH 75), for 115 gp. You must spend 6 TUs working with the trainer and the dire badger so that it knows you are its new handler. Upkeep: 2 gp per TU. � Gains one permanent Influence Point with the Fanlareshen Sylvan Elves. � Gains one permanent Influence Point with Forts Hendricks and Scorn. Sentry (all of the previous plus the following): � May learn the feat Foe Specialist (MH). � May purchase: leafweave armor (RW), wildwood armor (RW). � Gains one permanent Influence Point with the Fanlareshen Sylvan Elves. Trailblazer (all of the previous plus the following): � Gains a +1 Renown bonus to Leadership when recruiting a Reyhu human cohort who is a member of the Forts Hendricks and Scorn meta−organization. � Once per year, the PC may subtract 1 TU from the cost of a Bandit Kingdoms region event which takes place in the Fellreev Forest. � Gains one permanent Influence Point with the Fanlareshen Sylvan Elves. � Gains one permanent Influence Point with Forts Hendricks and Scorn. Senior Trailblazer (all of the previous plus the following): � Gains a +1 Renown bonus to Leadership score when recruiting a fey or magical beast cohort. This does NOT provide access to non−standard cohorts. Home Region must be the Bandit Kingdoms Event: __________________________Date: ___________ DM: ______________________________________________ Bandit Kingdoms Judge Signature RPGA # Skill Bonuses during Bandit Kingdoms Events Influential Elf: Due to the PC’s influence within the Clan, elves outside of the Fellreev and members of Forts Hendricks and Scorn respect the PC. The PC receives a Circumstance bonus to Diplomacy checks made when dealing with non−Evil elves in the Bandit Kingdoms or members of Forts Hendricks and Scorn (based on rank, see below). At one with the Fellreev: The Friend receives a Circumstance bonus to the following skill checks when used inside the Fellreev Forest: Balance, Climb, Hide, Jump, Listen, Move Silently, Spot and Survival (based on rank, see blow). � Clan Member: +1 � Sentry: +2 � Trailblazer: +3 � Senior Trailblazer: +4
textdata/thevault/Living Greyhawk/Metaorg Material/Bandit Kingdoms/ElvesScoutsAR.pdf
____________________________________________________ has met the requirements and has acquired this Meta-Campaign Certificate from the Dyvers Triad confirming membership as a Friend of the Dyvers Chapter of the International Halfling Society _________________________________________________________________________________________________________ REQUIREMENTS TO BECOME A FRIEND: • Must be a Halfling of any subrace • Must spend 2 Time Units per year assisting in Society-related tasks • Must participate in one Dyvers adventure per year (meta-regional adventures set specifically in Dyvers, interactives, mini-missions, special missions, and introductory adventures help satisfy this condition) BENEFITS: • Access to the following items: Game board, Portable (AEG), Honey Leather, Any (RW), Sashling (RW), Shriek Rock (AEG), Skiprock (RW), War Sling (RW) • +2 circumstance bonus to Gather Information checks when speaking to other halflings or Companions at the society chapter house for 30 minutes or more • 100% discount on Standard Upkeep when in any region that has a chapter house of the International Halfling Society • Permanent Influence Point with the Temple of Yondalla; the Companion may seek food and shelter at the temple as if it were the society chapter house PENALTIES: • Friends that leave the society are welcome to return at any time Signature RPGA # Date AR # . This document may be signed by any table judge. All yearly expenditures must be made during the first event of the calendar year the character participates in. Failure to meet the requirements above invalidates this certificate.
textdata/thevault/Living Greyhawk/Metaorg Material/Dyvers/IHS/IHS-Friend (cert).pdf
____________________________________________________ has met the requirements and has acquired this Meta-Campaign Certificate from the Dyvers Triad confirming membership as a Companion of the Dyvers Chapter of the International Halfling Society _________________________________________________________________________________________________________ REQUIREMENTS TO BECOME A COMPANION: • Must perform a great service to Halflings (campaign documentation required). • Must spend 2 Time Units per year assisting in Society-related tasks • Must participate in one Dyvers adventure per year (meta-regional adventures set specifically in Dyvers, interactives, mini-missions, special missions, and introductory adventures help satisfy this condition) BENEFITS: • Access to the following items: Game board, Portable (AEG), Honey Leather, Any (RW), Sashling (RW), Shriek Rock (AEG), Skiprock (RW), War Sling (RW) • +1 circumstance bonus to Gather Information checks when speaking to other halflings or Companions at the society chapter house for 30 minutes or more • 100% discount on Standard Upkeep when in any region that has a chapter house of the International Halfling Society • Permanent Influence Point with the Temple of Yondalla; the Companion may seek food and shelter at the temple as if it were the society chapter house PENALTIES: • Companions that leave the society are welcome to return at any time Signature RPGA # Date AR # . This document may be signed by any table judge. All yearly expenditures must be made during the first event of the calendar year the character participates in. Failure to meet the requirements above invalidates this certificate.
textdata/thevault/Living Greyhawk/Metaorg Material/Dyvers/IHS/IHS-Companion (cert).pdf
GP Starting GP Lifestyle Free lifestyle if the following conditions are met: • Zeif regional or Tuflik/Fals/Velverdyva meta-regional module • Access to a temple or shrine of Geshtai (any town of hamlet size or larger) Rank Two: Free Standard Lifestyle Rank Three: Free Standard Lifestyle Rank Four: Free Rich Lifestyle - 0 GP GP Spent GP Subtotal + 0 GP GP Gained GP Subtotal Subtotal - GP GP Spent GP FINAL GP TOTAL Skill Bonus (circumstance bonus) Bonus to the following skill checks: • Knowledge Religion about Geshtai • Swim Rank Two: +2 Rank Three: +3 Rank Four: +4 Burdens (circumstance penalty) Penalty to all social interactions with • Followers of Pyremius Rank Two: -1 Rank Three: -2 Rank Four: -3 Previous Zeif regional module, introductory module, or interactive: AR # ______ CURRENT XP TOTAL XP TU Starting TU 3 or 4 or 5 TU Cost - TU Added TU Costs TU REMAINING ACCESS GAINED FROM MEMBERSHIP All items are Access: Regional (Zeif) All feats are Access: Any Cross off all access NOT gained All Ranks � All gold spent for tithing can be applied towards the cost of spells cast by NPC clergy of Geshtai � Item Access: Holy Text (A&EG), Swimmer’s Kit (A&EG) Rank Two � One Free Silver Holy Symbol of Geshtai Rank Three � One Free Masterwork Holy Symbol of Geshtai Rank Four � One Free Masterwork Holy Symbol of Geshtai Meta Play Record# 3256 BH (597 CY) (597 CY) (597 CY) (597 CY) O r g a n i z a t i o n L E V E L O F O r g a n i z a t i o n & Annual Costs (CIRCLE ONE) Rank Two Waterbearer 3 TU per year 5% Tithe Rank Three Fountainhead 4 TU per year 5% Tithe Rank Four Wellspring 5 TU per year 5% Tithe Requirements – All Ranks • Deity Worshipped: Geshtai • Alignment: NG, LN, N, CN, NE Requirements – Waterbearer • 1 Qualified Class Level (see meta-org document) • 1 rank of Swim Requirements – Fountainhead • Spend 1 favor of the Church of Geshtai # • 1 year as a Waterbearer * • 5 Qualified Class Levels (see meta-org document) • 3 ranks of Swim Requirements – Wellspring • Spend 2 favors of the Church of Geshtai # • 2 years as a Fountainhead * • Race: Human (100% Baklunish) • 9 Qualified Class Levels (see meta-org document) • 6 ranks of Swim • Speak Ancient Baklunish Advancement to higher ranks: • 4 years as a Wellspring * • Spend 2 favors of the Church of Geshtai • 13 Qualified Class Levels (see meta-org document) • Leadership feat • Triad approval • Retirement of the character # For each 4 TU’s spent, reduce favor cost by one. * For each additional favor with the Church of Geshtai spent, reduce the number of years required by one. This Record Certifies that ______________________________ Played by ______________________________ Player RPGA # Has Joined The Church of Geshtai A Zeif Meta-game Organization Event: ________________ Date: ________ DM: ______________________________ Signature RPGA # Org Notes: � Waterbearer AR # ___ � Fountainhead AR # ___ � Wellspring AR # ___ � Left AR # ___ � Suspended AR # ___ � BANNED! AR# ___ ______________________ ______________________ Home Region Sultanate of Zeif This AR does not count when determining Access: Adventure. Items purchased through Org __________________ ________gp __________________ ________gp __________________ ________gp __________________ ________gp __________________ ________gp
textdata/thevault/Living Greyhawk/Metaorg Material/Zeif/Baklunish Pantheon - Geshtai Cert.pdf
Name: Player: Chronicle: Breed: Auspice: Tribe: Pack Name: Pack Totem: Concept:  Strength___________ Dexterity__________ Stamina___________ OOOOO OOOOO OOOOO  Charisma___________ Manipulation________ Appearance_________ OOOOO OOOOO OOOOO  Perception__________ Intelligence_________ Wits______________ OOOOO OOOOO OOOOO   Alertness___________ Athletics____________ Brawl_____________ OOOOO OOOOO OOOOO  Animal-Ken_________ Crafts_____________ Drive_____________ OOOOO OOOOO OOOOO  Academics__________ Computer__________ Enigmas___________ OOOOO OOOOO OOOOO  Empathy___________ Expression__________ Intimidation__________ OOOOO OOOOO OOOOO Etiquette___________ Firearms___________ Larceny____________ OOOOO OOOOO OOOOO Investigation________ Law______________ Medicine___________ OOOOO OOOOO OOOOO Leadership__________ Primal-Urge_________ Streetwise__________ OOOOO OOOOO OOOOO Melee_____________ Performance________ Stealth____________ OOOOO OOOOO OOOOO Occult____________ Rituals____________ Science____________ OOOOO OOOOO OOOOO Subterfuge__________ _________________ OOOOO OOOOO Survival____________ _________________ OOOOO OOOOO Technology_________ _________________ OOOOO OOOOO _________________ _________________ _________________ OOOOO OOOOO OOOOO  _______________________ _______________________ _______________________  _______________________ _______________________ _______________________  _________________ _________________ OOOOO OOOOO _______________________ _______________________ _______________________ _______________________   O O O O O O O O O O              O O O O O O O O O O           Bruised Hurt Injured Wounded Mauled Crippled Incapacitated –1 –1 –2 –2 –5         O O O O O O O O O O            O O O O O O O O O O            O O O O O O O O O O            O O O O O O O O O O            ®  ________________________OOOOO  ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ______________________ ______________________________ ______________________________ ______________________________ ______________________________ ___________________ ______________________________ ______________________________ _____________________ ___ ___  ____________________________________ ____________________ ____________________  ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________  _____________________ ___ ___ ____________________________________ _____________________ ___ ___ ____________________________________ _____________________ ___ ___ ____________________________________ _____________________ ___ ___ ____________________________________ _____________________ ___ ___ ____________________________________  _______________ ___________ ____ ____ ____ ____ ____ _______________ ___________ ____ ____ ____ ____ ____ _______________ ___________ ____ ____ ____ ____ ____ _______________ ___________ ____ ____ ____ ____ ____ _______________ ___________ ____ ____ ____ ____ ____ _______________ ___________ ____ ____ ____ ____ ____ _______________ ___________ ____ ____ ____ ____ ____ ® +1 Die to Bite Damage –2 Perception Diff. Strength(+3)_____ Dexterity(+2)____ Stamina(+3)_____ Manipulation(– 3)__ Difficulty: 7 Strength(+2)_____ Stamina(+2)_____ Manipulation(– 2)__ Appearance(– 1)___ Difficulty: 7 No Change Difficulty: 6 Strength(+1)_____ Dexterity(+2)____ Stamina(+2)_____ Manipulation(– 3)__ Difficulty: 6 Strength(+4)_____ Dexterity(+1)____ Stamina(+3)_____ Manipulation(– 3)__ Appearance 0 Difficulty: 6 INCITE DELIRIUM IN HUMANS  Maneuver Bite Body Tackle Claw Grapple Kick Punch Roll Dex + Brawl Dex + Brawl Dex + Brawl Dex + Brawl Dex + Brawl Dex + Brawl Diff 5 7 6 6 7 6 Damage Strength + 1/A Special/B Strength + 2/A Strength/B Strength + 1/B Strength/B  A=Aggravated Damage B=Bashing Damage _________________
textdata/thevault/World of Darkness/V20A/other character sheets/W20_2_Page_Character_Sheet.pdf
�������������������������������������������������������������������������������������������� Human knight. Knowledgeable in both martial combat and the code of chivalry, you are trusted with upholding order and protecting comrades. (But glory's good too!) 4 4 2 4 2 2 2 2 4 4 2 2 2 -1 2 2 1 22 5 5 1 -1 1 -1 7 Great knowledge of the code of chivalry Martial weapons training Sword mastery Shield mastery Block an attack that is about to take someone down (single use) 2 Chain hauberk 1 Kite shield Long sword Calligraphy set Latest edition of "Who's Who in Generican Nobility" Crossbow & bolts 2 Sword strike Crossbow shot Ranged 3 2 3 4 5 1 -1 -1 4 4 4
textdata/thevault/Collections/Kid Friendly/3. Rules Lite Collection/Lightweight/LWRPGCharacterSheet_Knight.pdf
Items Carried Item Description Cost Location Monthly Expenses Service eb/Month Ammunition # of for Weapon Type (Standard, AP, API, Drugs, etc.) Clip Boxd Location X
textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Sheet - Expense and Ammunition sheet by Jean-Sebastien Morisset.pdf
1� Character Card - Human 1� The Character Card The Character Card saves and stores the basic information a player needs to know about his character. A player should have a character card for each character in play. Human Char Card CHARACTER CARD UPP Name Str Dex End Int Edu Soc Breathes Gender Birthdate Birthworld Service Experience Homeworld Career Experience Personal Equipment Term01 Term02 Term03 Characteristics (GP) Senses Skills Term04 SDEIES VHST C1 Str Energy Vision String Term05 Str 2D Vision V-16-RGB C2 Dex Agi Gra Vibration Hearing String Term06 Dex 2D Hearing H-16-9382 C3 End Sta Vig Volatiles Smell String Term06 End 2D Smell S-16-3 C4 Int Contact Touch String Term07 Int 2D Touch T-16-3 C5 Edu Tra Ins Fields Aware String Term08 Edu 2D Aware C6 Soc Cha Cas Auras Percept String Term09 Soc 2D Percept Human Card NN CHARACTER CARD (BACK) D NA= Sophont Descriptor C1 C2 C3 C4 C5 C6 Education or Training Physical Aging Mental Aging Overview HBS-T-AN-LN-N Symmetry Bilateral Head San Head-Brain-Senses Sound Certifications Torso Light Torso Limbgroup1 Arms with Hands Limbgroup2 none Limbgroup3 Legs Limbgroup4 none Tail none Skeleton Racial Scent Bony Interior HUM - Skin Fluids Organic G F E D C B A < 9 < 8 < 7 6 5 4 Skin Blood Int= Ext= D U S P B > G > R > C A N I F X Human Card NN
textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=1155 Characters Character Card Human.pdf
HANDLE SEX ZCUF C U F CORP BLOOD ROLE SAVE BODY BTM NAME TYPE WA PRIME AMMO DAMAGE RELOADS CLIP ROF CONC REL STASH LIGHT 0 SERIOUS 1 CRITICAL 2 MORTAL 0 3 MORTAL 1 4 MORTAL 2 5 MORTAL 3 6 WOUNDS SKILLS GEAR WARE ARMOR TYPE [EV TOTAL] HEAT HEAD 1 TORSO 2-4 ARM-R 5 ARM-L 6 LEG-R 7-8 LEG-L 9-0 STASH STATS REFLEX INTELLIGENCE COOL EMPATHY IMAGE TECH LUCK MOVE LEAP RUN NOTES: PERSONALITY DETAILS COMBAT BONUSES [MARTIAL ARTS OR EQUIPMENT] character profile a prequel to r talsorian's cyberpunk 2020 rpg dystopia : hostile takeover
textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Sheet - DHT Character Sheet by Third Rail Design.pdf
PRIMUS over one billion CHARACTERISTICS WORLD No Water Present border Quintus Secundus TRAVEL ZONES POPULATION Amber Zone Red Zone BASES Asteroid Belt Water Present No Gas Giant Travel Zone Code (Red) MAP LEGEND Starport Type Gas Giant Bases World Name World Type X-Boat Route Tertius A under one billion World names in red are subsector capitals A B C D E F G H I J K L M N O P X Sosie Subsector Williamsburg Poonch Ryazan Sepik Shusirda B Xx Lirgakiga A Xx Dadas B Xx Clave C Xx Shugaadu A Xx Ki C Xx Kigi E Xx Binim A Xx Kudush Mikur E Xx 947-319 B BK LIKHAP A Xx Kudush Balam C Xx SAND E Xx 577-592 D Xx Armum Lair D Fm Shugarku C Fm H-10 A Fm Tashkent B Fm 285-093 A Fm Minesar E Fm Onlyjust C Fm Kezikim B Fm Shoehorn E L9 Archipelago A Fm Slate B Fm Arnu Makaar C Fm Vast Plaines C Fm 265-514 D Fm Ushu E Fm Leap of Faith D Fm Limdisir C Fm 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 (subsector K of Glimmerdrift Reaches sector) Naval Base Scout Base Way Station Loyal Nineworlds Republic Farreach Margravate Farreach Margravate
textdata/thevault/Traveller/Traveller d20/QLI-ELIB0009 Glimmerdrift Map Pack/Glimmerdrift-K.pdf
________________________________ has been ordained as Clergy of Joramy (Within the Church of Seven Faiths) Version 1.22 The clergy and leadership of Joramy are also frequently called upon to settle religious disputes between the other sects of the Church of the Seven Faiths, as the more Lawful and Chaotic elements frequently find cause to disagree on Church policy. The faithful imagine Joramy herself serving the same role among the gods, and she is sometimes referred to as the “Mediatrix.” There is also a movement to declare Joramy the chief of the seven gods of the Church; this movement is considered heretical by the Church but enjoys the support of popular sentiment. Believers in this movement refer to Joramy as the “Divine Lady.” She is most often referred to as “the Mother.” Referring to her as “the Shrew,” as folk from other lands often do, is generally considered grounds for a tongue-lashing at the very least. More dedicated worshippers may desire to become a Cleric of the Church, indicating that they are religious workers for the Church on at least a part-time basis. There is a church hierarchy, beginning with Acolyte before progressing through Disciple and Deacon before one becomes a Priest. There are higher ranks in the Church, but these must be applied for and earned specifically. Prerequisites • Characters must either have been created with the Yeomanry as their home region or they must reside in the region for one year before they may join the clergy. • Must be a worshipper of Joramy with 2 ranks in Knowledge (Religion) per advancement within the Clergy (Acolyte: 2 ranks, Disciple, 4 ranks, etc…) Requirements • In addition to 2 TU spent attending religious functions, there is a yearly cost of 5 TUs per Clergy ‘rank’ that the PC has achieved. For example, holding the rank of Deacon requires 15 TUs per year (plus the 2 base TUs). These TUs represent the time spent working in and administering a church. The higher rank you are, the more time you must devote to the faith! • Clergy must tithe 5% of their income from all scenarios to the Church. • The character must reside in the Yeomanry for one year at their current rank in the Church before they may advance to the next rank. Acolytes and Disciples may leave the region and retain the benefits of belonging to the Clergy as long as they continue to meet their obligations to the church (tithing and service). Clergy of higher rank that leave the region are demoted to the rank of Disciple and must re-earn their previous title should they return to the Yeomanry. • In order to achieve Priest status within the Co7F, the character must have the ability to cast divine spells. Benefits • Clerics of the Church will perform marriages, funerals, blessings, and other Church sacraments for the PC. • Gain access to all of the items on Table 1-6 Sacred Gear from Defenders of the Faith. • The DC for determining if a desired divine spell is available is lowered by 2 for Members of the Church and the gold cost of such spells is reduced by 10%. (See YEO-R2, Purchasing Divine and Arcane Spells in the Yeomanry, for exact details.) • Each ‘rank’ counts as one permanent Influence Point towards purchasing divine spells at the church. For example, a Deacon would have the equivalent of 3 permanent Influence Points and could receive up to 6th-level spells for only gold and TU cost. • Clerics of Joramy receive a +1 Circumstance bonus per clerical rank on all Diplomacy, Bluff, and Intimidate rolls versus the average gods-fearing Yeoman. • Characters who earn the rank of Priest in the Clergy of Joramy also gain immediate Yeoman Citizenship, gaining all of the rights and privileges that come therewith. Clergy of Joramy (Within the Church of Seven Faiths) Version 1.22 • Clerics of Joramy who can cast divine spells gain access to the following feats, prestige classes, and spells. Training for each requires 1 TU and 100gp paid when the feat/spell/prestige class is gained. o Feats: Divine Cleansing (DotF), Divine Resistance (DotF), Divine Vengeance (DotF), Empower Turning (DotF), Extra Slot (T&B), Pyro (S&S), Reach Spell (DotF), Sacred Spell (DotF), Spell Specialization (T&B). o Prestige Classes: Consecrated Harrier (DotF), Church Inquisitor (DotF), Hunter of the Dead (DotF), Sacred Exorcist (DotF), Templar (DotF), Warpriest (DotF). o Spells: Body of the Sun (MotW), Burial Blessing (DotF), Castigate (DotF), Dimensional Lock (T&B), Divine Flame (DotF), Divine Storm (DotF), Energy Immunity (T&B), Filter (T&B), Fire Eyes (MotW), Flame of Faith (DotF), Gaze Screen (T&B), Mass Resist Elements (T&B), Righteous Wrath of the Faithful (DotF), Regenerate Circle (MotW), Regenerate Critical Wounds (MotW), Regenerate Light Wounds (MotW), Regenerate Moderate Wounds (MotW), Regenerate Ring (MotW), and Regenerate Serious Wounds (MotW). • Deacons and Priests of Joramy gain access to the Hierophant prestige class (DMG). • Clerics of Joramy gain access to the following magic items, based on rank within the church: o Acolyte—Candle of Invocation, Candle of Truth, Necklace of Fireballs (Type I), Pearl of Power (1st), Potion of Neutralize Poison, Potion of Remove Blindness / Deafness, Strand of Prayer Beads (Lesser), Wand of Cure Light Wounds. o Disciple-- Bag of Holding (Type I), Cloak of Resistance +2, Glove of Storing, Necklace of Fireballs (Types II and III), Pearl of Power (2nd), Periapt of Proof against Poison, Wand of Cure Moderate Wounds. Upgrades: +2 weapon or armor enhancement bonus, Flaming special ability (weapon). o Deacon-- Brooch of Shielding, Cloak of Resistance +3, Figurine of Wondrous Power (Onyx Dog), Helm of Comprehend Languages and Read Magic, Necklace of Fireballs (Type IV and V), Pearl of Power (3rd), Periapt of Health, Periapt of Wisdom +2, Ring of the Ram, Strand of Prayer Beads (standard), Wand of Cure Serious Wounds. Upgrade: +3 weapon or armor enhancement bonus. o Priest-- Bag of Holding (type II), Cloak of Resistance +4, Necklace of Fireballs (Type VI and VII), Periapt of Wisdom +4, Periapt of Wound Closure, Strand of Prayer Beads (Greater). Upgrades: +4 weapon or armor enhancement bonus, Flaming Burst special ability (weapon), Holy special ability (weapon), Sacred special ability (armor or shield). o Disciples and higher ranked clergy may upgrade existing magical weapons and armor with the special abilities or enhancement bonuses listed in their entries above. The Cleric must pay the cost difference between the old item and the improved one. This may be done to as many items as they like. If capable of crafting the new item, the member may pay only half of this difference along with 1 XP for each 25gp spent. Date Ordained as Acolyte: _________ Judge: _________________ RPGA #:_________ Date Ordained as Disciple: _________ Judge: _________________ RPGA #:_________ Date Ordained as Deacon: _________ Judge: _________________ RPGA #:_________ Date Ordained as Priest: _________ Judge: _________________ RPGA #:_________
textdata/thevault/Living Greyhawk/Metaorg Material/Yeomanry/Joramy_3.5.pdf
™ Courage____________ Self-Control/Instinct______ Strength_________________ Dexterity________________ Stamina_________________ NAME: PLAYER: CHRONICLE: NATURE: DEMEANOR: CONCEPT: GENERATION: SIRE: HAVEN: ATTRIBUTES TALENTS SOCIAL MENTAL Charisma_________________ Manipulation_____________ Appearance_______________ Perception_______________ Intelligence_______________ Wits___________________ Alertness_________________ Athletics________________ Brawl___________________ Dodge___________________ Empathy_________________ Expression_______________ Intimidation______________ Leadership________________ Streetwise________________ Subterfuge________________ ABILITIES PHYSICAL SKILLS KNOWLEDGES Animal Ken______________ Crafts___________________ Drive___________________ Etiquette_________________ Firearms_________________ Melee____________________ Performance_______________ Security__________________ Stealth___________________ Survival__________________ Academics________________ Computer________________ Finance__________________ Investigation______________ Law_____________________ Linguistics________________ Medicine_________________ Occult___________________ Politics___________________ Science__________________ BACKGROUNDS ADVANTAGES DISCIPLINES VIRTUES ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ Conscience/Conviction MERITS/FLAWS HUMANITY/PATH HEALTH WILLPOWER BLOOD POOL WEAKNESS OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO __________________________ __________________________ __________________________ __________________________ __________________________ __________________________ __________________________ __________________________ ____________________________________________________ __________________________ __________________________ O O O O O O O O O O __________________________ O O O O O O O O O O Bruised Hurt -1 Injured -1 Wounded -2 Mauled -2 Crippled -5 Incapacitated One Step Toward Clan Blood Bond ™ _________________________________ _________________________________ _________________________________ _________________________________ _________________________________ _________________________________ _________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OTHER TRAITS RITUALS EXPERIENCE BLOOD BONDS/ VINCULI COMBAT NAME LEVEL DERANGEMENTS TOTAL:________________________________ TOTAL SPENT:_________________________ Spent on: ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ BOUND TO RATING BOUND TO RATING ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ ________________________________________ WEAPON DAMAGE RANGE RATE CLIP CONCEAL ARMOR _________________________________ _________________________________ _________________________________ _________________________________ _________________________________ _________________________________ _________________________________ OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO _________________________________ _________________________________ _________________________________ _________________________________ _________________________________ _________________________________ _________________________________ OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO ™ EXPANDED BACKGROUND ____________________________________________________________________________________ ________________________________________________________________________________________________________________________________________________________________________ ________________________________________________________________________________________________________________________________________________________________________ ________________________________________________________________________________________________________________________________________________________________________ ________________________________________________________________________________________________________________________________________________________________________ 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____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________ POSSESSIONS HAVENSDESCRIPTION ALLIES CONTACTS FAME HERD INFLUENCE MENTOR RESOURCES RETAINERS STATUS OTHER GEAR (CARRIED) EQUIPMENT (OWNED) FEEDING GROUNDS VEHICLES LOCATION ™ ____________________________________________________________________________________ ________________________________________________________________________________________________________________________________________________________________________ ________________________________________________________________________________________________________________________________________________________________________ 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________________________________________________________________________________________________________________________________________________________________________ ________________________________________________________________________________________________________________________________________________________________________ AGE___________________________________________________________________________________ APPARENT AGE______________________________________________________________________ DATE OF BIRTH________________________________________________________________________ RIP________________________________________________________________________________ HAIR____________________________________________________________________________________ EYES___________________________________________________________________________________ RACE____________________________________________________________________________________ NATIONALITY__________________________________________________________________________ HEIGHT___________________________________________________________________________________ WEIGHT___________________________________________________________________________________ SEX___________________________________________________________________________________ ________________________________________________________________________________________________________________________________________________________________________ ________________________________________________________________________________________________________________________________________________________________________ ________________________________________________________________________________________________________________________________________________________________________ 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____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ ____________________________________________________________________________________ HISTORY APPEARANCE VISUALS PRELUDE COTERIE CHART CHARACTER SKETCH
textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/Vampire/Vampire (oWoD)/World of Darkness (WoD)/oWoD/Vampire (c)/Character Sheets/Tremere.pdf
Who is Bright Shield? As Bright Shield you will take on the role of a powerful Kai warrior, one with great skill in battle. When the forces of Evil attack, you are at the front of every battle, holding the line and defending your companions. In his own Words “They say the Sommlending came from the North, sailing to Sommerlund on mighty ships that tamed the harshest of waves. My family still plies the cold deeps, sailing along the coast as fisherfolk. Though not nobleborn like most of my Kai companions, I come from a fierce, honourable heritage and take pride in that fact. One of the ways I show respect to my heritage is by wielding the spear, an homage to the deep ocean fishing that my people do every day to survive. Together with my shield, I wield my weapon in defence of my duties, my fellow Kai Lords and the honour of my Order. I hope one day to follow my family’s tradition of facing down some terrible foe, defeating it in glorious combat and emblazoning my shield with its image.” Why Pick Bright Shield? Bright Shield’s is great because: • Bright Shield has the Mindblast and Mindshield Kai disciplines, making him well versed in psychic battle. • With both a shield and a chainmail waistcoat, he is tough and hardy in combat. • He has the Commanding trait, making him a natural leader in combat. Character Name: ............................................................. Character Rank: ......................................... 1. Mindblast Mental Attack 2. Mind Over Matter Move small objects at a distance 3. Animal Kinship Speak with and influence animals 4. Hunting Never go hungry in the wild 5. Mindshield Mental defence 6. 7. 8. 9. 10. Discipline Notes 1. Spear 2. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Weapons Backpack Disciplines Character Portrait Combat Skill Endurance Special Items Notes 1. Coil of Rope Meals (Each Meal counts as one backpack item) -3EP if no meal available when instructed to eat 2. Lantern 3. 4. 5. 6. Belt Pouch (Maximum 50 GC or equivalent) 7. 8. 0 Hunting 17 Bright Shield 5 Basic COMBAT SKILL: 18 Modifiers: +2 for Shield Total: 20 Basic ENDURANCE: 24 Modifiers: Total: 28 +4 for Chainmail Waistcoat +2 COMBAT SKILL against any enemy not immune to Mindblast Character Name: ............................................................. Character Rank: ......................................... Discipline Notes Adv. Mas. 1. Spear 2. 1. Coil of Rope Meals (Each Meal counts as one backpack item) -3EP if no meal available when instructed to eat 2. Lantern 3. 4. 5. 6. Belt Pouch (Maximum 50 GC or equivalent) 7. 8. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Weapons Backpack Disciplines Basic COMBAT SKILL: 18 Modifiers: Total: 20 Combat Skill Basic ENDURANCE: 24 Modifiers: Total: 25 Endurance Basic WILLPOWER: 13 Modifiers: Total: Willpower Armour Defence - End loss Shield 1. Tireless 2. Commanding 3. 4. Gained at RANK 6 Gained at RANK 8 Traits 1. Might 2. Crafting 3. 4. Gained at RANK 7 Gained at RANK 9 Skills Special Items Kai’s Favour Notes 1. Mindblast 2. Mind Over Matter 3. Animal Kinship 4. Hunting 5. Mindshield 6. 7. 8. 9. 10. Bright Shield 5 0 Hunting 17 +2 for Shield +1 for Tireless Chainmail Waistcoat 3 Shield 2 +2 COMBAT SKILL against any enemy not immune to Mindblast Immune to exhaustion May spend 2 WP to grant an ally +1 to CS for one Combat Exchange or +1 bonus to one Technique Test +1 to WILLPOWER Test made to influence others Your Kai Lord’s Action Chart In The Lone Wolf Adventure Game you play the role of a noble Kai Lord, a brave warrior-monk sworn to defend the land of Sommerlund. This is your Action Chart. It tells you how good your Kai Lord is at performing various tasks or feats, as well as listing their special powers and abilities. You will need to reference it during play, but don’t worry too much about what all the numbers mean just yet. The Narrator will explain more as you start to play. Here are the basics: Character Name This is your Kai Lord’s name, bestowed on them by their teachers at the Kai monastery. What significance does your name have to your Kai Lord? Is it a reflection of their personality or the manner in which they behave? Is it their favourite animal or preferred weapon? That’s up to you to decide! Character Rank This is a measure of your Kai Lord’s training and experience within the Kai Order. All Kai Lords begin at Rank 5, Kai Initiates, but will quickly be promoted if they fare well on adventures. Kai Disciplines All Kai Lords possess supernatural powers that they must master to become a truly proficient warrior. Your Kai Lord knows five of these at the start of the game, but will quickly master others through training. The Narrator will explain what each of your disciplines does in the game, but working out clever ways to use them is the key to successfully completing adventures! Weapons Kai Lords are warriors first and foremost, and these are the weapons that you carry with you. Backpack Items that you pick up and collect during an adventure are stored in your Kai Lord’s backpack. It can store up to 8 items in total, including Meals. Special Items Some items don’t get stored in your Kai Lord’s backpack, such as a map case or a quiver. These items are listed here instead and your Kai Lord can have up to 12 Special Items in total. Combat Skill This number represents your Kai Lord’s martial prowess and physical abilities; his coordination, dexterity and speed. It is used most often to determine how successful your Kai Lord is during a fight, but can also be used to determine the outcome of other physical actions. Endurance This number represents your Kai Lord’s stamina and health. When your Kai Lord is injured in a fight, this number is reduced. Notes During an adventure you might discover all manner of clues, meet characters whose names you wish to remember and think up ideas for what to do next. This space is a great place to record all of that! Before writing on your Action Chart, check with your Narrator whether it’s OK to do so – they might prefer you use a piece of scrap paper instead! Use a pencil for writing on your Action Chart. You’ll be able to erase your notes and re-use the Action Chart in future adventures.
textdata/thevault/Lone Wolf Adventure Game/Sheets/Pregen Action Chart - Bright Shield.pdf
Name: Player: Chronicle: Attributes Strength___________ Dexterity__________ Stamina___________ OOOOO OOOOO OOOOO Physical Charisma___________ Manipulation_________ Appearance__________ OOOOO OOOOO OOOOO Social Perception___________ Intelligence__________ Wits______________ OOOOO OOOOO OOOOO Mental Breed: Camp: Geographic Origin: Nature: Demeanor: Concept: Alertness___________ Athletics___________ Brawl______________ OOOOO OOOOO OOOOO Talents Animal Ken_________ Crafts______________ Drive______________ OOOOO OOOOO OOOOO Skills Computer___________ Enigmas____________ Investigation_________ OOOOO OOOOO OOOOO Knowledges Dodge_____________ Empathy___________ Expression___________ OOOOO OOOOO OOOOO Etiquette___________ Firearms___________ Leadership___________ OOOOO OOOOO OOOOO Law______________ Linguistics__________ Medicine___________ OOOOO OOOOO OOOOO Flight______________ Primal-Urge__________ Streetwise___________ OOOOO OOOOO OOOOO Melee_____________ Performance__________ Stealth_____________ OOOOO OOOOO OOOOO Occult_____________ Politics____________ Rituals_____________ OOOOO OOOOO OOOOO Subterfuge___________ OOOOO Survival____________OOOOO Science_____________ OOOOO _________________ _________________ _________________ OOOOO OOOOO OOOOO Backgrounds _______________________ _______________________ _______________________ Gifts _______________________ _______________________ _______________________ Gifts _________________ _________________ OOOOO OOOOO _______________________ _______________________ _______________________ _______________________ Advantages Health Bruised Hurt Injured Wounded Mauled Crippled Incapacitated � � � � � � � - 1 - 1 - 2 - 2 - 5 Rage Renown Gnosis Glory Honor Wisdom Willpower Rank O O O O O O O O O O � � � � � � � � � � O O O O O O O O O O � � � � � � � � � � O O O O O O O O O O � � � � � � � � � � O O O O O O O O O O � � � � � � � � � � O O O O O O O O O O � � � � � � � � � � O O O O O O O O O O � � � � � � � � � � Weakness Abilities Gold Affects Corax as Silver Affects Garou. G G G G G G G G G No Change Difficulty: 6 Homid Weapon/ Attack Diff. Damage Range Rate Ammo Conceal Combat ________________________OOOOO Other Traits ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO Item:_____________________ Level:___ Gnosis:___ Fetishes Power:____________________________________ Item:_____________________ Level:___ Gnosis:___ Power:____________________________________ Item:_____________________ Level:___ Gnosis:___ Power:____________________________________ Item:_____________________ Level:___ Gnosis:___ Power:____________________________________ Item:_____________________ Level:___ Gnosis:___ Power:____________________________________ Item:_____________________ Level:___ Gnosis:___ Power:____________________________________ Rites ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ______________________________ Gifts ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ Item:_____________________ Level:___ Gnosis:___ Power:____________________________________ Maneuver Bite Body Tackle Claw Grapple Kick Punch Roll Dex + Brawl Dex + Brawl Dex + Brawl Dex + Brawl Dex + Brawl Dex + Brawl Diff 5 7 6 6 7 6 Damage Strength + 1/A Special/B Strength + 1/A Strength/B Strength + 1/B Strength/B Brawling Chart A=Aggravated Damage B=Bashing Damage Armor:_________________ Dexterity(+1)_____ Stamina(+1)______ Appearance(-1)____ Manipulation(-2)__ Perception(+3)____ Difficulty: 6 INCITE REDUCED DELIRIUM Crinos Strength(+1)_____ Strength(-1)______ Dexterity(+1)_____ Manipulation(-3)__ Perception(+3)____ Difficulty: 6 Corvid Expanded Backgrounds Merits & Flaws Merit Type Cost __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ Flaw Type Bonus __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ Allies ___________________________________ ___________________________________ ___________________________________ Kinfolk ___________________________________ ___________________________________ ___________________________________ Possessions Gear(Carried):__________________________ ___________________________________ ___________________________________ Equipment(Owned):______________________ ___________________________________ ___________________________________ Sparkly Things ___________________________________ ___________________________________ ___________________________________ ___________________________________ ___________________________________ Experience TOTAL: Gained From:__________________________ ___________________________________ ___________________________________ TOTAL SPENT:_______________________ Spent On:_____________________________ ___________________________________ ___________________________________ ___________________________________ Ancestors ___________________________________ ___________________________________ ___________________________________ Resources ___________________________________ ___________________________________ ___________________________________ Contacts ___________________________________ ___________________________________ ___________________________________ Secrets ___________________________________ ___________________________________ ___________________________________ Other (_______________) ___________________________________ ___________________________________ ___________________________________ Other (_______________) ___________________________________ ___________________________________ ___________________________________ ___________________________________ ___________________________________ ___________________________________ ___________________________________ ___________________________________ ___________________________________ ___________________________________ ___________________________________ History ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ Description More Secrets Character Sketch Age:____________________ ___________________________________________________ Hair:____________________ ___________________________________________________ Eyes:____________________ ___________________________________________________ Race:___________________ ___________________________________________________ Nationality:_______________ ___________________________________________________ Sex:____________________ ___________________________________________________ ___________________________________________________ Height Weight Homid: _________________ ___________________________________________________ ___________________________________________________ Crinos: __________________ Battle Scars:___________________________________________ ___________________________________________________ Corvid: __________________ ___________________________________________________ ___________________________________________________ _____________________________________ _____________________________________ 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textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/oWoD/Werewolf (c)/Character Sheets/Breed Sheets/WOD - Werewolf - The Apocalypse - Character Sheet - Corax.pdf
German 340th Volksgrenadier Div. December, 1944 By Greg Moore gregpanzerblitz.com December, 2008 Battalion I x 3 x 2 x 8 x 1 x 2 694th Volks- grenadier Regiment x 1 x 1 x 2 x 3 x 2 x 2 x 1 x 2 Battalion II Battalion I x 3 x 2 x 8 x 1 x 2 695th Volks- grenadier Regiment x 1 x 1 x 2 x 3 x 2 x 2 x 1 x 2 Battalion II x 2 340th Volks- Flak Battalion x 3 x 3 x 3 340th Fusilier Battalion Battalion I x 3 x 2 x 8 x 1 x 2 696th Volks- grenadier Regiment x 1 x 1 x 2 x 3 x 2 x 2 x 1 x 2 Battalion II x 3 x 11 x 6 340th Volks- Artillerie Regiment x 2 340th Volks- PanzerJager Battalion x 3 x 3 340th Volks- Pioneer Battalion x 3 x 1 x 4 The 340th Volksgrenadier Division had just suffered heavily in the fighting for Aachen and then was thrown into the Ardennes offensive without time to absorb replacements or rest. The division was committed to the fighting northeast of Bastogne on January 2 where it actually captured the forward po- sition of Mageret, where it was unfortunately heavily bombed by the Luftwaffe, causing many casual- ties. The division continued to fight hard, even after being reduced to the strength of a single weak regi- ment. x 1 x 2 x 6 x 1 x 2
textdata/thevault/Panzer Leader & Panzer Blitz/1944 Battle of the Bulge/340thVolksDec44.pdf
Name: Player: Chronicle: Attributes Strength___________ Dexterity__________ Stamina___________ OOOOO OOOOO OOOOO Physical Charisma___________ Manipulation_________ Appearance__________ OOOOO OOOOO OOOOO Social Perception___________ Intelligence__________ Wits______________ OOOOO OOOOO OOOOO Mental Breed: Auspice: Nature: Demeanor: Concept: Alertness___________ Athletics___________ Brawl______________ OOOOO OOOOO OOOOO Talents Animal Ken_________ Crafts______________ Drive______________ OOOOO OOOOO OOOOO Skills Computer___________ Enigmas____________ Investigation_________ OOOOO OOOOO OOOOO Knowledges Dodge_____________ Empathy___________ Expression___________ OOOOO OOOOO OOOOO Etiquette___________ Firearms___________ Leadership___________ OOOOO OOOOO OOOOO Law______________ Linguistics__________ Medicine___________ OOOOO OOOOO OOOOO Intimidation_________ Primal-Urge__________ Streetwise___________ OOOOO OOOOO OOOOO Melee_____________ Performance__________ Stealth_____________ OOOOO OOOOO OOOOO Occult_____________ Politics____________ Rituals_____________ OOOOO OOOOO OOOOO Subterfuge___________ OOOOO Survival____________OOOOO Science_____________ OOOOO _________________ _________________ _________________ OOOOO OOOOO OOOOO Backgrounds _______________________ _______________________ _______________________ Gifts _______________________ _______________________ _______________________ Gifts _________________ _________________ OOOOO OOOOO _______________________ _______________________ _______________________ _______________________ Advantages Health Bruised Hurt Injured Wounded Mauled Crippled Incapacitated � � � � � � � - 1 - 1 - 2 - 2 - 5 Rage Renown Glory Honor Wisdom Rank O O O O O O O O O O � � � � � � � � � � O O O O O O O O O O � � � � � � � � � � O O O O O O O O O O � � � � � � � � � � O O O O O O O O O O � � � � � � � � � � Weakness (Optional) (Optional) Wyrm Tainted Gnosis O O O O O O O O O O � � � � � � � � � � Willpower O O O O O O O O O O � � � � � � � � � � Corruption O O O O O O O O O O Abilities G G G G G G G G G Weapon/ Attack Diff. Damage Range Rate Ammo Conceal Combat ________________________OOOOO Other Traits ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO ________________________OOOOO Item:_____________________ Level:___ Gnosis:___ Fetishes Power:____________________________________ Item:_____________________ Level:___ Gnosis:___ Power:____________________________________ Item:_____________________ Level:___ Gnosis:___ Power:____________________________________ Item:_____________________ Level:___ Gnosis:___ Power:____________________________________ Item:_____________________ Level:___ Gnosis:___ Power:____________________________________ Item:_____________________ Level:___ Gnosis:___ Power:____________________________________ Rites ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ______________________________ Gifts ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ Item:_____________________ Level:___ Gnosis:___ Power:____________________________________ Maneuver Bite Body Tackle Claw Grapple Kick Punch Roll Dex + Brawl Dex + Brawl Dex + Brawl Dex + Brawl Dex + Brawl Dex + Brawl Diff 5 7 6 6 7 6 Damage Strength + 1/A Special/B Strength + 1/A Strength/B Strength + 1/B Strength/B Brawling Chart A=Aggravated Damage B=Bashing Damage Armor:_________________ +1 Die to Bite Damage -2 Perception Diff. Strength(+3)_____ Dexterity(+2)_____ Stamina(+3)______ Manipulation(-3)__ Difficulty: 7 Strength(+2)_____ Stamina(+2)______ Appearance(-1)____ Manipulation(-1)__ Difficulty: 7 No Change Difficulty: 6 Strength(+1)_____ Dexterity(+2)_____ Stamina(+2)______ Manipulation(-3)__ Difficulty: 6 Strength(+4)_____ Dexterity(+1)_____ Stamina(+3)______ Manipulation(-3)__ Appearance 0 Difficulty: 6 INCITE DELIRIUM IN HUMANS Homid Glabro Crinos Hispo Lupus Expanded Backgrounds Merits & Flaws Merit Type Cost __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ Flaw Type Bonus __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ __________________ __________ _____ Possessions Gear(Carried):__________________________ ___________________________________ ___________________________________ Equipment(Owned):______________________ ___________________________________ ___________________________________ Sept Name:________________________________ Caern Location:__________________________ Type:_______________________ Level:____ Totem:________________________________ Leader:_______________________________ Experience TOTAL: Gained From:__________________________ ___________________________________ ___________________________________ TOTAL SPENT:_______________________ Spent On:_____________________________ ___________________________________ ___________________________________ ___________________________________ Allies ___________________________________ ___________________________________ ___________________________________ Mentor ___________________________________ ___________________________________ ___________________________________ Contacts ___________________________________ ___________________________________ ___________________________________ Pack Totem ___________________________________ ___________________________________ ___________________________________ Kinfolk ___________________________________ ___________________________________ ___________________________________ Resources ___________________________________ ___________________________________ ___________________________________ Other (_______________) ___________________________________ ___________________________________ ___________________________________ Other (_______________) ___________________________________ ___________________________________ ___________________________________ ___________________________________ ___________________________________ ___________________________________ ___________________________________ ___________________________________ ___________________________________ ___________________________________ ___________________________________ History ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ Description Age:____________________ ___________________________________________________ Hair:____________________ ___________________________________________________ Eyes:____________________ ___________________________________________________ Race:___________________ ___________________________________________________ Nationality:_______________ ___________________________________________________ Sex:____________________ ___________________________________________________ ___________________________________________________ Height Weight Homid: _________________ ___________________________________________________ Glabro: __________________ ___________________________________________________ Crinos: __________________ ___________________________________________________ Hispo: __________________ Metis Deformity:_______________________________________ Lupus: __________________ ___________________________________________________ Battle Scars:__________________________________________ Visuals Pack Chart Character Sketch
textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/Vampire/Vampire (oWoD)/World of Darkness (WoD)/oWoD/Werewolf (c)/Character Sheets/WOD - Werewolf - The Apocalypse - Character Sheet - Skin Dancers.pdf
U.S. 78th Infantry Division December, 1944 309th Infantry Regiment x 9 x 1 x 13 x 1 By Greg Moore gregpanzerblitz.com November, 2008 303rd Engineer Battalion x 9 x 2 x 10 x 1 Infantry Battalion x 3 x 3 x 3 x 1 x 1 310th Infantry Regiment 311th Infantry Regiment x 2 x 2 307th Field Artillery Battalion x 1 x 9 x 1 x 13 x 1 x 2 Infantry Battalion x 3 x 3 x 3 x 1 x 1 x 1 x 9 x 1 x 13 x 1 x 2 Infantry Battalion x 3 x 3 x 3 x 1 x 1 x 1 x 2 x 2 308th Field Artillery Battalion x 2 x 2 309th Field Artillery Battalion x 2 x 2 903rd Field Artillery Battalion x 4 552nd Anti-Aircraft Battalion (attached) x 4 709th Tank Battalion (attached) x 3 x 7 x 2 x 1 x 1 x 1 x 3 78th Recon Troop (Mech) x 3 x 2 The “Lightning” Division was almost totally inexperienced when the Germans came to call, having been in France for less than one month. One regiment had been involved in the fight in the Hurtgen For- est and the division was on the left flank of the attack towards the Ryr and Urft dams when the Germans struck. The division stayed on the north shoulder of the “bulge” and helped keep the 272nd Volksgrena- dier Division tied down, thus denying the Germans the use of this division in their offensive. 893rd Tank Destroyer Battalion (attached) x 8 x 9 x 3 x 3 x 1 628th Tank Destroyer Battalion (attached) attached on December 19th attached on December 19th x 9 x 3 x 3 x 1
textdata/thevault/Panzer Leader & Panzer Blitz/1944 Battle of the Bulge/78thUSInfantryDec44.pdf
Liberty Class VII Freighter Structure Shields Production Data Origin: United Federation of Planets Class and Type: Liberty-class cargo carrier Year Launched: 2276 Hull Data Structure: 25 Size/Decks: 5/15 Length/Height/Beam: 240/50/160 m Complement: 72 Operational Data Transporters: 2 standard, 2 emergency, 10 cargo Cargo Units: 150 Shuttlebay: 1 forward, 1 aft Shuttlecraft: 10 size worth Atmosphere Capable: No Separation System: None Cloaking System: None Tractor Beams: 1 aft Sensor System: Class 1 +1/0/0/0/0 (B) Operations System: Class 2 (C) Life Support: Class 2 (C) Propulsion Data Impulse System: Type IIa .5 c (B) Warp System: Type III 3/4/6 (B) Tactical Data Phaser banks: Type VII (X2) (B) Penetration: 4/3/3/0/0 Deflector Shield: Class 2a (B) Protection/Threshold: 13/2 Miscellaneous Data Maneuver modifiers: +0 C, +2 H, +0 T Traits: Space remaining: 1 Build rules: NG
textdata/thevault/Star Trek RPG/Decipher/Ships/Starfleet_Liberty_NG.pdf
PRIMUS over one billion CHARACTERISTICS WORLD No Water Present border Quintus Secundus TRAVEL ZONES POPULATION Amber Zone Red Zone BASES Asteroid Belt Water Present No Gas Giant Travel Zone Code (Red) MAP LEGEND Starport Type Gas Giant Bases World Name World Type X-Boat Route Tertius A under one billion World names in red are subsector capitals A B C D E F G H I J K L M N O P X Satyressia Subsector Highlord Outreaumer Secundus A Im L'Orient A Im Unlimited B Im Plaisante C Im Ipsham A Im Gambler's Ruin B Im 0131 0132 0133 0134 0135 0136 0137 0138 0139 0140 0231 0232 0233 0234 0235 0236 0237 0238 0239 0240 0331 0332 0333 0334 0335 0336 0337 0338 0339 0340 0431 0432 0433 0434 0435 0436 0437 0438 0439 0440 0531 0532 0533 0534 0535 0536 0537 0538 0539 0540 0631 0632 0633 0634 0635 0636 0637 0638 0639 0640 0731 0732 0733 0734 0735 0736 0737 0738 0739 0740 0831 0832 0833 0834 0835 0836 0837 0838 0839 0840 (subsector M of Ley Sector sector) Naval Base Scout Base Naval Depot Way Station Prison Camp P
textdata/thevault/Traveller/Traveller d20/QLI-ELIB0007 Ley Map Pack/Ley Sector - Subsector M.pdf
Expanded Gifts Name:______________________________ Type:_____________________ Level:____ Book:_____________________ Page#____ Learned From:________________________ Description:__________________________ __________________________________ __________________________________ __________________________________ System:_____________________________ __________________________________ __________________________________ __________________________________ __________________________________ __________________________________ Name:______________________________ Type:_____________________ Level:____ Book:_____________________ Page#____ Learned From:________________________ Description:__________________________ __________________________________ __________________________________ __________________________________ System:_____________________________ __________________________________ __________________________________ __________________________________ __________________________________ __________________________________ Name:______________________________ Type:_____________________ Level:____ Book:_____________________ Page#____ Learned From:________________________ Description:__________________________ __________________________________ __________________________________ __________________________________ System:_____________________________ __________________________________ __________________________________ __________________________________ __________________________________ __________________________________ Name:______________________________ Type:_____________________ Level:____ Book:_____________________ Page#____ Learned From:________________________ Description:__________________________ __________________________________ __________________________________ __________________________________ System:_____________________________ __________________________________ __________________________________ __________________________________ __________________________________ __________________________________ Name:______________________________ Type:_____________________ Level:____ Book:_____________________ Page#____ Learned From:________________________ Description:__________________________ __________________________________ __________________________________ __________________________________ System:_____________________________ __________________________________ __________________________________ __________________________________ __________________________________ __________________________________ Name:______________________________ Type:_____________________ Level:____ Book:_____________________ Page#____ Learned From:________________________ Description:__________________________ __________________________________ __________________________________ __________________________________ System:_____________________________ __________________________________ __________________________________ __________________________________ __________________________________ __________________________________
textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/oWoD/Werewolf (c)/Character Sheets/Tribe Sheets/WOD - Werewolf - The Apocalypse - Character Sheet - Silent Striders (Expanded Gifts).pdf
Equipment Weapons Weapon AB Damage Range Notes, Talents, Spells ... Ability Score Mod. Strength Intelligence Wisdom Dexterity Constitution Charisma Name Race Attack B. Melee Armour Class Attack B. Ranged Money Turn Undead (1d20) Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire Saving Throws (1d20) Death Ray / Poison Magic Wands Paralysis or Petrify Dragon Breath Spells Experience Points +10% Next Level Class Character Sketch or Symbol Hit Points Current HP, Wounds ... Movement Load L H Thief Skills (1d100) Open Locks Remove Traps Pick Pockets Move Silently Climb Walls Hide Listen Basic Fantasy Role-Playing Game Level
textdata/thevault/Basic Fantasy/Basic Fantasy Character Sheets/Basic Fantasy Character Sheet by Simone Felli v1.pdf
Italian 25th Infantry Division (Bologna) November 17, 1941 39th Infantry Regiment x 4 x 2 205th Artillery Regiment x 8 40th Infantry Regiment The Bologna Division was serving in the Axis lines around Tobruk when the Allied offensive be- gan. When the time came for the attempted British breakout from Tobruk, Bologna stood squarely in the path of the combined infantry and tank assault. The division stubbornly held, despite being partly overrun, and bought enough time for Pavia to counterattack and temporarily stabilize the line. Despite heavy casualties in the battle, the division survived to continue the fight in North Africa. x 2 x 9 Infantry Battalion x 3 x 2 x 2 x 1 x 2 x 1 x 1 x 9 Infantry Battalion x 3 x 2 x 2 x 1 x 2 x 1 x 1 By Greg Moore gregpanzerblitz.com June, 2010 25th Mixed Engineer Battalion x 3
textdata/thevault/Panzer Leader & Panzer Blitz/1940-1943 North Africa/Operation Crusader/BolognaCrusader.pdf
FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ Fallout: Warfare Wargaming in the Fallout Universe Brotherhood of Steel Paper Miniatures Copyright 2001 Interplay Entertainment Corp. All Rights Reserved. Permission to copy for personal use only granted. BOS Scribe BOS Elder Enviro-Armor Club Enviro-Armor Enviro-Armor Heavy Enviro-Armor Knife Enviro-Armor Minigun Enviro-Armor Pistol Enviro-Armor Rifle FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ FALLOUT TACTICS™ Enviro-Armor RPG Enviro-Armor SMG Enviro-Armor Spear Squire Squire Club Squire Heavy Squire Knife Squire Minigun Squire Pistol Squire Rifle Squire RPG Squire SMG Squire Spear Squire Squire Club Squire Heavy Squire Knife Squire Minigun Sheet One
textdata/thevault/Exodus/Exodus {Game books}/Paper Minitures/bos1.pdf
textdata/thevault/Pathfinder/1st Edition/3rd Party/Wayward Rogue/Pulverizer Class.pdf
3 Legend Pts birtHriGHts WeAPONs KNACKs bOONs WiLLPOWer oooooooooo HeALtH oooooo oooooo Virtues ooooo ooooo ooooo ooooo LeGeND eXPerieNCe –––––––––––––––––– A–––– L–––– b–––– ArMOr A–––– L–––– b–––– sOAK Name Player Attributes Academics ooooo Animal Ken ooooo Art ooooo ooooo Athletics ooooo Awareness ooooo brawl ooooo Command ooooo Control ooooo ooooo Calling Nature Pantheon role AbiLities Craft ooooo ooooo ooooo empathy ooooo Fortitude ooooo integrity ooooo investigation ooooo Larceny ooooo Marksmanship ooooo Medicine ooooo Melee ooooo Occult ooooo Politics ooooo Presence ooooo science ooooo ooooo ooooo stealth ooooo survival ooooo thrown ooooo G O D s c i o n — g o d s c i o n — g o d Physical strength oooooooooo Dexterity oooooooooo stamina oooooooooo social Charisma oooooooooo Manipulation oooooooooo Appearance oooooooooo Mental Perception oooooooooo intelligence oooooooooo Wits oooooooooo 0 –1 –1 –2 –2 –4 i
textdata/thevault/Scion (storyteller) [multi]/1st Edition/Character Sheets/Scion - Tuatha - CS - God.pdf
HEROES AND VILLAINS SET TWO A series of paper miniatures designed for roleplaying and wargaming. Design and artwork © David Okum 2017 Figures are 30mm scale. To assemble simply cut the figures out, score along the red line, fold and glue figures front to back. Use scissors and a craft knife to carefully finish trimming and cutting out the figure, leaving a black outline. Cover the white edges carefully with a black permanent marker. Use fold-up bases or foamcore cut into 20mm squares, carefully cutting a slot for the figure. Like Okumarts Games on Facebook and visit the forum at: http://okumartsgames.proboards.com Now on Tumblr at okumarts.tumblr.com Support the Patreon at https://www.patreon.com/okumarts
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® TM The Fantasy Trip, Decks of Destiny, Warehouse 23, the pyramid logo, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. Decks of Destiny is copyright © 2019, 2020 by Steve Jackson Games Incorporated. Art by Liz Danforth.
textdata/thevault/The Fantasy Trip/The Fantasy Trip SJG/The Fantasy Trip SJG Decks Of Destiny/Boxes of Holding/Decks of Destiny Boxes of Holding Poker Sized.pdf
D12 © Bruno Van de Casteele [email protected]
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© 2018 PAIZO INC. URBAN SPRAWL FLIP-MAT FLIP-MAT FLIP-MAT TM TM TM © 2018 PAIZO INC. URBAN SPRAWL FLIP-MAT FLIP-MAT FLIP-MAT TM TM TM
textdata/thevault/Starfinder [multi]/Flip-Mats/Flip-Mat - Urban Sprawl.pdf
23 minor npc Name: Race/Gender: Commonly Found At: Notes: minor npc Name: Race/Gender: Commonly Found At: Notes: minor npc Name: Race/Gender: Commonly Found At: Notes: minor npc Name: Race/Gender: Commonly Found At: Notes: minor npc Name: Race/Gender: Commonly Found At: Notes: minor npc Name: Race/Gender: Commonly Found At: Notes:
textdata/thevault/_GM Books/World Building & Game Design/City Builder/Gamemaster's Adventure Planner/Forms/23 - Adventure Planner - Minor NPCs.pdf
©2011 PAIZO PUBLISHING, LLC ©2011 PAIZO PUBLISHING, LLC
textdata/thevault/Pathfinder/Flip Mats/PZO30038 - Necropolis.pdf
2 AVENTURAS EN LA TIERRA MEDIA LIBROJUEGO NOCHE DE NAZGÛL John David Ruemmier Diseñado por: S. Coleman Charlton Ilustrado por: James Holloway & Richard Britton Traducción por: Fco. J. Sánchez G. “Dark-kia” Versión 2.1 /Septiembre/2019 BERKLEY BOOKS, NEW YORK 3 Para Patti, Jessica y Rose Nota: Los pasajes marcados con una † son de El Hobbit, ®1966 por J.R.R. Tolkien, y El Señor de los Anillos, ®1965 por J.R.R. Tolkien. IRON CROWN ENTERPRISES posee la licencia mundial exclusiva para FANTASY ROLE PLAYING y ADULT BOARD GAMES basados en EL SEÑOR DE LOS ANILLOS Y EL HOBBIT. ISBN: 0-425-08685-2 ®1985 TOLKIEN ENTERPRISES, a division of ELAN MERCHANDISING, Inc., Berkeley, CA. The Night of the Nazgûl, The Hobbit, and The Lord of the Rings, and all characters and places therein are trademark properties of TOLKIEN ENTERPRISES. Distributed by The Berkley Publishing Group, 200 Madison Avenue, New York, New York 10016. All rights reserved. PRINTED IN THE UNITED STATES OF AMERICA 4 5 6 INTRODUCCIÓN Los librojuegos Aventura en la Tierra Media se basan en las obras del mejor escritor de novelas de fantasía de todos los tiempos, J.R.R. Tolkien, e invitan al lector a entrar en su mundo de valientes y crueles hombres, hobbits y elfos; de orcos y trolls; de magos buenos y malvados. El continente de la Tierra Media, rico en andanzas y conflictos, es el escenario perfecto en el que podrás vivir aventuras sin fin. ¡Bienvenido al mundo fantástico y emocionante de J.R.R. Tolkien: la Tierra media! EL TABLERO DEL MAPA El mapa provisto con este libro brinda una descripción general de parte del área en la que tendrán lugar tus aventuras. Este mapa muestra lo que conoces sobre el área, pero no te dice todo lo que puede suceder. Cada espacio en el mapa está etiquetado con un número y una letra (es decir, 1A, 1B,..., 2B, 2C,..., etc.). Cada una de estas etiquetas se refiere a una sección del texto, con el mismo número y letra, cerca del comienzo del libro. Este “Texto de Ubicación” (hexágonos) te dice lo que te encuentras y te dirige más adelante a otro “Texto de Encuentro” que proporciona opciones e información más detallada para guiarte en tus aventuras. Mantén un registro de tu ubicación en el mapa durante el juego. Esto se hace recordando la etiqueta de tu ubicación, utilizando cualquier pieza de juego pequeña (por ejemplo: una ficha de parchís o una pequeña moneda) para marcar tu ubicación, o trazando tu trayectoria con un lápiz de color o rotulador. (Se recomienda hacer fotocopias del original) 7 EL LIBROJUEGO El librojuego describe los peligros, situaciones y ubicaciones que pueden surgir durante tus aventuras. A medida que leas las secciones de texto, se te ofrecerán opciones sobre qué acciones tomar. La sección de texto que leas dependerá del espacio al que te muevas en el mapa, las instrucciones en el texto y si las acciones que intentas realizar tienen éxito o fallan. Como se mencionó anteriormente, las secciones de Texto de Ubicación están al principio del librojuego y coinciden con los espacios en el tablero. Estas secciones están etiquetadas con un número seguido de una letra. Las secciones de Texto de Encuentro se encuentran en la parte final del librojuego y se enumeran solo por números de tres dígitos (por ejemplo, “365”). Lee el Texto de Ubicación a medida que te mueves hacia el espacio correspondiente en el tablero del mapa, y lee el Texto de Encuentro solo cuando el texto lo indique. A menudo, el Texto de Encuentro dirigirá tu “movimiento” en áreas que no están representadas en tu tablero del mapa. En estos casos, puede ser muy útil para ti hacer un seguimiento de lo que encuentras y adónde vas (es decir, debes registrar y trazar tu ruta de viaje). 8 NÚMEROS AL AZAR Durante tus aventuras en este librojuego se te pedirá a menudo que tires dos dados (también puedes lanzar un solo dado dos veces). Obtendrás un resultado entre 2 y 12. Si no dispones de dados en el momento de jugar, puedes utilizar los siguientes métodos alternativos: 1. Pasa a la Tabla de Números al Azar situada al final del libro, sujeta un lápiz (o un bolígrafo, o cualquier objeto similar) cierra los ojos y toca la Tabla de Números al Azar con el lápiz. El número que has tocado será el que utilizarás en esa ocasión. Si el lápiz cae sobre una línea, repite el intento; o bien… 2. Hojea rápidamente las páginas del libro, escoge una al azar y mira el número que hay abajo, en la esquina interior de la página. Éste es el número que utilizarás. (Nota del traductor: Esta opción no está disponible en esta traducción) A menudo se te indicará que sumes unos puntos al número obtenido al azar. Cuando esto suceda, considera los resultados superiores a 12 como “12”, y los inferiores a 2 como “2”. COMO ESCOGER EL SISTEMA DE JUEGO Antes de empezar a jugar, debes decidir si utilizas el Sistema Básico (que se explicará a continuación) o el Sistema Avanzado (descrito más adelante). Si nunca has leído un librojuego, ni has jugado jamás a un juego de rol, te sugerimos que uses el Sistema Básico y el personaje precreado. Cuando lo domines, podrás aprender el Sistema Avanzado y crear tu propio personaje. 9 ELIGIENDO UN PERSONAJE Hay tres formas de elegir un personaje: 1. Puedes usar el personaje creado completamente al principio del libro. 2. Puedes crear tu propio personaje utilizando el sencillo Sistema Básico de desarrollo de personajes de Aventuras en la Tierra Media incluido en este libro. 3. Puedes crear tu propio personaje utilizando MERP (siglas en inglés de: Middle-earth Role Playing), el Sistema de Juego de Roles de la Tierra Media (una producción de ICE no incluida en este librojuego). Al usar MERP, ignora las Tablas de Acción y las Tablas de Combate que se proporcionan al final de este librojuego. En su lugar, usa las pautas y tablas proporcionadas en el MERP para resolver “acciones” y “combate” (ver Reglas Opcionales). CÓMO EMPEZAR A JUGAR En cuanto hayas elegido el personaje con el que jugarás y el sistema que seguirás, comienza la aventura: pasa al Prólogo que encontrarás más adelante y luego lee los distintos apartados según lo que te indique el texto o cuáles sean tus decisiones. A partir de este punto, lee las secciones como lo indica el texto. Cuando se te indique que continúes, lee las secciones de texto correspondientes a los espacios en el tablero del mapa. 10 EL SISTEMA BÁSICO MOVERSE Cuando el texto te diga que sigas adelante, puedes elegir moverte a cualquiera de los espacios en el mapa adyacentes al espacio en el que te encuentras. Luego lee el Texto de Ubicación (hex.) correspondiente. Por supuesto, este texto puede conducir a aventuras más detalladas dirigiéndote a una sección de Texto de Encuentro. Cuando el texto te indique que te muevas en una dirección aleatoria, procede como si el texto simplemente dijera sigue adelante. Al moverte a un espacio donde ya has estado antes, ignora cualquier referencia de texto a condiciones que ya no existen. Por ejemplo, si derrotas a un Troll en un espacio, abandonas el espacio y luego regresas, no tienes que luchar contra el mismo Troll nuevamente. TIEMPO Cuando utilices el Sistema Básico, no hagas un seguimiento del tiempo transcurrido. Cuando en el texto tengas que optar por diferentes opciones según el tiempo transcurrido, lee el texto relacionado con el periodo más breve. DAÑO Y CURACIÓN A medida que te aventures, recibirás daño de peleas, trampas, caídas, etc. Debes hacer un seguimiento de este daño y sumar su valor a un total de Daño Sufrido (anota este total en el espacio reservado al Daño Sufrido en tu Tarjeta de Identificación del Personaje). Solo el total de Daño Sufrido cambiará durante el juego; el total de Resistencia no cambia (Puntos de Resistencia: PR). Si el total de Daño Sufrido supera al de Resistencia (consulta la Tarjeta de Identificación del Personaje), 11 pierdes el conocimiento. Si esto sucede durante un combate, eres derrotado y debes proceder tal como se indique en el texto. De lo contrario, estás muerto; tu aventura habrá terminado, aunque si lo deseas puedes volver a comenzar desde el principio. Si se indica en el texto que “despiertas”, reduce tu total de Daño Sufrido hasta igualar el de Resistencia. Cada vez que leas un apartado de texto que no hayas leído antes y que no requiera que tires dos dados, ni que combatas, ni que realices una acción, podrás “descansar” y restar un punto de tu total de Daño Sufrido. (Puntos de Resistencia ‘PR’ = Puntos de Vida ‘PV’) COMBATE Un combate consiste en una serie de varias “rondas”. En cada ronda, tú atacas a tu oponente (o bien intentas huir) y tu oponente te ataca a ti. Los ataques de proyectil y tus Puntos de Ataque de Proyectil (PAP) no se usan en el Sistema Básico. Tras un combate, se te indicará en el texto lo que debes hacer a continuación. Si optas por luchar con un oponente o bien se te indica en el texto que debes hacerlo, debes resolver el combate ajustándote a las siguientes normas: 1. Tú atacas (más adelante se te explica cómo) a tu oponente, y éste luego te ataca a ti. Así se completa una ronda de combate (dos ataques, dos lanzamientos de dados). Si eres sorprendido, invierte el orden de los ataques durante todo el combate. 2. Repite el paso 1, una ronda del combate, hasta que se dé una de las siguientes condiciones: a) Uno de vosotros cae muerto (una “M” en la Tabla de Combates) b) Uno de vosotros tiene un total de Daño Sufrido superior al de Resistencia. Ese contrincante queda inconsciente y es derrotado. (Esto también puede 12 ocurrir si obtiene un resultado de “I” en la Tabla de Combates) c) Consigues huir. Al inicio de cualquier ronda de combate, puedes optar por no atacar en dicha ronda. Una vez que tu oponente haya efectuado su ataque, tira dos dados y suma al resultado tus puntos de Huida (usa la Tabla de Acción):  Si el resultado es igual o superior a 8, logras huir. La lucha termina y debes seguir las instrucciones del texto o seguir adelante (moverte) a otra dirección aleatoria.  De lo contrario, sigues enzarzado en el combate y debes comenzar otra ronda de combate en el paso 1. De todas maneras, puedes tratar de huir de nuevo. CÓMO RESOLVER UN “ATAQUE” 1) Resta los Puntos de Defensa (PD) del defensor de los Puntos de Ataque Cuerpo a Cuerpo (PACC) y tira dos dados. 2) Consulta la Tabla de Combates que encontrarás al final de este librojuego. El resultado del ataque es el valor en el que se cruzan el resultado de los dados (columna vertical del lado izquierdo de la tabla) y la diferencia entre los PACC y los PD (fila horizontal en la parte superior). 3) Este valor equivale al daño sufrido por el defensor (debes aumentar en dicha cantidad su total de Daño Sufrido). Los resultados especiales “I” y “M” ponen fin al combate, dejando al defensor, respectivamente, sin conocimiento (I=inconsciente) o, lo que es menos probable, muerto (M). COMBATIR CONTRA MÁS DE UN OPONENTE Si se indica en el texto que debes luchar contra más de un oponente en una situación dada, “combate” contra ellos de uno en uno tal como se ha explicado anteriormente. 13 EQUIPO Siempre que adquieras dinero y equipo, anótalo en los espacios correspondientes de la Tarjeta de Identificación del Personaje. Las monedas de plata son “dinero” y pueden usarse durante tus aventuras para comprar comida, pagar tu alojamiento, transportar cosas, hacer sobornos, etc. Algunos elementos de tu equipo pueden afectar a tus habilidades. Si lo deseas, consulta el Sistema Avanzado para conocer los efectos de las distintas clases de armas y armaduras. EMPRENDER UNA ACCIÓN Cuando el texto te indique que realices una acción, consulta la Tabla de Acciones al final del libro. Elije una de las acciones enumeradas y sigue las instrucciones dadas. A veces, estas instrucciones requerirán que uses los beneficios o "bonificaciones" que figuran en tu Tarjeta de Identificación del Personaje. CREACIÓN DE UN PERSONAJE No crees un personaje nuevo hasta que hayas leído el Prólogo y conocido los personajes que se te ofrecen. Si entonces decides no crear tu propio personaje, usa el personaje creado previamente que se encuentra al principio de este libro. Si decides crear tu propio personaje, debes seguir las instrucciones que se dan en esta sección. Mantén un registro de tu personaje en la Tarjeta de Identificación que se encuentra al principio de este libro. Es recomendable anotar la información a lápiz para que se pueda borrar y actualizar. Si es necesario, puedes copiar o fotocopiar esta Tarjeta de Identificación del Personaje para tu propio uso. A medida que avanzas en este proceso de creación de personajes, consulta el personaje creado previamente al comienzo del libro como ejemplo. 14 PARÁMETROS Tu personaje comienza con ciertos atributos mentales y físicos llamados “parámetros” o estadísticas: Fuerza (F), Agilidad (Ag) e Inteligencia (In). Antes de comenzar esta aventura, determina los valores de estos parámetros. Tira dos dados tres veces y asigna un resultado a cada uno de los tres parámetros (la elección es tuya). Luego anótalos en la columna Valor Parámetro en tu Tarjeta de Identificación del Personaje. Bonificación Parámetro Cada estadística (F, Ag, In) puede otorgar una "bonificación" al realizar ciertas acciones; ten en cuenta que estas "bonificaciones" pueden ser negativas (o cero) y positivas. Cada estadística de 2-4 da una bonificación de -1 Cada estadística de 5-8 da una bonificación de 0 Cada estadística de 9-10 da una bonificación de +1. Cada estadística de 11-12 da una bonificación de +2. Registra estas bonificaciones en la columna Bonificación Parámetro junto a los Valores de Parámetro en tu Tarjeta de Identificación del Personaje. RESISTENCIA Tu parámetro de Fuerza determina la Resistencia de tu personaje (Puntos de Resistencia: PR). Durante el combate, sufrirás daños debidos a golpes, dolor, sangrado, etc. Si este daño supera tu Resistencia, caerás inconsciente (te desmayarás). Tu Resistencia es igual a: 20 más dos veces el valor de tu Fuerza Anota esto en tu Tarjeta de Identificación del Personaje. 15 HABILIDADES Las siguientes 8 “habilidades” afectan a tus posibilidades de lograr ciertas acciones durante tus aventuras. 1) Puntos de Ataque Cuerpo a Cuerpo (PACC): Representa tu capacidad de atacar en combate cuerpo a cuerpo. 2) Puntos de Ataque de Proyectil (PAP): Representa tu capacidad de atacar usando un proyectil, como una lanza arrojadiza o una flecha disparada con un arco. (Esta habilidad no se usa en el Sistema Básico). 3) General: Utiliza esta habilidad cuando se te pida en el testo que realices acciones de carácter general como, por ejemplo, trepar, rastrear, cazar, cabalgar y nadar. 4) Pericia: Utiliza esta habilidad cuando intentes moverte sin que te vean ni te oigan (es decir, a hurtadillas o modo sigiloso), robar o hacerte con algo que esté en poder o bajo la protección de un adversario, forzar un cerrojo, liberarte de unas ligaduras y otras actividades similares. 5) Percepción: Representa cuanta información obtienes mediante la observación y la exploración. También refleja tu capacidad de hablar y negociar con los seres que encontrarás durante la aventura. 6) Magia: Representa tu afinidad a la magia y los hechizos. Utiliza esta habilidad cuando intentes lanzar un hechizo y cuando así se te indique en el texto. 7) Huida: Representa tus posibilidades de escapar del peligro. 8) Puntos de Defensa (PD): Representa tu capacidad de esquivar ataques. PUNTOS DE HABILIDAD Para cada una de estas habilidades dispondrás de un total de Puntos de Habilidad que deberás usar cuando intentes llevar a cabo ciertas acciones. Ten en cuenta que estos “puntos” pueden ser positivos o negativos.  Al crear tu personaje dispones de 6 puntos positivos para asignarlos a tus habilidades; la forma de distribuirlos queda a tu elección 16 (consulta más adelante). No puedes asignar estos puntos a las habilidades de “PD” ni de “Huida”.  Puedes asignar más de 1 punto a una cierta habilidad, pero no más de 3. Por lo tanto, cada habilidad puede tener un total de +1, +2 0 +3 puntos. Debes anotar estas puntuaciones en los espacios correspondientes de la columna Puntos de Habilidad de la Tarjeta de Identificación del Personaje.  Si no asignas 1 punto como mínimo a una habilidad, debes anotar un valor de -2 en el espacio correspondiente. A las habilidades de “PD” y de “Huida” no se asigna esta penalización de -2 puntos. PUNTOS TOTALES A estas alturas debes tener ya un valor anotado en cada espacio de Bonificación Parámetros y de Puntos de Habilidad; no olvides que estos valores pueden ser negativos o positivos. Para cada habilidad, suma estos dos valores y anota el total en el espacio correspondiente de la columna PUNTOS TOTALES. Cuando se te indique en el texto “suma al resultado tus puntos de…”, se estará haciendo referencia a estos Puntos Totales. Durante el juego puedes adquirir objetos o facultades que afecten a estos valores. Puedes emplear los espacios de la columna Bonificaciones Especiales para anotar estas variaciones; naturalmente, cuando esto ocurra tendrás que volver a calcular algunos de los Puntos Totales. HECHIZOS Puedes optar por usar las Reglas Opcionales sobre Hechizos. En tal caso, por cada punto que no asignes a una habilidad podrás “aprender” dos hechizos, que podrás lanzar durante el juego (consulta las Reglas Opcionales). 17 EL SISTEMA AVANZADO Si vas a utilizar el Sistema Básico, no sigas leyendo. El Sistema Avanzado es similar al Básico en muchos aspectos, pero permite más variedad de acciones y de opciones. MOVERSE Cuando el texto te diga que sigas adelante, sigue el mismo proceso que se describe en el Sistema Básico: elije cualquiera de los espacios adyacentes en el mapa al espacio en el que te encuentras y lee la sección de Texto de Ubicación correspondiente a ese espacio. Avanzando en una dirección aleatoria Si el texto te dice que te muevas en una dirección aleatoria, debes moverte a un espacio adyacente seleccionado al azar. En el exterior, este espacio se selecciona eligiendo un número (Tira dos dados o usa la Tabla de Números al Azar) que corresponde a un espacio específico como se indica en el diagrama a continuación. Si no puedes moverte en una dirección debido a un obstáculo (río, borde del mapa, etc.), vuelve a tirar. (Comienzas en el espacio central del diagrama a continuación). 18 TIEMPO Seguir el transcurso del tiempo aporta un gran atractivo y emoción a la aventura de este librojuego, pero es preciso que vayas calculando el tiempo a medida que va discurriendo la historia. Si deseas simplificar el juego, limítate a usar el librojuego como se te indica e ignora los apartados y las normas que hagan referencia al tiempo (consulta el Sistema Básico). El paso del tiempo aparece señalado al comienzo de cada apartado del texto como Tiempo: x, donde x es el número de minutos que transcurren. A medida que leas cada sección de texto, suma esta cantidad al total de tiempo transcurrido desde que empezaste la aventura. Duplica estas cifras de tiempo cuando te muevas a una dirección aleatoria. NOCHE Este librojuego asume que las aventuras tienen lugar durante el día y que descansas por la noche. La noche comienza cuando el total de tu tiempo llega a más de 13 horas (780 minutos) y leas una sección del texto que no requiera que tires dos dados, pelees o realices una acción. Llegado a este punto, debes descansar: anota que ha pasado 1 día y reinicia tu tiempo total a 0. También debes “comer una comida” (borra toda comida utilizada de tu Tarjeta de Identificación del Personaje). Si no tienes una comida, es posible que no sanes ningún daño esa noche y debes aumentar el daño recibido en 5. Después de hacer todo esto, simplemente procede normalmente. Lleva un registro del Daño Sufrido como tal y como se indica en el Sistema Básico. Si el total de Daño Sufrido excede tu Resistencia (consulta tu Tarjeta de Identificación del Personaje), pierdes el conocimiento. Si esto ocurre durante un combate, eres derrotado y debes continuar como se te indica en el texto. De lo contrario, tu aventura habrá terminado, aunque si lo deseas puedes volver a 19 comenzar desde el principio. Si el texto indica que "despiertas" después de una pelea, reduce tu total de Daño Sufrido hasta igualar tu Resistencia. No uses la norma del Sistema Básico para la curación. Cada vez que leas un apartado de texto que no requiera que tires dos dados, que combatas, o realizar una acción puedes reducir el daño recibido en 3 por cada hora que pases "descansando". Por la noche, si descansas y comes una comida, puedes reducir tu daño recibido en 15. Nota del traductor: en posteriores libros que se publicaron en castellano se cambian estas reglas por: 1) Reducir tu total de Daño Sufrido en 1 punto por “descansar”, o bien: 2) “Pasar un día entero descansando”: así aumentarás en 1 día el total de tiempo transcurrido, pero reducirás tu Daño Sufrido a cero. Elige el método que mejor te parezca. EQUIPO Solo puedes llevar puesto: 1 armadura completa, 1 daga (en el cinturón), 1 capa, 1 mochila y 1 cinturón con bolsa. Además, puedes transportar una cantidad de objetos igual a tu valor de Fuerza. Este total puede incluir un máximo de 3 armas. Si pierdes tu mochila, este número se reduce a la mitad (redondeando hacia arriba. Nota: en posteriores libros se redondea hacia abajo. Tú eliges), y pierdes cualquier exceso de equipaje junto con la mochila. 20 Puedes conseguir ciertos objetos especiales indicados en el texto que no siguen estas restricciones.  Armaduras La armadura tiene los siguientes efectos en tus bonificaciones de habilidad: Armadura de Placas o Láminas: +3 a PD; -3 a la bonificación de Pericia, Huida y Magia Cota de Malla: +2 a PD; -2 a la bonificación de Pericia, Huida y Magia Armadura de cuero: +1 a PD; -1 a la bonificación de Pericia y Huida Escudo: +1 a PD; -1 a la bonificación de Magia  Armas Si dañas a un oponente, tu arma puede infligirle un daño adicional. (Este daño adicional se aplica a cada ataque solo cuando se obtiene un resultado de 1 o más en la tirada de daño). Espada………………………… +1 Maza…………………………... +2 (solo si el oponente lleva cota de malla o armadura de placas) Lanza…………………………. 0 Daga…………………………… -1 Martillo de guerra………… +2 (pero -1 punto de PACC) Hacha de combate………… +3 Bastón largo………………… +1 Espada a dos manos……… +3 (pero -1 punto de PACC) Manos desnudas…………… -3 (y -2 puntos de PACC) Ejemplo: Consultas la Tabla de Combates y ves que has infligido un daño de “8” a tu oponente. Si estás usando una espada (+1 de daño) en realidad tu adversario recibe 9 puntos de daño (“8” +1). Si estuvieras usando una daga (-1 de daño), sólo recibiría 7 puntos de daño (“8” -1). 21  Armas Arrojadizas Las siguientes armas pueden utilizarse una vez en un combate como ataque de proyectil. Las modificaciones de los Puntos de Ataque de Proyectil (PAP) están encerradas entre paréntesis: Lanza (-1), daga (-1), martillo de guerra (-2), espada (-3), maza (-3), hacha de combate (-4). En este caso, no podrás usar el arma en combate cuerpo a cuerpo y sólo podrás recuperarla si derrotas a tu oponente.  Arcos Un arco solo puede utilizarse en ataque de proyectil (consulta el paso 1 de la sección Combate), no en combate cuerpo a cuerpo.  Escudos No puede usarse un escudo en combinación con las siguientes armas: arco, hacha de combate, bastón largo o espada a dos manos. EMPRENDER UNA ACCION Cuando el texto te indique que realices una acción, consulta la Tabla de Acciones al final del libro. Elije una de las acciones enumeradas y sigue las instrucciones dadas. COMBATE Un combate consiste en una serie de varias “rondas”. En cada “ronda”, tú atacas a tu oponente (o bien intentas huir) y tu oponente te ataca a ti. Si optas por luchar con un oponente o bien se te indica en el texto que debes hacerlo, debes resolver el combate ajustándote a las siguientes normas: 1) Si eres sorprendido, pasa directamente al paso 4; de lo contrario, lee el paso 2. 2) Si tienes la posibilidad de realizar un ataque de proyectil, puedes hacerlo (consulta la explicación de la resolución de un ataque). Si no sorprendes a tu 22 oponente (es decir, se percata de tu presencia), él podrá realizar a continuación una ataque de proyectil contra ti, si tiene esa posibilidad (el texto especificará si tu oponente puede o no hacer un ataque de proyectil). Así se completa una ronda del combate. 3) Nadie es sorprendido durante el resto del combate. Tu oponente intentará llegar a una lucha cuerpo a cuerpo. Si deseas seguir realizando ataques de proyectil, tira dos dados y suma al resultado tus puntos de Huida. Si el resultado es igual o superior a 10, vuelve al paso 2; de lo contrario, lee el paso 4. 4) Estáis enzarzados en un combate cuerpo a cuerpo. Tú haces un ataque cuerpo a cuerpo contra tu oponente, y él lo hace a su vez contra ti. Si eres sorprendido, el orden de los ataques se invierte (el enemigo ataca siempre primero para el resto del combate). Así se completa una ronda del combate. 5) Repite sucesivas rondas de combate hasta que se dé una de las siguientes condiciones: a) Uno de vosotros cae muerto (una “M” en la Tabla de Combates). b) Uno de vosotros tiene un total de Daño Sufrido superior al de Resistencia. Ese contrincante queda inconsciente y es derrotado. (Esto también puede ocurrir si se obtiene un resultado de “I” en la Tabla de Combates.) c) Consigues huir. Al inicio de cualquier ronda de combate, puedes optar por no atacar en dicha ronda. Una vez que tu oponente haya efectuado su ataque, tira dos dados y suma al resultado tus puntos de Huida:  Si el resultado es igual o superior a 7, logras huir (sigue las instrucciones indicadas en el texto o sigue adelante). Nota del traductor: en posteriores traducciones publicadas en castellano este número debe ser igual o superior a 9. (Tú eliges que método usar.) 23  De lo contrario, sigues enzarzado en el combate y debes comenzar otra ronda de combate en el paso 4. De todas maneras, puedes tratar de huir de nuevo. Los ataques individuales se resuelven tal como se indica en el Sistema Básico: Consulta la Tabla de Combates que encontrarás al final del librojuego. El resultado del ataque es el valor en el que se cruzan el resultado de los dados y la diferencia entre los PA y los PD. Utiliza los PAP si realizas un ataque de proyectil, y los PACC si haces un ataque cuerpo a cuerpo. REGLAS OPCIONALES Estas reglas se incluyen para permitirte que desarrolles unos personajes de la Tierra Media más perfeccionados y añadas ciertos elementos de realismo a tus aventuras. TERRENO ADICIONAL Y REGLAS DE MOVIMIENTO Calzadas, caminos y senderos. El uso de calzadas (también se aplica a caminos y senderos) puede afectar al paso del tiempo. Si el texto o el mapa indican que hay una calzada entre el espacio en el que te encuentras y un espacio adyacente, puedes elegir una de las siguientes opciones: 1) Usa el camino para moverte a ese espacio; en cuyo caso, usa el tiempo dado entre paréntesis (por ejemplo, para Tiempo: 20 (5) usa 5 minutos). 2) Moverte a ese espacio pero sin usar el camino, en cuyo caso usa el paso del tiempo normal. 24 Esta elección puede ser importante porque a menudo tus aventuras variarán dependiendo de si viajas o no por caminos. Viajar a caballo Si tienes un caballo y deseas moverte, tira dos dados y añádele tu Bonificación General. Si el resultado es más de 6, reduce el “tiempo transcurrido” (Tiempo: #) para el siguiente espacio a la mitad (redondeando hacia arriba). De lo contrario, utiliza el paso del tiempo normal. Si el espacio al que te trasladaste es en interiores, bosques o ríos, siempre se utiliza el paso de tiempo normal. Cazar y Recolectar Si te encuentras al aire libre (en exteriores) en un espacio que contiene bosques o terreno accidentado, puedes intentar obtener una comida cazando y recolectando alimentos. Tira dos dados y añádele tu Bonificación General. Si el resultado es más de 7, obtienes una comida. En cualquier caso, usas 40 minutos de tiempo. MOVERSE EN LA NOCHE Si deseas continuar moviéndote y aventurarte por la noche, tendrás las siguientes desventajas: 1) La cantidad de tiempo requerido para cualquier actividad al aire libre se triplica (a excepción de los pasajes de texto que involucran combates). 2) Trata todos los movimientos al aire libre en las instrucciones como avanzar en una dirección aleatoria. 3) Todas tus bonificaciones se reducen a la mitad temporalmente (redondeando hacia abajo). 4) En lugar de curar el Daño Sufrido, recibes 1 punto de daño por cada hora de actividad. 25 Hasta que “descanses” (como se describe en las reglas normales de la noche), las desventajas #3 y #4 anteriores continuarán aplicándose. Cuando descansas después de tener actividad durante la “noche”, tu “total de tiempo” para el “día siguiente” se reinicia en: tu total de tiempo anterior - 780 (trata los resultados negativos como 0). TIRADAS DE DADOS NO MODIFICADAS En muchas situaciones, se te indica que: tires dos dados y añadas tu bonificación xxxx. Si tienes una bonificación muy grande, esto puede resultar en un éxito automático en ciertas actividades. Para evitar esto, usa la siguiente regla: siempre que tires dos dados y salga un “2”, no añadas ninguna bonificación. Es decir, los 2 nunca se modifican y siempre dan un resultado de 2. (Es como una penalización.) PUNTOS DE EXPERIENCIA Tras ciertos apartados de texto, verás la expresión P.Exp.: x. Es el número de “Puntos de Experiencia” que recibes. Anota el total de puntos de experiencia que obtengas en el espacio correspondiente de tu Tarjeta de Identificación. Sólo puedes recibir puntos de experiencia una vez por cada apartado de texto. (Si pasas dos veces por la misma sección no recibes esos puntos de experiencia nuevamente.) Estos puntos no afectan a las Habilidades de tu personaje hasta que hayas terminado con éxito esta aventura y desees jugar con otro librojuego de la colección Aventuras en la Tierra Media con el mismo personaje. Si utilizas el mismo personaje, por cada 150 puntos de experiencia podrás escoger una de las siguientes opciones: 1) Asignar +1 punto adicional a cualquier habilidad que pueda modificarse. El límite de +3 no se aplicaría en este caso (consulta “Creación de un Personaje”). 26 2) Puedes añadir 2 hechizos más para lanzar. 3) Puedes tirar dos dados y añadir el resultado a tu total de puntos de Resistencia. Si usas el sistema MERP (siglas en inglés para el Juego de Rol del Señor de los Anillos), 150 puntos de experiencia equivalen a 5000 puntos de experiencia en MERP. Nota del traductor: en posteriores traducciones publicadas en castellano, estas reglas varían un poco (están sacadas del librojuego La Búsqueda del Palantir, publicado por la editorial Timun Más): 1) Asignar +1 punto adicional a cualquier habilidad que pueda modificarse. El límite de +3 no se aplicaría en este caso (consulta “Creación de un Personaje”). 2) Puedes cambiar un valor de “-2” por “+1”. 3) Puedes elegir dos hechizos más para lanzar. 4) Puedes tirar los dados y aumentar tu Resistencia en un valor igual a “2 más el resultado de los dados”. Nuevamente tú decides que método utilizar. RAZA Puedes elegir que tu personaje pertenezca a una de las razas de la Tierra Media, con las siguientes consecuencias: Hombre: “+1” a tu bonificación de Habilidad General. Elfo: cuando estés en un lugar subterráneo, reduce tu Percepción y tu Magia en “-1”. Cuando estés al aire libre, aumenta tu Percepción y tu Magia en “+1”. Ignora las desventajas #1, #2 y #3 de las reglas “Moverse en la Noche”. 27 Enano: cuando estés en un lugar subterráneo incrementa tu bonificación de Percepción y General en “+1”. Reduce tu bonificación de Huida en “-1”. Ignora las desventajas #1 y #3 de las reglas “Moverse en la Noche”. Los enanos no pueden aprender los hechizos 7, 11 y 15. Nota del traductor: en traducciones posteriores, el hechizo 15 (Telequinesis) no aparece, solo hasta el nº 14. Yo dejaré su descripción más adelante por si se quiere utilizar en posteriores aventuras (Tú decides que norma seguir aquí). Hobbit: +2 a tu bonificación de Pericia. Reduce tus PACC en “-2”. Ignora las desventajas #1 y #3 de las reglas “Moverse en la Noche”. Los hobbits no pueden aprender los hechizos 3, 5, 7, 11 y 15. Nota del traductor: me repito otra vez, en posteriores traducciones no se menciona el hechizo nº 15, Telequinesis, (esto esta sacado de las reglas de La Búsqueda del Palantir. Tú decides). LANZAMIENTO DE HECHIZOS Por cada punto positivo (+1) que no asignes a una habilidad durante el proceso de creación de tu personaje, podrás “aprender” dos de los hechizos descritos a continuación. Una vez que hayas “aprendido” un hechizo, tu personaje lo “conocerá” y podrá lanzarlo teniendo en cuenta las limitaciones indicadas. Si quieres lanzar un hechizo, tira dos dados y añade tu bonificación de Magia. Si el resultado es más de 6 (es decir 7 o superior), el hechizo se ha lanzado con éxito. (Lee la descripción del hechizo para ver los efectos). De lo contrario, el hechizo no tiene efecto. Debes "conocer" un hechizo para poder lanzarlo. Cada vez que lanzas un hechizo con éxito, tu Daño Sufrido aumenta por el número que figura entre paréntesis en la descripción del hechizo. Esto refleja la tensión y el cansancio que causa el lanzamiento de los hechizos. 28 Si estás involucrado en un combate, solo puedes intentar lanzar un hechizo si puedes realizar normalmente un ataque de proyectil. Es imposible lanzar un hechizo durante un combate cuerpo a cuerpo. Esta última norma no afecta al hechizo de Rapidez. A menos que se especifique lo contrario, los efectos de un hechizo tienen la misma duración que una acción, una actividad o un combate. Descripción de los Hechizos 1) Análisis de objeto (3): Cuando así se te indique en el texto, puedes lanzar este hechizo y “analizar” un objeto (sigue las instrucciones dadas en el texto). 2) Equilibrio (2): Aumenta en +2 tus puntos de Habilidad General para una actividad que intentes realizar en esa situación. 3) Calma (5): Sólo puede lanzarse sobre un animal o un ser normal (hombre, elfo, enano, hobbit, orco, troll, etc.). Tira dos dados y suma al resultado tus puntos de Magia. Si el resultado es igual o superior a 8, tu enemigo se “calma” y, automáticamente, puedes Huir. De lo contrario, el encuentro prosigue de forma normal. Si en el abanico de opciones de un encuentro no se incluye una oportunidad de Huir, no puedes “calmar” a tu oponente. No puedes lanzar este hechizo si te enfrentas a varios enemigos. 4) Camuflaje (3): A efectos de una acción, este hechizo aumenta en +2 tu bonificación de Pericia. 5) Encantamiento animal (6): Puedes lanzar este hechizo contra cualquier animal normal (oso, lobo, serpiente, etc.) que te sea hostil. Sigue leyendo el texto correspondiente como si hubieras derrotado al animal. Éste te seguirá (anota sus PA, PD y Resistencia) y luchará contra cualquier enemigo que tú desees. Una vez que haya librado un combate en tu lugar, el animal se marchará. Recuerda que no puedes tener más de un animal “encantado” al mismo tiempo. 29 6) Clarividencia (5): Cuando se te de la opción de leer dos o más apartados de texto, puedes leer dos de ellos y proseguir por el que prefieras. 7) Rayo de fuego (6): Se puede utilizar durante el combate cuando normalmente emplearías un ataque de proyectil. Tira dos dados y suma al resultado el doble de tus puntos de Magia: el resultado es la cantidad de Daño Sufrido por el oponente que elijas. Nota del traductor: en posteriores traducciones solo se añade el valor simple de tus puntos de Magia, no el doble. (De nuevo tú elijes la norma a seguir.) 8) Curación (0): Reduce la cantidad de tiempo necesaria para curar 3 puntos de Daño Sufrido. En lugar de 60 minutos, sólo precisarás de 20 minutos. Si haces uso de este hechizo y descansas durante toda una “noche”, te curarás por completo. 9) Suerte (5): Si lanzas este hechizo después de tirar dos dados, puedes ignorar el resultado y volver a tirarlos. Este hechizo solo puede lanzarse una vez por cada sección o apartado de texto. 10) Protección contra la Magia (4): Puedes lanzarlo cuando en el texto se indique que un oponente está lanzando un hechizo. Del resultado que obtenga tu adversario al lanzar el hechizo se restarán tus puntos de Magia. 11) Escudo (4): Si lo lanzas al comienzo del combate, este hechizo aumentará en 2 tus PD. No puedes lanzar este hechizo si vas a emplear un escudo normal durante el combate. 12) Rapidez (3): Puedes lanzar este hechizo siempre que intentes Huir o Evadirte de un combate. Tus puntos de Huida aumentan en 2 para dichas acciones. Es el único hechizo que puede lanzarse durante un combate cuerpo a cuerpo. 13) Fuerza (6): Si lo lanzas al principio de un combate, este hechizo dobla el daño que inflijas en ataques cuerpo a cuerpo durante todo el combate. Los resultados “I” y “M” no son modificados por el hechizo de Fuerza. 30 14) Mantenimiento (2): Este hechizo tiene el mismo efecto que si tomaras una comida. 15) Telequinesis (2): Puedes lanzar este hechizo cuando te enfrentas a un oponente que ha sido sorprendido. Haz una acción de Robar y Coger (ver la Tabla de Acción), añadiendo tu bonificación de Magia en lugar de tu bonificación de Pericia. Si no tienes éxito (un resultado de 8 o menos), tu oponente te descubre y debes realizar una acción. FÓRMULA DE COMBATE OPCIONAL Para aquellos que prefieran las fórmulas a las tablas, la siguiente fórmula se aproxima a los resultados de la Tabla de Combates. Si usas la fórmula, los resultados aumentan ligeramente los daños respecto a los de la tabla.  Si el resultado es “2”, no hay daño.  Si el resultado es “12”, “I” automático más la cantidad normal de Daño Sufrido. De lo contrario, el Daño Sufrido por el defensor = Resultado de los dados -4 + PACC del atacante – PD del defensor y…  Si el Daño Sufrido es 9 o más = “I”.  Si el Daño Sufrido es 11 o más = “M”. UTILIZANDO LAS REGLAS DE MERP CON ESTE JUEGO El Juego de Rol de la Tierra Media (MERP) es el sistema de juego de la empresa ICE creado para el mundo de fantasía de J.R.R. Tolkien de la Tierra Media. No tenemos espacio en este librojuego para describir su contenido. En su lugar, daremos pautas en esta sección sobre cómo usar este librojuego con un carácter MERP (siglas en inglés de: Middle-earth Role Playing). Dado que MERP es un sistema FRP (Fantasy Role Playing) completamente general, se muy flexible cuando lo uses 31 con este librojuego. Simplemente usa los mecanismos provistos por MERP y tu propio sentido común, y la mayoría de las situaciones se resolverán fácilmente. A continuación, proporcionamos pautas para las situaciones que surgirán con mayor frecuencia en estos librojuegos. Nota del Traductor: no tengo el Juego de Rol del Señor de los Anillos (MERP), así que algunas traducciones puede que tengan otro nombre en dicho juego, pero en esencia es lo mismo. Combate Cuando el texto indique que debes luchar, usa solo el sistema de combate MERP normal, las estadísticas de combate MERP de tu personaje y las estadísticas de combate MERP de tu oponente (como se indica en la Tabla de Estadísticas de MERP que se encuentra en la parte final de este libro). Al igual que las peleas normales de Aventuras en la Tierra Media, los combates que se resuelven usando MERP normalmente terminan en una de estas tres maneras: eres derrotado, tu oponente es derrotado o si logras huir con éxito. O tú o tu oponente es “derrotado” cuando queda inconsciente, muerto o incapacitado. Puedes huir haciendo una maniobra MERP de movimiento “medio” (añade tu correspondiente bonificación de Maniobra en Movimiento) que resulte en “100” o más. Estos resultados son acumulativos de una ronda a otra; por lo tanto, es posible que puedas escapar en el transcurso de varias rondas. Por ejemplo, un resultado de “60” en la primera ronda y un “50” en la segunda ronda significaría que “huyes” con éxito al final de la segunda ronda). 32 Daño Sufrido A menudo, el texto te indicará que aumentes tu Daño Sufrido en cierta cantidad. Aquí hay algunas sugerencias para traducir ese daño en daño MERP (Tira dos dados será referido como "2-12"): Aventuras en la Tierra Media Daño Sufrido MERP Daño Sufrido Un número fijo El mismo número de golpes de conmoción MERP (2-12) una vez UN MERP “A” Golpe crítico + 1-10 golpes (2-12) dos veces UN MERP “C” Golpe crítico + 1-10 golpes (2-12) tres veces UN MERP "E" Golpe crítico + 1-10 golpes El tipo de “Golpe Crítico” puede ser determinado por la situación (por ejemplo, para una caída, usa críticos de “impacto”, para quemaduras, usa críticos de “fuego”, etc.). En caso de duda, utiliza críticos “desequilibrantes”. Objetos Mágicos Un objeto con una bonificación de +1 en Aventuras en la Tierra Media debe tener una bonificación de +5 en MERP, y viceversa. Tiradas de Resistencia El sistema de Aventuras en la Tierra Media usa la bonificación de Magia para resolver situaciones que requerirían “Tiradas de Resistencia” (TR) en el MERP. Cuando te encuentres con estas situaciones, sigue el procedimiento MERP-TR, usando la bonificación apropiada para la situación (por ejemplo, usa la bonificación de TR Veneno contra los venenos). En caso de duda (con respecto a los hechizos), asume que son hechizos de Esencia. 33 Si la TR involucra a un oponente o una trampa, usa los niveles dados en la Tabla de Estadísticas del MERP como el nivel de ataque para la TR. De lo contrario, utiliza un nivel de ataque de 3. Si fallas una TR, sigue las instrucciones indicadas por el más bajo de los rangos dados. Si la resistes con éxito, sigue las instrucciones indicadas por el rango más alto dado. Si se dan tres rangos y resistes, usa el rango más alto. Si se dan tres rangos y fallas una TR inicial, haz una segunda TR. Si fallas la segunda, usa el rango más bajo. Si te resistes en la segunda TR, usa el rango medio. Usar Bonificaciones Durante el juego, a menudo se te indicará que “tires dos dados y añadas tu bonificación xxxx”, donde xxxx es Huida, General, Pericia, Percepción o Magia. Luego se te darán dos o más lugares posibles para "pasar a" según el resultado. Al usar MERP, usa estas “Bonificaciones de las habilidades” correspondientes a MERP en lugar de la bonificación indicada: Aventuras en la Tierra Media Bonificaciones MERP Bonificaciones de Habilidad Huida Maniobra móvil basada en el desgaste de la armadura. General Escalar, montar, nadar o rastrear. Pericia Emboscada, Acechar / Ocultar, Abrir cerraduras o Desarmar Trampas. Percepción Percepción, Liderazgo & Influencia Magia Leer Runas, usar un objeto o hacer una Tirada de Resistencia 34 Las circunstancias del texto generalmente hacen que la bonificación MERP específica sea obvia (por ejemplo, si el texto dice que estás intentando “nadar”, usas la bonificación MERP de habilidad de nadar). Si no es obvio, usa la que te parezca más apropiada. Cuando usas una Bonificación de Habilidad de MERP, divídela por 10 (redondeando hacia abajo). Por ejemplo, una bonificación MERP de habilidad de natación de 36 utilizada en este librojuego sería una bonificación general de +3 (en situaciones apropiadas). 35 MAPA DE LA COMARCA Este es un mapa de La Comarca que no está incluido de origen en este libro y que he tomado de la web elanillounico.com, con las traducciones (con mejor acierto o no) de las localizaciones de dicha zona, las cuales he decidido utilizar para la traducción de este librojuego. Mapa creado por Juan M. Villa 36 MAPA DE LA TIERRA MEDIA (ZONA OESTE) 37 MAPA DE LA TIERRA MEDIA (ZONA ESTE) 38 TABLERO DEL MAPA - 1 39 TABLERO DEL MAPA - 2 40 LOS NAZGÛL Los Nazgûl son los malvados sirvientes en la Tierra Media de Sauron, atados a su voluntad como «sus sirvientes más terribles» por la fuerza de los Anillos de Poder que portan, y ligándolos a su creador. El nombre 'Nazgûl' proviene de la traducción de la lengua negra como «Espectros del Anillo» (nazg = «anillo» + ûl = «espectro»). También se les conoce como Los Nueve Jinetes, Los Jinetes Negros, Los Espectros, Los Nueve, Los Úlairi y Las Sombras entre otros nombres. 41 HISTORIA Segunda Edad Los nueve Nazgûl surgieron como los más poderosos sirvientes de Sauron en la Segunda Edad de la Tierra Media. Se dice que tres de los nueve fueron originalmente "grandes señores" de Númenor. Eran poderosos hombres mortales a los cuales Sauron dio nueve Anillos de Poder. Estos resultaron ser su perdición: Aquellos que usaron los nueve anillos fueron poderosos en sus días, reyes, magos, y guerreros de antaño. Obtuvieron gloria y riqueza, pero se convirtieron en desgracia. Tuvieron, como parecía, vida eterna, pero la vida se volvió demasiado eterna para ellos. Podían caminar, si querían, invisibles ante todos los ojos bajo el sol, y podían ver cosas invisibles para los hombres mortales; pero a menudo contemplaban solo los fantasmas e ilusiones de Sauron. Y uno por uno, tarde o temprano, de acuerdo a su fuerza natural y a lo bueno o malo de sus actos en el comienzo, cayeron bajo la esclavitud del anillo que llevaban y el dominio del Anillo Único de Sauron. Se volvieron para siempre los protectores invisibles del Dueño del Anillo Único, y entraron al reino de las sombras. Fueron los Nazgûl, los Espectros del Anillo, los sirvientes más terribles del enemigo; la oscuridad los seguía, y clamaban con las voces de la muerte. El Silmarillion: "De los Anillos de Poder y la Tercera Edad", 289. El efecto corruptivo de los anillos causó que su cuerpo físico se fuera desvaneciendo hasta quedar como espectros completamente. Siendo visibles solo por sus túnicas, su apariencia original era totalmente invisible para ojos mortales. Tenían diversas armas, como largas espadas de acero, dagas con propiedades venenosas y mazas negras de gran poder. Los Nazgûl aparecieron por primera vez alrededor del año 2251 Segunda Edad del Sol y fueron prontamente establecidos como los principales sirvientes de Sauron, menos de tres siglos luego de que los anillos fueron forjados. Se dispersaron después del primer derrocamiento de Sauron en el 3434 Segunda Edad del Sol 42 gracias a la Última Alianza entre elfos y hombres, pero su supervivencia fue sin embargo asegurada ya que el Anillo Único persistió. Tercera Edad Volvieron a emerger alrededor del 1300 Tercera Edad del Sol, cuando el Señor de los Nazgûl, el Rey Brujo de Angmar, guio a las fuerzas de Sauron contra los estados sucesores de Arnor: Rhudaur, Cardolan y Arthedain. Fue finalmente derrotado en batalla en 1975 Tercera Edad del Sol y regresó a Mordor, juntando a los otros Nazgûl en preparación para el regreso de Sauron a su reino, habiendo alcanzado su meta de destruir todos los estados sucesores de Arnor. En el año 2000 Tercera Edad del Sol, los Nazgûl asediaron Minas Ithil y la capturaron luego de dos años. A partir de entonces, la ciudad se llamó Minas Morgul, la fortaleza de los Nazgûl, desde donde dirigieron la reconstrucción de los ejércitos de Sauron, también adquiriendo el Palantir para el Señor Oscuro. En 3017 Tercera Edad del Sol, cerca del principio de la historia contada en El Señor de los Anillos, Sauron ordenó a los Espectros del Anillo que recuperaran el Anillo Único de manos de "Bolsón" de "la Comarca". Disfrazados como jinetes vestidos de negro, buscaron a Bilbo Bolsón quien, como Gollum había revelado, tenía el Anillo Único en su posesión. Fue cerca del 3018 que los "nueve compañeros" de la Comunidad fueron elegidos para enfrentarse a los "nueve jinetes" Nazgûl. Los Nazgûl usaban generalmente caballos negros como medio de transporte. Cuando fueron arrastrados por las aguas del río Bruinen, sus caballos murieron ahogados. Los espectros del anillo se vieron forzados a volver a Mordor para reorganizarse. Reaparecieron montados en criaturas voladoras, semejantes a dragones menores. El Señor de los Nazgûl (Rey Brujo de Angmar) fue asesinado por Éowyn, la sobrina de Théoden, y por Merry (conocido como "el Magnífico" desde entonces), durante la Batalla de los Campos del Pelennor: la puñalada de Merry 43 con una poderosa espada encantada, procedente de Númenor, hizo que el Rey Brujo cayera sobre sus rodillas, dejando que Éowyn le diera el golpe fatal clavándole la espada en su supuesta cabeza jamás vista. Esto fue posible debido al hechizo que tenía: «Ningún hombre sobre la tierra me puede matar.» ...no hablaba de que una mujer tampoco pudiera hacerlo. Los ocho espectros restantes atacaron al Ejército del Oeste durante la última batalla ante la Puerta Negra. De todas maneras, cuando Frodo Bolsón arrojó el Anillo Único a los fuegos del Monte del Destino, Sauron ordenó a los ocho Nazgûl volar hacia allí para detenerlo. Pero llegaron muy tarde: el Anillo había caído al fuego junto con Gollum. Con su destrucción, los ocho Nazgûl restantes desaparecieron. Fuente: https://www.ecured.cu/Nazgul Fuente: https://es.wikipedia.org/wiki/Nazg%C3%BBl 44 PRÓLOGO Acabas de terminar tus quehaceres nocturnos en los establos de La Posada del Poni Pisador cuando un Hobbit de mediana edad se acerca desde las sombras. “Ven conmigo, joven amigo”, susurra, con un dedo en los labios, “si quieres ayudar a salvar la Comarca”. Quieres hacer preguntas: ¿quién eres? ¿Qué quieres? ¿Por qué yo? Pero él insiste en que lo sigas en silencio. El Hobbit te lleva de puntillas a través del patio de la posada de tres pisos y hacia la cocina. Escuchas voces elevadas cantando, y el alegre sonido te aplaca, aunque el inquietante misterio de tu pequeña misión perdura. Te escabulles junto al malhumorado cocinero y te asomas al salón antes de entrar a la habitación llena de humo, un leño de madera arde en la chimenea, y esperas. El Hobbit señala un rincón alejado de la habitación. “Ve y toma asiento. Confía en mí”. Desconcertado pero preocupado, sigues los consejos de tu pequeño compañero de pies peludos. Caras familiares llenan la habitación. Los enanos de barba larga se reúnen en un banco cerca del fuego, un fornido grupo de hombres de Bree beben cerveza en un rincón, y un trío de Hobbits intercambian relatos en los taburetes cerca de la puerta. Al principio crees que son las únicas personas en la habitación. Luego tus ojos se adaptan a la tenue y grisácea luz y ves a varios extraños sentados solos, algunos de ellos mirándote. “¿Terminaste tus quehaceres?”, pregunta el viejo Cebadilla Mantecona detrás de ti. Te giras para encarar al dueño de la posada, un calvo y rechoncho hombre de mejillas sonrojadas y asientes. “¡Entonces lárgate! ¡No asustes a los clientes con ese aspecto tuyo!”. Das media vuelta y entras al salón, tomando asiento en un rincón de la habitación. De repente, una mano pesada cae sobre tu hombro. Levantas la vista y miras cara a cara a un extraño alto con una tosca capa y botas de cuero embarradas. “Ven. Vamos 45 a hablar”. Algo en el habla del hombre te lleva a confiar en él. El imberbe forastero te lleva a un banco vacío cerca del fuego y te pregunta si quieres tomar algo. Sediento pero un poco asustado, sacudes la cabeza. “Envié a por ti porque me dijeron que eres alguien de confianza para emprender un viaje de la mayor importancia”, dice él confidencialmente. “La misión es peligrosa y no debes fallar. La existencia misma de la Comarca puede estar en juego. ¿Aceptarás esta carga, lo lograrás o morirás?” “Lo haré”. La facilidad con que las palabras escapan de tu boca te sorprende incluso a ti. El extraño se relaja, estirando sus largas piernas ante él. “¡Bien!”. De su capa saca una pipa de tallo largo y una bolsa de tabaco. Prendiendo la pipa con una ramita encendida del fuego, sopla y examina la habitación, el olor característico de la nicotina llena el aire. “Soy un viejo amigo de los Hobbits de la Comarca, entre otros, y me llaman Trancos. Soy un montaraz; el bosque es mi hogar”. Con los ojos muy abiertos, asientes, habiendo escuchado historias de los experimentados y buenos Montaraces. Trancos se inclina hacia adelante para hablarte confidencialmente. “Joven amigo, los Jinetes Negros están ahí fuera. ¿Has escuchado algo ellos? Una vez fueron grandes hombres cuya sed de poder los esclavizó. Ahora son espíritus muy poderosos y profundamente malignos, nueve en número, también conocidos como los Nazgûl. Amenazan la existencia misma de la Comarca. Por eso te he llamado”. Sientes que tu corazón late en tu pecho, — ¿será de excitación o por miedo? Trancos continúa, deteniéndose un momento para echar un vistazo por la habitación. “Tienes una mente rápida y un corazón valiente, me han dicho. Necesitarás ambos. Lo que debes hacer es irte mañana al amanecer para avisar a la Comarca de la llegada de los Jinetes Oscuros. Los Hobbits deben prepararse para lo peor. Iría yo mismo, pero 46 debo esperar aquí la llegada de un visitante muy importante”. El Montaraz se detiene de nuevo, evaluando a un desconocido barbudo y moreno que se desliza en un asiento cerca de ti y ordena cerveza con voz ronca y extraña antes de preguntar por Bill Ferny. “En primer lugar, cabalga para advertir a Hobbiton”, susurra Trancos, mirando al hombre cercano, que también ha encendido una pipa, con recelo. “Avisa a los Gamos, a los Campos del Puente y Marjala, si puedes; hazles saber en todas las Cuadernas de la Comarca que los Jinetes están en camino. No te preocupes por esa buena gente al este del Brandivino; los montaraces los están advirtiendo incluso mientras hablamos. Viaja tan lejos como puedas, lo más rápido que puedas, no obstante, tu ingenio te guiará. Encuentra un mensajero en Alforzada en quien se pueda confiar para informar a los Hobbits de Sacovilla y Cavada Grande, al pie de las Quebradas Blancas. Puedes confiar en los Shirriffs, los protectores hobbits de cada Cuaderna, para que te ayuden, si los convences para que te crean. Conocerás a los Shirriffs por las plumas en sus gorros. Vete al amanecer, no hay más tiempo que perder. Ya”. Te entrega un pequeño pergamino y una bolsa; empiezas a abrirlo, pero Trancos te detiene. “Abre la bolsa 47 en la intimidad de tu habitación, con la puerta cerrada. Encontrarás alimentos y hierbas medicinales en su interior. El pergamino es un mapa de la zona. Estúdialo antes de que abandones Bree. ¡Toma esto!”. Él te entrega una reluciente daga plateada en una funda que cuelgas cuidadosamente de tu cinturón. “Te protegerá y le dirá a mis amigos que eres mi mensajero. ¡No la pierdas! Y recuerda: evita cruzar abiertamente el puente, un Jinete Negro lo vigila a todas horas. No puedes igualar su poder. Los agentes de las Fuerzas Oscuras también observan las calzadas principales y los transbordadores, los comúnmente llamados ferrys, tanto al norte como al sur. Puede que ya sepan de ti”. Cuando Trancos se detiene, lanzando una vez más su mirada de acero alrededor de la habitación, tu sangre se enfría: ya están detrás de mí, piensas. “Cuidado con los caminos y los bosques”, continúa Trancos. “Bandidos y cosas malvadas los merodean en busca de alguien como tú. Los sirvientes de Sauron han despertado a las bestias y seres en la región. Estate en guardia en las Quebradas de los Túmulos; un gran tesoro yace sepultado allí, en el corazón de esa tierra encantada, pero también allí se esconde un grave peligro. Si tomas ese camino, cruza los túmulos lo más rápido que puedas. Si es posible, enviaré a un Montaraz para vigilarte durante parte del camino. Lo conocerás por la estrella de plata en su manto. Tom Bombadil en el Bosque Viejo y Gildor Inglorion y sus Elfos en el País de Las Colinas Verdes pueden ayudarte. Pero en su mayor parte, te valdrás por ti mismo”. Metes el pergamino dentro de tu túnica, te colocas la daga y la funda en el cinturón y le atas la bolsa. “Hay un asunto más”, agrega Trancos en un susurro. “Cuando regreses a tu habitación, mira debajo de tu cama. Verás un saco grande. Toma de la bolsa una sola arma o toma la cota de malla; no puedo escatimar nada más, y tu trayecto requiere que viajes ligero. ¡Ahora vete!”, te ruega el Montaraz. “Vigilaré que nadie te siga”. 48 Abandonas la bruma y el calor del salón del Poni Pisador estremeciéndote de emoción y sales al aire fresco y claro de una noche estrellada. Revisas el patio sin ver a nadie y cruzas hacia los establos donde se encuentra tu habitación. Dentro de los establos, el mensajero Hobbit te espera. “¡No nos falles!”, suplica. “Ten mucho cuidado. No confíes en ningún hombre que no conozcas”. El Hobbit se va sin emitir ningún sonido, desapareciendo en las sombras. Dentro de tu habitación, cierras la puerta, enciendes una vela y hojeas rápidamente el mapa. Ves que tu viaje te llevará doce leguas hacia el oeste hasta el río Brandivino, por la ruta más directa, y otras doce hasta Hobbiton, si llegas tan lejos en el tiempo. ¡Parece imposible, pero debes intentarlo! En el suelo debajo de tu cama hay una mochila vacía y una bolsa. Desatas la cuerda y la abres; en el interior encuentras una espada, un arco con diez flechas, una maza, una armadura ligera y una cota de mallas. Elige un arma o la cota de mallas y anótalos en tu Tarjeta de Identificación del personaje. También anota siete comidas (de lembas), 3 piezas de plata, tres dosis de una hierba curativa (cuando se use, Tira dos dados y reduce el Daño Sufrido en esa cantidad), la daga plateada y el mapa de la zona (el mapa con cuadrículas hexagonales de color incluido con este librojuego). Llevas todo tu equipo en la mochila que está al lado de la bolsa con las armas. Estás en el hex 1D. La aventura continúa — ¡sigue adelante! 49 TEXTO DE UBICACIÓN Lee solamente el texto de los espacios o hexágonos (hex.) donde te encuentres. 1A Tiempo: 120 Altos robles y olmos se extienden ininterrumpidamente ante ti. Los gritos inquietantes de extraños pájaros hacen eco en lo alto, por encima de tu cabeza. Bajo tus pies, vides oscuras y retorcidas parecen agarrarte de los tobillos. Si exploras, tira dos dados y añade tu bonificación General: si obtienes 2-6, pasa al 152; si es 7-12, pasa al 170; de lo contrario, sigue adelante. 1B Tiempo: 120 (45) Te enfrentas a una encrucijada natural. Por un lado asoma un grupo de árboles altos; en el otro, las colinas cubiertas de hierba se extienden hacia el oeste hasta donde alcanza la vista. Si exploras la zona, pasa al 235; de lo contrario, sigue adelante. 1C Tiempo: 90 (60) BIENVENIDOS A ARCHET, lees en un cartel que aparece junto a la calzada. Ves un puñado de pequeñas casas de piedra y pequeños pabellones en las fértiles colinas de la tierra de Bree. Profundos bosques se extienden más allá del borde asentado de la pequeña aldea. Si exploras Archet, pasa al 278; Si deseas comprar provisiones, pasa al 446; De lo contrario, sigue adelante. 1D Tiempo: 60 (45) Estás parado fuera del Poni Pisador, preguntándote qué tipo de coraje o temeridad te ha llevado a emprender este peligroso viaje. En las suaves sombras de la madrugada, el familiar y desgastado camino de la Gran Calzada del Este 50 aparece repentinamente siniestro. Cada cara extraña parece seguirte mientras tomas tu decisión y te diriges de cabeza a esta más que peligrosa misión. Si deseas comprar provisiones, pasa al 446; de lo contrario, sigue adelante. 1E Tiempo: 90 Estás parado en el borde norte de la Quebrada de los Túmulos; las crestas aparentemente interminables se extienden ante ti hasta donde alcanza la vista. Todas las historias de terror de tu infancia que tus abuelos te contaron sobre las ruinas encantadas recorren tu mente, y tiemblas de miedo. Sólo el viento y el sol parecen acompañarte. Observas en la distancia —tal vez a una milla al sur— las ruinas de un pequeño castillo en lo alto de una colina. Si exploras el castillo, pasa al 160; de lo contrario, sigue adelante. 1F Tiempo: 90 (45) La hierba del Camino del Norte serpentea de norte a sur ante ti, ya no es la majestuosa ruta que alguna vez fue —de hecho la gente de Bree lo llama ‘El Camino Verde’. Las crestas bajas y desnudas que forman la Quebrada de los Túmulos parecen rodearte, y un fuerte viento silba en tus oídos. De repente, escuchas los sonidos de un carro que se aproxima hacia el sur por la calzada. Si observas al carro, pasa al 215; de lo contrario, sigue adelante. 1G Tiempo: 90 La Quebrada de los Túmulos parece rondar la ondulante tierra a ambos lados del Camino del Norte, que ahora está en silencio. Escuchas un grillo cerca, como si te urgiera a darte prisa. Si esperas a que pase un carro o un jinete, pasa al 244; de lo contrario, sigue adelante. 51 1H Tiempo: 90 (45) Te paras cerca de las desmoronadas ruinas de una torre de vigilancia, justo al lado del descuidado y cubierto de vegetación Camino del Norte, hace mucho tiempo el Camino de los Reyes. No parece haber ningún signo de vida más que una serpiente verde común deslizándose detrás de una piedra a medida que te acercas. Si exploras las ruinas, pasa al 155; de lo contrario, sigue adelante. 2A Tiempo: 60 (45) Los altos árboles del bosque de Chet están detrás de ti. Hacia el norte y el sur, el antiguo Camino del Norte corre como un lecho de río seco y rocoso. Sientes un poco de miedo por dejar atrás el familiar camino, pero sabes que tu misión te lleva hacia el oeste y que debes seguir el camino del sol. Las historias que has escuchado sobre los Trolls que vagan por las colinas salvajes al oeste del Camino del Norte te mantienen alerta. Sigue adelante. 2B Tiempo: 90 (45) Hacia el sur, una milla más o menos, se extienden los septentrionales montículos de la Quebrada de los Túmulos. Ante ti, las colinas rocosas azotadas por el viento, son de todo, menos acogedoras. Por encima de tu cabeza, un gran cuervo grazna, como si te advirtiera para que retrocedas. Sigue adelante. 2C Tiempo: 90 (45) Te inclinas para comprobar si hay huellas de Troll en el brezo y en la hierba baja que cubren las onduladas colinas rocosas, pero no detectas nada. Montículos de túmulos se 52 extienden hacia el oeste; el viento golpea tus oídos. Sigue adelante. 2D Tiempo: 90 (45) La gran Calzada del Este parece menos transitada de lo que pensabas; tal vez todas esas historias que escuchaste de niño sobre bandidos y magos errantes y mercaderes a lo largo de la ruta eran solo cuentos. Con tu pueblo natal de Bree a unos pocos kilómetros de distancia, comienzas a sentir nostalgia y una sensación de impotencia. ¡Te han pedido que hagas demasiado! Luego, tu mano agarra la daga plateada de tu cinturón y nuevamente te sientes valiente y capaz. Sigue adelante. 2E Tiempo: 90 (45) Cruzas el silencioso y excesivamente descuidado Camino del Norte y continúas avanzando a través de las áridas tierras de la Quebrada de los Túmulos azotadas por el viento. No hay signos de vida que te consuelen o te alarmen, pero no puedes relajarte, porque aquí, bajo el suelo, ¡se encuentra la morada de los No Muertos! Media milla más adelante se levanta un montículo anillado, un gran túmulo, del que emerge un extraño y quejumbroso grito. Si exploras el túmulo, pasa al 107. De lo contrario, sigue adelante. 2F Tiempo: 90 Más túmulos como fortalezas salpican el paisaje escarpado y estéril ante ti. Estás tentado a explorar uno, solo para ver cómo es una tumba antigua, pero sabes que debes apresurarte con tus mensajes de aviso. Pasa al 421. 2G Tiempo: 90 (45) Empiezas a preguntarte si cruzar la Quebrada de los Túmulos fue una buena idea después de todo. Desde el 53 interior de algunas de las tumbas provienen misteriosos silbidos y gemidos. Es solo el viento, te dices a ti mismo. Pero ¿qué pasa con todas las historias de fantasmas y tesoros custodiados que escuchaste cuando eras un niño? Llegas a un pequeño valle cubierto de hierba entre dos túmulos de buen tamaño. Una pequeña criatura sale corriendo de uno. Si exploras el túmulo, pasa al 103. De lo contrario, sigue adelante. 2H Tiempo: 90 Caminar alrededor y por los túmulos te preocupa. "Es de día, ¿qué podría pasarme si explorara un poco? Además, ¿qué pasa con todas esas historias de oro, gemas y espadas mágicas enterradas con la antigua realeza de Cardolan, reyes y príncipes cuyos huesos se encuentran debajo de las redondas cúpulas de tierra tan cerca?" Sin embargo, tu misión requiere que te apures. Si exploras un túmulo, pasa al 190. De lo contrario, sigue adelante. 3A Tiempo: 60 La escarpada y abierta tierra se extiende delante de ti. "¿Alguna vez veré el Brandivino?", te preguntas. Cien metros delante de ti se asoma un pequeño grupo de bosques. La sombra y la protección contra el fuerte viento serían bienvenidas, pero sabes que debes apresurarte. Justo en ese momento ves el rápido movimiento de una alta sombra detrás de un tronco de árbol a otro. ¿Era amigo o enemigo, o solo fue tu imaginación? Si quieres explorar, pasa al 195. De lo contrario, sigue adelante. 3B Tiempo: 60 Parece que el viento nunca dejará de silbar, o eso parece, al igual que el recorrido de arriba a abajo a través de la ondulada ladera que parece interminable. Por encima de ti, el extraño grito de un gran pájaro negro te asusta. Tira dos 54 dados: si obtienes de 2-5, pasa al 242; de lo contrario, sigue adelante. 3C Tiempo: 75 Los septentrionales montículos de la Quebrada de los Túmulos se acaban, y por un tiempo te enfrentas a un camino despejado (aunque ascendente y descendente) hacia el oeste dirección al río. Unos cuantos pájaros surcan el cielo, pero por lo demás solo el viento rompe el silencio. Desde una pequeña colina, puedes distinguir la gran Calzada del Este a unas pocas millas al sur de aquí. Debajo y más allá de ti, un carro avanza lentamente hacia el oeste a lo largo de la calzada. Si observas el carruaje desde más cerca, pasa al 137; de lo contrario, sigue adelante. 3D Tiempo: 75 (45) El ancho camino de tierra baldía que es la gran Calzada del Este parece extenderse infinitamente ante ti; solo un carro solitario que se desplaza hacia el oeste se mueve a través de tu campo de visión. Deseas un compañero con quien hablar. Las historias de los bandidos que recorren el camino te llevan a mantenerte atento mientras continúas. Si observas el carro más de cerca, pasa al 270. De lo contrario, sigue adelante. 3E Tiempo: 90 Más túmulos y montículos estériles se extienden ante ti hasta donde alcanza la vista. Nunca has visto un lugar tan extraño y solitario. La pared rota del muro de setos y los árboles marchitos que se encuentran al sur de la calzada aumentan tu sensación de malos presentimientos. Pero tu arma y tu misión te dan coraje. El prominente túmulo funerario justo delante parece prometedor, quizás oculte un gran tesoro. Pero ¿puedes perder el tiempo? Si exploras el túmulo, pasa al 190; de lo contrario, sigue adelante. 55 3F Tiempo: 90 Los redondeados montículos que albergan los huesos y los objetos especiales de los honrados muertos parecen llamar a la exploración, pero sabes que debes apresurarte. Justo enfrente de ti se alza un gran túmulo funerario. Si exploras el túmulo, pasa al 107. De lo contrario, sigue adelante. 3G Tiempo: 90 El incesante viento silba una inquietante melodía en tus oídos, pero sigues apresurándote, luchando contra la tentación de explorar una de las tumbas tan cercanas. Delante de ti se alza un gran túmulo anillado. Si exploras el túmulo, pasa al 103; de lo contrario, sigue adelante. 3H Tiempo: 90 El paisaje austero hacia abajo te preocupa. No hay dónde esconderse, en caso de ser atacado. A unos quince metros por delante de ti asoma un pequeño túmulo. Pasa al 408. 4A Tiempo: 60 La tierra rocosa, escarpada y montañosa ante ti se extiende ininterrumpidamente hacia el horizonte. Luchando contra el viento del oeste, continúas, siempre vigilante por un Troll errante o una manada vagando de lobos hambrientos. Tira dos dados: si está entre 2-5, pasa al 327; de lo contrario, sigue adelante. 4B Tiempo: 60 Desde la cima de una colina, puedes ver por kilómetros en todas las direcciones. No detectas movimiento; solo un mirlo grande y solitario se alza sobre la tierra escarpada y azotada por el viento. El pájaro vuela en círculos por encima de ti, como si estuviera vigilando tu posición. Si llamas al ave, pasa al 203; de lo contrario, sigue adelante. 56 4C Tiempo: 60 La escueta y rocosa tierra se extiende ante ti, ondulando hacia el horizonte. Desde lo alto de una colina, espías la ancha calzada que corre hacia el este y el oeste a unas pocas millas al sur de donde estás. Podrías viajar más rápido a lo largo de la carretera, tal vez incluso viajar con alguien, pero también podrías conocer a los bandidos que se aprovechan de personas como tú, un joven inexperto tan lejos de su hogar. Sigue adelante. 4D Tiempo: 75 (45) El camino sube y baja con la tierra accidentada, con el viento siempre silbando en tus oídos. Ante ti, la calzada corre como una cinta marrón hecha jirones. Las ruinas de una torre de vigilancia abandonada y las cúpulas funerarias de tierra de los túmulos son las únicas rupturas en el paisaje. Miras al este y al oeste, pero no ves a nadie y nada se acerca. La inmensidad de tu misión pesa sobre ti, pero su importancia aligera tus pasos y te apresuras. Sigue adelante. 4E Tiempo: 90 En el viento que emana de los túmulos, escuchas un extraño sonido, un grito inquietante. ¿Es un llamamiento o una advertencia? De repente, el sonido se apaga y quedas solo, cruzando las colinas encantadas lo más rápido que puedes. Una tumba abovedada se encuentra a unos quince metros delante de ti. Pasa al 421. 4F Tiempo: 90 Un lamento sobrenatural en el viento del oeste llega a tus erguidas orejas. La piel de gallina se levanta en tus brazos y el vello en la parte posterior de tu cuello se eriza. ¿Pero es el lamento una advertencia o una petición de ayuda? Continúas cuidadosamente, observando cualquier movimiento, buscando infructuosamente en la tierra en 57 busca de huellas. Si buscas la fuente del sonido, pasa al 121. De lo contrario, sigue adelante. 4G Tiempo: 90 Las tumbas abandonadas que te rodean ya no parecen tan aterradoras. Tienes la necesidad de explorar uno de los túmulos más grandes —tal vez un Príncipe del Norte escondió su fortuna allí hace mucho tiempo— y divisas uno justo delante. ¡Puede que encuentres un objeto mágico que te ayude en tu viaje! Pasa al 408. 4H Tiempo: 90 Después de cruzar otra pequeña cresta que rodea una antigua tumba, decides descansar. Justo cuando cierras los ojos y te recostas contra los lados lisos del túmulo, una mano helada te agarra de la manga. Saltas para alcanzar tu arma, pero no hay nada a la vista. Si buscas en la tumba lo que te tocó, pasa al 103; de lo contrario, sigue adelante. 5A Tiempo: 120 Has escuchado que esta región, con sus colinas y pequeñas masas de árboles, es el hogar de varios clanes de orcos, por lo que te recuerdas a ti mismo que debes estar atento. Si quieres explorar, pasa al 249; de lo contrario, sigue adelante. 5B Tiempo: 120 Te detienes a descansar a la sombra de un pequeño grupo de frondosos árboles. Escuchas el sonido de ramas rompiéndose y te paras a mirar alrededor. Si sigues el sonido hasta su fuente, pasa al 370. De lo contrario, sigue adelante. 58 5C Tiempo: 60 De pie en la cima de una colina, puedes ver el ancho camino a unas pocas millas al sur. Un carro deambula lentamente hacia el oeste. Si investigas el carro, muévete hasta el 4D, pero primero pasa al 215. De lo contrario, sigue adelante. 5D Tiempo: 90 (45) El camino se extiende ininterrumpidamente delante de ti. Habiendo escuchado historias de bandidos a lo largo del camino, te mantienes alerta siempre ojo a visor buscando posibles coberturas. De repente oyes los sonidos de caballos que se acercan cabalgando a galope. Si te escondes, tira dos dados y añade tu bonificación de Pericia: si es 10 o más, pasa al 363; de lo contrario, pasa al 214. 5E Tiempo: 90 El muro de seto vivo que te brinda cobertura y que corre al sur de la carretera está roto en algunos lugares. La línea de árboles que una vez la marcó como una gran ruta también está rasgada. La decadencia te rodea. De repente, un espeluznante lamento es arrastrado por el viento del oeste, helándote hasta los huesos. Sin embargo, tu misión y todo lo que sabes sobre los túmulos embrujados te dice que debes continuar. Si quieres explorar un túmulo, pasa al 107, de lo contrario, sigue adelante. 5F Tiempo: 90 Un grito aterrador y escalofriante te detiene en tu avance. Llegas a un gran túmulo con un anillo de tierra en pie que lo rodea. ¿Podría ser esta la tumba funeraria de un Príncipe de la Primera Era? ¿Qué grandes tesoros podría contener? Quizás puedas reclamar algún objeto mágico para ayudarte en tu misión. Te acercas con cautela, escabulléndote hacia la entrada. Tu corazón se acelera en tu pecho cuando el gemido se eleva de nuevo, generando 59 una horrible advertencia contra todos los intrusos. Pasa al 421. 5G Tiempo: 90 El misterioso canto ha cesado. Ahora solo el viento se burla de ti. Montones interminables de túmulos funerarios se ciernen ante ti como islas en un mar oscuro. Cerca hay un enterramiento abovedado. ¡Podría haber un tesoro dentro, o un esqueleto viviente! Si exploras la tumba, pasa al 190. De lo contrario, sigue adelante. 5H Tiempo: 90 Como un centenar de islas dispersas en un misterioso océano de tierra, los alzados túmulos se extienden delante de ti, cada uno formado por un montículo redondo y liso. Observas que la puerta del túmulo más cercano se mantiene cerrada, como todas las demás. Si exploras la tumba, pasa al 190. De lo contrario, sigue adelante. 6A Tiempo: 120 Un pequeño grupo de bosques se cierne ante ti. Te apresuras y encuentras un pequeño estanque con agua clara. Te inclinas para tomar un sorbo del agua, que es refrescante y reanudas tu caminata. Sigue adelante. 6B Tiempo: 120 Las colinas ininterrumpidas dan paso a un grupo de álamos y un estanque natural. Te detienes para saciar tu sed, observando la entrada de una gran cueva escondida detrás de árboles y arbustos. Si quieres explorar, pasa al 225. De lo contrario, sigue adelante. 60 6C Tiempo: 90 Los túmulos del norte se terminan aquí, dando un aspecto menos siniestro a los túmulos funerarios terrestres abovedados. Justo delante de ti, hay un pequeño túmulo. ¿Podría alguien — o algo — estar dentro? Si investigas la tumba, pasa al 190. De lo contrario, sigue adelante. 6D Tiempo: 90 (45) Oyes caballos galopando hacia ti, con sus cascos golpeando como martillos el camino. Tira dos dados y suma tu bonificación de Pericia: si es 8 o más, pasa al 363; de lo contrario, pasa al 373. 6E Tiempo: 90 Nunca soñaste que hubieran vivido tantos príncipes y que sus huesos reales pudieran ocupar tantas tumbas. Sólo el viento constante y un grito aterrador del este rompen el siniestro silencio de la Quebrada. Ante ti, un túmulo se levanta en una cuesta ascendente. Si investigas la tumba, pasa al 190. De lo contrario, sigue adelante. 6F Tiempo: 90 La naturaleza ascendente y descendente de la Quebrada te cansa. Te detienes para descansar en la cumbre erosionada de un túmulo, su redondeada cúpula es lisa y está al descubierto. Si investigas la tumba, pasa al 190; de lo contrario, sigue adelante. 6G Tiempo: 90 En lo alto de la cresta que rodea una antigua tumba real, haces una pausa para inspeccionar el paisaje. No ves nada más que un par de pájaros dando vueltas en lo alto. Un túmulo, antaño majestuoso, se encuentra a solo seis metros. ¿Quién sabe qué botín podrías encontrar? Pero tu 61 misión te apremia con toda la urgencia que puedas reunir. Si exploras la tumba, pasa al 107; de lo contrario, sigue adelante. 6H Tiempo: 90 Más túmulos abovedados se elevan ante ti, como toscos atolones en un mar de tierra. Te das cuenta con un sobresalto de que la pesada puerta de roble hacia una tumba, a solo quince metros de distancia, parece estar entornada. ¡Quizás puedas meterte y apoderarte de un tesoro de la Primera Edad o de un objeto mágico para ayudarte! ¿Pero tal tesoro permanecerá sin vigilancia? Pasa al 421. 7A Tiempo: 120 A través de los árboles, se vislumbra la vista más aterradora de las colinas de la región de Bree: una profunda cueva, sombría y habitada, ideal para los Orcos. Te acercas con cautela, aunque sabes por las horripilantes historias infantiles que los Orcos rara vez aparecen a la luz del día. Pasa al 100. 7B Tiempo: 120 Vislumbras las ruinas de una antigua casa señorial a través de los árboles. El techo se ha derrumbado, pero los muros de piedra siguen en pie. El viento que sopla a través de las grietas levanta un lastimero y tétrico sonido. De repente escuchas ruidos de movimiento dentro de las ruinas. Si exploras más la desvencijada casa, pasa al 248; de lo contrario, sigue adelante. 7C Tiempo: 60 Llegas a una elevación y miras hacia el sur, en dirección a la calzada, que se encuentra tranquila y todavía a unos pocos kilómetros de distancia. El recuerdo de los antiguos 62 cuentos de tu infancia sobre orcos, trolls y bandidos errantes te lleva a toda prisa a lo largo de las ondulantes colinas rocosas. Tira dos dados: si obtienes de 2-5, pasa al 327; de lo contrario, sigue adelante. 7D Tiempo: 90 (45) Tu agotador viaje continúa. De repente, ves a un hombre alto y de cabello oscuro emerger a caballo de un grupo de árboles a lo largo de la calzada. Pasa al 441. 7E Tiempo: 90 Los túmulos se levantan a tu alrededor como espeluznantes pasteles de barro de la escabrosa y escueta tierra. Sientes la necesidad de apurarte, no piensas en tu cansado y dolorido cuerpo. Pasa al 408. 7F Tiempo: 90 ¿Por delante de cuántos túmulos más debo pasar?, te preguntas, ansioso por dejar atrás las escarpadas y azotadas por el viento tierras de la Quebrada. Miras a tu alrededor; la aterradora sensación de ser observado envía una oleada de miedo a través de tu cuerpo. Sin embargo, no ves nada más que túmulos funerarios, hierba y el cielo despejado. Pasa al 421. 7G Tiempo: 90 Pasas junto otro antiguo túmulo funerario, ansioso por proseguir con tu misión. Caminar a favor del vigoroso viento te juega malas pasadas en tu cabeza; a veces juras que escuchas a un amigo que te grita para avisarte de que 63 tengas cuidado, pero no hay nadie aquí. Si exploras el montículo, pasa al 121; de lo contrario, sigue adelante. 7H Tiempo: 90 Parece que has estado deambulando por la Quebrada de los Túmulos durante días, y todavía más montículos antiguos se ciernen ante ti. El impulso de explorar uno se ve superado por la urgencia de tu misión, y sigues caminando penosamente hacia el oeste, hacia el río aún fuera de tu visión, el río al que debes llegar pronto si quieres alertar a la Comarca. Si exploras un túmulo, pasa al 121; de lo contrario, sigue adelante. 8A Tiempo: 120 Una extensión de bosque se encuentra ante ti. Escuchas un bramido diferente al de cualquier hombre. Tira dos dados: si el resultado es de 2-7, pasa al 180; si es de 8-12, puedes pasar al 403 o seguir adelante. 8B Tiempo: 120 Dejas atrás las colinas cubiertas de hierba por un grupo de altos árboles. Un bramido bestial te congela de miedo. Tira dos dados: si obtienes de 2-5, pasa al 180; si obtienes de 6-12, puedes pasar al 403 o seguir adelante. 8C Tiempo: 60 Desde lo alto de una colina, observas la Gran Calzada del Este, a pocas millas al sur. Ahora tú decides si confiar tu destino en el camino o seguir adelante a través de la salvaje tierra más al norte de este. Sigue adelante. 8D Tiempo: 90 (45) Una desvencijada y abandonada posada se levanta junto a la calzada, el viento silba una misteriosa melodía a través 64 de ella. Desde el exterior, el antiguo edificio de dos pisos parece seguro y firme. Si exploras la posada, pasa al 169; de lo contrario, sigue adelante. 8E Tiempo: 90 Los túmulos se extienden ante ti como feos nudillos de tierra. El viento te golpea en la cara cuando te acercas a un esférico túmulo, su pesada puerta de roble está cerrada y atrancada. Si exploras la tumba, pasa al 190; de lo contrario, sigue adelante. 8F Tiempo: 90 Ante ti, se levanta un antiguo túmulo de cúpula redonda, con la puerta cerrada. ¿Qué oro y armas podrían estar esparcidos dentro? Si exploras la tumba, pasa al 107; de lo contrario, sigue adelante. 8G Tiempo: 90 Vislumbras el Bosque Viejo a unas pocas millas al oeste; el fresco y antiguo bosque parece como si te llamara. Caminar a través de los encantados túmulos de la Quebrada ya no te asusta. Pasa al 408. 8H Tiempo: 90 Solo un tramo de bajadas se interpone entre tú y la entrada al antiguo bosque llamado Bosque Viejo. Te apresuras por los ondulados montículos, azotados por el viento, ansioso por llegar al río. Sobre una de las cuestas, tropiezas con un gran túmulo. Si exploras la tumba, pasa al 103; de lo contrario, sigue adelante. 9A Tiempo: 120 Pt. Exp.: 1 Un refrescante estanque de aguas claras se encuentra ante ti, brillando al sol. El bosque a su alrededor ofrece 65 protección. Entras y te inclinas para beber justo cuando se acerca una cría de oso pardo, olisqueando tu mochila. Te agachas para ahuyentarlo justo cuando un oso enfurecido de dos metros de altura aparece detrás de un arbusto de bayas para defender a su osezno. Tira dos dados y añade tu bonificación General: si obtienes un 8 o más, pasa al 207; de lo contrario, pasa al 180. 9B Tiempo: 90 Las ondulantes colinas te conducen hacia el río y a la finalización de tu misión. De repente escuchas el sonido de caballos galopando hacia ti. Tira dos dados y añade tu bonificación de Pericia: si es inferior a 7, pasa al 373; de lo contrario, pasa al 363. 9C Tiempo: 60 Desde lo alto de una colina, puedes ver la Gran Calzada, el camino más transitado hacia el oeste. Un jinete solitario galopa hacia poniente, en dirección al Puente. Lo ves desaparecer, preguntándote quién podría ser y cuáles son sus asuntos. Sigue adelante. 9D Tiempo: 90 (45) El camino sigue adelante. Cansado de caminar, rezas para que venga un caballo o un carro en tu dirección. Algo después, detrás de ti, un carro de heno se acerca lentamente, conducido por un hombre que parece ser un granjero. ¿La respuesta a tus oraciones? Si saludas al hombre, pasa al 187; de lo contrario, sigue adelante. 9E Tiempo: 90 Las continuas colinas te agotan. La cortina verde del Bosque Viejo se alza a unos pocos kilómetros más adelante. Al norte se ve la irregular pared de seto que se 66 extiende al sur de la Gran Calzada del Este. A tu lado hay una quebrada línea de árboles. Pasa al 421. 9F Tiempo: 90 Pt. Exp.: 1 Te encuentras ante los altos y frondosos árboles de un bosque, dejando atrás las estériles tierras de la Quebrada de los Túmulos; un escabroso sendero atraviesa el bosque hacia el suroeste. Tira dos dados: • Si sacas de 2-5, pasa al 370. • Si obtienes de 6-7, pasa al 104. • Si es de 8-11, pasa al 432. • Si es un 12, pasa al 128. 9G Tiempo: 90 El bosque se cierne hacia el oeste; hacia el este, la irregular tierra de la Quebrada con sus subidas y bajadas aún te rodea. Tira dos dados: si sacas de 2-5, pasa al 370; de lo contrario, sigue adelante. 9H Tiempo: 90 Te detienes en el extremo suroeste de la Quebrada de los Túmulos, el Bosque Viejo está aproximadamente a solo un kilómetro y medio al oeste. Dos tumbas se encuentran cerca. Si deseas explorar uno de los túmulos funerarios, pasa al 103 o pasa al 107; de lo contrario, sigue adelante. 10A Tiempo: 60 ¿Acabarán alguna vez las escarpadas colinas onduladas? ¿Alguna vez verás las vigorosas aguas del Brandivino? Tira dos dados y añade tu bonificación General: si es de 2-5, pasa al 198; de lo contrario, sigue adelante. 67 10B Tiempo: 60 El accidentado paisaje no te da acceso al valle del río. Tira dos dados y añade tu bonificación General: si obtienes de 2-7, pasa al 198; de lo contrario, sigue adelante. 10C Tiempo: 90 Observas detenidamente la ancha calzada al sur de tu posición, y en ella, un carro que se dirige hacia el oeste. Si deseas explorar este camino principal, muévete a la posición 10D pero pasa al 270; de lo contrario, sigue adelante. 10D Tiempo: 120 (45) El camino está muy tranquilo aquí. ¡Quizás esas terribles advertencias sobre los jinetes no-muertos en el Puente sean solo historias! Los bosques del sur se ven oscuros y profundos. Tira dos dados: si obtienes de 2-5, pasa al 215; de lo contrario, sigue adelante. 10E Tiempo: 120 Pt. Exp.: 1 El bosque te refresca y te tranquiliza. Sufres por acostarte y descansar. Tira dos dados: • Si es de 2-3, pasa al 348. • Si es un 4, pasa al 128. • Si es un 5, pasa al 231. • Si es de 6-12, tira dos dados y añade tu bonificación General: • Si es de 2-7, estás perdido; avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 68 10F Tiempo: 120 Pt. Exp.: 1 Más profundo, en el interior bosque, los árboles parecen cambiar, envejecer y dejar de crecer. Sientes como si te amenazaran. Tira dos dados: • Si es de 2-3, pasa al 128. • Si es de 4-5, pasa al 382. • Si es de 6-12, tira dos dados y añade tu bonificación General: • Si es de 2-8, estás perdido, avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 10G Tiempo: 90 Pt. Exp: 1 El bosque es profundo y oscuro. Un sendero que conduce al suroeste corta un pulcro camino a través de los espesos y altos rodales de robles y sauces. Tira dos dados: • Si es de 2-4, pasa al 382. • Si es de 5-10, pasa al 432. • Si es 11 o 12, pasa al 189. 10H Tiempo: 90 Pt. Exp.: 1 Es aquí donde el bosque oculta su más alegre y hermoso lugar, donde el arroyo y el prado se besan en una deliciosa unión. Un sendero que conduce al oeste y un arroyo tranquilo que discurre a su lado dispersan la profunda penumbra del bosque. Tira dos dados: • Si es de 2-4, pasa al 128. • Si es un 5, pasa al 196. • Si es de 6-12, pasa al 432. 69 11A Tiempo: 60 La ondulada y firme tierra continúa desafiándote y cansándote. Más adelante, un castillo en ruinas se yergue en solitario sobre la cima de una pequeña colina. Si exploras el decadente castillo, pasa al 160; de lo contrario, sigue adelante. 11B Tiempo: 60 La ondulada y rocosa tierra parece no rendirse a las llanuras que hay más al oeste. Tira dos dados: si es de 2-4, pasa al 198; si es de 5-6, pasa al 370; de lo contrario, sigue adelante. 11C Tiempo: 60 La escabrosa y rígida tierra se extiende ante ti, poniendo a prueba tu fuerza de voluntad. Sigue adelante. 11D Tiempo: 120 (45) Sientes que la tierra se vuelve más plana a medida que te acercas al río. La Gran Calzada del Este parece extrañamente tranquila, demasiado tranquila. Tira dos dados: si obtienes de 2-6, pasa al 214; de lo contrario, sigue adelante. 70 11E Tiempo: 120 Pt. Exp.: 1 El corazón del bosque es fresco y brumoso. Te duele todo cuando te tumbas para descansar. Tira dos dados: • Si es un 2, pasa al 128. • Si es 3 o 4, pasa al 382. • Si es un 5, pasa al 196. • Si es de 6-12, tira dos dados y añade tu bonificación General: • Si es de 2-7, estás perdido; avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 11F Tiempo: 120 Pt. Exp.: 1 La sombra del bosque es bienvenida pero a la vez es algo siniestra. Tira dos dados: • Si es un 2 o 3, pasa al 128. • Si es 4 o 5, pasa al 348. • Si es de 6-12, tira dos dados y añade tu bonificación General: • Si es de 2-9, estás perdido; avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 11G Tiempo: 90 Pt. Exp.: 1 El oscuro y profundo bosque te asusta y te confunde. Tira dos dados: • Si es un 2, pasa al 128. 71 • Si es 3 o 4, pasa al 231. • Si es de 6-12, tira dos dados y añade tu bonificación General: • Si es de 2-8, estás perdido; avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 11H Tiempo: 90 Pt. Exp.: 1 El bosque es profundo y misterioso. De repente estás muy cansado. Debes acostarte y descansar entre los majestuosos sauces a orillas del que crees que es el río Tornasauce, que se extiende justo al sur del sendero este- oeste a través del bosque. Tira dos dados: • Si es de 2-4, pasa al 128. • Si es un 5, pasa al 348. • Si es de 6-12, pasa al 432. 12A Tiempo: 60 El accidentado y ondulado terreno pasa factura a tus botas — ¡y a tus pies! Tira dos dados: si es de 2-5, pasa al 198; de lo contrario, sigue adelante. 12B Tiempo: 60 Arriba y abajo por la áspera y ondulada tierra en la que caminas, tu misión te lleva a toda prisa. Tira dos dados: si es de 2-4, pasa al 198; de lo contrario, sigue adelante. 12C Tiempo: 60 El escarpado terreno te cansa; te duele todo y paras para descansar. Tira dos dados: si es de 2-5, pasa al 225; de lo contrario, sigue adelante. 72 12D Tiempo: 120 (45) La tierra se aplana y se ablanda. El río debería estar cerca. Pero si prestas atención a las advertencias de Trancos, no debes quedarte demasiado cerca de la calzada. Pasa al 344. 12E Tiempo: 120 Pt. Exp.: 1 El frío y brumoso bosque te agota. Te acuestas para descansar. Tira dos dados: • Si es un 2, pasa al 128. • Si es de 3-5, pasa al 231. • Si es de 6-12, tira dos dados y añade tu bonificación General: • Si es de 2-7, estás perdido; avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 12F Tiempo: 120 Pt. Exp.: 1 La densa bruma y las enredadas vides dificultan tu avance, pero te apresuras a buscar un camino a través del bosque. Tira dos dados: • Si es un 2, pasa al 128. • Si es un 3, pasa al 348. • Si es un 4 o 5, pasa al 399. • Si es de 6-12, tira dos dados y añade tu bonificación General: • Si es de 2-7, estás perdido; avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 73 12G Tiempo: 120 Pt. Exp.: 1 Los profundos y brumosos bosques te sosiegan. Anhelas descansar. Tira dos dados: • Si es un 2, pasa al 128. • Si es un 3 o un 4, pasa al 382. • Si es 5 o 6, pasa al 348. • Si obtienes de 7-12, tira dos dados y añade tu bonificación General: • Si es de 2-8, estás perdido; avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 12H Tiempo: 90 Pt. Exp.: 1 Los bosques circundantes son profundos y desorientadores, pero el sendero y el arroyo que conducen hacia el este y el oeste hacen más fácil desplazarse. Tira dos dados: • Si es de 2-4, pasa al 128. • Si es un 5, pasa al 382. • Si es de 6-12, pasa al 432. 13A Tiempo: 75 La escabrosa y ondulante tierra se niega a ceder. Tira dos dados: si es de 2-5, pasa al 327; de lo contrario, sigue adelante. 13B Tiempo: 60 Puedes oler el río hacia el oeste. Si sigues a tu nariz y te diriges hacia el oeste, verás las poderosas aguas marrones del Brandivino retorciéndose al sol. Pero según tu mapa, no hay forma de vadearlo aquí, ni transbordador. Si nadas hasta el otro lado del río, pasa al 339; de lo contrario, sigue adelante. 74 13C Tiempo: 60 Las colinas y la tierra rocosa se extienden hasta donde alcanza la vista. Sigue adelante. 13D Tiempo: 60 (45) ¡Estás tan cerca del río que puedes olerlo! Ruborizado por la emoción, te arrastras por el brezo y los arbustos, con cuidado de vigilar constantemente el Puente. No hay nadie a la vista. Tira dos dados y añade tu bonificación de Percepción: si obtienes 8 o más, pasa al 282; de lo contrario, pasa al 246. 13E Tiempo: 120 Una pared de setos irregulares corre al sur de la calzada, con una quebrada línea de árboles a su lado. A medida que la pared vegetal se funde con el alto seto, los brumosos y frescos bosques dan paso a los campos de la región de Los Gamos. Si quieres explorar, pasa al 399; de lo contrario, sigue adelante. 13F Tiempo: 60 Te detienes a orillas del Brandivino, ocultándote entre arbustos y sauces. Si nadas al otro lado del río, pasa al 339; de lo contrario, sigue adelante. 13G Tiempo: 120 Los oscuros y brumosos bosques te calman; te duele todo el cuerpo y quieres descansar. Tira dos dados: • Si es un 2, pasa al 128. • Si es de 3-5, pasa al 196. • Si es un 6 o 7, pasa al 399. • Si es de 8-12, tira dos dados y añade tu bonificación General: 75 • Si es de 2-6, te has perdido, avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 13H Tiempo: 120 (75) El poderoso y turbio río de color marrón te lleva hacia el oeste. La corriente y un sendero parecen conducir directamente a las orillas del Brandivino. No hay vados ni ferry o transbordador a la vista. Si quieres cruzar nadando hasta el otro lado del río, pasa al 339; de lo contrario, sigue adelante. 14A Tiempo: 75 Te detienes cerca de la orilla del Brandivino, ocultándote entre los arbustos. A través de los árboles puedes ver a dos hombres de aspecto rudo parados cerca de un ferry hecho de troncos. Si permaneces oculto y observas a los hombres, pasa al 167. Si cruzas el río a nado, pasa al 339; de lo contrario, sigue adelante. 76 14B Tiempo: 75 El río sigue su avance con ímpetu. Hacia al oeste, puedes ver el extremo sur de las colinas de Scary. Si quieres explorar la zona en la que estás, pasa al 325; de lo contrario, sigue adelante. 14C Tiempo: 60 El Brandivino gira y se retuerce al sol como una serpiente. Observas detenidamente una pequeña isla en el centro de las amplias aguas marrones. Si quieres nadar hasta el otro lado del río, pasa al 205; de lo contrario, sigue adelante. 14D Tiempo: 75 (45) Al este, puedes ver el Puente y las ondulantes aguas marrones del Brandivino. La Gran Calzada del Este se extiende ante ti. La suave corriente conocida como El Agua fluye al norte del ancho camino. (El Agua se puede cruzar fácilmente por numerosas pasarelas y vados). Tira dos dados y añade tu bonificación de Percepción: si es un 12, sigue adelante, si obtienes 10 o 11, pasa al 289; de lo contrario, pasa al 246. 14E Tiempo: 60 Sin vado ni transbordador a la vista, haces una pausa para considerar qué hacer. Si decides cruzar nadando hasta el otro lado del río, pasa al 339; de lo contrario, sigue adelante. 14F Tiempo: 90 La verde tierra es esponjosa aquí, cerca del río. Ves un arroyo que fluye desde el sur. Tira dos dados: si es de 2-4, pasa al 214; si es 5 o 6, pasa al 370; de otro modo, sigue adelante. 77 14G Tiempo: 75 El bosque da paso a una pequeña aldea Hobbit, Burgonuevo. Allí, un amable mediano te indica el camino hacia el ferry. Escucha tus advertencias sobre los Jinetes Negros y agrega que ya había oído tales historias antes. Cruzas por Balsadera de Gamoburgo, donde los Hobbits se ocultan detrás de puertas cerradas mientras pasas, observándote de cerca. Bordeando Cricava, cruzas la Cerca, la gran empalizada que protege Los Gamos, y que corre a lo largo de la orilla del Brandivino desde el Puente hasta la aldea de Fin de la Cerca, donde el río Tornasauce sale de la floresta y se une al río de la Comarca, a través de una de sus Puertas (las cuales, los habitantes de la zona cierran al anochecer) en dirección a Casa Brandi, donde un orgulloso Hobbit llamado “Algo ininteligible-Buck” te cuenta una larga historia de su gran herencia. La tierra se allana a medida que te acercas al río. Delante ves un transbordador de fondo plano, aparentemente desatendido. Si robas el ferry, pasa al 209; si observas la situación y permaneces oculto, pasa al 183; si cruzas nadando hasta la otra orilla, pasa al 339; de lo contrario, sigue adelante. 14H Tiempo: 150 Las marismas se extienden ante ti, albergando la vida salvaje y, si los rumores son ciertos, pozas de arenas movedizas y muchas criaturas extrañas. Tira dos dados y añade tu bonificación General: si es de 2-6, pasa al 334; de lo contrario, sigue adelante. 15A Tiempo: 120 Las colinas de Scary se postran al norte; y a unos pocos kilómetros al oeste se encuentra la pequeña ciudad de Cantera. Sigue adelante. 78 15B Tiempo: 60 Las fértiles y onduladas colinas parecen darte la bienvenida, pero sabes que no estás a salvo aquí — ¡nadie lo está! Vislumbras las ruinas de un castillo a solo un kilómetro de distancia. Si exploras las ruinas, pasa al 160; de lo contrario, sigue adelante. 15C Tiempo: 60 Estás cansado de subir y bajar las colinas, pero has elegido esta ruta como la más segura. ¿Pero realmente lo es? Tira dos dados: si obtienes de 2-5, pasa al 214; de lo contrario, sigue adelante. 15D Tiempo: 60 (45) La Gran Calzada del Este se extiende ante ti; hacia el sureste se encuentra un pequeño camino. El Agua fluye por el norte de la calzada principal. (La corriente se puede cruzar fácilmente por numerosas pasarelas y vados). Tira dos dados: si el resultado es de 2-5, pasa al 246; de lo contrario, sigue adelante. 15E Tiempo: 60 (45) Desde la cima de una colina, miras en todas las direcciones y ves un pequeño camino que se dirige hacia el noroeste y el suroeste. Solo pequeños grupos de bosques y charcas rompen el aislamiento al oeste del Brandivino. Sigue adelante. 79 15F Tiempo: 60 (45) Numerosos estanques y setos colorean el paisaje. Rodeada de campos fértiles y pantanosos, ubicada cerca del arroyo que lleva su mismo nombre, se encuentra Cepeda, ciudad principal del norte de Marjala. • Si tu viaje no te ha tomado más de 2 días y 40 minutos, pasa al 439. (Si estás jugando con el Sistema Básico elige esta opción.) • Si no has viajado más de 2 días y 340 minutos, pasa al 410. • Si tu tiempo de viaje excede los 2 días y 340 minutos, pasa al 431. 15G Tiempo: 90 ¡Ah, el pantanoso Marjala! Verde como un jardín, pero empapado como una esponja, es un peculiar pero bienvenido espectáculo visual. • Si tu viaje no te ha tomado más de 2 días y 140 minutos, pasa al 425. (Si juegas con las reglas del Sistema Básico recuerda que debes elegir esta opción.) • Si no has viajado más de 2 días y 440 minutos, pasa al 415. • Si tu tiempo de viaje excede de los 2 días y 440 minutos, pasa al 443. 15H Tiempo: 150 Las marismas succionan tus pies con cada paso. Debes salir de este sucio lodazal o nunca advertirás a la Comarca a tiempo. Tira dos dados y añade tu bonificación General: si es de 2-6, pasa al 334; si es un 7, pasa al 370; de lo contrario, sigue adelante. 80 16A Tiempo: 120 Viajar por las colinas de Scary te cansa en demasía. Le preguntas a algunos hombres acerca de comprar un pony o un caballo en las afueras de Cantera, pero nadie te vende uno ni ninguna otra cosa. Debes encontrar una ruta más rápida. Tira dos dados: si es de 2-6, pasa al 214; de lo contrario, sigue adelante. 16B Tiempo: 60 Cansado de subir y bajar durante tu jornada, anhelas descansar de nuevo. Te encuentras con un pequeño grupo de árboles y haces una pausa para recuperar el aliento. Tira dos dados: si es de 2-5, pasa al 382; de lo contrario, sigue adelante. 16C Tiempo: 60 Haces una pausa para ver la fértil escena que tienes delante. Los prados del área de los Campos del Puente calientan tu corazón, reforzando tu vigor y renovando tus esperanzas. Al ver a un granjero Hobbit trabajando en sus campos, agitas la mano para llamar su atención. Si intentas advertir al área de los Campos del Puente, pasa al 413; de lo contrario, sigue adelante. 16D Tiempo: 60 (45) El camino se extiende muy tranquilo ahora. Hacia el norte, el suave flujo del agua te tranquiliza, ya que es fácilmente transitable por numerosas pasarelas y vados. Luego escuchas el estruendo de los cascos de unos caballos que se acercan rápidamente y te arrojas al suelo para ocultarte. Tira dos dados: si es de 2-5, pasa al 246; de lo contrario, pasa al 214. 81 16E Tiempo: 60 (45) Las colinas se extienden constantemente hacia el oeste; te detienes para descansar. Ves un camino que corre de sureste a suroeste. Sigue adelante. 16F Tiempo: 60 (45) Colinas y pequeños rodales de bosques se interponen en tu visión, no permitiéndote ver a larga distancia. Te encuentras con un camino que conduce al noreste y noroeste. Sigue adelante. 16G Tiempo: 90 En el área embarrada de Marjala, pides a varios Hobbits que te ayuden en tu misión, pero no parecen ser muy amigables. Uno incluso te llama "bribón-sinvergüenza". Si intentas advertir al área de Marjala, pasa al 438. De lo contrario, sigue adelante. 16H Tiempo: 150 Caminando a través de la ciénaga, maldices tu suerte y tu decisión de tomar una ruta por el sur. Las voraces 82 moscas y neekerbreekers muerden ávidamente tu piel. Esta parte de Marjala no es una simple excursión campestre. Tira dos dados y añade tu bonificación General: si obtienes 8 o más, sigue adelante; de lo contrario, pasa al 334. Nota: Los Neekerbreekers eran unos grandes, molestos y ruidosos insectos, semejantes a grillos, del pantano de Moscacua (un gran pantano situado en la región de Eriador, al oeste de Bree; entre el bosque de Chet y las Colinas del Viento.) Fueron nombrados así por Samsagaz Gamyi, debido a su característico e incesante sonido nocturno, cuando los días 2 y 3 de octubre del 3018 T. E., Frodo, Sam, Merry y Pippin tuvieron que cruzar los pantanos de Moscagua guiados por Trancos a los tres días de salir de Bree en marcha hacia Rivendel, para evadir a los Nazgûl que les buscaban. Pasaron en estos pantanos dos incómodos días con sus respectivas noches. (Fuente: https://lotr.fandom.com/wiki/Neekerbreekers ) 17A Tiempo: 60 Las Colinas de Scary son muy antiguas y están erosionadas por el paso del tiempo, pero albergan muchos males, si se puede creer en lo que cuentan las leyendas. Al oeste te encuentras con un camino que conduce al norte y al sur. Sigue adelante. 17B Tiempo: 60 (45) Las fértiles colinas continúan. Un camino las corta al noroeste y al suroeste. Sigue adelante. 17C Tiempo: 60 El incesante viaje de subidas y bajadas a través de los prados del área de los Campos del Puente te ralentiza. ¿Será esta la ruta más acertada?, te preguntas. Si intentas advertir a la región de los Campos del Puente, pasa al 413; 83 de lo contrario, tira dos dados: si es de 2-6, pasa al 382; si es de 7-12, sigue adelante. 17D Tiempo: 60 (45) La apacible corriente conocida como El Agua fluye al norte de la calzada. Se puede cruzar fácilmente por numerosas pasarelas y vados. Cerca de Surcos Blancos, el camino empieza a tener algo de tráfico: granjeros, comerciantes y jinetes de aspecto sombrío. Sin embargo, nadie se digna a llevarte en su carro o a lomos de su montura. ¿Será por tu lamentable aspecto? Al rato se acerca un carro conducido por un tipo de aspecto tosco que se demora para observarte. Si le dices algo al hombre, pasa al 187; de lo contrario, sigue adelante. 17E Tiempo: 60 (45) Las granjas y prados establecidos en esta zona parecen no tener fin. Caminas, mirando siempre con el rabillo del ojo hacia atrás por si surgen problemas. Sigue adelante. 17F Tiempo: 60 (45) Las colinas, las traicioneras y viles ciénagas y los bosques ralentizan tu avance. Un pequeño camino ante ti atraviesa el terreno al noreste y al oeste. Sigue adelante. 17G Tiempo: 60 El Arroyo Cepeda fluye al lado, ideal para pescar, nadar o simplemente relajarse, pero dispones de poco tiempo. Tira dos dados: si obtienes de 2-4, pasa al 246; de lo contrario, sigue adelante. 17H Tiempo: 90 Los bosques al oeste parecen frescos y sombreados, pero debes darte prisa, no hay tiempo para descansar. Hacia el 84 este yacen los abundantes y traicioneros pantanales. Sigue adelante. 18A Tiempo: 90 (45) Por fin ves el humo de las chimeneas. Adelante, escondida entre dos crestas bajas y rocosas, se encuentra la ciudad de Scary. • Si tu viaje no te ha tomado más de 2 días y 240 minutos, pasa al 442. (Pasa a esta sección si estás usando las reglas del Sistema Básico) • Si no has viajado más de 2 días y 640 minutos, pasa al 405. • Si tu tiempo de viaje excede los 2 días y 640 minutos, pasa al 422. 18B Tiempo: 60 Según tu mapa, hay un escabroso camino que conduce al sur hacia Surcos Blancos y la Gran Calzada del Este y se encuentra a unos pocos kilómetros hacia el este. Si intentas advertir al área de los Campos del Puente, pasa al 413; de lo contrario, sigue adelante. 18C Tiempo: 60 (45) Un camino conduce al suroeste hacia Surcos Blancos y al noreste hacia Scary. ¿Lo seguirás para acelerar tu viaje o seguirás avanzando por los campos y cañadas? Sigue adelante. 18D Tiempo: 60 (45) Después de un duro esfuerzo, llegas a la pintoresca ciudad de Surcos Blancos. • Si tu viaje no te ha tomado más de 2 días y 240 minutos, pasa al 428. (Elige esta opción si juegas con el Sistema Básico) 85 • Si no has viajado por más de 2 días y 640 minutos, pasa al 418. • Si tu tiempo de viaje es superior a 2 días y 640 minutos, pasa al 436. 18E Tiempo: 60 Las colinas y los valles, aunque pacíficos y encantadores, parecen interminables. Sigue adelante. 18F Tiempo: 60 (45) Ves el borde del País de las Colinas Verdes frente a ti como una verdeante pared. Una pequeña calzada atraviesa la tierra de este a oeste, casi en tono de disculpa. Sigue adelante. 18G Tiempo: 75 Una corriente de agua recorre la superficie terrestre, cortando la tierra como si de un cuchillo se tratase, de oeste a este a través de los pastos. Sigue adelante. 18H Tiempo: 90 El extremo sur del País de las Colinas Verdes, cerca de Bosque Cerrado, se alza ante ti. Tira dos dados: si es 2 o 3, pasa al 104; si es de 4-11, sigue adelante; si es un 12, pasa al 304. 19A Tiempo: 60 Con las colinas de Scary a la vista, la fértil tierra se extiende hacia la Cuaderna del Norte de la Comarca. Sigue adelante. 86 19B Tiempo: 60 Las colinas y los pantanos intercambian lugares con agrestes y abandonadas canteras de piedra, cada una de ellas tratando de ralentizarte en tu viaje. ¡Es muy duro avanzar! Sigue adelante. 19C Tiempo: 60 Los ondulados pastos están separados por un tosco camino. Te sorprende no ver a los granjeros Hobbit cuidando de sus campos. Sigue adelante. 19D Tiempo: 60 (45) Cerca de la Gran Calzada del Este y fuera de la aldea Hobbit de Los Ranales, te detienes para preguntarle a un sonriente jardinero Hobbit dónde podrías encontrar al Shirriff. Te señala hacia la ciudad, instándote a saludar a los lugareños. La apacible corriente conocida como El agua fluye al norte de la calzada y se puede cruzar fácilmente por numerosas pasarelas y vados. Sigue adelante. 19E Tiempo: 60 Las colinas se extienden ante ti como grandes y lisas serpientes. Tira dos dados: si es de 2-5, pasa al 104; de lo contrario, sigue adelante. 19F Tiempo: 90 En El País de Las Colinas Verdes, deambulas por los solemnes bosques, pensando que quizás te encuentres con algunos de los Elfos que a veces se dejan ver en esta área. Tira dos dados: si es de 2-10, sigue adelante; si es 11 o 12, pasa al 304. 87 19G Tiempo: 90 (45) Cuando te acercas al extremo más al noreste de El País de las Colinas Verdes, llegas a Casa del Bosque. • Si tu viaje no te ha tomado más de 2 días y 340 minutos, pasa al 433. (Elige esta opción si juegas con las reglas del Sistema Básico) • Si nos ha viajado más de 2 días y 740 minutos, pasa al 444. • Si tu tiempo de viaje es superior a 2 días y 740 minutos, pasa al 437. 19H Tiempo: 120 Más profundo, en el interior de El País de las Colinas Verdes, deambulas solo, tratando de apresurarte por el oscuro bosque. Tira dos dados: • Si es 2 o 3, pasa al 304. • Si es 4 o 5, pasa al 370. • Si es de 6-12, tira dos dados y añade tu bonificación General: • Si es de 2-7, estás perdido; avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 20A Tiempo: 60 Más allá de las Colinas de Scary, la tierra varía entre terrenos accidentados, abiertos, pequeños bosques y campos cultivados. Sigue adelante. 20B Tiempo: 60 Este terreno accidentado puede albergar todo tipo de bestias. Tira dos dados y añade tu bonificación de Percepción: si es de 2-9, pasa al 412; de lo contrario, pasa al 420. 88 20C Tiempo: 60 Te apresuras por las escarpadas colinas con la pasión de tu misión ardiendo en tu mente. Sigue adelante. 20D Tiempo: 60 (45) Pt. Exp.: 3 Ante ti está Los Ranales, una de las principales ciudades de la Cuaderna del Este. • Si tu viaje no te ha tomado más de 2 días y 340 minutos, pasa al 429. (Elige esta opción si juegas con las reglas del Sistema Básico). • Si no has viajado más de 2 días y 740 minutos, pasa al 435. • Si tu tiempo de viaje excede los 2 días y 740 minutos, pasa al 414. 20E Tiempo: 60 Las marismas y los cuidados campos de la Cuaderna del Este parecen agarrarte para ralentizarte. Tira dos dados. • Si es de 2-5, pasa al 412. • Si es de 6-8, pasa al 420. • Si es de 9-12, sigue adelante. 20F Tiempo: 90 Vagas por el bosque en busca de un respiro y tal vez de Elfos. Tira dos dados: • Si es de 2-4, pasa al 304. • Si es un 5, pasa al 104. • Si es de 6-12, tira dos dados y añade tu bonificación General: • Si es de 2-7, estás perdido; avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 89 20G Tiempo: 90 (45) Un camino que conduce al noreste y al oeste atraviesa el corazón del bosque. Tira dos dados: • Si es de 2-4, pasa al 304. • Si es un 5, pasa al 370. • Si es de 6-12, pasa al 447. 20H Tiempo: 120 El bosque se extiende sobre ti; rodeas los rodales y zonas más espesas de matorral. Tira dos dados: • Si es 2 o 3, pasa al 304. • Si es 4 o 5, pasa al 382. • Si es de 6-12, tira dos dados y agrega tu bonificación General: • Si es de 2-8, estás perdido; avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 21A Tiempo: 60 Te apresuras a pasar por estas colinas y campos abandonados, ansioso por contarles a los Hobbits tu vital información. Sigue adelante. 21B Tiempo: 60 Los campos y las colinas obstaculizan tu visión y te debilitan. Sigue adelante. 21C Tiempo: 60 Vigilas atentamente la Gran Calzada del Este desde una colina. Unirse a este camino principal podría acelerar tu misión, pero ¿vale la pena el riesgo? Sigue adelante. 90 21D Tiempo: 60 (45) Al oeste de la población de Los Ranales, la carretera está sorprendentemente libre de tránsito. El Agua fluye al norte del camino. La placentera corriente se puede cruzar fácilmente por numerosas pasarelas y vados. De repente divisas un carro. Si te acercas al carro, pasa al 215; de lo contrario, sigue adelante. 21E Tiempo: 60 Al norte de El País de las Colinas Verdes, te mantienes alerta en busca de señales de posibles bandidos. Sigue adelante. 21F Tiempo: 90 En el extremo norte del País de las Colinas Verdes, buscas la ruta más rápida a tu destino. Tira dos dados: • Si es un 2, pasa al 304. • Si obtienes de 3-12, de nuevo tira dos dados y agrega tu bonificación General: • Si es de 2-5, estás perdido; avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 21G Tiempo: 90 (45) El bosque es profundo y oscuro. Puedes ver un camino que corre de este a oeste. Tira dos dados: • Si es de 2-4, pasa al 304. • Si es un 5, pasa al 370. • Si es de 6-12, pasa al 447. 91 21H Tiempo: 120 En el borde del bosque cerca de la Cuaderna del Sur, ves a los granjeros Hobbit descansando a la sombra y saludándote con la mano. Tira dos dados: • Si es 2 o 3, pasa al 304. • Si obtienes de 4-12, de nuevo tira dos dados y añade tu bonificación General: • Si es de 2-6, estás perdido; avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 22A Tiempo: 60 La ruta del norte te cansa en exceso: demasiadas colinas y tan poco que ver. Tira dos dados: si es de 2-5, pasa al 214; de lo contrario, sigue adelante. 22B Tiempo: 60 Las colinas y los bosques ponen a prueba tu fuerza de voluntad; te apresuras hacia Hobbiton para completar tu misión. Sigue adelante. 22C Tiempo: 60 La calzada se extiende al este y al oeste solo a unos cinco kilómetros al sur ante ti. ¿Pero merece la pena arriesgarse a tomar ese camino principal? Sigue adelante. 22D Tiempo: 60 (45) La Gran Calzada del Este y El Agua, una hermosa corriente azul, atraviesan la Comarca como una cinta. (El Agua se puede cruzar fácilmente por numerosas pasarelas y vados). ¡Qué hermosa región de la Tierra Media para descansar! ¡Qué pena que no tengas tiempo! Sigue adelante. 92 22E Tiempo: 60 Justo al norte de El País de las Colinas Verdes, haces una pausa para descansar. La Comarca aquí parece ser un lugar muy sereno, todo es campos y caminos y puertas redondas de smials — las casas subterráneas de los Hobbits. Pasa al 214. 22F Tiempo: 105 En los densos bosques, haces una pausa para descansar. Tira dos dados: • Si sacas un 2 o un 3, pasa al 304. • Si es 4 o 5, pasa al 370. • Si es un 6, pasa al 104. • Si obtienes de 7-12, nuevamente tira dos dados y añade tu bonificación General: • Si es de 2-5, estás perdido; avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 22G Tiempo: 90 (45) El bosque es profundo y sombrío aquí. Después de cruzar un pequeño riachuelo, haces una pausa para recuperar el aliento cerca de un camino que conduce hacia el este y el oeste. Tira dos dados: • Si es de 2-4, pasa al 304. • Si es un 5, pasa al 382. • Si es de 6-12, pasa al 447. 93 22H Tiempo: 120 Has llegado al extremo sur del País de las Colinas Verdes. Tira dos dados: • Si es de 2-4, pasa al 304. • Si obtienes de 5-12, vuelve a tirar dos dados y agrega tu bonificación General: • Si es 2-7, estás perdido; avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 23A Tiempo: 60 Para tratarse de la apacible Comarca, las colinas y los campos aquí son salvajes; haces una pausa para descansar a la sombra de un roble. Tira dos dados: si es de 2-5, pasa al 382; de lo contrario, sigue adelante. 23B Tiempo: 60 Las rocosas colinas y los campos cultivados se extienden ante ti, desafiando tu resistencia. Sigue adelante. 23C Tiempo: 60 El camino se extiende al este y al oeste en la distancia. Se encuentra a pocos kilómetros al sur de tu posición y unirte a él podría acelerar tu misión, pero... ¿merece la pena correr ese riesgo? Sigue adelante. 23D Tiempo: 40 (45) La Gran Calzada del Este está libre de viajeros, ¿será demasiado tarde para advertir a Hobbiton? El Agua fluye al norte del camino; su apacible corriente de aguas claras se puede cruzar fácilmente por numerosas pasarelas y vados. Tira dos dados: si es de 2-5, pasa al 214; de lo contrario, sigue adelante. 94 23E Tiempo: 60 Al sur de la Gran Calzada del Este, la tierra es accidentada y agreste. Tira dos dados: si es 2 o 3, pasa al 412; si obtienes 4 o 5, pasa al 420; de lo contrario, sigue adelante. 23F Tiempo: 90 En el corazón de El País de las Colinas Verdes, tal vez te encuentres con Elfos y puedas solicitarles su ayuda. Tira dos dados: • Si es 2 o 3, pasa al 304. • Si obtienes de 4-12, tira dos dados de nuevo y añade tu bonificación General: • Si es de 2-6, estás perdido; avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 23G Tiempo: 90 (45) Un camino que corre al este y al oeste corta cuidadosamente a través del bosque como una herida. Tira dos dados: • Si es 2 o 3, pasa al 304. • Si es 4 o 5, pasa al 370. • Si es un 6, pasa al 332. • Si es de 7-12, pasa al 447. 23H Tiempo: 120 En este extremo tan al sur de la Gran Calzada, estás libre de posibles interferencias. Tira dos dados: • Si es de 2-4, pasa al 304. • Si obtienes de 5-12, tira dos dados otra vez y añade tu bonificación General: 95 • Si es de 2-7, estás perdido, avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 24A Tiempo: 60 En esta apacible y fértil zona de la Comarca, los Hobbits tienen un dicho: no puede pasar nada. ¡Y así es! Sigue adelante. 24B Tiempo: 75 Las onduladas colinas desafían tu determinación de llegar a Hobbiton y cuestionan tu elección de tomar una ruta por el norte. Sigue adelante. 24C Tiempo: 60 Puedes ver la Gran Calzada del Este desde lo alto de una colina. Observas a dos jinetes de negros atuendos galopando al este. Sigue adelante. 24D Tiempo: 60 (45) El Agua fluye al norte de la calzada. (El estrecho arroyo es fácil de cruzar por numerosas pasarelas y vados). Viajando por la Gran Calzada del Este, a veces se puede ganar tiempo y viajar más rápido de lo imaginado. Los comerciantes y granjeros de Hobbit te saludan con cautela, pero se niegan a llevarte o darte cualquier información sobre el Shirriff. Tira dos dados: si es de 2-5, pasa al 246; de lo contrario, sigue adelante. 24E Tiempo: 60 Al sur del camino, vigilas en busca de los agentes del enemigo y esperas poder conocer a algún granjero o comerciante hobbit. Sigue adelante. 96 24F Tiempo: 90 Te encuentras en el extremo norte de El País de las Colinas Verdes, no puedes dejar de pensar en Hobbiton y esperas poder llegar a tiempo para advertir a los Hobbits. Tira dos dados: • Si es un 2, pasa al 304. • Si obtienes de 3-12, de nuevo tira dos dados y añade tu bonificación General: • Si es de 2-5, estás perdido, avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 24G Tiempo: 90 (60) Un tosco camino corta al este y al oeste a través del oscuro y verde bosque. Tira dos dados: • Si es un 2 o un 3, pasa al 304. • Si es un 4, pasa al 104. • Si es de 5-12, pasa al 447. 24H Tiempo: 90 (60) En lo profundo del verde y oscuro bosque, tu viaje se hace lento pero seguro. Tira dos dados: • Si es un 2 o un 3, pasa al 304. • Si sacas de 4-12, tira dos dados y añade tu bonificación General: • Si es de 2-7, estás perdido, avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 25A Tiempo: 60 Tan lejos, al norte, ves poca necesidad de estar vigilante en busca de los agentes del enemigo. Corres sobre los 97 prados y las colinas a toda velocidad. ¡Debes completar tu misión! Sigue adelante. 25B Tiempo: 60 La suave y fragante tierra contiene mucha agua y sombras, pero debes darte prisa, no puedes detenerte a descansar. Un granjero Hobbit que atiende una plantación de hojas de tabaco te observa atentamente y después corre dentro de su smial, cerrando la puerta. Sigue adelante. 25C Tiempo: 60 Estás a poco más de una legua de Hobbiton. Si te diriges hacia esa dirección, deberás cruzar El Agua por sus numerosos vados y pasarelas antes de llegar a la próspera comunidad Hobbit. Sigue adelante. 25D Tiempo: 60 (45) Estás cerca del final de tu misión, no habrá más de una legua de distancia hasta el pacífico pueblo Hobbit de Hobbiton. Te apresuras, ignorando las descaradas miradas de los cautelosos Hobbits que te cruzas en el camino. Un marcador natural, la Piedra de las Tres Cuadernas, proclama que todo esto es el corazón de la Comarca. El pequeño pueblo de Delagua, que descansa junto a la apacible corriente de El Agua, se encuentra justo al oeste. (El estrecho arroyo de aguas azules se puede cruzar fácilmente por numerosas pasarelas y vados). Sigue adelante. 25E Tiempo: 60 Al llegar a la Cuaderna del Oeste, te sientes seguro y heroico, aunque también muy cansado. Te queda un último empujón hasta Hobbiton para poder cumplir tu misión, si tienes suerte, y sigues así de rápido. Desde tu posición 98 puedes ver perfectamente la Piedra de las Tres Cuadernas, que se encuentra al noroeste. Sigue adelante. 25F Tiempo: 120 El bosque con sus árboles y su crecida y enredada maleza te cansan; pero continúas adelante, ¡tienes que darte prisa para advertir a Hobbiton! Hacia el norte, terminan los bosques, y los pacíficos prados y campos de la Comarca hacen acto de presencia. Tira dos dados: • Si es un 2, pasa al 304. • Si sacas de 3-12, tira dos dados y agrega tu bonificación General: • Si es de 2-6, estás perdido, avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 25G Tiempo: 90 (50) En los profundos bosques verdes, las aves y las ardillas parecen burlarse de tu velocidad a la hora de avanzar. Un camino angosto que corre al este y al oeste atraviesa pulcramente los rodales de altos árboles. Tira dos dados: • Si es de 2-4, pasa al 304. • Si es de 5-12, pasa al 447. 25H Tiempo: 105 A tan solo unos cinco kilómetros o menos de Alforzada, te apresuras a través de los altos y densos árboles para advertir a los Hobbits a tiempo. Tira dos dados: • Si es de 2-4, pasa al 304. 99 • Si es de 5-12, tira dos dados y añade tu bonificación General: • Si es de 2-7, estás perdido, avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 26A Tiempo: 60 Al norte de la Gran Calzada del Este y en la Cuaderna del Oeste, haces una pausa para mirar tu mapa y decidir cuál puede ser la mejor ruta hasta Hobbiton. Sigue adelante. 26B Tiempo: 60 Te encuentras tan solo a unos cinco kilómetros de Hobbiton, estás muy agotado pero te niegas a descansar. ¡Debes advertir a los Hobbits a tiempo! Sigue adelante. 26C Tiempo: 60 Estás tan cerca de Hobbiton y Delagua que casi puedes oler el humo de los fumadores de pipa de la aldea, esperas llegar a tiempo para advertir a los Hobbits. Sigue adelante. 26D Tiempo: 60 (45) Estás cerca de Hobbiton, donde un arroyo desemboca en la corriente de El Agua y la Gran Calzada del Este se divide. (La tranquila corriente de color azul se puede cruzar por numerosas pasarelas y vados). Si ingresaste a este espacio desde el este, el noreste o el sureste, pasa al 162; de lo contrario, pasa al 151. 26E Tiempo: 60 Estás en la Cuaderna del Oeste, a no más de una legua de Hobbiton, el clímax de tu misión. La Gran Calzada del Este y las aldeas Hobbit de Delagua y Hobbiton se encuentran 100 al norte, al noreste se puede divisar la Piedra de las Tres Cuadernas. Sigue adelante. 26F Tiempo: 105 Cerca de la esquina noreste del boscoso País de las Colinas Verdes haces una pausa para descansar. El tosco camino desde el norte de Alforzada hacia Hobbiton se encuentra justo al oeste. Tira dos dados: • Si es un 2, pasa al 304. • Si obtienes de 3-12, tira dos dados de nuevo y añade tu bonificación General: • Si es de 2-5, estás perdido, avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 26G Tiempo: 90 (50) Te encuentras al noreste de Alforzada, y te apresuras por los profundos bosques del País de las Colinas Verdes, apremiado por la importancia de tu misión. Un angosto camino que conduce al suroeste corta entre los árboles. Tira dos dados: • Si es un 2 o un 3, pasa al 304. • Si es de 4-12, pasa al 447. 26H Tiempo: 120 Estás justamente al este de Alforzada, los altos árboles del País de las Colinas Verdes se alzan como una pared, evitando tus intentos de apresurarte hacia Hobbiton. Tira dos dados: • Si es 2-4, pasa al 304. • Si es un 5, pasa al 382. • Si es de 6-12, tira dos dados y agrega tu bonificación General: 101 • Si es de 2-8, estás perdido, avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 27A Tiempo: 60 Tan lejos, muy al norte de Hobbiton, no esperas encontrar ningún problema. Los tranquilos campos y prados calman tus nervios, aunque los Hobbits de la región parecen desaparecer al acercarte. Sigue adelante. 27B Tiempo: 75 Te encuentras al noroeste de Hobbiton, te das prisa para advertir a la aldea Hobbit a tiempo. Aquí, la corriente de El Agua atraviesa los campos y es bastante estrecha, lo que permite cruzarla fácilmente gracias a numerosas pasarelas y vados. Sigue adelante. 27C Tiempo: 75 A solo una legua de Hobbiton, arrojas toda precaución al viento y corres hacia la aldea, llamando a voces cada granjero Hobbit que ves en busca de ayuda y de un caballo. Los Hobbits que encuentras parecen pensar que estás loco y cierran sus puertas al pasar ante ellos. La corriente poco profunda que fluye suavemente llamada El Agua conduce al sureste. Numerosas pasarelas y vados lo convierten en un obstáculo bastante moderado. Sigue adelante. 27D Tiempo: 60 (45) La poco profunda corriente conocida como El Agua fluye aquí, ofreciendo relax y líquido refrescante, pero debes darte prisa. La Colina, Bolsón Cerrado y Sobremonte se elevan hacia el norte, a través del estrecho arroyo. Docenas de pequeños puentes hacen que cruzar la corriente sea una tarea simple. El camino lleva al este a Hobbiton. Sigue adelante. 102 27E Tiempo: 60 (45) El camino se curva hacia Cavada Grande, hacia el oeste, la otra bifurcación conecta Alforzada con Hobbiton. Varios granjeros Hobbit te echan de sus tierras. ¿Qué ha sucedido? ¿Acaso te consideran un enemigo aquí? Sigue adelante. 27F Tiempo: 90 (45) Caminas por los profundos bosques del País de las Colinas Verdes a toda prisa. Al este, un camino atraviesa el bosque hacia el noreste y hacia el sureste. Tira dos dados: • Si es un 2, pasa al 304. • Si obtienes de 3-12, pasa al 447. 27G Tiempo: 60 Justo al norte de Alforzada, el bosque se alza alto y premonitorio. Un camino conduce al noroeste hacia Hobbiton y al suroeste hacia Alforzada. Tira dos dados: • Si es un 2, pasa al 304. • Si obtienes de 3-12, pasa al 447. 27H Tiempo: 90 (45) Al doblar un tranquilo recodo en el bosque, ves el pueblo de Alforzada. • Si tu tiempo de viaje registrado no ha durado más de 2 días y 460 minutos, pasa al 233. (Elige esta opción si juegas con las reglas del Sistema Básico) • Si tu viaje no ha durado más de 3 días y 280 minutos, pasa al 175. • Si tu viaje te ha tomado más de 3 días y 280 minutos, pasa al 299. 103 TEXTO DE ENCUENTRO 100 Tiempo: 10 Cerca de la entrada a la cueva se ve basura reveladora: huesos dispersos, útiles y aperos rotos, y ropa rasgada y manchada de sangre. Un olor repugnante emerge de la boca de la caverna. Los latidos de tu corazón saltan cuando percibes un amplio movimiento de sombras en un recodo justo dentro del saliente de la cueva. • Si te escondes y observas por más tiempo la entrada de la cueva, pasa al 225. • Si entras en la cueva ahora y la exploras, pasa al 453. • De lo contrario, sigue adelante. 101 Tiempo: 10 Pt. Exp.: 2 Tímidamente le entregas todo: tu dinero, tus armas, todo menos tu ropa, al hombre. “Adiós, pues”, dice, llevándose tus cosas. Sigue adelante. 102 Tiempo: 5 Con cuidado agarras la manija de la puerta y la abres silenciosamente. Tira dos dados y añade tu bonificación General: • Si es de 2-9, pasa al 146. • Si es de 10-12, pasa al 130. 103 Tiempo: 15 Pt. Exp.: 1 La puerta del túmulo es de pesado roble y acero y está cerrada con llave (dificultad media para abrirla). Tira dos dados y agrega tu bonificación de Pericia: si es 8 o más, pasa al 105, de lo contrario, sigue adelante. 104 104 Tiempo: 10 Pt. Exp.: 2 Un estruendo a través de la maleza detrás de ti provoca una sacudida de puro miedo a través de tu cuerpo. Te volteas para enfrentarte a un gran oso negro que gruñe a la vez que se alza sobre sus patas traseras. Se deja caer a cuatro patas y corre hacia ti, gruñendo y echando espuma por la boca. Sacas un arma y te mantienes firme. (OSO: PACC: 3 PD: -1 PR: 17) • Si derrotas al oso, pasa al 119. • Si el oso te derrota, pasa al 253. 105 Tiempo: 10 Pt. Exp.: 2 Entras a una oscura antecámara de dos metros por dos metros que conduce a una bóveda circular de cuatro metros y medio de diámetro, con tres puertas idénticas que parten de ella. ¿Habrá algún tesoro detrás de las tres puertas? Empiezas a caminar hacia la puerta más cercana cuando escuchas el lento comienzo del canto fúnebre de un espíritu encantado: ¡el canto de un Wight! • Si luchas contra el Wight, pasa al 135. • De lo contrario, pasa al 111. 106 Tiempo: 5 Pt. Exp.: 1 Te apresuras hacia el hombre, gritando “¡Alto!”. Se gira y se agacha, alcanzando su cuchillo. “Bien, chico, ¡ven a intentarlo!”. Dice, mientras sus ojos se iluminan con jubiloso y maníaco entusiasmo. (HOMBRE: PACC: 1 PD: 0 PR: 29) • Si ganas el combate, pasa al 286. • Si pierdes el combate, pasa al 124. 105 107 Tiempo: 15 Pt. Exp.: 1 La puerta de madera y acero del túmulo tiene una cerradura de dificultad media. Tira dos dados y agrega tu bonificación de Pericia: • Si es de 2-8, sigue adelante. • Si es de 9-12, pasa al 140. 108 Tiempo: 15 Pt. Exp.: 2 Te lanzas a toda velocidad hacia los matorrales, aturdido y desconcertado. La voz del ermitaño llega a tus oídos: “¡Vuelve!” — te grita — pero te sumerges salvajemente en el bosque. Avanza en una dirección aleatoria. 109 Tiempo: 10 Pt. Exp.: 2 Pisas fuertemente el pie del hombre. Él relaja su agarre sobre ti, y tú intentas escapar. Tira dos dados y añade tu bonificación de Huida: • Si es menor de 10, debes luchar. Pasa al 115. • Si es de 10-12, sigue adelante. 110 Tiempo: 10 Pt. Exp.: 20 El Wight se disipa, su equipo queda de repente a tus pies. Desde su cinturón sacas las llaves de las puertas. La primera puerta se abre a una cámara de 2 metros y medio por 3 metros que contiene los huesos de dos hombres y dos ornamentados cofres. La segunda cámara contiene 106 espadas inservibles, cotas de mallas oxidadas y rotas redomas y copas. Tira dos dados: • Si obtienes de 2-4, encuentras una espada mágica (+1 a PACC). • Si obtienes de 5-8, encuentras un arco mágico con 6 flechas (+1 a PAP). • Si es de 9-11, encuentras joyas por valor de 50 piezas de plata. • Si obtienes un 12, encuentras un Anillo contra Wights. Este “disipa” a un Wight por un día y se puede usar solo una vez al día. Sigue adelante. 111 Tiempo: 5 Pt. Exp.: 1 Te giras y corres hacia la puerta, con el inquietante canto del Wight en tus oídos. Tira dos dados y agrega tu bonificación General: • Si el número es de 2-9, pasa al 135. • Si es de 10-12, sigue adelante. 112 Tiempo: 30 Pt. Exp.: 1 Abres la puerta y entras de puntillas en el gran salón vacío, con el techo ahora abierto hacia el cielo. A la izquierda se encuentra la biblioteca, con sus libros desmoronados dispersos por el suelo. A la derecha, un polvoriento salón de baile. En línea recta, el corredor conduce hacia los cuartos de los sirvientes, la cocina y los jardines, ahora invadidos por la maleza. Las escaleras de caracol que conducen al segundo piso contienen huecos tan grandes que podrías caerte al sótano si te descuidas. De repente oyes los sonidos de pasos arriba. • Si exploras el segundo piso del castillo, pasa al 279. • De lo contrario, abandona el castillo y sigue adelante. 107 113 Tiempo: 15 Pt. Exp.: 2 Te agachas detrás de un bloque de piedra caído y observas al hombre, que lleva su lanza, bajando las escaleras con cuidado. Lo sigues en silencio. Una vez abajo, descubres que ha desaparecido. Luego, desde detrás de una gruesa cortina, se lanza, sorprendiéndote con su cuchillo desenvainado. (HOMBRE: PACC: 1 PD: 0 PR: 29) • Si ganas la pelea, pasa al 125. • Si pierdes la pelea, pasa al 124. 114 Tiempo: 10 Pt. Exp.: 10 Después de tu ataque, el hombre yace sangrando en el heno. Debajo de su capa, viste una túnica con una mano negra cosida. Tu sangre se congela. Tiene una daga y 2 piezas de plata. • Si te apoderas del carro, pasa al 149. • De lo contrario, sigue adelante. 115 Tiempo: 5 Pt. Exp.: 1 Te apartas de su agarre y te preparas para el ataque, midiendo la velocidad del hombre. (HOMBRE: PACC: -2 PD: 0 PR: 40) • Si ganas la pelea, pasa al 116. • Si pierdes la pelea, pasa al 275. 116 Tiempo: 10 Pt. Exp.: 10 Te paras sobre el hombre sangrante, casi lamentas haberlo lastimado después de que te ayudó a salir del pozo. Pero su acción exigió una dura y firme respuesta. Sigue adelante. 108 117 Tiempo: 5 Pt. Exp.: 2 Cuando te mueves para atacar al hombre por detrás, él retrocede, sonriendo horriblemente. “Ven entonces, vamos a... divertirnos un poco”, se burla. Ves su mano izquierda alcanzar el cuchillo de su cinturón. Aumenta tu PACC en +2 para el primer asalto. (HOMBRE: PACC: 1 PD: 0 PR: 26) • Si ganas la pelea, pasa al 125. • Si pierdes la pelea, pasa al 124. 118 Tiempo: 30 Pt. Exp.: 1 Te despiertas con un vibrantante dolor de cabeza, vacío de toda memoria. No puedes recordar quién eres, dónde estás o qué te lleva a donde estás, donde sea que estés. Lentamente, comienzas a recuperar tu memoria mientras tu dolor de cabeza palpita. Tira dos dados: • Si obtienes de 2-4, aumenta tu daño recibido en 6. • Si es de 5-7, aumenta tu daño recibido en 3. Avanza en una dirección aleatoria. 109 119 Tiempo: 5 Pt. Exp.: 2 Después de recibir algunas dolorosas heridas, el oso no parece tan inclinado a pelear. Se da la vuelta y se marcha vencido. Sigue adelante. 120 Tiempo: 10 Pt. Exp.: 20 El Wight gime y desaparece en la oscuridad después de tu golpe. Si eres rápido, puedes abrir las puertas de una cámara, tomar algo de valor y huir. Tira dos dados: • Si sacas de 2-4, obtienes una cota de malla mágica (sin penalización para la bonificación de Pericia). • Si sacas de 5-6, obtienes una espada corta mágica para matar orcos (si atacas a un orco y le causas algún daño, lo matas directamente). • Si sacas de 7-9, obtienes un artefacto mágico que te permite lanzar dos hechizos al día sin aumentar el daño recibido. • Si sacas de 10-12, obtienes un par de Botas de Elegancia, lo que aumenta tu bonificación General en +1 cuando las llevas puestas. Sigue adelante. 121 Tiempo: 15 Pt. Exp.: 1 Un claro lamento proviene desde el cercano túmulo funerario. Te acercas y encuentras la puerta cerrada. 110 • Si exploras el túmulo, tira dos dados: • Si es de 2-7, pasa al 107. • Si es de 8-12, pasa al 103. • De lo contrario, sigue adelante. 122 Tiempo: 20 Pt. Exp.: 10 A pesar de la niebla y la maraña del bosque, escuchas la canción de un hombre invisible que se acerca. Una calma se instala sobre ti. Cuando la voz se vuelve más fuerte, oyes: El viejo Tom Bombadil es un tipo alegre, Su chaqueta es azul brillante y sus botas son amarillas. Nadie lo ha atrapado todavía, para Tom, él es el Maestro. Sus canciones son las más vigorosas, y sus pies son los más rápidos. † Del bosque emerge un hombre barbudo con grandes botas amarillas. Su brillante chaqueta azul destaca en el sombrío bosque. Él te sonríe. Saludas al famoso “Maestro del bosque, el agua y la colina” y le pides su ayuda, explicando sin aliento tu misión. Te sientes mareado y emocionado ante la presencia de Tom Bombadil. 111 “Baja la velocidad, joven”, te dice. “Sigue al viejo Tom a casa para comer y escucharemos todo lo que tienes que decir”. • Si deseas seguir a Tom Bombadil, pasa al 139. • De lo contrario, avanza en una dirección aleatoria. Nota: Tom Bombadil, es un personaje de El Señor de los Anillos (aunque no aparece en las películas). Se trata de un misterioso ser que habita en el Bosque Viejo, al este de la Comarca. Se dedica a calmar a los espíritus y criaturas del bosque, como si de un pastor se tratara. Vive en una casa de campo junto a su mujer, la ninfa Baya de Oro. Los orígenes de Tom Bombadil son desconocidos. No obstante, se cree que se trata de un ‘Maia’, o incluso de un ‘Valar’ (ambos son tipos de seres espirituales), dado que en cierto momento de la novela llega a ponerse el Anillo Único sin que éste produzca efecto alguno sobre él. Además tiene autoridad sobre las criaturas del bosque, los árboles le obedecen a sus órdenes como se ve cuando hace que el viejo Tornasauce escupa a Merry y a Pippin. (Aparece cuando Merry es capturado por el Viejo Hombre Sauce. Él está caminando por el bosque buscando lirios de agua para Baya de Oro cuando escucha a Frodo y a Sam pedir ayuda.) Fuente: https://esdla.fandom.com/wiki/Tom_Bombadil Ilustración: Nacho Castro 112 123 Tiempo: 20 Pt. Exp.: 2 Un dardo de acero pasa junto a tu cabeza, fallando por poco. Tu corazón late con fuerza. — ¡Estuve cerca de ser asesinado! —, piensas. — Debo tener más cuidado —. Pasa al 112. 124 Tiempo: 60 Pt. Exp.: 5 Te despiertas débil y mareado, con una punzada ardiendo en tu costado. Tocas la herida y sientes el flujo cálido y pegajoso de tu propia sangre. Poniéndote de pie, te diriges a la puerta y te arrastras por la escalera rota. Dejas el castillo y sales al aire fresco y claro del exterior. Sigue adelante. 125 Tiempo: 10 Pt. Exp.: 10 El hombre yace inmóvil y sangrando en el suelo ante ti. Puedes tomar su daga, su lanza y su bolsa, que contiene joyas por un valor de 10 piezas de plata, un collar con un valor de 10 piezas de plata y una docena de piezas sueltas de plata. Sigue adelante. 126 Tiempo: 190 Pt. Exp.: 4 Tu voz se cansa de gritar. ¿Nadie vendrá?, te preguntas asustado. Tu corazón se acelera; rondas por la trampa como una bestia. Después de tres horas de cautiverio, el sonido de las botas que se aproximan golpea el piso de arriba. “¡Eey! ¿Qué tenemos aquí?” — Grita una voz ronca. Miras hacia arriba a la cabeza grande y peluda de un hombre que duplica tu tamaño. “¿Quién eres?”, grita a viva voz. “¿Qué quieres?” Te inventas un nombre y se lo das. Le dices: “Soy solo un viajero sin trabajo ni hogar. Me perdí y mi codicia por el oro me llevó a esta trampa”. “¿Tienes dinero?”, grita. Tú asientes. 113 “¿Cuánto?” “Sólo dos piezas de plata”, mientes. El hombre se rasca sus bigotes, considerando el trato. “Está bien. Te sacaré. Arrójame la plata”. Sacudes la cabeza. “Tú me sacas primero. Entonces te pagaré”. El hombre gruñe pero cede, tirando una cuerda. Te preguntas si así es como se gana la vida. Agarras la cuerda y te izas. “¡Ahora paga!”. Exige, agarrándote por los hombros. Parece desarmado. • Si pagas el dinero pactado, pasa al 291. • Si peleas con el hombre, pasa al 115. • Si huyes, pasa al 109. 127 Tiempo: 30 Pt. Exp.:2 Oyes los débiles sonidos de unos pasos que se acercan. Te preparas para lo peor. Luego ves la pequeña cabeza redonda de pelo rizado de un hombre de mediana edad que te mira. “¡Hola!”, grita. “¡En menudo lío estás metido, vaya problema! ¡Aquí, toma!” Sin que lo pidas, él te arroja una cuerda. Te izas y ayudas al hombre — que se llama Bill Tobbas — a desatar el otro extremo de la cuerda. “Viajo por el Camino Verde, vendiendo mis productos”, dice con orgullo. “Soy un viejo loco, incapaz de cambiar mi vida y mi forma de ser. ¡Sin embargo, puedo reparar ollas!” Te lleva a su carro, que está lleno de ollas, sartenes y otros útiles. “Soy un vendedor ambulante. ¿Qué hacías?”. Le explicas que necesitas ir a la Comarca a toda la prisa. “Bueno, lo siento, pero no puedo llevarte a través de la Quebrada de los Túmulos”, te explica. “Soy demasiado cobarde para eso, aunque es la forma más rápida. Pero puedo ofrecerte un consejo: ¡ten más cuidado!” Dicho esto, 114 sube a bordo del destartalado carro y se marcha. Te orientas y te pones en marcha. Sigue adelante. 128 Tiempo: 15 Escuchas desde lejos la débil pero alegre canción de un hombre. Si ya conociste a Tom Bombadil, sigue adelante; de lo contrario, pasa al 301. 129 Tiempo: 5 En las misteriosas sombras, te preparas para el ataque. Para determinar las capacidades de combate del Wight, tira dos dados: • Si es de 2-3, (WIGHT #1: PACC: 3 PD: 1 PR: 42) • Si es de 4-7, (WIGHT #2: PACC: 2 PD: 2 PR: 34) • Si es de 8-11, (WIGHT #3: PACC: 1 PD: 3 PR: 23) • Si es 12, el WIGHT de repente huye. • Si derrotas al Wight o él huye, pasa al 110. • Si eres derrotado por el Wight, pasa al 141. 130 Tiempo: 10 Pt. Exp.: 1 Abres la puerta lo suficiente como para mirar dentro y ver a un rechoncho hombre vestido de cuero destrozando la habitación. Ha dejado su lanza junto a la puerta, a tu alcance, y solo lleva un cuchillo en el cinturón. • Si atacas al hombre, pasa al 106. • Si te escondes y observas más al hombre, pasa al 132. • De lo contrario, sigue adelante. 131 Tiempo: 15 Pt. Exp.: 2 Te agachas a un lado de la carretera y corres detrás del carro, metiéndote en el heno. Con cautela, avanzas hasta que espías de cerca al granjero a través del heno. 115 Algo sobre su apariencia — sus manos suaves y sus botas de cuero brillante — te preocupa. Realiza una acción. (Ver Tabla de Acción al final del libro) • Si “burlas” y sorprendes al hombre, pasa al 114. • Si acaba en una pelea, pasa al 144. 132 Tiempo: 30 Pt. Exp.: 1 Observas mientras el hombre revuelve grandes pilas de papeles. Finalmente, toma un pergamino y lo lee con avidez. Sin darse cuenta de tu presencia, camina hacia el rincón más alejado de la habitación y comienza a excavar en una piedra en la pared a un metro del suelo. Observas cómo golpea el mortero polvoriento y suelta la piedra, que cae al suelo con un ruido sordo. De la pared saca un pequeño cofre cerrado y lo coloca en el suelo delante de él. Rompe la cerradura, abre la tapa y grita de placer. Lo ves hacer malabares con joyas, un collar, dos dagas relucientes con piedras preciosas y una docena de piezas de plata. Luego se pone de pie, llena la bolsa que lleva en la cintura con el botín y camina hacia la puerta que se oculta detrás de él. • Si atacas al hombre, pasa al 117. • Si permaneces oculto y lo observas más, pasa al 113. 133 Tiempo: 5 Pt. Exp.: 1 El hombre te atrapa por detrás y te da la vuelta, hiriéndote con su cuchillo. "¡Espía!", grita. "¡Lo sabemos todo sobre ti y tus amigos!" Estás cansado por la carrera y casi dominado por el extraño, aun así luchas contra el hombre. Has sido sorprendido. Pasa al 148. 134 Tiempo: 10 Pt. Exp.: 2 Muestras tu daga a un Hobbit bien vestido con peludos pies bien cepillados y le cuentas lo de Trancos y la llegada 116 de los Jinetes Negros. Se lleva un dedo a los labios y te lleva a las sombras entre el herrero y las panaderías. “Estás en grave peligro”, dice. “Se más discreto. Advertiré a toda la gente buena en el área. Aquí, sólo puedo ofrecerte esto. ¡Ahora vete!”. Te da una pipa pequeña y una bolsa de cuero. Empiezas a protestar, diciendo que no fumas, pero él te apresura. Sigue adelante. 135 Tiempo: 5 Para determinar las capacidades de combate del Wight, tira dos dados: • Si es de 2-4, (WIGHT #1: PACC: 4 PD: 0 PR: 38) • Si es de 5-8, (WIGHT #2: PACC: 3 PD: 1 PR: 33) • Si es de 9-11, (WIGHT #3: PACC: 2 PD: 1 PR: 29) • Si es un 12, no aparece el Wight. • Si derrotas al Wight o él no aparece, pasa al 120. • Si el Wight te derrota, pasa al 141. 117 136 Tiempo: 5 Tu lectura es interrumpida por una tos en la puerta, detrás de ti. Te giras para mirar cara a cara a un hombre pequeño y delgado con una enmarañada barba gris hasta su cintura. Viste pieles y lleva un cuenco de madera rebosante de bayas. • Si huyes, pasa al 145. • Si atacas al hombre, pasa al 260. • Si hablas con el hombre, pasa al 142. 137 Tiempo: 15 Pt. Exp.: 2 Mientras observas desde detrás de un arbusto, el conductor del carro está reunido con un jinete oscuro a lomos de un gran corcel negro. Conversan por unos momentos, después el hombre a caballo señala a las colinas en tu dirección. Luego se marcha a galope por el camino, en dirección al oeste, mientras el carro avanza lentamente. • Si deseas ir al encuentro del hombre del carro, pasa al 270. • De lo contrario, sigue adelante. 138 Tiempo: 20 Pt. Exp.: 15 El anciano yace a tus pies. Te sientes terriblemente fatal, has atacado a un usuario de la magia que podría ser tan buena persona como tú. ¡Quizás te maldiga! Corres, aturdido y desconcertado, por el bosque. Avanza en una dirección aleatoria. 118 139 Tiempo: 40 Pt. Exp.: 1 Tom se mueve dando saltos y desaparece rápidamente entre la alta maleza, pero su canción te guía. Te sientes mareado cuando tus pies te llevan hacia la alegre canción. Pierdes la noción del tiempo y de la distancia. Pasa al 305. 140 Tiempo: 20 Pt. Exp.: 3 En el interior, todo está tranquilo. La antecámara, de unos dos metros de alto por dos metros de ancho, está vacía y es de piedra lisa. Pero más profundamente, al internarte en la tumba, te encuentras con una cámara de tres metros y medio de diámetro, con dos puertas que salen de ella. Te mueves hacia la puerta más cercana cuando en la oscuridad surge un triste y escalofriante canto. Entonces los dos ojos brillantes de un Wight te congelan sobre tus pasos. El tintineo de los anillos en los esqueléticos dedos del Wight te produce escalofríos mientras una misteriosa luz verde que rodea al Wight aumenta tu miedo. Pasa al 129. 141 Tiempo: 90 Pt. Exp.: 5 Te despiertas mareado, cubierto de joyas y encadenado a una mesa de piedra. Por encima de ti, la canción mortal del Wight hace eco en tus oídos. Fría está la mano y el corazón y el hueso. Y frío el ser duerme bajo la piedra... † 119 La canción del Wight se detiene cuando cierra la pesada puerta detrás de él. Nunca te has sentido tan frío y asustado; luchas para escapar de tus cadenas y gritas pidiendo auxilio. Tira dos dados: • Si es de 2-6, el Wight regresa; mueres de una forma terrible pero “vives” como un espíritu no-muerto, encadenado a tu tumba. Tu aventura termina aquí. • Si es de 7-12, pasa al 276. 142 Tiempo: 60 Pt. Exp.: 2 “¡Lo siento!”, dejas escapar. “Me asustaste. Yo no debería estar aquí”. El ermitaño asiente, sonriendo. “Acepto tu disculpa. Siéntate y descansa ahora. Dime quién eres”. Le cuentas la historia de tu misión al hombre, que escucha atentamente y te recomienda mostrar más cautela. “¡Toma!”, dice, dándote bayas para comer. Luego te da tres raciones de bayas más para llevar; cada una cuenta como una comida completa. “Lamento que mis pies sean mi único medio de transporte. ¡Ahora vete!” Abandonas la choza, saludando cortésmente al sonriente ermitaño. Sigue adelante. 120 143 Tiempo: 10 Pt. Exp.: 10 Te mantienes victorioso sobre las túnicas ensangrentadas del falso monje. Rebuscas en su cadáver pero no encuentras nada más que una sola pieza de plata y su daga. Sigue adelante. 144 Tiempo: 5 Una gran rata huye espantada de debajo del heno, sorprendiéndote. Dejas escapar un pequeño grito. El conductor suelta las riendas y se gira para enfrentarte, cara a cara. Sin dudarlo, saca una afilada daga de su bota y salta hacia ti. (HOMBRE: PACC: 1 PD: -1 PR: 26) • Si ganas la pelea, pasa al 114. • Si pierdes la pelea, pasa al 296. 145 Tiempo: 5 Pt. Exp.: 1 Te lanzas corriendo hacia la puerta y chocas contra una especie de muro invisible, cayéndote al suelo. Ves al ermitaño agitando un dedo en forma de advertencia mientras te pones de pie. • Si atacas al ermitaño, pasa al 260. • Si hablas con el ermitaño, pasa al 142. • Si vuelves a huir, pasa al 108. 146 Tiempo: 5 Pt. Exp.: 2 Cuando te das la vuelta para salir, una trampa con resorte te lanza un dardo a tu hombro. Pones una mueca de dolor en tu rostro cuando sacas el proyectil y taponas la herida. Tira dos dados y aumenta tu Daño Sufrido en esa cantidad. Sigue adelante. 121 147 Tiempo: 15 Pt. Exp.: 2 Caminas hacia la mesa y empiezas a leer el siguiente escrito: ...miedo a que todo lo bueno se pierda. Los Jinetes Oscuros y sus agentes están en todas partes; somos pocos en número y carecemos de los poderes que ellos ejercen. Aun así, vamos a luchar — es inevitable, como el día da paso a la noche. Iré al encuentro de tus mensajeros, los apresuraré en su camino. — Dalgaff Pasa al 136. 148 Tiempo: 5 Pt. Exp.: 1 Te enfrentas contra el más alto y ancho hombre. “Ven, pequeño espía”, se burla, mostrando unos feos dientes amarillos mientras sonríe. “¡Prueba el acero de un hombre de verdad!” Te golpea; esquivas y paras su ataque. (HOMBRE: PACC: 1 PD: 0 PR: 23) • Si ganas el combate, pasa al 125. • Si pierdes el combate, pasa al 296. 149 Tiempo: 45 Pt. Exp.: 10 Victorioso pero cansado, te diriges hacia el oeste a paso de caracol, la vieja yegua apenas puede arrastrar la carga. (El cuerpo del hombre yace debajo del heno, donde lo escondiste). Después de un corto rato, golpeas al equino con las riendas, pero simplemente se detiene, negándose a moverse. Abandonas el carro y te diriges hacia el oeste a pie por la calzada (estás en el espacio 4D). Sigue adelante. 150 Tiempo: 120 Pt. Exp.: 1 Te sientas a la mesa y esperas, hojeando los papeles sobre la mesa. Algunas son recetas para pociones, pero 122 ninguna tiene título. Lees unos pocos pergaminos pero nunca has oído hablar de tales hierbas y bayas. Pasa al 136. 151 Tiempo: 10 Puedes ver La Colina, que se eleva al norte del cauce de El Agua. Finalmente has llegado a Hobbiton. • Si tu viaje te ha tomado menos de 2 días y 360 minutos, pasa al 186. (Elige esta opción si juegas con las reglas del Sistema Básico). • Si has viajado menos de 3 días y 80 minutos, pasa al 252. • Si tu tiempo de viaje es mayor a 3 días y 80 minutos, pasa al 411. 152 Tiempo: 30 Los altos árboles parecen cerrar filas detrás de ti a medida que avanzas trastabillando con la maleza. Los ojos de alguna bestia del bosque brillan sobre ti desde debajo de una roca que sobresale. Te giras y te enfrentas a... ¡nada! Estás perdido y asustado. Avanza en una dirección aleatoria. 153 Tiempo: 30 “¡Hola, viejo!”, le gritas al conductor, que tira de las riendas. Parece que te está evaluando, luego te hace un gesto para que te unas a él en el asiento de madera. Incluso desde la distancia, el hombre huele a cabra. Seguís avanzando un poco cuando el hombre comienza a contarte un largo relato sobre un primo suyo que se convirtió en un sapo. • Si sigues montado en el carro con el hombre, pasa al 271. • De lo contrario, salta del carro y sigue adelante. 123 154 Tiempo: 90 Pt. Exp.: 4 Te despiertas aturdido y dolorido. Al sentarte, ves que todas tus posesiones han desaparecido y que has sido arrastrado al bosque al este del embarcadero del ferry. Por suerte, encuentras 2 de tus comidas debajo de un arbusto y más arriba en un estrecho y sinuoso sendero junto al río, una daga de plata de aspecto muy familiar. Aturdido, decides darte toda la prisa que puedas para completar tu misión a tiempo. Aun tienes que cruzar el río. Avanza en una dirección aleatoria. 155 Tiempo: 30 Entras en las ruinas de la torre de vigilancia, con cuidado, temeroso de las trampas. El vestíbulo de entrada está vacío y frío. En una sala de recepción, puedes ver polvorientos muebles cubiertos de tela de araña y elegantes tapices, luego ves un pequeño jarrón de oro reluciente sobre una mesa en medio de la sala de estar. • Si tomas el jarrón, tira dos dados y añade tu bonificación General: • Si es de 2-6, pasa al 165. • Si es de 7-12, pasa al 302. • De lo contrario, sigue adelante. 156 Tiempo: 5 Sacas tu arma y avanzas contra el primer hombre, que se lanza hacia ti con su daga y desenvainando una espada. (HOMBRE #1: PACC: 1 PD: 0 PR: 31) (HOMBRE #2: PACC: 0 PD: 0 PR: 28) • Si ganas el combate, pasa al 237. • Si pierdes el combate, pasa al 178. 124 157 Tiempo: 10 Pt. Exp.: 19 Después de herir al oso dos veces, el animal pierde interés en la pelea y huye entre los arbustos. Sigue adelante. 158 Tiempo: 10 Pt. Exp.: 1 Los hombres comienzan a agitarse y despertarse. Obtienes 2 comidas y una daga, luego debes avanzar en una dirección aleatoria. 159 Tiempo: 15 Pt. Exp.: 1 Los lobos te muerden antes de que tu feroz defensa los haga acobardarse y escabullirse. Tira dos dados y aumenta tu daño sufrido en esa cantidad. Sigue adelante. 160 Tiempo: 30 Pt. Exp.: 1 Te acercas a las ruinas con cautela. Hace mucho tiempo, el castillo debió haber pertenecido a un gran señor. El desmoronamiento de los escalones de mármol hasta la entrada principal se numera por treinta. Cuando investigas para abrir la enorme puerta de roble, sientes una sacudida de miedo que te atraviesa. Tira dos dados y añade tu bonificación de Pericia: • Si está entre 2-4, pasa al 268. • Si es de 5-12, pasa al 123. 161 Tiempo: 20 Después de llamarlo, el monje te saluda y te invita a subir a bordo de su carro. Lleva sandalias de cuero gastadas y túnicas de tela marrón. Después de unos minutos tranquilos, comienza a hacer preguntas minuciosas: ¿De dónde eres? ¿Qué te lleva a esta parte del país? ¿A quién sirves? 125 Empiezas a sospechar. Al monje no le gustan tus respuestas, que no le dicen nada, y justo cuando ves un amuleto colgando alrededor de su cuello, él alcanza debajo del asiento del carro, quizás agarrando un arma. • Si luchas contra el monje, pasa al 217. • Si logras huir con éxito, sigue adelante. 162 Tiempo: 15 Mirando por encima de un seto de baja altura, aprovechando su cobertura, puedes ver Delagua. • Si tu viaje te ha tomado menos de 2 días y 360 minutos, pasa al 333. (Elige esta opción si juegas con las reglas del Sistema Básico). • Si tu tiempo de viaje es inferior a 3 días y 80 minutos, pasa al 171. • Si tu tiempo de viaje excede los 3 días y 80 minutos, pasa al 424. 163 Tiempo: 20 Pt. Exp.: 2 Después de escuchar la descripción del Jinete Negro, Hursoot parece aturdido. Luego frunce el ceño, mira hacia abajo y hace una pausa por un momento, evitando cualquier otra historia con un gesto de sus ágiles dedos. Levanta la vista y dice: "No, no te creo". Mientras se da la vuelta, se marcha con palabras de enfado y reproche: “¡Contar horribles rumores en un lugar tranquilo como este es como mínimo algo cruel! ¡Nuestra ciudad no lo tolerará!”. Lamentablemente, no logras poner sobre aviso a Scary. Sigue adelante. 164 Tiempo: 10 Pt. Exp.: 22 Registras los cuerpos de tus enemigos caídos y encuentras 4 piezas de plata; sus espadas yacen junto a 126 ellos. Tu sentido del deber con la misión que te ha sido encomendada te urge a darte prisa. • Si robas el ferry e intentas llegar a la orilla opuesta, pasa al 192 y añade 2 a la tirada de dados de esa sección. • De lo contrario, sigue adelante. 165 Tiempo: 90 Pt. Exp.: 1 Cuando alcanzas el jarrón de oro, el suelo se abre y caes jadeando en un pozo profundo. Al aterrizar con un sonoro golpe a cuatro metros y medio por debajo del suelo, piensas: ¡Qué tonto soy! Las paredes del hoyo son lisas; es imposible salir sin una cuerda. Maldices tu propia estupidez y pides ayuda, pero nadie viene. Podría pudrirme aquí, piensas. Tira dos dados y añade a tu daño recibido esa cantidad. Ahora vuelve a tirar dos dados: • Si es de 2-6, pasa al 126. • Si es de 7-12, pasa al 127. 166 Tiempo: 10 “Bueno, eres muy callado. Me rindo”, bromea el hombre. “Que te vaya bien, jovencito. Cuidado con los bandidos y las criaturas del bosque. ¡Y toma estos alimentos!”. Te arroja 2 comidas. Sigue adelante. 167 Tiempo: 15 Pt. Exp.: 1 Escuchas alardear a los dos rufianes de haber noqueado al verdadero barquero. Oyes a uno decir: “¡No puedo 127 esperar para tener en mis manos a ese pequeño espía de Bree!”. Tu sangre se transforma en melaza helada al escuchar sus palabras. • Si permaneces oculto y observas más, pasa al 202. • Si quieres burlarlos y tomar el ferry, pasa al 184. • Si quieres cruzar el río nadando, pasa al 339. • De lo contrario, sigue adelante. 168 Tiempo: 15 Pt. Exp.: 2 ¡Estas libre! Sin embargo, los hombres, que no saben que has desatado tus ataduras, tienen tu equipo. • Si intentas recuperar tu equipo, tira dos dados y añade tu bonificación de Pericia: • Si es de 2-5, pasa al 158. • Si es de 6-12, pasa al 232. • De lo contrario, sigue adelante. 169 Tiempo: 15 Pt. Exp.: 1 Dentro de la antigua posada, las telarañas y el polvo cubren las desvencijadas mesas y sillas. Una gran cantidad de botellas de vino rotas se encuentran esparcidas por el suelo. El piso de madera cruje con cada uno de tus pasos y te da escalofríos. El viento silba y gime a través de las grietas en la pared. Si exploras el edificio, pasa al 307; de lo contrario, sigue adelante. 170 Tiempo: 30 Entras en el bosque con la esperanza de encontrarte con un Montaraz o un servicial ermitaño o leñador. (Cuando eras niño, escuchaste las historias de un sabio usuario de la magia que vivía en el Bosque de Chet. Tal vez podría ayudarte a encontrar un caballo o enviarte a un Montaraz). 128 El suave y alegre silbido de un hombre te alerta sobre la presencia de alguien cercano. Tira dos dados: • Si el resultado es 2-8, pasa al 199. • De lo contrario, pasa al 228. 171 Tiempo: 10 Pt. Exp.: 2 El pueblo de Delagua se encuentra al sur de la Laguna Delagua y el apacible arroyo llamado El Agua. Si quieres advertir a los habitantes de Delagua, pasa al 434; de lo contrario, pasa al 151. 172 Tiempo: 15 Pt. Exp.: 1 Bebes el vino ofrecido por el hombre que crees que es un Montaraz y te sientes inmediatamente renovado. “Cuidado con los bandidos en este camino, están cerca y al acecho”, te dice. “Vigila también el bosque, porque los orcos están por todas partes. Descansa fuera del camino y en casas abandonadas y sitios similares, pero primero obsérvalas cuidadosamente”. Si tienes 1 o 2 comidas, el hombre te da 4 comidas; si no tienes arma, te da una daga. Le das las gracias encarecidamente y sigues adelante. 173 Tiempo: 5 Con sus espadas desenvainadas, los dos hombres te rodean, amenazando tu vida. (HOMBRE #1: PACC: 2 PD: 0 PR: 29) (HOMBRE #2: PACC: l PD: -1 PR: 27) • Si ganas el combate, pasa al 164. • Si pierdes el combate, pasa al 154. 174 Tiempo: 15 “¿Qué puedo hacer para que confíes en mí?”, pregunta el Montaraz. Entonces te muestra un llamativo broche de 129 plata, una estrella de seis puntas, en el hombro izquierdo de su capa gris. Tras esto, y algo avergonzado por tu error, comprendes que puedes confiar en él. “¡Cuidado con los bosques y los caminos!”, te advierte, mientras te entrega 2 comidas. Sigue adelante. 175 Tiempo: 15 Pt. Exp.: 2 BIENVENIDO A ALFORZADA: se puede leer en el cartel pintado a mano a las afueras de la ciudad. Varios comerciantes Hobbit te saludan con cautela. Rápidamente les preguntas por el Shirriff o su ayudante. Te dirigen a la Posada del poblado, allí te encuentras con su propietario, un gran hobbit llamado Fallowfields, que escucha tu historia de la llegada de los Jinetes Negros con gran atención. Tira dos dados y añade tu bonificación de Percepción: • Si es de 2-5, pasa al 247. • Si es de 6-12, pasa al 454. 176 Tiempo: 20 Pt. Exp.: 1 El botín del Orco es tuyo; arrastras el pesado saco hacia el interior del bosque para ver lo que tu audacia te ha ganado, con la esperanza de que no haya otros Orcos cerca al acecho. Por encima de ti, en los árboles, unos extraños gritos hacen eco, como si informaran sobre tu paradero y tus acciones. Tira dos dados: 130 • Si obtienes de 2-4, encuentras dos deslustradas espadas cortas y un par de pesados garrotes dentro de la bolsa. Sigue adelante. • Si obtienes de 5-8, encuentras las espadas, los garrotes y además unas joyas por valor de 5 piezas de plata. Sigue adelante. • Si es de 9-12, pasa al 251. 177 Tiempo: 10 Pt. Exp.: 1 El camino conduce a la boca de una cueva en las rocas. Parece que no hay nadie alrededor. Te acercas a la cueva con cautela — los trolls viven en cuevas como estas, es algo que sabes. • Si entras en la cueva, pasa al 336. • De lo contrario, sigue adelante. 178 Tiempo: 120 Pt. Exp.: 3 Te despiertas aturdido y ensangrentado en Scary, ¡te han robado todas tus pertenencias! Tu último recuerdo es tratar de salir de una pelea. Te pones de pie sin sentido de la dirección. • Si quieres advertir a la ciudad de Scary, pasa al 226. • De lo contrario, sigue adelante. 179 Tiempo: 300 Al principio fracasas, pero sigues intentándolo. Justo antes del amanecer, intentas nuevamente liberarte. Tira dos dados y añade tu bonificación de Pericia: • Si es menos de 5, pasa al 240. • Si 5 o más, pasa al 168. 131 180 Tiempo: 5 Un feroz oso se te acerca gruñendo rápidamente, decidido a atacarte. (OSO: PACC: 2 PD: 0 PR: 15) • Si te haces el muerto, pasa al 207. • Si luchas contra el oso y ganas, pasa al 157. • Si luchas contra el oso y pierdes, pasa al 253. 181 Tiempo: 15 Pt. Exp.: 1 Un lobo rasga tu mochila y la abre, escapando con la mitad de tus comidas (redondea hacia arriba si es un número impar). Los otros se cansan de la lucha y huyen. Lanzas un suspiro de alivio. Sigue adelante. 182 Tiempo: 10 Pt. Exp.: 13 Has ganado una difícil lucha, tomas la montura de uno de los hombres y sales corriendo. Cansado y herido en la batalla, el caballo tropieza y cae, arrojándote al suelo. Te 132 paras y te desempolvas, por suerte no te rompiste el cuello. Sigue adelante. 183 Tiempo: 5 Pt. Exp.: 1 El barquero de Balsadera aparece de detrás de unos arbustos con un garrote. Lo saludas, ofreciéndote a pagar por cruzar. “¡Muéstrame algo de plata, sinvergüenza!”, te exige. Tú lo haces. Él te reclama una pieza de plata antes de abandonar el muelle. • Si pagas el precio, pasa al 219. • Si atacas al hombre, pasa al 394. • De lo contrario, sigue adelante. 184 Tiempo: 10 Pt. Exp.: 2 Comienzas a hacer ruidos y movimientos de ramas para crear una distracción, gritando como un loco. Uno de los rufianes viene a investigar. • Si luchas contra los hombres, pasa al 173. • Si huyes, sigue adelante. • Si deseas "esquivar" a los hombres y robar el ferry, tira dos dados y añade tu bonificación General: • Si es menos de 10, pasa al 173. • Si es 10 o más, pasa al 192. 185 Tiempo: 15 El estropeado mapa de tela muestra la tosca entrada de una cueva marcada con una “X”. Varios grupos de árboles rodean la cueva. Un camino conduce a la entrada. Levantas la vista fuera del mapa. El área en la que estás parado se parece mucho al mapa. A solo cien metros de distancia, ves una cúpula de piedras que podría marcar la entrada de la cueva en tu mapa. Ves un sendero que conduce hacia las rocas. 133 • Si sigues el camino, pasa al 177. • De lo contrario, sigue adelante. 186 Tiempo: 15 Pt. Exp.: 12 BIENVENIDO A HOBBITON, dice el cartel junto a la calzada, y nunca has leído palabras más felices en tu vida. Preguntas por el Shirriff o su ayudante. Al escuchar que buscas al Shirriff, un Hobbit de aspecto próspero te mira detenidamente, evaluándote de arriba abajo antes de invitarte a unirte a él en una taberna. Pasa al 274. 187 Tiempo: 10 Pt. Exp.: 1 Llamas al conductor, “¡Alto, por favor! ¿Podría tener unas palabras contigo?” El hombre sujeta firmemente las riendas y te mira con suspicacia. “¿Puede ser que te dirijas hacia el oeste?”, preguntas. “Voy a visitar a unos amigos que poseen una granja justo más adelante”, agregas, sonrojándote ante tu mentira. El hombre asiente y te indica que subas al carro. A medida que asciendes, adviertes una empuñadura de daga que sobresale de la parte superior de la bota del hombre. “¿Qué llevas en la mochila?”, te interroga, mirándote por el rabillo del ojo. Te preguntas si es un ladrón o un espía, 134 o simplemente un entrometido. “Nada, solo provisiones”, le mientes, listo para saltar del carro en cualquier instante. Antes de que puedas parpadear, el hombre alcanza la daga de su bota, maldiciéndote. Entonces, saltas del carro. • Si huyes, pasa al 236. • Si peleas con el hombre, pasa al 148. 188 Tiempo: 180 Pt. Exp.: 1 Te llevan atado hasta un vulgar campamento en lo profundo de un pequeño bosque. Una fogata arde; seis hombres se sientan a su alrededor, beben y se golpean mutuamente mientras manipulan tus armas y pertenencias. Un hombre te pregunta sobre tus ocupaciones, pero no dices nada. Eres arrojado debajo de un árbol y amarrado a este con una cuerda, pero el hombre que te ata está demasiado borracho para ver que el nudo está flojo. Esperas pacientemente a que los hombres se duerman. Después de un tiempo, intentas liberarte. Tira dos dados y añade tu bonificación de Pericia: • Si es menor que 7, pasa al 179. • Si es 7 o más, pasa al 168. 189 Tiempo: 10 El limpio y verde sendero en el bosque, bordeado por el mágico matorral que lo despeja, parece llamarte. Un arroyo burbujeante acompaña al camino en cada curva y recodo. Tira dos dados: • Si obtienes de 2-3, pasa al 348. • Si es de 4-6, sigue adelante. • Si es de 7-12, pasa al 128. 135 190 Tiempo: 30 Pt. Exp.: 1 La tumba es oscura y solo mide un par de metros de alto. Esperas a que tus ojos se adapten a la oscuridad, luego palpando la pared te abres camino, encontrando inservibles cuchillos oxidados y espadas cortas, pero nada de importancia. Te volteas para irte cuando te atrapa una enorme y espesa telaraña que te inmoviliza. Tira dos dados. Si sale de 2-5, pasa al 224; de lo contrario, logras zafarte. Sigue adelante. 191 Tiempo: 5 Pt. Exp.: 1 Corres como el viento. Los cascos de los caballos de los bandidos golpean el suelo detrás de ti. Te giras para hacerles frente. Te presionan, con las espadas en alto, ignorando tus ruegos de piedad. Sacas un arma y te agazapas para hacer frente al primer jinete. Pasa al 210. 192 Tiempo: 10 Pt. Exp: 2 Robas el transbordador y te alejas, cortando la cuerda que une el ferry a ambas orillas, dejándote llevar por la corriente. Tira dos dados y añade tu bonificación General: • Si es de 2-5, pasa al 220. • Si es de 6-8, pasa al 229. • Si es 9 o 10, pasa al 212. • Si es 11 o 12, pasa al 204. 136 193 Tiempo: 10 Pt. Exp.: 1 Los lobos aúllan y te lanzan dentelladas al aire, pero ninguno se atreve a atacar seriamente mientras agitas tu espada hacia ellos. Finalmente, se rinden y salen corriendo. Sigue adelante. 194 Tiempo: 10 Pt. Exp.: 32 Buscando entre los orcos caídos, encuentras 3 dagas, 2 espadas, un martillo de guerra, 5 comidas y 6 piezas de plata. Sigue adelante. 195 Tiempo: 30 Los bosques son más profundos de lo que pensabas. Las vides hacen que sea difícil caminar rápidamente. La sombra en movimiento que viste por el rabillo del ojo parece haber desaparecido. Tira dos dados: • Si es de 2-5, pasa al 104. • Si es de 6-12, sigue adelante. 196 Tiempo: 15 Pt. Exp.: 1 Un impulso antinatural y abrumador de dormir te invade. Intentas luchar contra esta sensación. Tira dos dados y suma al resultado tu bonificación Mágica: • Si es 8 o más, resistes con éxito el hechizo. Sigue adelante. • De lo contrario, pasa al 292. 197 Tiempo: 5 Para determinar las capacidades del orco con el que estás luchando, tira dos dados. • Si es 2-3, (ORCO #1: PACC: 2 PD: 1 PR: 28) • Si es 4-5, (ORCO #2: PACC: 1 PD: 1 PR: 25) • Si es de 6-9, (ORCO #3: PACC: 1 PD: -1 PR: 19) 137 • Si es 10-11, (ORCO #4: PACC: 0 PD: -1 PR: 20) • Si es 12, el Orco tropieza y cae, golpeándose con una roca en la cabeza, quedando inconsciente. • Si lo derrotas en combate o por suerte, pasa al 176. • Si eres derrotado, tira dos dados: • Si es de 2-6, pasa al 223. • Si es de 7-12, pasa al 239. 198 Tiempo: 10 Pt. Exp.: 1 Escuchas el agudo aullido de criaturas salvajes y te congelas de miedo. Una pequeña manada de bestias de cuatro patas corre hacia ti desde la colina; los lobos se lanzan hacia ti, enloquecidos y babeantes. Mantienes tu posición y sacas un arma. Tira dos dados: • Si obtienes de 2-5, pasa al 159. • Si es de 6-8, pasa al 181. • Si es de 9-12, pasa al 193. 138 199 Tiempo: 45 Pt. Exp.: 1 El calor dentro de tu cabeza enciende tus oídos, entonces como si desde una gran distancia, una tenue imagen comienza a formarse, haciéndose más nítida a cada segundo. En la visión que llena tu mente, un desmelenado ermitaño habla confidencialmente con el Montaraz que conociste en Bree, el hombre llamado Trancos. Ellos sonríen y se abrazan antes de separarse. Emerges de la visión sintiéndote renovado y relajado. Con confianza, te adentras en el bosque hasta que te topas con una casa con el tejado de paja construida sobre una pequeña colina, casi oculta por enredaderas y arbustos. Llamas pero nadie contesta. • Si buscas en la casa, pasa al 312. • De lo contrario, sigue adelante. 200 Tiempo: 5 Pt. Exp.: 1 El Orco capta tu olor y grita dando la alarma mientras carga hacia ti, otros gritos truenan detrás de él. Tira dos dados y añade tu bonificación de Huida: • Si obtienes 6 o más, sigue adelante. • Si es menor que 6, pasa al 197. 201 Tiempo: 60 Pt. Exp.: 20 Surcos Blancos es un espectáculo para la vista. En La Cerveza Hogareña, encuentras al representante de los Shirriffs, un amigable hobbit llamado Pipewise. Allí, hablas con el Hobbit, quien promete ayudarte y te da comida y bebida. ¡Has advertido con éxito a Surcos Blancos! Si quieres comprar provisiones, pasa al 416. Si no, sigue adelante. 139 202 Tiempo: 15 Los hombres esperan y observan, como si sospecharan que estás cerca. • Si quieres robar el ferry y “burlar” a los hombres, pasa al 184. • Si quieres cruzar a nado, pasa al 339. • De lo contrario, sigue adelante. 203 Tiempo: 15 El cuervo te ignora al principio, pero sigue dando vueltas por encima de ti, acechando y graznando. ¿Será un mensajero de Sauron? Sigue adelante. 204 Tiempo: 30 Pt. Exp.: 4 Desde el mismo momento en que subes a bordo, sabes que podrías haber sido timonel del ferry. Rápidamente te las arreglas para compensar la rápida corriente y dirigir un rumbo hacia el lado oeste del ancho río. Dolorido pero triunfante, atracas en la plataforma occidental del transbordador, en el espacio 15A. Pasa al 15A y lee su correspondiente Texto de Ubicación. 205 Tiempo: 15 Has encontrado un camino natural que podría ayudarte a cruzar el río Brandivino. Aunque el caudal del agua es más ancho y violento de lo que habías imaginado. ¿Cómo y por dónde vas cruzar? Tira dos dados y añade tu bonificación General: • Si sacas de 2-7, pasa al 339. • Si el resultado es un 8 o más, logras vadearlo siguiendo un recorrido cercano a la isla donde es menos profundo y la corriente parece ser menos fuerte, sigue adelante. 140 206 Tiempo: 10 Pt. Exp.: 1 Te escondes detrás del Orco y haces un agujero en el saco sin que se percate. Logras robar 1 pieza de plata y 2 comidas. Sigue adelante. 207 Tiempo: 15 Pt. Exp.: 3 El oso te huele y te patea con sus zarpas delanteras, balanceándote de un lado a otro progresivamente. Lo escuchas sorber toda tu comida y luego oyes al oso alejarse. ¡Has sobrevivido haciéndote el muerto! Sigue adelante. 208 Tiempo: 10 Pt. Exp.: 13 Hursoot levanta su martillo de un cercano yunque. Con un enérgico tono de voz, dice: “Esta gente oscura no dañará a Scary... ni cruzará por nuestras colinas! ¡Pasaré la advertencia! ¡Puedes contar conmigo!”. Has logrado advertir a Scary con éxito. Ahora, sigue adelante. 209 Tiempo: 5 Pt. Exp.: 1 Algo va mal. ¿Dónde está el barquero? Decides arriesgarte y correr hacia el ferry. Detrás del tronco de un árbol, a medio camino, emerge un hombre con un garrote. “¡Alto, ladrón!”, grita. “No soy un ladrón”, respondes. Te detienes y empuñas tu arma. • Si luchas contra el hombre, pasa al 394. • Si intentas hablar con él, pasa al 219. • De lo contrario, sigue adelante. 141 210 Tiempo: 5 Te mantienes firme en tu posición, listo para luchar contra los salteadores de caminos. • Si hablas con los asaltantes, pasa al 402. • Si luchas, pasa al 272. 211 Tiempo: 5 Pt. Exp.: 1 Otro orco emerge de la boca de la cueva. Olfatea el aire sospechosamente. Tira dos dados y añade tu bonificación de Pericia: • Si es de 2-6, pasa al 200. • Si es de 7-12, pasa al 221. 212 Tiempo: 60 Pt. Exp.: 3 Después de un tiempo, te pones a maniobrar el bote de fondo plano y te encaras hacia la orilla oeste del río. Dolorido pero seco, tocas tierra al norte del Puente y de la Calzada del Este, justo en el espacio del mapa 14B. Pasa al 14B y lee su correspondiente Texto de Ubicación. 213 Tiempo: 15 Te deslizas sigilosamente detrás de los Orcos y tomas 3 piezas de plata, 4 comidas, 1 garrote, una daga y un martillo de guerra. Pasa al 230. 214 Tiempo: 5 Pt. Exp.: 1 Dos hombres de rudo aspecto y montando a caballo se acercan y te amenazan, mostrando sus armas. Exigen todo tu dinero, “¡Ya!”. • Si luchas contra los hombres, pasa al 210. • Si huyes, pasa al 191. 142 215 Tiempo: 15 Un traqueteante carro aparece a la vista en la calzada. El hombre que sostiene las riendas viste la túnica suelta de un monje. • Si llamas al conductor, pasa al 161. • De lo contrario, espera hasta que pase el carro y sigue adelante. 216 Tiempo: 15 Los barrios de las afueras de Scary son toscos y escabrosos. La gente en la calle te mira sospechosamente. Al pasar por un callejón, te agarran por detrás y te giras para enfrentarte a dos hombres de aspecto rudo armados con afiladas dagas. “¡Danos tu dinero y armas!”, te exigen. Realiza una acción: • Si quieres pelear, pasa al 156. • Si huyes con éxito, avanza en una dirección aleatoria. 217 Tiempo: 5 Empuñas tu arma mientras el Monje saca una daga de debajo del asiento. Combatir en el carro en movimiento va a ser toda una prueba para demostrar tu agilidad. (MONJE: PACC: 1 PD: 1 PR: 31) • Si ganas el combate, pasa al 243. • Si pierdes el combate, pasa al 118. 218 Tiempo: 15 Te quedas de pie, observando cuidadosamente cada movimiento del hombre. Te ofrece la botella que sostiene. “Es un buen vino de Dorwinion”, dice con una sonrisa. “Adelante, es inofensivo. Bebe mientras te toco una canción”. 143 Saca su lira y toca una alegre melodía, esperando a que bebas. Luego canta: Oh, una vez estuve en peligro y llamé a un montaraz, quien es menos que familia pero más que un extraño... • Si confías en el hombre y quieres beber el vino, pasa al 172. • Si no confías en el hombre, pasa al 174. Nota: Dorwinion (“Tierra de los Vinos” o “Tierra de los Viñedos”) es la región ubicada en la parte noroccidental del Mar de Rhûn que tiene como límites a dicho mar por el Este, al río Celduin por el Norte y a un grupo de colinas sin nombre en los mapas, por el sur. Conocida por sus famosos vinos, formó parte del territorio de Gondor entre 571 y 1870 TE. (Fuente: https://es.wikipedia.org/wiki/Dorwinion ) 219 Tiempo: 15 Pt. Exp.: 1 El barquero dice: “¡Últimamente me han robado demasiadas veces!”. Tú replicas: “¡No por mí!”. Después de calmarse, negocias un precio justo con él — 50 piezas de cobre — y cruzas el Brandivino en el ferry de Balsadera. Desembarcas en el espacio 15G. Pasa al 15G y lee el texto de ubicación. 220 Tiempo: 45 Pt. Exp.: 3 Luchas contra la corriente; maniobrar el bote de fondo plano es mucho más difícil de lo que pensabas. Agotado pero seco, llegas a tierra a la vista del Puente, en el espacio del mapa 14D. Pasa al 14D y lee su correspondiente Texto de Ubicación. 144 221 Tiempo: 10 El Orco no te descubre y desaparece en la cueva. Si exploras la caverna, pasa al 238; de lo contrario, sigue adelante. 222 Tiempo: 15 El primer Hobbit al que te encuentras en Cepeda te mira con cautela y hace un movimiento circular alrededor de su cabeza después de que le cuentas todo sobre tu misión. • Si no tienes la daga plateada que Trancos te entregó o si tienes la daga plateada y no quieres mostrársela al Hobbit, pasa al 241. • Si tienes la daga plateada y se la enseñas al Hobbit, pasa al 234. 223 Tiempo: 5 Estás muerto. ¡Tu misión ha terminado trágicamente! 224 Tiempo: 15 Pt. Exp.: 1 Dentro de la oscuridad de la tumba, resuelves que no puedes ver nada sin una antorcha o alguna luz mágica. La chirriante puerta y el silbido del viento te ponen nervioso. En la negrura, una mano helada te agarra y te arrastra a las profundidades de la oscuridad. ¡Debes luchar por tu vida contra un Wight invisible! (WIGHT: PACC: 2 PD: 2 PR: 29) • Si ganas el combate, pasa al 110. • Si pierdes el combate, pasa al 141. Nota: Wight. Es un tipo de muerto viviente que suele habitar en túmulos funerarios. 145 225 Tiempo: 10 Observas a un Orco emerger de las profundas sombras de una cueva, olisqueando alrededor antes de alejarse. • Si exploras la cueva del Orco, pasa al 238. • Si permaneces oculto y observas, pasa al 211. • De lo contrario, sigue adelante. 226 Tiempo: 30 Los hobbits y los hombres de Scary te miran con recelo, pero al preguntar por la figura del Shirriff, te llevan ante un amable herrero llamado Hursoot. Le cuentas tu historia, mientras sus ojos se ensanchan a medida que se desarrolla 146 cada aventura de tu viaje. Tira dos dados y añade tu bonificación de Percepción: • Si es menos de 5, pasa al 163. • Si es 5 o más, pasa al 208. 227 Tiempo: 10 Pt. Exp.: 3 El Hobbit se burla y se aleja de ti. • Si intentas encontrar a alguien con quien hablar, pasa al 391. • De lo contrario, no logras advertir a la población de Cepeda, sigue adelante. 228 Tiempo: 30 Caminas por el bosque con poco sentido del rumbo. Tu sensación inicial de estar cerca de la cabaña del ermitaño se desvanece con cada paso. Un búho ulula, un sonido extraño que envía escalofríos a través de ti. Avanza en una dirección aleatoria. 229 Tiempo: 45 Pt. Exp.: 3 El ferry se desplaza a la deriva y gira más de lo que quisieras, pero logras empujarlo hacia la otra orilla, justo al norte del Puente, hasta el espacio del mapa 15C. Pasa al 15C y lee el Texto de Ubicación de ese espacio (hex.). 230 Tiempo: 10 Pt. Exp.: 1 Cuatro orcos se reúnen alrededor de un círculo de armas y otro botín, discutiendo y peleando por una baratija. Uno se gira de repente y te ve. 147 “¡Rajarlo! ¡Morderlo! ¡Golpearlo! ¡Aplastarlo!”. Gritan, persiguiéndote. “¡Llevadlo al pozo de las serpientes!”, grita otro, blandiendo su cimitarra. Tira dos dados y añade tu Bonificación de Huida: • Si es menos de 6, pasa al 245. • Si obtienes 6 o más, sigue adelante. 231 Tiempo: 5 Te sientes somnoliento y experimentas la tentación de acostarte. Tira dos dados y añade tu bonificación Mágica: • Si es menos de 8, pasa al 292. • Si obtienes 8 o más, sigue adelante. 232 Tiempo: 15 Pt. Exp.: 2 Moviéndote silenciosamente como un Elfo, recuperas todo tu equipo. Avanza en una dirección aleatoria. 233 Tiempo: 15 Pt. Exp.: 12 BIENVENIDO A ALFORZADA: se puede leer en el cartel pintado a mano a las afueras de la ciudad. Varios comerciantes Hobbit te saludan con cautela. Rápidamente les preguntas por el Shirriff o su ayudante. Te dirigen a la Posada del poblado, allí te encuentras con su propietario, un gran hobbit llamado Fallowfields, que escucha tu historia de la llegada de los Jinetes Negros con gran atención. Tira dos dados y añade tu bonificación de Percepción: • Si es de 2-5, pasa al 247. • Si es de 6-12, pasa al 454. 148 234 Tiempo: 5 Le muestras al Hobbit la daga plateada que Trancos te dio. “¡Te llevaré ante el ayudante del Shirriff de inmediato!”, dice. • Si sigues al Hobbit, pasa al 341. • De lo contrario, pasa al 391. Nota: Los Shirrifs eran los únicos funcionarios encargados de hacer cumplir la ley en la Comarca. Dado que aquí la ley se basaba únicamente en el sentido común y la tradición antigua, era el trabajo de los Shirriffs proteger a la Comarca de los intrusos más que nada. Había un total de doce en toda la Comarca, tres en cada Cuaderna, y se distinguían de los “civiles” por una pluma que llevaban puestas en sus sombreros. Fuente: http://tolkiengateway.net/wiki/Shirriffs 235 Tiempo: 10 Ves el ancho sendero de hierba del rocoso Camino del Norte ante ti, que se extiende hacia el norte y hacia el sur como un áspero listón. En la distancia, aparece un carro, con dorado heno apilado sobre él. El conductor parece ser un viejo granjero. • Si saludas al anciano, pasa al 153. • Si te escondes y observas el camino por un tiempo más, pasa al 244. 236 Tiempo: 5 Pt. Exp.: 1 Corres tan rápido como tus piernas te llevan, impulsado por el miedo y la sangre bombeada que corre por tus venas. Después de unos cien metros, el hombre todavía está detrás de ti, gritando: “¡Tenemos espías en todas partes! ¡Nunca llegarás a la Comarca!” • Si te detienes y peleas con el hombre, pasa al 148. • Si continúas corriendo, tira dos dados y añade tu bonificación de Huida: • Si el total es de 2-7, pasa al 133. • Si es de 8-12, avanza en una dirección aleatoria. 149 237 Tiempo: 15 Pt. Exp.: 20 Los hombres yacen a tus pies. Al registrar sus cuerpos encuentras cinco piezas de plata, tres piezas de cobre, una espada, una maza y dos dagas. • Si intentas advertir a la ciudad de Scary, pasa al 226. • De lo contrario, sigue adelante. 238 Hora: 15 Pt. Exp.: 1 Dentro de la cueva del Orco, el repugnante olor de la descomposición y la basura y el aire sofocante casi te dejan inconsciente. Escuchas a más Orcos adentro discutiendo. • Si deseas explorar más la cueva, tira dos dados y añade tu bonificación de Pericia: • Si es de 2-6, pasa al 230. • Si es de 7-12, pasa al 453. • De lo contrario, sal de la cueva y sigue adelante. 239 Tiempo: 90 Pt. Exp.: 4 Un fuerte palpitar en tu cabeza te devuelve el conocimiento. Tu visión está nublada, tus extremidades están tan cansadas que apenas puedes levantarte. Con un sobresalto, te das cuenta de que has sido golpeado, robado y dejado por muerto. No te queda más que tu ropa y tu ingenio. A tu alrededor crecen altos árboles que bloquean tu salida. Nada parece familiar. Estás perdido. Para ver si puedes reorientarte, tira dos dados y añade tu bonificación de Percepción: • Si es de 2-8, avanza en una dirección aleatoria. • Si es de 9-12, sigue adelante. 150 240 Tiempo: 30 Al amanecer, un hombre llega cabalgando hasta el campamento. Desmonta y habla con tus captores por un tiempo. Después de un rato, él se acerca a ti y saca su daga: “No has tenido demasiada suerte. ¡Nuestras órdenes son matarte!” Cuando su cuchillo cae, ¡te das cuenta de que tu misión ha terminado! 241 Tiempo: 5 El Hobbit te mira sospechosamente, tira dos dados y añade tu bonificación de Percepción: • Si es menos de 6, pasa al 227. • Si es 6 o más, pasa al 341. 242 Tiempo: 20 Pt. Exp.: 1 El ave gira en círculos, descendiendo bastante, y llama a sus compañeros cercanos que giran alrededor; te tiras al suelo para cubrirte ¿Es un espía de Sauron? Aguantas la respiración y permaneces inmóvil. Finalmente, se va volando, ¿pero llegó a verte? Sigue adelante. 243 Tiempo: 10 Pt. Exp.: 12 Del cuerpo del monje caído, encuentras su daga, 2 piezas de plata y el amuleto, que tiene una mano blanca estampada. Al soltar la cadena, en el amuleto se ilumina un rojo rubí, luego se ennegrece y se desmenuza convirtiéndose en cenizas en tu mano. Sigue adelante. 244 Tiempo: 50 Esperas 40 minutos en la calzada. No viene nadie más. Tienes calor y hambre. Un grillo estridula sus alas emitiendo su característico grillar hacia ti. Sigue adelante. 151 245 Tiempo: 5 Debes luchar contra los cuatro Orcos. (ORCO #1: PACC: 2 PD: 1 PR: 28) (ORCO #2: PACC: 1 PD: 1 PR: 25) (ORCO #3: PACC: 1 PD: -1 PR: 19) (ORCO #4: PACC: 0 PD: -1 PR: 20) • Si ganas el combate, pasa al 194. • Si pierdes el combate, pasa al 239. 246 Tiempo: 10 Pt. Exp.: 2 Un jinete alto y robusto, ataviado con una simple capa negra con capucha, se aproxima a lomos del caballo más negro y grande que jamás hayas visto. Se detiene, inclinándose hacia el suelo para olfatear el aire en busca de un rastro: ¡tu olor! Te sientes frío y sudoroso por el miedo. Tira dos dados y añade tu bonificación de Pericia: • Si es menos de 8, pasa al 319. • Si es 8 o más, pasa al 256. 247 Tiempo: 15 Pt. Exp.: 2 Fallowfields parece asustado, pero su miedo pronto se convierte en sospecha e ira. Murmura: “No escucharé más... ¡márchate!”. Con un cuchillo de cocina desenvainado, el posadero te señala hacia la salida. ¡Has fallado en advertir a Alforzada! Sigue adelante. 248 Tiempo: 30 Entras en las ruinas de una antigua casa señorial. Las sombras parecen seguirte. Encuentras los restos de una fogata sobre el viejo piso de mármol y restos de alimentos 152 que han sido desechados. ¿A quién puede pertenecer este improvisado campamento? ¿Será amigo o enemigo? • Si exploras más las ruinas, pasa al 250. • De lo contrario, sigue adelante. 249 Tiempo: 10 Pt. Exp.: 1 Llegas a un claro en el bosque y te detienes para espiar a un orco que va arrastrando un pesado saco de tela detrás de él. Parece estar solo y no se ha percatado de tu llegada. Tira dos dados y añade tu bonificación de Pericia: si es de 2-7, el orco está al tanto de tu presencia. Si es de 8-12, el orco no es consciente de que lo vigilas. Realiza una acción: • Si debes luchar contra el Orco, pasa al 197. • Si “burlas” al Orco, pasa al 206. 250 Tiempo: 10 Un crujido por el pasillo principal te conduce con cautela hacia la cocina, ahora cubierta de polvo. Un movimiento llama tu atención; empuñas tu daga contra lo que ahora parece ser un mendigo en harapos acurrucado en la oscuridad al lado del viejo horno. Él balbucea sobre el destino y la oscuridad y las tormentas de fuego que se avecinan. Sintiendo lástima por el hombre, le das la comida de que dispones y sigues adelante. 251 Tiempo: 10 Encuentras una espada, un garrote, joyas por valor de 5 piezas de plata y un estropeado mapa manchado con tinta roja — ¿o es sangre? — dibujado sobre un pedazo de tela sucia. • Si continúas tu viaje, sigue adelante. • Si examinas el mapa más de cerca, pasa al 185. 153 252 Tiempo: 15 Pt. Exp.: 2 BIENVENIDO A HOBBITON, puede leerse en el cartel que hay a la entrada del pueblo, y nunca antes habías leído palabras más felices en tu vida. Preguntas por el Shirriff o su ayudante a varios hobbits que encuentras a la entrada del poblado. Al oírte que andas buscando al Shirriff, un Hobbit de aspecto próspero te evalúa fijamente de pies a cabeza antes de invitarte a unirte a él en una taberna. Pasa al 274. 253 Tiempo: 134 Pt. Exp.: 4 Te despiertas sangrando y aturdido, con tus pertenencias esparcidas por el suelo. Te esfuerzas por ponerte en pie y recoges tus cosas. Tira dos dados: • Si sacas de 2-4, solo obtienes dos comidas, tu bolsa y la daga. • Si sacas de 5-8, recuperas tres comidas, tu bolsa, la daga y otra arma. • Si obtienes de 9-12, recuperas todas tus pertenencias. Avanza en una dirección aleatoria. 254 Tiempo: 10 Exp. Pt: 1 Le entregas la espada a Gildor con una mano temblorosa y le pides perdón. “Es tan hermosa”, dices, como para perdonar tu crimen. “Perdí el juicio”. Gildor no dice nada para aliviar tu culpa, asintiendo en una dirección. Empiezas a andar y de repente te giras para pedirle perdón otra vez, pero él y los Elfos se han ido. Avanza en una dirección aleatoria. 154 255 Tiempo: 30 Luchas para liberarte del sueño antinatural. Tira dos dados y agrega tu bonificación Mágica: • Si es menos de 8, pasa al 308. • Si es 8 o más, pasa al 284. 256 Tiempo: 30 Pt. Exp.: 2 Te arrastras sobre las manos y las rodillas a través de la alta hierba hasta escapar de la visión (y esperanzado, que de su olfato también) del jinete. Luego te pones de pie y decides qué hacer a continuación. Sigue adelante. 257 Tiempo: 10 Pt. Exp.: 90 Peleas al borde de la corriente de agua. El Jinete resbala y cae, desapareciendo bajo la superficie del agua. Enrojecido de orgullo, te revisas las heridas y no encuentras nada demasiado serio. ¡Has derrotado a un Nazgûl! (Aunque sea momentáneamente). Sigue adelante. 258 Tiempo: 5 Pt. Exp.: 1 Agarras la empuñadura de la espada y te das la vuelta para alejarte cuando una firme y delgada mano sobre tu hombro te hace girar sobre ti mismo. Es Gildor, enojado e imponente sobre ti. “¡Ladrón! ¡Suelta esa espada y vete! ¡Nunca acudas a un Elfo en busca de ayuda otra vez!” Gildor te quita la espada y te empuja hacia el bosque, donde deambulas perdido y solo. Avanza en una dirección aleatoria. 259 Tiempo: 90 Pt. Exp.: 5 Te despiertas asándote al sol, con un dolor hueco en el cráneo y sientes la sangre que sale de la herida en tu costado. Te detienes el flujo con un trozo de tela de tu 155 camisa. Mareado, te tambaleas, confundido y débil. Avanza en una dirección aleatoria. 260 Tiempo: 5 El ermitaño levanta una mano para advertirte, sus ojos brillan. “¡No toleraré ningún ataque, joven loco!”, grita. (ERMITAÑO: PACC: 3 PD: 0 PR: 32) • Si ganas la pelea, pasa al 138. • Si pierdes la pelea, pasa al 118. 261 Tiempo: 5 Te acercas sigilosamente al Elfo más cercano, él está de espaldas mientras tú alcanzas su resplandeciente espada. Tira dos dados y añade tu bonificación de Pericia: • Si es menor de 11, pasa al 258. • Si obtienes 11 o más, pasa al 315. 262 Tiempo: 15 “Ahora que estamos solos, ¿cuál es ese gran secreto que mis amigos no pueden escuchar?”, pregunta Gamyi, encendiendo su pipa. Le cuentas todo sobre tu largo y arduo viaje, de la llegada de los Jinetes Negros a la Comarca y del grave peligro que representan. Gamyi asiente solemnemente durante tu discurso, pero no estás seguro de que él te crea. Tira dos dados y añade tu bonificación de Percepción: • Si es menos de 4, pasa al 306. • Si es 4 o más, pasa al 293. 263 Tiempo: 60 Pt. Exp.: 1 Después de otra canción que te relaja y te adormece, un elfo te pide que te unas a ellos para comer. Con las ramas sobresalientes de los altos árboles que actúan como techo, 156 entras en el improvisado “comedor” al aire libre y te unes a la pequeña fiesta del grupo de Elfos sentados en los troncos de los árboles, disfrutando de la comida y la bebida. Te sirven un pan ligero y nutritivo, bayas que te vigorizan y una copa llena de un líquido frío y dorado. Descansas brevemente y te agitas al poco tiempo, sorprendido de encontrar a Gildor parado sobre ti. “Incluso los apacibles animales de estos bosques han despertado su inquietud por el mal que nos rodea”, pronuncia de manera prosaica. “Ven, debes partir de inmediato”, dice, guiándote hacia el camino. Disminuye tu Daño Sufrido a 0, y cualquier enfermedad o lesión especial que tuvieras se ha curado. Te entrega 5 comidas (lembas) y si no tienes arma, también te da una daga. Estás en el espacio 22G. • Si sigues a Gildor, pasa al 452. • Si decides irte tú solo, despídete de Gildor y sigue adelante. 264 Tiempo: 90 Pt. Exp.: 5 Te despiertas congelado, sin tus armas o equipo. El jinete debe haberte arrojado al río para ahogarte. Agotado, mojado y derrotado, te encuentras en el mismo lado del río desde el que empezaste, un espacio aguas más abajo. Has perdido todo tu equipo. Dirígete al texto correspondiente a tu nuevo espacio. 265 Tiempo: 0 Pt. Exp.: 2 De vuelta en la mesa, comes con ganas y les cuentas a Tom y Baya de Oro tus aventuras hasta el momento. Parecen impresionados e interesados, sin mostrar sorpresa 157 por nada de lo que tienes que decir. Después de la comida, rechazas su oferta de quedarte más tiempo. Todo tu Daño Sufrido, enfermedad o cualquier otro problema se cura mágicamente. “Debo apurarme”, explicas. “El tiempo está trabajando en mi contra y a favor de mis enemigos”. Baya de Oro se va por un momento y regresa con uno de los artículos que vistes en la otra habitación: el pequeño y simple tazón de madera. “Esto es para ti”, dice ella, con sus alegres ojos bailando emotivamente. Parece divertida por tu indecisión. “Nunca pasarás hambre si llevas este cuenco, ya que proporciona una comida al día, todos los días”, explica. Pasa al 298. 266 Tiempo: 5 Pt. Exp.: 1 Logras dar solo dos pasos antes de que un Elfo te detenga, abofeteándote y agarrando la espada en un solo movimiento. Los Elfos se congregan a tu alrededor para obligarte a adentrarte en el bosque. Avanza en una dirección aleatoria. 267 Tiempo: 5 Pt. Exp.: 1 “¡Hola, jinete!”, llamas a la figura vestida de negro. El jinete se detiene y se inclina hacia adelante en la silla, olisqueándote. “¿Dónde está Bolsón?”. Exige con una misteriosa e incorpórea voz que te hace sacudirte. Estás perplejo y 158 encogido de hombros. “¿Dónde está el Hobbit, con el anillo?”. “No lo sé”, respondes sinceramente, helado por el aliento del jinete. “¡Mentiroso! ¡Necio!”. Sisea, gritando. En un instante saca su espada y salta del caballo hacia ti. • Si luchas contra el jinete, pasa al 295. • Si huyes, pasa al 397. • Si intentas escapar saltando al río, tira dos dados y añade tu bonificación General: • Si es de 2-8, debes luchar, pasa al 295. • Si es de 9-12, saltas al río, pasa al 290. 268 Tiempo: 5 Pt. Exp.: 2 Un dardo de acero te golpea en el cuello. Lo agarras, el torrente de sangre bombea a través de tus dedos. ¡Debes detener el flujo! Te rasgas la túnica y envuelves un pedazo alrededor de la herida. Tira dos dados y aumenta tu daño recibido en esa cantidad. • Si sigues explorando el castillo, pasa al 112. • De lo contrario, sigue adelante. 269 Tiempo: 60 Pt. Exp.: 2 Tu sueño es profundo y oscuro y sin imágenes, aunque sientes un apretón mortal de ti mismo y una sofocación de tu alma. Tira dos dados y añade tu bonificación Mágica: • Si es menor que 9, pasa al 308. • Si es 9 o más, pasa al 128. 159 270 Tiempo: 10 Con cautela, avanzas por la colina hacia el carro de lento movimiento. El conductor parece ser un viejo granjero, su carro está lleno de heno. • Si te acercas sigilosamente al conductor del carro, pasa al 131. • Si saludas al hombre, pasa al 187. • De lo contrario, sigue adelante. 271 Tiempo: 15 Pt. Exp.: 1 “Hola. Mi nombre es Blatt”, te dice el anciano confidencialmente. “Solía ser una cabra, pero ahora soy un hombre. Voy a comercializar con el queso de mi cabra. ¿Quieres probarlo?” Levanta un pedazo de queso mohoso de debajo del asiento y te lo pone debajo de la nariz. La carreta vibra por el camino a paso de caracol. Estás perdiendo un tiempo precioso. “¡Tengo que irme ya!”, le gritas al hombre sobre tu hombro, mientras saltas del carro. Sigue adelante. 272 Tiempo: 5 Rápidamente con espada y garrote, desmontan con agilidad para atacarte. Resta 2 de cualquier intento de huida. (SALTEADOR #1: PACC: 1 PD: -1 PR: 28) (SALTEADOR #2: PACC: 0 PD: 0 PR: 24) • Si ganas la pelea, pasa al 182. • Si pierdes la pelea, pasa al 188. 273 Tiempo: 0 Pt. Exp.: 2 Te encuentras en el umbral de piedra de una antigua casa bien iluminada y natural como el bosque que la rodea y resistente como una estructura en si puede serlo. El lugar 160 parece atemporal. “¡Entra!”, dice Tom, “¡conoce a la bella dama, Baya de Oro!” En la alargada habitación de techo bajo puedes ver a Baya de Oro, la hija del Río — una doncella de cabello dorado con un largo vestido verde atravesado con plata como rocío —, sonriendo en señal de saludo. Ella parece estar vistiendo flores vivas. Aturdido, no puedes decir ni una palabra. “No temas nada”, dice Baya de Oro, tomando tu mano. “Ahora estás bajo el techo del viejo Tom Bombadil”. Te lleva a una larga mesa repleta de jarras con crema y tazones de panal, pan grueso y mantequilla amarilla, leche, queso, hierbas verdes y bayas rojas maduras. Se te hace agua la boca. “Primero quítate el cansancio, joven amigo”, grita Tom, justo cuando te sientas para atacar el pan y la mantequilla. Tom te guía por una puerta, bajando por un corto pasaje y, después de un giro brusco, hasta una pequeña habitación de techo inclinado. Las paredes son de piedra, lisas y viejas, y están cubiertas con esteras y cortinas. El suelo es de losa. En una esquina hay un montón de jergones. Tom señala una palangana de agua, dejándote lavar la suciedad de tu viaje. Encima de uno de los apilados colchones se pueden ver tres objetos pequeños: una varita tallada en madera de avellano, un tazón de madera vacío y una simple flauta. • Si regresas a la cocina para unirte a Tom y Baya Dorada, pasa al 265. • Si quieres robar alguno de los objetos, tira dos dados y añade tu bonificación de Pericia: • Si es menos de 10, pasa al 281. • Si obtienes 10 o más, pasa al 314. 161 274 Tiempo: 30 Pt. Exp.: 1 En el Mediano Cojo, una taberna dirigida por Haling Halbut, un hirsuto pero desdichado Hobbit, conoces a Hamfast Gamyi. “Soy el que andas buscando, Hamfast Gamyi”, dice, presentándose. Parece próspero y luce unos pies bien cepillados y una mirada centelleante. “¿Quién eres tú? ¿Por qué preguntas por Bolsón Cerrado? ¿Qué te trae a nuestra hermosa Comarca?”. Otro Hobbit parado cerca susurra: “me parece que es un malhechor”. “Debemos hablar en privado”, susurras, habiendo aprendido una o dos cosas en tu viaje. “Por favor”. Dicho esto, le muestras la daga plateada que Trancos te dio. Gamyi asiente, impresionado, y te lleva a una estancia privada en la parte trasera de la taberna. Pasa al 262. Nota: Gamyi (Gamgee, en el inglés original), es el apellido de Samsagaz, más conocido como Sam, el inseparable y leal amigo de Frodo en su misión de destruir el Anillo Único. 162 275 Tiempo: 90 Pt. Exp.: 4 Te despiertas aturdido y dolorido, con un fuerte palpitar en tu cráneo. Al incorporarte, ves que todas tus posesiones (tus armas, tu bolsa, tu comida) han desaparecido. Te mueves tropezando con tus propios pies y vagas fuera, confundido y aturdido. Avanza en una dirección aleatoria. 276 Tiempo: 90 Pt. Exp.: 1 De repente, la luz fluye hacia el interior de la tumba. Debes estar soñando esto. Hay un extrovertido hombre de pie con un sombrero de plumas, vestido con una chaqueta azul brillante y botas amarillas, con las manos en jarra apoyadas en sus caderas. Quitándose el sombrero, el hombre se acerca a ti, cantando: Desaparece. ¡Tú, viejo Wight! ¡Desaparece a la luz del sol! ¡Vuélvete como la niebla fría, como los vientos que aúllan, Fuera en las estériles tierras más allá de las montañas! ¡Nunca vuelvas aquí! ¡Deja tu túmulo vacío! ¡Perdido y olvidado ser, más oscuro que la oscuridad, Donde las puertas están siempre cerradas, hasta que el mundo esté remodelado! Con un grito y un estruendo, el Wight desaparece. El hombre te desata —identificándose como Tom Bombadil— y te lleva a la luz del sol. Cuando se va, saltando como un ciervo, le das las gracias. Sigue adelante. 277 Tiempo: 15 Tus gritos no son escuchados; tu última visión es la “boca” del gran sauce que se cierra contigo atrapado en la oscuridad de su interior, luchando y llorando. ¡Tu misión ha terminado! 163 278 Tiempo: 30 Pt. Exp.: 1 Pasas media docena de casas de piedra y las fértiles colinas de heno y maíz que se extienden detrás de ellas hacia el horizonte. En el centro de la ciudad, pides ayuda para localizar un poni o un caballo. Ninguno de los Hobbits con los que hablas conoce de ningún poni o caballo en venta. Las indagaciones en busca del agente Shirriffs te llevan a un próspero comerciante Hobbit. • Si tienes la daga que te dio Trancos, pasa al 134. • De lo contrario, sigue adelante. Nota: Los Shirrifs eran los únicos funcionarios encargados de hacer cumplir la ley en la Comarca. Dado que aquí la ley se basaba únicamente en el sentido común y la tradición antigua, era el trabajo de los Shirriffs proteger a la Comarca de los intrusos más que nada. Había un total de doce en toda la Comarca, tres en cada Cuaderna, y se distinguían de los “civiles” por una pluma que llevaban puesta en sus sombreros. Fuente: http://tolkiengateway.net/wiki/Shirriffs 279 Tiempo: 30 Pt. Exp.: 1 Subes la mitad de las escaleras, pisando cuidadosamente por encima y alrededor de los agujeros abiertos. Doblas el recodo de la escalera y no ves a nadie. En el segundo piso, haces una pausa en el amplio pasillo abierto al cielo y ves cuatro puertas que destacan desde aquí. Todas están hechas de roble y parecen cerradas. Desde detrás de la puerta más cercana a ti, la que está en la parte superior de la escalera, oyes el estruendo y el golpe sordo de una mesa volcada y la rotura de cristales. • Si investigas la habitación, pasa al 130. • De lo contrario, abandona el castillo y sigue adelante. 280 Tiempo: 30 Pt. Exp.: 3 Estás exhausto, débil y mojado. Te encuentras en el lado opuesto del río desde donde empezaste, un espacio más aguas abajo. Has perdido todas tus armas y armaduras (si las tenías) excepto tu daga, pero aún conservas el resto de 164 tu equipo. Dirígete al texto correspondiente a tu nuevo espacio en el mapa. (Ver: Mapa 01 / Mapa 02) 281 Tiempo: 180 Pt. Exp.: 2 En silencio, Tom Bombadil entra en la habitación justo cuando arrebatas un objeto. “¡Esta no es forma de comportarse, joven necio!”, grita Tom, furioso. Escuchas un “chasquido” como una ramita grande y seca que se rompe bajo los pies y pierdes el conocimiento. Te despiertas rodeado de un sombrío y profundo bosque, bañado por una densa neblina a todo su alrededor. Estás en el espacio 10G. Avanza en una dirección aleatoria. 282 Tiempo: 15 Pt. Exp.: 3 Desde tu escondite al lado de la calzada, miras hacia el Puente, que parece desierto. Entonces el clop-clop de los cascos de un caballo te alerta. Te agachas en un pequeño hueco y te tumbas aplastándote contra el suelo cuando el sonido del caballo se acerca. A través de la hierba y por encima de las raíces enredadas de un árbol, ves que se acerca un gran caballo negro; encima del corcel se encuentra la ancha figura de un hombre envuelta en una capa y capucha negras, con sus brillantes botas negras visibles en los estribos. La capucha cubre completamente el rostro del hombre, si es que es un hombre. Te paralizas, un escalofrío te atraviesa. El caballo se detiene en el extremo oriental del puente; ves al jinete inclinar la cabeza, como si escuchara el más mínimo sonido. Aguantas la respiración. Luego, desde el interior 165 de la capucha, surge un sonido de olfateo: el “hombre” está tratando de captar tu olor, te das cuenta. La transpiración te hace temblar de miedo. • Si te escabulles, pasa al 256. • Si intentas pasar sigilosamente al jinete por el puente, pasa al 313. • Si hablas con el jinete, pasa al 267. • Si atacas al jinete, pasa al 295. 283 Tiempo: 30 Pt. Exp.: 1 El canto se oye cada vez más cerca, una voz dirige a las demás en la más bella de las melodías que hayas oído jamás, sin embargo, las palabras que entonan son desconocidas para ti. Entonces ellos aparecen. Incluso bajo la luz de las estrellas brillan el cabello rubio y los relucientes ojos de los Elfos, altos y delgados como fuertes troncos de árboles jóvenes. Se mantienen en silencio cuando te acercas con valentía. Te presentas a ti mismo, mencionando el nombre de Trancos para obtener su ayuda para así completar tu misión de advertir a la Comarca. Su líder da un paso 166 adelante, un elfo de más de dos metros de altura e incluso más impresionante que los demás. “Soy Gildor Inglorion de la Casa de Finrod”, dice, observándote cuidadosamente. “Estamos exiliados en esta tierra, pero por poco tiempo y, te ayudaremos en tu misión. Trancos es bien conocido por nosotros. No es nuestra costumbre…”, continúa, “dar la bienvenida a los forasteros, pero te proporcionaremos comida, alojamiento y hierbas para acelerar tu camino. Ven”. Gildor se da la vuelta y conduce a sus Elfos en silencio por el bosque. • Si deseas seguir a Gildor y a los Elfos, pasa al 297. • De lo contrario, sigue adelante. Nota: Gildor es un Alto Elfo noldor perteneciente a la Casa de Finrod, su nombre significa "Estrella Noble", Inglorion significa hijo de Inglor (Corazón de Oro). Aparece en el libro de La Comunidad del Anillo, encabezando a un grupo de altos elfos que se dirigen a los Puertos Grises para embarcar hacia Las Tierras Imperecederas. En el camino se encuentra con Frodo, Sam y Pippin, que eran perseguidos por un Nazgûl, pero que fue ahuyentado por los cánticos de Gildor. Tras esto les recomendó que fueran a Rivendel sin demora y les aceptó como acompañantes por un trecho del viaje, desapareciendo después mientras dormían los hobbits, cuando estaban ya próximos a Los Gamos, dejándoles pan, fruta, y una fragante bebida. Fuente: http://www.elfenomeno.com/info/ver/16992/titulo/Gildor-Inglorion 167 284 Tiempo: 60 Pt. Exp.: 3 Te despiertas sobresaltado y luchas por liberarte de la raíz del sauce que te estrangula. Te las arreglas para escapar de su mortal agarre, aunque te duele mucho la garganta. Lanzas un último puñetazo de pura rabia contra el sauce antes de apresurarte. Tira dos dados y aumenta tu Daño Sufrido en esa cantidad. Sigue adelante. 285 Tiempo: 15 Pt. Exp.: 2 Apoyado sobre las manos y las rodillas, te diriges al Puente y comienzas a cruzar, manteniéndote cerca de un borde. Has recorrido solo quince metros cuando un jinete vestido con un atuendo negro corre hacia ti desde el otro lado del puente y se para a tres metros delante de ti, con su gran corcel negro erigiéndose ante ti. Te agazapas y luego te levantas como un resorte listo para la acción. • Si luchas contra el jinete, pasa al 295. • Si hablas con el jinete, pasa al 267. • Si intentas escapar saltando al río, tira dos dados y añade tu bonificación General: • Si es de 2-8, el jinete te corta el paso. Debes luchar, pasa al 295. • Si es de 9-12, logras saltar al río, pasa al 290. 286 Tiempo: 10 Pt. Exp.: 15 El hombre yace sangrando e inmóvil a tus pies. Lo registras y encuentras solo una pieza de plata y su cuchillo. Buscas en la habitación y no encuentras nada de interés excepto por la lanza. Sigue adelante. 287 Tiempo: 60 Pt. Exp.: 1 Tus piernas se cansan; tus ojos se llenan de lágrimas de culpa. ¡Le has robado a Tom Bombadil! Tropiezas y caes, 168 lastimándote la rodilla. Cuando miras hacia arriba, ahí está Tom Bombadil, con las manos en jarra sobre sus caderas. “¡Qué joven más tonto eres!”, dice fríamente. “Tendré lo que es mío”. Devuelves lo que robaste sin pensar siquiera en pelear o desafiarlo. “Será mejor que aprendas cómo tratar a tus amigos”, dice Tom, “o no tendrás ninguno”. Estás perdido y solo. Estás en el espacio 10G. Avanza en una dirección aleatoria. 288 Tiempo: 15 Pt. Exp.: 1 Corres por el bosque, la oscuridad se intensifica a tu alrededor. La espada se vuelve pesada en tu mano, tan pesada que necesitas ambas manos para portarla. Corres por el camino y te encuentras cara a cara con Gildor, un elfo muy alto y muy enojado también. “¡Devuélveme la espada, ladrón!”. Exige, frunciéndote el ceño. • Si luchas contra Gildor, pasa al 294. • Si huyes, pasa al 266. • Si le das la espada a Gildor, pasa al 254. 289 Tiempo: 10 El antiguo puente aparenta estar tranquilo y sin vigilancia. Las profundas aguas marrones del Brandivino parecen llamarte para ser cruzadas, simple y directamente. 169 • Si cruzas por el puente, pasa al 453. • Si te escondes y observas por más tiempo, pasa al 282. 290 Tiempo: 15 Pt. Exp.: 4 Saltas a las arremolinadas y turbias aguas justo cuando la hoja del jinete zumba por encima de tu cabeza. Has escuchado que los No-Muertos no pueden soportar el agua en movimiento, y de seguro esperas que este tampoco pueda. La corriente te hace dar vueltas y te arrastra rápidamente río abajo, pero luchas por mantenerte a flote y llegar al otro lado. Tira dos dados y añade tu bonificación General: • Si es 2 o 3, luchas es en vano y te ahogas, tu búsqueda ha terminado. • Si es de 4-10, pasa al 316. • Si 11 o 12, pasa al 280. 291 Tiempo: 5 Pt. Exp.: 2 Metes la mano en el bolsillo para pagarle al hombre las dos piezas de plata. “¡Dame todo lo que tienes!”, te exige, levantando un puño carnoso delante de tu cara. “Después de todo, ¡te salvé la vida!”. • Si le das al hombre todo lo que tienes, pasa al 101. • Si huyes, pasa al 109. • Si peleas con el hombre, pasa al 115. 170 292 Tiempo: 30 Pt. Exp.: 1 Cansado, te recuestas de espaldas al tronco fresco y liso de un gran sauce y te quedas dormido, las hojas grises y amarillas del árbol ‘cantan’ una triste canción de cuna. Tira dos dados y añade tu bonificación de Percepción: • Si es menos de 6, pasa al 269. • Si es 6 o más, pasa al 255. 293 Tiempo: 10 Pt. Exp: 100 “Te creo”, dice, horripilado y conmocionado por tus noticias. “Veo el fuego de la verdad en tus ojos. Ten la seguridad de que advertiré a Hobbiton, Delagua y Alforzada, si aún no lo has hecho. ¡La Comarca sabrá de esta monstruosa trama! Cavada Grande también se enterará de la llegada de los Jinetes Negros, te lo prometo. Tú nos has prestado un gran servicio, tanto para nosotros los Hobbits como para todos los seres que se alegran con la luz del día”. Te palmea la espalda y te ofrece su pipa. “¡Descansa aquí todo el tiempo que quieras y guarda tu dinero!” 171 ¡Has tenido éxito donde muchos podrían haber fallado! ¡La Comarca es más segura debido a tus acciones y valor! Pasa al 449. 294 Tiempo: 5 Pt. Exp.: 1 Levantas la espada para golpear a Gildor, pero esta tiembla en tu mano, reacia a golpear a un Elfo. Dejas caer la espada élfica y sacas tu propia arma cuando Gildor se acerca, con su espada desenvainada. Has sido sorprendido. (GILDOR: PACC: 10 PD: 13 PR: 54) • Si ganas el combate, pasa al 303. • Si pierdes el combate, pasa al 310. 295 Tiempo: 5 Pt. Exp.: 2 El jinete resopla con desdén hacia ti, extendiéndose para golpearte con su espada. Esquivas y repeles su ataque, ¡nunca habías visto un golpe tan rápido con una espada tan grande! Balanceándote con orgullo y poder, mantienes tu posición y golpeas. (NAZGÛL: PACC: 15 PD: 12 PR: 68) • Si ganas la lucha, pasa al 257. • Si pierdes la lucha, pasa al 300. • Si huyes con éxito, saltas a la cercana corriente de agua; pasa al 290. 296 Tiempo: 10 Caes bajo la cuchillada lanzada por el hombre. Tira dos dados: • Si sacas de 2-5, estás muerto. Tu misión ha terminado. • Si es de 6-12, pasa al 259. 172 297 Tiempo: 15 Te esfuerzas por mantener el silencioso, de largas zancadas y rápido paso de los Elfos mientras se apresuran por una vereda cubierta de hierba en el bosque. El camino desciende entre dos colinas onduladas, los avellanos abarrotan sus laderas a ambos lados. Más adelante, los Elfos abandonan el camino y atraviesan y cortan matorrales que rasgan tu piel y tu ropa, pero ellos parecen no estar dañados ni molestos. Jadeas y te quedas sin aliento mientras suben por las laderas hasta la cima de una colina sobre el valle del río. De repente, los árboles se abren a un lado y te paras en un área amplia y cubierta de hierba; hacia el este, el terreno se cae bruscamente y se ven (por encima de la línea de árboles en pendiente) tierras bajas y, a lo lejos, un pequeño pueblo tranquilo como una maqueta de juguete. Los Elfos se reúnen para hablar, sentados cómodamente en la hierba, con sus armas en el suelo detrás de ellos. Estás en el espacio 22G. • Si quieres robarles un arma, pasa al 261. • De lo contrario, pasa al 263. 298 Tiempo: 0 Pt. Exp.: 3 Descansado, alimentado y lleno de energía, le das las gracias a Baya de Oro y le mandas un cálido adiós desde la puerta de entrada. Tom te conduce por el camino y te adentra en la profunda niebla del bosque, saltando delante de ti. (Estás en el espacio hex. 10G.) Antes de partir, Tom se ofrece a guiarte otros cinco kilómetros más antes de regresar a casa. • Si aceptas su oferta, continúa desde cualquier espacio adyacente a 10G. • De lo contrario, sigue adelante. 173 299 Tiempo: 10 Pt. Exp.: 3 Una lágrima llega a tus ojos mientras contemplas las ruinas humeantes del pueblo y los árboles carbonizados a lo largo del borde del bosque circundante. Llegas muy tarde. Alforzada ha sentido la ira del Señor Oscuro. Sigue adelante. 300 Tiempo: 15 Pt. Exp.: 5 Recobras tus sentidos, aturdido, maltratado y sangrando. El jinete sin rostro y con ojos de fuego se cierne sobre ti, con su espada helada en tu garganta, solo sus guantes y sus botas son visibles bajo sus negras vestiduras. “¡Habla ahora o muere! ¿Dónde está Bolson? ¿Dónde está el hobbit con el anillo?”. Exige con una voz que carece del calor de la vida. Agotado y temblando de miedo y frío, con el ruido de tus dientes traqueteando y resonando en tu cabeza, sientes su fuerza de voluntad abrumando a la tuya. Como si desde una gran distancia se tratase, escuchas una voz — ¿puede esta ser la tuya? — contándole todo lo que sabes. El jinete levanta su espada, amenazando con el golpe final; te desmayas, la afilada hoja levantada es lo último que ves. Tira dos dados: • Si es de 2-6, pasa al 311. • Si es de 7-12, pasa al 264. 301 Tiempo: 5 Pt. Exp.: 7 Una enérgica y mágica canción te llega como desde una gran distancia; casi al instante, el Sauce tiembla y se sacude, vencido por el poder de la melodía. Sientes una libertad en tu respiración. Ante ti está Tom Bombadil, cantando una alegre canción y amonestando al malvado Sauce. 174 • Si sigues a Tom Bombadil, pasa al 139. • De lo contrario, sigue adelante. 302 Tiempo: 10 Pt. Exp.: 2 Justo cuando agarras el jarrón y saltas a un lado, una trampa de pozo se abre en el suelo, como un enorme bostezo, junto a ti. ¡Estás a salvo, por los pelos! Suspiras y examinas el jarrón de oro más de cerca. Este luce letras élficas que no puedes descifrar. Parece valioso, así que lo añades a tus pertenencias. Manteniéndote atento a las dificultades, sales corriendo de la habitación, caminas por el pasillo y sales por la puerta. Sigue adelante. 303 Tiempo: 0 Pt. Exp.: 50 Has derrotado a uno de los Elfos más poderosos, Gildor. ¡Salve, gran guerrero! Parece casi imposible, pero serás una leyenda y tu hazaña se contará en la letra de una canción, como pasó con otros asesinos de seres famosos. Recoges la espada de Gildor y te pavoneas mientras continúas tu camino por el bosque. (P.D. Revisa tus matemáticas, ¡lo que has logrado es casi imposible!) Sigue adelante. 304 Tiempo: 5 Una mezcla entre cánticos y risas — extraños sonidos pero bienvenidos en cualquier bosque — llega a tus agudos oídos; te esfuerzas por escuchar mejor. • Si ya conociste a Gildor y a los Elfos, sigue adelante. • De lo contrario, pasa al 283. 305 Tiempo: 45 Pt. Exp.: 1 Aturdido, sigues un camino bordeado de piedras sobre una loma y ves una casa de dos pisos construida bajo el saliente rocoso de una colina; una cascada burbujeante cae a su lado. (Estás en el hex. 10G.) Te sientes renovado y 175 ansioso por llegar. El canto de Tom Bombadil, que mágicamente te ha llevado hasta aquí, continúa: ¡Oye! Ven alegre dol! ¡Salta, mi corazón! Joven aventurero, ¡vamos a celebrar! ¡Ahora que comience la diversión! Vamos a cantar una canción ¡Juntos! † Una voz, la de una mujer, dulce y clara como el agua del arroyo pero antigua como las colinas responde: ¡Ahora que comience la canción! ¡Cantemos juntos! De sol, estrellas, luna y niebla, lluvia y clima nublado. Luz sobre la hoja en ciernes, rocío sobre la pluma, Viento en la colina abierta, campanas en el brezo. Cañas junto a la piscina con sombra, lirios en el agua. ¡El viejo Tom Bombadil y la hija del río! † • Si quieres entrar a la casa de Tom Bombadil, pasa al 273. • De lo contrario, avanza en una dirección aleatoria. 176 306 Tiempo: 15 Pt. Exp.: 2 Gamyi sacude su redonda y rizada cabeza enfáticamente. “¡Es absurdo! ¡No puedo creerte! ¡Sal de aquí! ¡Fuera, estás loco!”. Él y sus amigos te echan a empujones por la puerta de la posada. • Si te das por vencido con Gamyi, pasa al 455. • Si deseas intentar persuadir a Gamyi un poco más, tira dos dados y añade tu bonificación de Percepción: • Si es menos de 5, no logras advertir a Hobbiton. Pasa al 455. • Si es 5 o más, pasa al 293. 307 Tiempo: 30 Las otras habitaciones de la posada están polvorientas y desiertas. Encuentras una botella corrompida de sidra de manzana pero nada de interés. Tira dos dados y agrega tu bonificación de Percepción. Si es de 2-7, pasa al 146; de lo contrario, sigue adelante. 308 Tiempo: 10 Pt. Exp.: 2 Te estás ahogando, estrangulado por las retorcidas raíces del sauce. Luchas por alcanzar tu arma pero no puedes liberar tus brazos. Todo lo que puedes hacer es gritar: “¡Ayuda! ¡Ayuda!”. Tira dos dados: • Si obtienes de 2-4, pasa al 277. • Si es de 5-9, añade 1 a tu Daño Sufrido y tira de nuevo. • Si es de 10-12, pasa al 128. 309 Tiempo: 30 Pt. Exp.: 8 Te arrastras y te retuerces a través del puente, rasgándote y sangrando por los codos y las rodillas. Pero para evitar al jinete, ¡seguramente ha valido la pena despellejarse un poco! Centímetro a centímetro, te 177 esfuerzas hasta que finalmente logras cruzar las poderosas aguas del Brandivino. Llegas al espacio 14D. Sigue adelante. 310 Tiempo: 60 Pt. Exp.: 2 Te despiertas a los pies de Gildor, con un fuerte palpitar en tu cabeza y una fea brecha en tu costado. “¡Cura tus heridas con esto, ladrón, y vete!”. Sisea Gildor, arrojándote un pañuelo. Después se marcha llevándose a su compañía de Elfos en silencio a través de los matorrales. Te quedas aturdido y débil. Disminuye tu Daño Sufrido en 10 y avanza en una dirección aleatoria. 311 Tiempo: 10 Pasas a un estado de confusa y fría conciencia por un momento, entrando a un rígido y frígido mundo de hielo y oscuridad antes de morir. Tu misión ha terminado de manera cruel. 312 Tiempo: 15 La cabaña del ermitaño está amueblada de forma sencilla con una cama de paja, una silla y una mesa con una vela, papel y plumas para escribir, y una despensa y una chimenea. • Si lees lo que está sobre la mesa, pasa al 147. • Si esperas el regreso del ermitaño, pasa al 150. • De lo contrario, sigue adelante. 178 313 Tiempo: 15 Te arrastras con premeditación hacia el Puente, con la intención de pasar sin ser descubierto. Tira dos dados y añade tu bonificación de Pericia: • Si es menos de 12, pasa al 285. • Si obtienes 12 o más, pasa al 309. 314 Tiempo: 10 Pt. Exp.: 1 Te deslizas por la ventana y corres silenciosamente alrededor de la casa para reincorporarte al camino de piedra hacia el bosque, con tu botín en tu bolsa. De repente, el bosque se vuelve oscuro y brumoso. Pasa al 287. 315 Tiempo: 5 Pt. Exp.: 1 Agarras la sutil espada y sales corriendo, tan silenciosamente como puedes, hacia el camino a través del bosque. Tira dos dados y añade tu bonificación de Huida: • Si es de 2-11, pasa al 288. • Si es 12, sigue adelante. 316 Tiempo: 30 Pt. Exp.: 1 Agotado, mojado y derrotado, te rindes y dejas que la corriente te deposite en el mismo lado del río desde el que empezaste, un espacio más aguas abajo. Has perdido todas tus armas y armaduras (si las tenías) excepto tu daga, pero aún tienes el resto de tu equipo. Dirígete al texto correspondiente a tu nuevo espacio en el mapa. 179 317 Tiempo: 5 Pt. Exp.: 1 Cuando los ruidos toman forma y entran, un Troll gruñe una advertencia a dos de sus compañeros, que se apresuran a atacarte. • Si peleas contra los tres Trolls, pasa al 328. • Si huyes, tira dos dados: • Si es menor de 6, pasa al 345. • Si es 6 o más, logras escapar. Sigue adelante. 318 Tiempo: 5 Sacas un arma y golpeas a la enroscada serpiente. (SERPIENTE: PACC: -1 PD: 3 PR: 8) • Si ganas el combate, pasa al 369. • Si pierdes el combate, pasa al 378. • Si escapas con éxito, pasa al 329. 319 Tiempo: 5 Pt. Exp.: 1 El jinete te divisa y grita. “¡Tú, allí! ¡Ven aquí!”. Su voz es a la vez insustancial y enérgica. • Si hablas con él, pasa al 267. • Si huyes a pie, pasa al 397. • Si luchas contra el jinete, pasa al 295. • Si estás en un espacio adyacente o que contiene una corriente de agua o río y puedes saltar al torrente fluvial para escapar, pasa al 290. 180 320 Tiempo: 10 Pt. Exp.: 1 Intentas maniobrar para minimizar el efecto del hundimiento. Tira dos dados y añade tu bonificación General. • Si es menos de 7, pasa al 338. • Si obtienes 7 o más, pasa al 331. 321 Tiempo: 5 Empuñas un arma y desafías al hombre, que de repente se pone serio, buscando su espada. “¡Eres muy imprudente!”, grita. Tira dos dados: • Si el resultado es de 2-8, pasa al 166. • Si es de 9-12, pasa al 342. 322 Tiempo: 15 Las ardillas rabiosas te superan, cayendo de los árboles a tu alrededor. ¡Debes luchar contra ellas! Pasa al 387. 323 Tiempo: 90 Pt. Exp.: 1 ¡Escuchas una llamada de respuesta! Un hombre alto de los bosques se acerca, silbando una alegre melodía. Después de un rápido vistazo a tu daga plateada, él atiende tu herida con un cuchillo y un ungüento curativo. Justo después de agradecerle su ayuda, te desmayas. Cuando despiertas la fiebre y el dolor han desaparecido. El hombre no ha robado nada de tu equipo. Reduce tu daño sufrido a cero. Pasa al 218. 324 Tiempo: 10 Pt. Exp.: 2 En tu desesperación, no logras convencer al Hobbit del peligro. Prefiere “evitar problemas”. No consigues advertir a los habitantes de Cepeda. Si quieres comprar provisiones, pasa al 416. De lo contrario, sigue adelante. 181 325 Tiempo: 15 Las deterioradas colinas, gastadas por el paso del tiempo, se extienden hacia el norte. Hacia el este se encuentra el embarcadero del ferry y el poderoso Brandivino. No hay muchas esperanzas de encontrar un poni por aquí. Sigue adelante. 326 Tiempo: 15 Pt. Exp.: 3 Te las arreglas para liberarte de las ligaduras. Si intentas recuperar tus armas y pertenencias, pasa al 353; de lo contrario, sigue adelante. 327 Tiempo: 30 Pt. Exp.: 1 Escuchas un horrible gemido gutural, como el de un gran animal herido y rastreas el sonido hasta una cueva en el bosque. En la entrada a la cueva, ves un garrote de dos metros de largo y tan grueso como tu muslo. Si entras en la cueva, pasa al 336, de lo contrario, sigue adelante. 328 Tiempo: 5 Agarras tu arma y te lanzas a por el Troll más cercano. Debes vencer al primer Troll antes de intentar huir. (TROLL #1: PACC: 2 PD: 0 PR: 28) (TROLL #2: PACC: 3 PD: -1 PR: 26) (TROLL #3: PACC: 4 PD: -2 PR: 31) • Si ganas el combate, pasa al 355. • Si pierdes el combate, pasa al 362. 329 Tiempo: 5 Pt. Exp.: 1 Si la serpiente te causó algún daño, pasa al 385; de lo contrario, sigue adelante. 182 330 Tiempo: 5 Pt. Exp.: 15 Tu historia ha despertado la ira del Hobbit y él acepta correr la voz. ¡Has advertido con éxito a Cepeda! Si quieres comprar provisiones, pasa al 416. De lo contrario, sigue adelante. 331 Tiempo: 15 Pt. Exp.: 2 Con esfuerzo y mediante movimientos serpentinos logras liberar un brazo y extender tu cuerpo sobre las arenas movedizas. Agarras y tiras de la punta de la raíz que sobresale, logrando así salir de la traicionera poza. Tira dos dados y aumenta tu Daño Sufrido en esa cantidad. Avanza en una dirección aleatoria. 332 Tiempo: 180 Podrías pudrirte en el sótano, por lo que a los hobbits respecta. Ignoran tus súplicas y solo te traen agua. ¡Tu misión puede terminar aquí, como prisionero de los Hobbits! Tira dos dados y añade tu bonificación de Pericia. • Si obtienes menos de 10, tu búsqueda termina aquí, ¡mientras esperas el juicio por asesinato! • Si obtienes 10 o más, pasa al 396. 333 Tiempo: 10 Pt. Exp.: 12 El pueblo de Delagua se encuentra al sur de la Laguna Delagua y el apacible arroyo llamado El Agua. Si quieres advertir a los habitantes de Delagua, pasa al 434; de lo contrario, pasa al 151. 334 Tiempo: 5 Pt. Exp.: 1 A toda prisa, entras hasta las caderas en un pozo oculto de arenas movedizas. Te estás hundiendo a una velocidad de aproximadamente 5 centímetros por minuto y debes agarrarte rápidamente a la raíz de un árbol justo fuera de 183 tu alcance o lanzar una cuerda para salvarte. Tira dos dados y añade tu bonificación General: • Si es menos de 6, pasa al 400. • Si es 6 o más, pasa al 360. 335 Tiempo: 10 Pt. Exp.: 1 Te agazapas en la alta hierba del camino y ves a dos hombres fornidos a caballo, que se detienen para mirar alrededor. ¿Te están persiguiendo? Tira dos dados y añade tu bonificación de Pericia: • Si es menos de 7, pasa al 214. • Si obtienes 7 o más, sigue adelante. 336 Tiempo: 10 Pt. Exp.: 2 Entras de puntillas en la oscura cueva y echas una ojeada alrededor del pasadizo para ver a un Troll — de casi tres metros de altura, ancho como una casa, una criatura de color marrón verdoso con peladas y aceradas escamas que cubren su piel — probándose varias pulseras relucientes, aparentemente murmurándose algo a él mismo. Cerca de ti hay un montón de armas: espadas cortas, garrotes, dagas; a medio camino entre tú y el Troll hay un montón de brillantes tesoros, sin duda los botines sustraídos por la criatura que incluyen joyas, collares, anillos y aretes. ¡Puedes adivinar demasiado bien dónde deben estar sus legítimos dueños ahora! • Si robas un arma, pasa al 347. • Si robas un artículo de joyería, pasa al 354. • Si haces un “ataque furtivo” (consulta la Tabla de Acción al final del libro), pasa al 388. • De lo contrario, sigue adelante. 184 337 Tiempo: 1 El veneno completa perfectamente su trabajo. Estás muerto, tu búsqueda ha terminado. 338 Tiempo: 10 A medida que tu cabeza se desliza debajo de la superficie, te das cuenta de que has tenido y desaprovechado tu última oportunidad. Tu búsqueda ha terminado. 339 Tiempo: 15 Pt. Exp.: 1 Cuidadosamente agrupas todo tu equipo y lo colocas sobre un leño. Luego entras en las rápidas y frías aguas. Te aventuras en la fuerte corriente del río, nadando hacia la orilla opuesta. Tira dos dados y añade tu bonificación General: • Si es un 2, pasa al 365. • Si es de 3-10, pasa al 376. • Si 11 o 12, pasa al 389. 340 Tiempo: 15 Pt. Exp.: 13 Desapareces en el interior de un tronco hueco; el jinete se detiene, olisqueando el aire en busca de tu olor, pero finalmente se rinde. ¡Has escapado de un Jinete Negro! Sigue adelante. 185 341 Tiempo: 15 Pt. Exp.: 1 El hobbit te lleva a una posada con el sorprendente nombre de la Bruja Lisiada. Allí te presenta a un delgado hombre con una coleta en el pelo y que viste una armadura ligera y luce una espada larga y un cuchillo. Cuando te agarra la mano para saludarte, te oprime tanto que tienes que apretar los dientes y gritar “¡Basta!”. El hombre te invita a sentarte, entregándole al Hobbit un puñado de piezas de cobre. “Bueno”, comienza, “cuéntame todo al respecto. ¿Quieres un poco de cerveza?” • Si te quedas y hablas con el hombre, pasa al 358. • Si te vas, pasa al 374. 342 Tiempo: 5 Te apresuras a enfrentarte al hombre en combate. (HOMBRE: PACC: 3 PD: 2 PR: 36) • Si ganas la pelea, pasa al 352. • Si pierdes la pelea, pasa al 361. 343 Tiempo: 15 Pt. Exp.: 1 No logras liberarte de las ataduras que te retienen. Aumenta tu daño sufrido en uno. Tira dos dados y añade tu bonificación de Pericia: • Si es de 2-7, pasa al 343 (repite esta sección). • Si es de 8-12, pasa al 326. 344 Tiempo: 5 Caminas con cuidado, atento a posibles problemas. De repente, escuchas los sonidos de caballos que se acercan rápidamente desde detrás de los árboles cercanos. • Si te escondes, pasa al 335. • Si te quedas al descubierto, pasa al 214. 186 345 Tiempo: 90 Pt. Exp.: 5 Te tropiezas y caes, casi noqueándote a ti mismo. El pesado garrote del Troll cae una y otra vez contra tu cabeza. Todo se vuelve negro. Te despiertas sin sentido, aturdido y encadenado; un Troll hace guardia sobre ti. Por un momento, te sientes demasiado débil para moverte. Luego, cuando el Troll se va a unirse con sus compañeros en el fuego, decides escapar. Tira dos dados y añade tu bonificación de Pericia: • Si es menor de 6, pasa al 343. • Si es 6 o más, pasa al 326. 346 Tiempo: 10 Corres a lo loco, la serpiente sisea tras tus talones. No va a renunciar; debes girarte y pelear. Tras esto, ella te muerde; aumenta tu daño sufrido en 2. Pasa al 318. 347 Tiempo: 5 Tira dos dados y añade tu bonificación de Pericia: • Si obtienes menos de 7, el Troll se gira y te ve dirigiéndote hacia el arma. Pasa al 372. • Si obtienes 7 o más, tomas un arma de tu elección y corres hacia la entrada. Pasa al 404. 348 Tiempo: 15 Como golpeado por un poder abrumador, sientes un debilitamiento de tu voluntad. ¿Por qué molestarse en advertir a la Comarca? ¿A quién le importan los hobbits? Te duele todo y tienes que descansar. Si duermes, no pasa nada. Te desplomas al suelo. Tira dos dados y añade tu bonificación Mágica: • Si es menos de 8, pasa al 364. • Si es 8 o más, pasa al 386. 187 349 Tiempo: 30 Te esfuerzas y te retuerces por liberarte de las ligaduras que te atan y trepar por la ventana. Tira dos dados y agrega tu bonificación de Pericia. • Si es menor que 9, pasa al 332. • Si es 9 o más, pasa al 396. 350 Tiempo: 5 Pt. Exp.: 1 Has recorrido al menos cincuenta metros cuando el jinete te alcanza y te agarra por el cuello. Estás paralizado por su helado agarre, frío e impotente. Cuando su agarre se tensa sobre tu garganta, te desmayas. Pasa al 300. 351 Tiempo: 10 Pt. Exp.: 1 Pronto las arenas movedizas cubrirán tu boca y tus ojos — ¡todo tu cuerpo al completo! Una vez más, intentas maniobrar para minimizar el efecto del hundimiento. Tira dos dados y añade tu bonificación General: • Si es menos de 9, pasa al 338. • Si es 9 o más, pasa al 331. 352 Tiempo: 10 Pt. Exp.: 23 El hombre yace inmóvil ante ti. Entonces observas la estrella en el hombro del hombre. ¡El símbolo de los Montaraces! Disculpándote profusamente, atiendes las heridas del hombre y permaneces con él hasta que se restablece. Sigue adelante. 353 Tiempo: 10 Pt. Exp.: 1 Te arrastras hacia un montón de botín en una esquina, apenas visible bajo la luz de la antorcha. Allí ves tus pertenencias arrojadas sobre un montón de ropa sucia. En 188 otra pila yace tu daga y armas. Tira dos dados y añade tu bonificación de Pericia: • Si es menor de 8, pasa al 317. • Si es 8 o más, pasa al 368. 354 Tiempo: 5 Tira dos dados y añade tu bonificación de Pericia: • Si es menos de 7, el Troll se gira y te ve mientras te diriges hacia las joyas. Pasa al 372. • Si obtienes 7 o más, tomas un collar y un anillo (juntos valen 5 piezas de plata). Pasa al 404. 355 Tiempo: 15 Pt. Exp.: 30 Ahora son tres trolls los que yacen a tus pies, con su sangre negra derramada mezclándose a tu alrededor. Tienes solo un momento para reclamar algún botín. No te atreves a perder más tiempo aquí. (Si en algún momento en esta cueva perdiste tu equipo, ahora lo recuperas todo). Tira dos dados: • Si es de 2-4, obtienes joyas por valor de 10 piezas de plata. • Si sacas de 5-8, obtienes una daga y joyas por un valor de 20 piezas de plata (p.p.). • Si es de 9-12, obtienes una daga y joyas por valor de 30 p.p. Sigue adelante. 356 Tiempo: 30 Pt. Exp.: 1 La fiebre comienza a subir dentro de ti y tienes mucha sed. Te pones de pie. Has sido infectado con una enfermedad similar a la rabia. • Si tienes una hierba curativa, aplícala ahora y estarás curado. 189 • De lo contrario, aumenta el daño sufrido en 1 cada hora que pase hasta que encuentres y uses una hierba curativa. Avanza en una dirección aleatoria. 357 Tiempo: 15 Gritas pidiendo ayuda, el dolor te hace imposible continuar. Aumenta tu daño sufrido en 3. • Si el daño sufrido excede tu resistencia, pasa al 337. • De lo contrario, tira dos dados: • Si es de 2-8, pasa al 357 nuevamente. • Si es de 9-12, pasa al 323. 358 Tiempo: 15 Exp. Pt: 1 Mientras le cuentas al hombre lo que sabes de la llegada de los Jinetes Negros y los peligros de tu viaje hasta el momento, se lame los labios con aprecio. “¿Y el Hobbit Bolsón?”, pregunta. “¿Dónde está él?”. Sacudes la cabeza. “No lo sé”. El hombre se enoja de repente y se pone de pie, amenazándote con su espada. • Si luchas contra el hombre, pasa al 366. • Si te vas lenta y deliberadamente, pasa al 374. • Si huyes, avanza en una dirección aleatoria. 359 Tiempo: 60 Pt. Exp.: 1 Los hobbits se ríen de tu absurda historia. “¡Jinetes Negros! ¡Claro que sí!”, grita uno. Te arrojan al sótano húmedo de un smial, cerrando la puerta detrás de ti. Puedes ver una pequeña ventana redonda a unos escasos dos metros sobre el suelo; no parece estar bloqueada. • Si intentas escapar, pasa al 349. 190 • De lo contrario, pasa al 332. 360 Tiempo: 30 Pt. Exp.: 2 Agarras la raíz con la punta de los dedos y te tumbas completamente sobre el lodo, tirando de ti hasta un lugar seguro. Agotado y cubierto por las arenas movedizas, te limpias a ti mismo como mejor puedes. Sigue adelante. 361 Tiempo: 60 Pt. Exp.: 5 Te despiertas aturdido y sangrando, el hombre está atendiendo tus heridas. “Tú, joven necio, podría haberte matado”, dice amablemente, sacudiendo la cabeza. Aplica un ungüento a tus heridas que al instante adormece el dolor. De su mochila saca una botella de lo que parece ser vino y te pide que te demores, si puedes, por un tiempo más. Modifica tu daño sufrido hasta igualar la mitad de tu Resistencia (redondeando hacia abajo) y pasa al 218. 362 Tiempo: 90 Pt. Exp.: 5 Te despiertas atado y dolorido por la paliza que te dio el Troll. Tus armas y pertenencias han desaparecido. Miras alrededor de la cueva, aparentemente no hay nadie de guardia. Tira dos dados y añade tu bonificación de Pericia: • Si es menor de 7, pasa al 343. • Si es 7 o más, pasa al 326. 363 Tiempo: 10 Pt. Exp.: 1 Te arrojas al suelo rápidamente para ocultarte mientras dos hombres a caballo se detienen, buscando entre la maleza. “¿Lo ves?”, pregunta uno. Parecen ser Dunlendings, hombres morenos y fornidos, y se sienten incómodos a caballo. El otro hombre gruñe antes de hablar. 191 “Nos pondremos al día con el pequeño espía más tarde. Vamos”. Se alejan entre una nube de polvo. Sigue adelante. Nota: Los Dunlendings, también conocidos como Gwathuirim o los Hombres Salvajes de Dunland, eran personas vengativas que fueron expulsados a las montañas de Dunland por la gente de Rohan. Por esto, los Dunlendings buscaron venganza, y como resultado fueron manipulados por Saruman durante los eventos de la historia de Las Dos Torres. 364 Tiempo: 60 Pt. Exp.: 1 Un poder invisible y malévolo ha tomado el control de tu voluntad. Estás dormido en la raíz de un sauce cubierto de musgo. Aumenta tu Daño Recibido en 3. Tira dos dados: • Si obtienes de 2-4, pasa al 379. • Si es de 5-9, vuelve a leer esta misma sección (364). • Si es de 10-12, pasa al 386. 365 Tiempo: 30 Al principio progresas, golpeando con fuerza contra la corriente. Entonces unos calambres paralizantes aparecen en tu cuerpo y te debilitan. Te rindes, hundiéndote hasta el fondo del río. Tu búsqueda ha terminado. 366 Tiempo: 5 Te preparas para luchar mientras el hombre se abalanza sobre ti. (HOMBRE: PACC: 1 PD: 0 PR: 31) • Si ganas el combate, pasa al 383. • Si pierdes el combate, pasa al 118. 192 367 Tiempo: 15 Pt. Exp.: 1 Te giras y corres a toda velocidad. Los Hobbits te persiguen y te gritan para que te detengas. Tira dos dados y añade tu bonificación General: • Si es menor que 6, pasa al 392. • Si obtienes 6 o más, sigue adelante. 368 Tiempo: 10 Pt. Exp.: 2 Te las arreglas para recoger tus pertenencias sin hacer un ruido y escapar hacia la entrada de la cueva. Justo cuando te dispones a huir, un Troll aparece repentinamente desde un pasadizo y gruñe una advertencia a los demás. Los escuchas resoplando y gruñendo detrás de ti mientras corres para escapar. Tira dos dados y añade tu bonificación General: • Si es menor de 5, pasa al 388. • Si es 5 o más, sigue adelante. 369 Tiempo: 10 Pt. Exp.: 5 La serpiente yace muerta a tus pies. Compruebas sus colmillos, que son de unos cinco centímetros de largo y curvos. Sacudes la cabeza mientras limpias el arma. Pasa al 329. 370 Tiempo: 5 Una enorme serpiente de escamas adiamantadas de color verde y marrón se desliza hacia ti en la hierba, siseando siniestramente. Como si estuviera bajo el control de algún tipo de poder, la serpiente repta hacia tus pies y se detiene para atacar. • Si luchas contra la serpiente, pasa al 318. • Si huyes, tira dos dados y añade tu bonificación de Huida: • Si es de 2-7, pasa al 346. 193 • Si es de 8-12, avanza en una dirección aleatoria. 371 Tiempo: 60 Pt. Exp.: 3 Te despiertas atontado, las ardillas se han marchado. Pasa al 356. 372 Tiempo: 5 El trol gruñe de rabia y camina hacia ti, con una mano carnosa extendida como una garra para agarrarte, la otra sosteniendo un garrote más grande que tú. Tira dos dados y añade tu bonificación de Huida: • Si es menor de 8, pasa al 388. • Si es 8 o más, pasa al 395. 194 373 Tiempo: 5 Pt. Exp.: 1 Te arrojas rápidamente al suelo, ocultándote entre la maleza y observas a dos hombres de rudo aspecto montando a caballo. Un hombre mira hacia abajo en tu dirección y grita con voz amenazante: “¡Te vimos! ¡Ahora sal de ahí antes de que vayamos a buscarte!”. • Si sales y hablas con los hombres, pasa al 402. • Si te quedas escondido, pasa al 214. • Si huyes, pasa al 191. 374 Tiempo: 5 Te das la vuelta para irte, justo entonces el hombre te agarra bruscamente, su agarre es firme como el hierro. Después alcanza y saca su cuchillo. Te arremolinas para librarte de su agarre. Pasa al 366. 375 Tiempo: 30 Pt. Exp.: 4 Los Hobbits escuchan atentamente mientras les relatas tu viaje y tu misión. “Te creo”, dice el líder. “Liberadlo”. Otro mediano corta tus ataduras. “Pero debes darnos tu palabra de que 195 volverás a enfrentarte a la justicia después de completar tu aventura”. Juras regresar y te entregan todas tus pertenencias. Sigue adelante. 376 Tiempo: 30 Exp. Pt: 1 Valientemente braceas contra la corriente pero te das cuenta de que no puedes cruzar. Terminas de nuevo en la orilla oriental del río. Tira dos dados: • Si es de 2-6, nadas 2 espacios río abajo (sur). • Si obtienes entre 7 y 12, nadas un espacio aguas abajo (sur). Lee el texto correspondiente al nuevo espacio o casilla en el que te encuentras. (Mapa) 377 Tiempo: 10 Pt. Exp.: 1 Solo tu cabeza y hombros permanecen libres de las pesadas y succionadoras arenas movedizas. Nadie responde a tus llamadas de auxilio; estás demasiado cansado para moverte. Intentas maniobrar en un último esfuerzo para minimizar el efecto del hundimiento. Tira dos dados y añade tu bonificación General: • Si es menos de 8, pasa al 351. • Si es 8 o más, pasa al 331. 378 Tiempo: 60 Pt. Exp.: 2 Cuando despiertas, la serpiente se ha ido. Reduce tu Daño Sufrido en 15. Pasa al 385. 196 379 Tiempo: 5 Tira dos dados y añade tu bonificación Mágica: • Si obtienes menos de 7, tu sueño es permanente. ¡Tu búsqueda ha terminado! • Si obtienes 7 o más, pasa al 128. 380 Tiempo: 10 Pt. Exp.: 6 Algunas ardillas se lanzan huyendo hacia los árboles; los cuerpos ensangrentados de las rabiosas ardillas muertas te entristecen. Si sufriste algún daño, pasa al 356; de lo contrario, sigue adelante. 381 Tiempo: 10 Pt. Exp.: 19 El Troll yace inmóvil a tus pies, mientras su sangre negra inunda el suelo a tu alrededor. Consideras tratar de agarrar algún tesoro cuando una serie de estridentes gruñidos procedentes de la parte trasera de la cueva te alertan de la presencia de muchos más Trolls. Si te quedas, pasa al 317, de lo contrario, sigue adelante. 382 Tiempo: 5 Un grupo de castañeantes ardillas sobre ti en los árboles de repente levanta un ruido alarmante. Miras hacia arriba ¡Una docena de babeantes ardillas de cola tupida corren por el tronco de un roble justo hacia ti! ¡Ardillas rabiosas! • Si luchas contra las ardillas, pasa al 387. • Si huyes, tira dos dados y añade tu bonificación de Huida: • Si es de 2-3, pasa al 322. • Si es de 4-12, pasa al 401. 197 383 Tiempo: 10 Pt. Exp.: 15 El hombre yace sangrando ante ti. Delante de ti, el mensajero Hobbit sale corriendo. “¡Lo siento mucho!”, dice mientras huye. “¡No tenía ni idea de que era un malhechor! Dijo que me pagaría por traer ante él a cualquiera que preguntara por el Shirriff”. • Si quieres advertir a los ciudadanos de Cepeda, pasa al 391. • De lo contrario, sigue adelante. 384 Tiempo: 5 Los enfurecidos Hobbits forman un semicírculo a tu alrededor, blandiendo sus armas. (Grupo de 6 HOBBITS: PACC: 1 PD: 2 PR: 60) • Si ganas el combate, pasa al 398. • Si pierdes el combate, pasa al 392. • Si huyes con éxito, sigue adelante. 385 Tiempo: 15 Pt. Exp.: 1 Te sientes débil y febril. ¡La serpiente debía de ser venenosa! • Si tienes una hierba curativa, aplícatela ahora y neutralizará el veneno, sigue adelante. • De lo contrario, pasa al 357. 386 Tiempo: 45 Pt. Exp.: 3 Te liberas del malévolo poder que había tomado el control de tu espíritu. Estás despierto, perdido y aturdido. Avanza en una dirección aleatoria. 198 387 Tiempo: 10 Empuñas tu arma y te enfrentas a la furiosa masa de pequeños animales perversos. Atacan sin descanso. (Grupo de 12 ARDILLAS: PACC: -3 PD: 2 PR: 12) • Si ganas la pelea, pasa al 380. • Si pierdes la pelea, pasa al 371. • Si huyes con éxito, pasa al 401. 388 Tiempo: 5 Pt. Exp.: 1 ¡El Troll está a tu alcance! Cuando él intenta agarrarte, empuñas tu arma y lo golpeas. (TROLL: PACC: 3 PD: -1 PR: 45) • Si ganas la lucha, pasa al 381. • Si pierdes la lucha, pasa al 362. 389 Tiempo: 45 Pt. Exp.: 4 ¡Has logrado cruzar el río! Para ver por dónde sales del agua en la orilla occidental, tira dos dados: • Si es de 2-6, cruzas y tocas tierra 1 espacio río abajo (sur). • Si obtienes de 7-12, cruzas y aterrizas 2 espacios río abajo (sur). (Ver: Mapa 01 / Mapa 02) Lee el texto del nuevo espacio en el que te encuentras. 390 Tiempo: 10 Pt. Exp.: 1 Gritas por lo que parecen horas, pero nadie viene a ayudarte. Pasa al 377. 391 Tiempo: 15 Pt. Exp.: 1 Inclinas la cabeza a otro amable hobbit que está cerca y le pides ayuda para advertir a Cepeda de la llegada de los 199 Jinetes Negros. Tira dos dados y añade tu bonificación de Percepción: • Si es un 2 o un 3, pasa al 324. • Si es 4 o más, pasa al 330. 392 Tiempo: 90 Pt. Exp.: 3 Los enfurecidos Hobbits te dejan sin sentido. Recuperas parcialmente la conciencia mientras te atan las manos con una cuerda. “¡Llevadlo a mi smial y encerradlo en el sótano!”. Grita un hobbit bien vestido. Se apoderan de tus pertenencias y te llevan a una congregación de madrigueras Hobbit, ignorando tus ruegos de comprensión. “¡Estoy en una misión urgente!”, suplicas sollozando mientras te empujan hacia la puerta redonda de un gran agujero hobbit. “¡Vienen los Jinetes Negros!”, gritas. “¡Trancos me envió!” El grupo se detiene en la puerta. Tira dos dados y añade tu bonificación de Percepción. • Si es menos de 10, pasa al 359. • Si obtienes 10 o más, pasa al 375. Smial: es una vivienda excavada en el suelo utilizada por los Hobbits. El smial se compone de uno o varios túneles y habitaciones socavadas bajo tierra. El nombre deriva de la palabra 'smygel' del Inglés Antiguo cuyo significado sería el de "refugio, madriguera." También se les llaman 'Agujeros Hobbit'. Fuente: http://www.elfenomeno.com/info/ver/20744/titulo/smial 200 393 Tiempo: 10 Pt. Exp.: 13 El hombre yace sangrando a tus pies. Del bosque llegan los gritos de un grupo de hobbits: “¡Ha matado al barquero! ¡Atrapadlo!”. Media docena de medianos emergen de detrás de árboles y arbustos, blandiendo garrotes y lanzas. • Si luchas contra los Hobbits, pasa al 384. • Si huyes, pasa al 367. 394 Tiempo: 5 Mientras sacas tu arma, el hombre se precipita hacia ti con su garrote levantado. Lo esquivas como puedes y entablas combate contra el hombre. (BARQUERO: PACC: -1 PD: 0 PR: 28) • Si ganas el combate, pasa al 393. • Si pierdes el combate, pasa al 118. 395 Tiempo: 5 Pt. Exp.: 2 Corres por tu vida hacia la luz que ilumina la entrada de la cueva, con el Troll avanzando pesadamente detrás de ti. Una última mirada confirma que has superado al gigante de pies lentos. Sigue adelante. 396 Tiempo: 15 Pt. Exp.: 2 Logras liberar una mano, aflojando el nudo y luego la otra. Rápidamente saltas hacia la ventana y te arrastras fuera, manteniéndote ojo avizor en busca de un posible guardia. No hay ninguno. Avanza en una dirección aleatoria. 201 397 Tiempo: 5 Pt. Exp.: 1 Te das la vuelta y sales corriendo, el jinete te persigue, los cascos del negro corcel golpean el suelo detrás de ti. Tira dos dados y añade tu bonificación de Huida: • Si es menos de 9, pasa al 350. • Si es 9 o más, pasa al 340. 398 Tiempo: 10 Pt. Exp.: 20 Los Hobbits no caídos a tus pies huyen, clamando a gritos en busca de ayuda. Sigue adelante. 399 Tiempo: 30 Vagas por el bosque y te encuentras con un seto que serpentea por los profundos rodales de robles y olmos. Te arrastras sobre el seto y sigues adelante. 400 Tiempo: 5 ¡No puedes alcanzar la raíz del árbol! ¡Debes probar otra cosa! ¡Rápido! • Si deseas pedir ayuda, pasa al 390. • De lo contrario, pasa al 320. 401 Tiempo: 5 Pt. Exp.: 1 Huyes a ciegas, intimidado por las pequeñas bestias rabiosas. Si sufriste algún daño, pasa al 356; de lo contrario, sigue adelante. 402 Tiempo: 5 Pt. Exp.: 1 Intentas convencer a los dos salteadores de que no te roben. “Mira, seamos amigos”, dices. Te apuran con las armas desenfundadas. No quieren dialogar. Pasa al 272 y has sido sorprendido para este combate. 202 403 Tiempo: 5 Otro rugido resuena por el bosque. Si exploras más, pasa al 180; de lo contrario, sigue adelante. 404 Tiempo: 5 Pt. Exp.: 2 Te giras y corres hacia la entrada de la cueva, con el imponente Troll tronando detrás de ti. Tira dos dados y añade tu bonificación de Huida: • Si es menor de 6, pasa al 388. • Si es 6 o más, pasa al 395. 405 Tiempo: 10 Pt. Exp.: 2 SCARY, se lee en el sucio y estropeado letrero junto al camino. Te preguntas qué fortuna — buena o mala — te ha traído a esta ciudad tan inquietante. Las pocas personas que te encuentras te miran como si fueras un espía o un gran gusano con extremidades. Si intentas advertir o explorar la ciudad de Scary, pasa al 216; de lo contrario, sigue adelante. 406 Tiempo: 10 Pt. Exp.: 23 Grainfoot entra en un estado de agitación. “Te ayudaré”, dice. “Puedes contar con nosotros. Comenzaremos a correr la voz de inmediato”. Al salir de la ciudad escuchas las llamadas de alarma. Has advertido con éxito a Los Ranales. Sigue adelante. 407 Tiempo: 15 Pt. Exp.: 2 Pies Ligeros frunce el ceño y dice: “¡Traes noticias inquietantes que no puedo creer! ¡Debo pedirte que abandones nuestro hermoso pueblo antes de que molestes a mis parientes!”. Se va, murmurando para sí mismo. ¡No logras advertir a Delagua! Para entrar en la cercana ciudad de Hobbiton, pasa al 151; de lo contrario, sigue adelante. 203 408 Tiempo: 15 Una abrumadora necesidad de saquear una tumba cercana te golpea. Te imaginas inmensamente rico, colmado de joyas y sentado sobre un montón de piezas de oro. Intentas resistirte a este temerario impulso. Tira dos dados y añade tu bonificación de Magia: • Si obtienes de 2-7, cedes al impulso, pasa al 430. • Si obtienes de 8-12: • Si quieres, puedes explorar la tumba, pasa al 430. • De lo contrario, sigue adelante. 409 Tiempo: 5 Pt. Exp.: 20 Took cree tu historia y promete comunicarle a las demás Cuadernas el peligro que se cierne sobre todos los habitantes de la Comarca. Anota en tu Tarjeta de Identificación del Personaje que lograste advertir a Casa del Bosque y anota el tiempo. Sigue adelante. 410 Tiempo: 10 Pt. Exp.: 2 BIENVENIDO A CEPEDA, se puede leer en un gran letrero a la orilla del camino. ¡Debes advertir a los Hobbits de inmediato! Una fresca y azul corriente de agua parece tentarte a tomar un descanso, pero te apresuras a advertir a alguien digno de confianza. Si intentas advertir a los habitantes de Cepeda, pasa al 222; de lo contrario, sigue adelante. 411 Tiempo: 10 Pt. Exp.: 3 Aprietas los dientes ante la lamentable visión que llega a tus ojos. Ante ti, inundada por las aguas turbulentas y marrones de El Agua, yace Hobbiton. Su molino no es más que un decadente edificio en ruinas. Las casas junto a la corriente azul, una vez plácida, están en su mayoría sumergidas. La basura y los escombros están dispersos por 204 todos lados, todo lo que queda de siglos de trabajo laborioso, salpica el paisaje, flotando hacia el este sobre el agua enfurecida. ¿Qué mal habrá causado este desastre al torcer las fuerzas de la naturaleza? Incluso La Colina ha quedado dañada. Las puertas de los smials de los hobbits a lo largo de sus flancos están abiertas, una señal de la prisa de sus habitantes por abandonar el pueblo. ¡Has fallado! Los sirvientes del Señor Oscuro ya han empleado su magia aquí. No has logrado completar tu misión. Ahora solo te queda lamentarte mientras piensas una y otra vez que podría haber pasado si hubieras sido un poco más rápido y hubieras tenido algo más de fortuna a la hora de tomar tus decisiones. 412 Tiempo: 15 Haces una pausa para beber de una corriente de agua cristalina y sientes un duro y mareante golpe contra tu cabeza. Pasa al 188. 413 Tiempo: 30 Pt. Exp.: 1 Los fragantes prados del área de los Campos del Puente reviven tu espíritu decaído. Si ya has advertido a los habitantes de esta zona, sigue adelante. Un simpático hobbit te da la bienvenida a su hogar y te ofrece una sabrosa comida de tocino y huevos. “¿Has comido cinco o seis veces hoy?”, pregunta. Le informas sobre tu misión mientras devoras con ansia los alimentos. El intenso brillo en su mirada te hace creer que tienes un aliado en este mediano. Tira dos dados y añade tu bonificación de Percepción: • Si es de 2-6, pasa al 448. • Si es de 7-12, pasa al 423. 205 414 Tiempo: 15 Pt. Exp.: 3 Un manto de espeluznante niebla envuelve la próspera ciudad. Un desagradable hedor llena el aire y no se ve a nadie mientras caminas por sus calles desiertas. Llegas muy tarde; los Nazgûl te han precedido. No has logrado advertir a tiempo a Los Ranales. Sigue adelante. 415 Tiempo: 10 Pt. Exp.: 2 Pasas junto a un amplio campo de nabos y una granja bien cuidada y vallada. El Ferry de Balsadera se encuentra al este. Un granjero hobbit te saluda. Si intentas advertir al área de Marjala, pasa al 438; de lo contrario, sigue adelante. 416 Tiempo: 45 La pequeña tienda general, de propiedad y operada por Hobbits, tiene de todo, desde tabaco para fumar en pipa hasta pitones de escalada. Los alimentos ocupan la mayor parte del espacio en el próspero establecimiento. El arrogante propietario te relata su historia familiar mientras completa tu pedido, sin comentar nunca nada sobre tu apariencia o intenciones. Una lista de precios con pulcras y esmeradas letras cuelga en la pared detrás del mostrador:  COMIDA 1 Pieza de cobre  DAGA 4 piezas de plata  ESCUDO 6 piezas de plata  LANZA 6 piezas de plata  MOCHILA 20 piezas de cobre  CUERDA 30 piezas de cobre  ANTORCHAS (6) 2 Piezas de cobre  ODRE DE AGUA 1 pieza de cobre  TABACO PARA PIPAS (bolsa) 1 pieza de cobre El tendero Hobbit reúne alegremente tus suministros y toma tu dinero. Anota todo lo que hayas comprado en tu Tarjeta de Identificación del Personaje, deduciendo la 206 cantidad apropiada de dinero. (Una pieza de plata = 100 piezas de cobre.) Luego, sigue adelante. 417 Tiempo: 10 Exp. Pt: 5 Disfrutas de la comida pero no consigues convencer a tu anfitrión de que tu historia es verdadera. No logras advertir a los ciudadanos de Casa del Bosque. Sigue adelante. 418 Tiempo: 10 Pt. Exp.: 2 BIENVENIDO A SURCOS BLANCOS, se puede leer sobre un sencillo cartel pintado a mano cerca de una confortable posada, La Cerveza Hogareña. Hay Hobbits haciendo sus quehaceres, otros paseando por puro placer, pero todos te observan fijamente. Le preguntas a una Hobbit de aspecto amigable por el Shirriff o su ayudante, el contacto que Trancos te dijo que buscaras. Ella te señala la Taberna de la ciudad. Si intentas advertir a la ciudad de Surcos Blancos, pasa al 201; de lo contrario, sigue adelante. 419 Tiempo: 5 Pt. Exp.: 12 Tock demuestra ser un oyente digno y tiene la intención de ayudar a su gente. Él acepta difundir la noticia del peligro. ¡Has advertido con éxito a los habitantes del área de Marjala! Sigue adelante. 420 Tiempo: 15 Mientras haces una pausa para beber de un arroyo de aguas cristalinas, escuchas un pequeño ruido detrás de ti. Al girarte, te enfrentas a un hombre con un gran garrote levantado para golpearte. Mientras sacas tu arma y te preparas para el combate, escuchas una voz detrás de ti que dice: “Eres rápido, pero no lo suficientemente rápido”. Ese es el último sonido que escuchas, cuando sientes un golpe mareante en tu cabeza. Pasa al 188. 207 421 Tiempo: 15 Escuchas un gemido espeluznante y sientes una intensa compulsión por explorar una tumba cercana. Intentas resistirte a este impulso, tira dos dados y añade tu bonificación de Magia: • Si obtienes de 2-7, cedes al impulso, pasa al 430. • Si es de 8-12: • Si deseas explorar la tumba, pasa al 430. • De lo contrario, sigue adelante. 422 Tiempo: 10 Pt. Exp.: 3 Te quedas perplejo y tu fuerza de voluntad se debilita mientras contemplas las calles desiertas de la ciudad. Los únicos sonidos son los de tu propio corazón palpitante y el frío y fuerte viento que azota las persianas de las casas de piedra gris de Scary. Todos los habitantes de la ciudad se han marchado, algunos sin preocuparse por apagar el fuego en las cocinas de sus hogares. Llegas demasiado tarde para advertir a Scary. Sigue adelante. 423 Tiempo: 5 Pt. Exp.: 12 Tu historia despierta la lealtad de tu anfitrión. Él se levanta y jura ayudarte en tu tentativa, accediendo a correr la voz por el área. ¡Has logrado advertir a la región de los Campos del Puente! Sigue adelante. 208 424 Tiempo: 15 Pt. Exp.: 3 El Agua ya no corre tranquilamente junto a la ciudad, Delagua está inundada por la corriente fangosa del antaño apacible arroyo de aguas azules. Sus habitantes no se ven por ninguna parte, y solo la robusta Posada del Dragón Verde parece haber sobrevivido a las torrenciales aguas de la inundación. Llegas muy tarde. La mano del mal ha precedido tu llegada. Sigue adelante. 425 Tiempo: 10 Pt. Exp.: 12 Pasas junto a un amplio campo de nabos y una granja bien cuidada y vallada. El Ferry de Balsadera se encuentra al este. Un granjero hobbit te saluda. Si intentas advertir a los habitantes del área de Marjala, pasa al 438; de lo contrario, sigue adelante. 426 Tiempo: 15 Pt. Exp.: 2 Tock se muestra terco y comienza a irritarse. Finalmente dice: “¡Ya basta de esta tontería! ¡No quiero ser parte de este extraño juego que te traes entre manos! ¡Somos gente tranquila los que vivimos aquí! ¡Vete!”. Has fallado en tu intento de advertir al área de Marjala. Sigue adelante. 427 Tiempo: 90 Pt. Exp.: 2 Took te lleva a su casa y te ofrece tocino y huevos para comer — es solo su tercera comida del día, te dice. Él menciona haber visto personajes de aspecto sospechoso por los alrededores últimamente. Tira dos dados y añade tu bonificación de Percepción: si es de 2-5, pasa al 417; si es de 6-12, pasa al 409. 428 Tiempo: 10 Pt. Exp.: 12 BIENVENIDO A SURCOS BLANCOS, puedes leer en un simple cartel pintado a mano cerca de una acogedora posada, La Cerveza Hogareña. Hay Hobbits haciendo sus 209 quehaceres, otros paseando placenteramente, pero todos te observan detenidamente. Le preguntas a una Hobbit de aspecto amigable por el Shirriff o su representante, el contacto que Trancos te dijo que buscaras. Ella te señala en dirección a la taberna local. Si intentas advertir a Surcos Blancos, pasa al 201; de lo contrario, sigue adelante. 429 Tiempo: 20 Pt. Exp.: 12 BIENVENIDO A LOS RANALES, se lee en el letrero a la entrada del pueblo junto al camino. El Agua fluye al norte de la ciudad. La plácida corriente se puede cruzar fácilmente por numerosas pasarelas y vados. Preguntas por el Shirriff, que resulta ser el molinero, Ways Grainfoot. Mientras le cuentas tu historia, sus ojos se hacen más y más amplios. Tira dos dados y añade tu bonificación de Percepción: • Si es de 2-5, pasa al 440. • Si es de 6-12, pasa al 406. 430 Tiempo: 5 Cuando te acercas a la puerta abierta de la tumba, una súbita emoción te recorre la mente al pensar en el tesoro y la aventura que te esperan en tu interior. Rápidamente entras en la oscuridad que te aguarda. Tira dos dados: • Si es de 2-6, pasa al 140. • Si es de 7-12, pasa al 105. 431 Tiempo: 20 Pt. Exp.: 3 A medida que la luz baila sobre las aguas que salpican la campiña, entras en la ciudad. Un silencio extraño e inquietante se apodera del pueblo y solo caminas media docena de metros antes de darte cuenta de que estás solo. ¿Es tu imaginación o el cielo de repente se ha vuelto gris? Llegas demasiado tarde, porque la gente de Cepeda ha huido ante la maldición del Señor Oscuro. Sigue adelante. 210 432 Tiempo: 5 Puedes continuar tu viaje utilizando el sendero o abriéndote paso a través del bosque. • Si usas el sendero, sigue adelante. • De lo contrario, tira dos dados y añade tu bonificación General: • Si es de 2-7, estás perdido, avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 433 Tiempo: 15 Pt. Exp.: 12 BIENVENIDOS A CASA DEL BOSQUE, pone en el letrero a la entrada del pueblo. Ubicado cerca del Bosque Cerrado, este encantador pueblo de Hobbits te abre los brazos. Se corre la voz por la aldea de que has venido a advertir a la Comarca de una catástrofe inminente; algunos dicen que de otro largo invierno. De repente, un Hobbit alto (¡un metro de alto!) avanza hacia ti destacando de entre los demás — me apellido Took, te dice —, y les ruega a todos que se callen. “¡No hablemos más de esto a la intemperie!”, sígueme, te ordena. Pasa al 427. 434 Tiempo: 15 El representante de los Shirriffs en Delagua es un carpintero llamado Pies Ligeros. Él escucha tu historia de la llegada de los Jinetes con gran atención, dando profundas bocanadas a su pipa. Tira dos dados y añade tu bonificación de Percepción: • Si es de 2-4, pasa al 407. • Si es de 5-12, pasa al 445. 435 Tiempo: 20 Pt. Exp.: 2 BIENVENIDO A LOS RANALES, se lee en el letrero a la entrada del pueblo junto al camino. El Agua fluye al norte 211 de la ciudad. La plácida corriente se puede cruzar fácilmente por numerosas pasarelas y vados. Preguntas por el Shirriff, que resulta ser el molinero, Ways Grainfoot. Mientras le cuentas tu historia, sus ojos se hacen más y más amplios. Tira dos dados y añade tu bonificación de Percepción: • Si es de 2-5, pasa al 440. • Si es de 6-12, pasa al 406. 436 Tiempo: 10 Pt. Exp.: 3 Tu fuerza de voluntad se debilita mientras caminas y observas las calles desiertas de la ciudad. Un inquietante sonido en el viento, como si este fuera estrangulado por una mano fantasma, te hiela la sangre mientras te giras y corres. Llegas demasiado tarde para advertir a Surcos Blancos, pero tal vez puedas salvar otra aldea. Sigue adelante. 437 Tiempo: 10 Pt. Exp.: 3 Tu cólera crece cuando entras en la tranquila ciudad de la ladera. Un horrible olor impregna el lugar por todas partes y no hay rastros de la gente del pueblo. Las señales de su huida están en todas partes. Las fuerzas de la oscuridad ya han estado aquí. Llegas demasiado tarde para advertir a Casa del Bosque. Sigue adelante. 438 Tiempo: 30 Pt. Exp.: 1 Un suspicaz granjero Hobbit llamado Tock escucha tu historia atentamente y te ofrece un vaso de agua fresca de manantial y una comida. “No pareces ser un malhechor, para mí”, dice, entusiasta. Tira dos dados y añade tu bonificación de Percepción: • Si es de 2-4, pasa al 426. • Si es de 5-12, pasa al 419. 212 439 Tiempo: 10 Pt. Exp.: 12 BIENVENIDO A CEPEDA, se lee en un gran letrero a la orilla del camino. ¡Debes advertir a los Hobbits de inmediato! Una fresca y azul corriente de agua parece tentarte a tomar un descanso, pero te apresuras a advertir a alguien digno de confianza. Si intentas advertir a los habitantes de Cepeda, pasa al 222; de lo contrario, sigue adelante. 440 Tiempo: 15 Pt. Exp.: 2 En tu estado de emoción, aparentemente asustas a Grainfoot. Después de girar bruscamente los ojos, te mira y dice: “señor, lo que usted cuenta es una locura. ¡No puede ser cierto! ¡No abrigaremos estos rumores aquí! Es hora de comer y me voy. ¡Te sugiero que hagas lo mismo!”. No has logrado advertir a Los Ranales. Sigue adelante. 441 Tiempo: 10 Pt. Exp.: 1 El hombre viste botas de cuero embarradas y una capa gris, porta una espada, un arco y una daga de plata a su lado. Se detiene mientras se acerca y grita de manera amistosa: “¡Hola! No tienes por qué temerme. Me llamo Pock. Solo soy un trovador errante”. Ves una lira atada a la espalda del hombre. Sus largas piernas y botas de cuero te llaman la atención; él te recuerda a Trancos. “Déjame ofrecerte comida y bebida”, dice. Observas cómo él mete la mano en su mochila y saca una botella y una barra de pan. “El pan no es más fresco que yo, me temo”, dice con una carcajada. • Si entablas conversación con el hombre, pasa al 218. • Si prefieres huir, pasa al 166. • Si luchas con él, pasa al 321. 213 442 Tiempo: 10 Pt. Exp.: 12 SCARY, puede leerse en un feo y estropeado letrero. Te preguntas qué fortuna —buena o mala—, te ha traído a esta sucia y extraña ciudad. Las pocas personas que te encuentras te miran fijamente como si fueras un espía o un gran gusano con extremidades. Si intentas advertir a sus habitantes o explorar la ciudad de Scary, pasa al 216; de lo contrario, sigue adelante. 443 Tiempo: 15 Pt. Exp.: 1 Caminas por los senderos elevados sobre los diques formados por hileras de setos vegetales de Marjala, pero después de un tiempo te das cuenta de que estás solo en los campos. No hay nadie alrededor. ¡La zona de Marjala parece estar desierta! Aprietas los dientes, sabiendo que es demasiado tarde para advertir a sus habitantes. Sigue adelante. 444 Tiempo: 15 Pt. Exp.: 2 BIENVENIDOS A CASA DEL BOSQUE, pone en el letrero a la entrada del pueblo. Ubicado cerca del Bosque Cerrado, este encantador pueblo de Hobbits te abre los brazos. Se corre la voz por la aldea de que has venido a advertir a la Comarca de una catástrofe inminente; algunos dicen que de otro largo invierno. De repente, un Hobbit alto (¡un metro de alto!) avanza hacia ti destacando de entre los demás — me apellido Took, te dice —, y les ruega a todos que se callen. “¡No hablemos más de esto a la intemperie!”, sígueme, te ordena. Pasa al 427. 445 Tiempo: 10 Pt. Exp.: 20 Los ojos de Pies Ligeros se abren de par en par y proclama: “¡Al Shirriff se le debe contar esta terrible historia! ¡Me iré a advertirle a él y a nuestra aldea de los peligros que has visto!”. Desliza una pinta de cerveza dulce y una hogaza de pan delante de ti y dice: “¡Tomad esto 214 amable señor, y buena suerte en vuestro intento por ayudar a nuestros hermanos!”. Enhorabuena, ¡has advertido a Delagua! Para entrar en Hobbiton, pasa al 151; de lo contrario, sigue adelante. 446 Tiempo: 30 La Tienda General posee comida, bebida, armas y accesorios; un letrero escrito a mano y colocado en la pared más alejada del abarrotado establecimiento te dice todo lo que necesitas saber.  SIDRA (1/4 de galón) 1 pieza de cobre  COMIDA 2 piezas de cobre  DAGA 3 piezas de plata  ESCUDO 5 piezas de plata (¡ESPECIAL!)  LANZA 3 piezas de plata  MOCHILA 20 piezas de cobre  CUERDA 40 piezas de cobre  ANTORCHAS (6) 2 piezas de cobre  ODRE DE AGUA 2 piezas de cobre El brusco propietario reúne rápidamente lo que deseas y toma tu dinero sin intercambiar una palabra. Anota lo que compres en tu Tarjeta de Identificación, deduciendo la cantidad apropiada de dinero. (Una pieza de plata = 100 piezas de cobre). Luego, sigue adelante. 215 447 Tiempo: 5 Puedes continuar viajando por el camino o abriéndote paso por el bosque. • Si usas el sendero, sigue adelante. • De lo contrario, tira dos dados y añade tu bonificación General: • Si es de 2-8, estás perdido, avanza en una dirección aleatoria. • De lo contrario, sigue adelante. 448 Tiempo: 15 Pt. Exp.: 2 Tu anfitrión está consternado por tus malos modales en la mesa y tu estridente conversación. Te mete prisa, cierra la puerta y echa el cerrojo. ¡No logras avisar al área de los Campos del Puente! Sigue adelante. 449 Tiempo: 480 Pt. Exp.: 25 Más tarde, esa misma noche, mientras te acuestas en la pequeña cama Hobbit tratando de conciliar el sueño, te preguntas: “¿habrá otra misión que puedas emprender? Nunca me he sentido tan vivo e importante, declaras a las estrellas. ¡Lo haré de nuevo! ¡Tengo que hacerlo!”. ¡Tu misión ha sido completada, la Comarca ha sido advertida de la llegada de los Nazgûl! Te sumes en un profundo y reparador sueño, pensando en las aventuras venideras y en desafíos aún mayores. - FIN – 450 Tiempo: 10 Pt. Exp.: 3 Una lágrima llega a tus ojos mientras contemplas las ruinas humeantes del pueblo y los árboles carbonizados a lo largo del borde del bosque circundante. Llegas muy tarde. Alforzada ha sentido la ira del Señor Oscuro. Sigue adelante. 216 451 Tiempo: 10 Pt. Exp.: 15 El hombre yace sangrando y aún a tus pies. Rebuscas en su cuerpo y encuentras solo una pieza de plata y su cuchillo. Buscas en la habitación y no encuentras nada de interés excepto la lanza. Sigue adelante. 452 Tiempo: 30 Gildor te guía silenciosa y rápidamente a través de los bosques y la espesura de los matorrales. Cuando llegáis a un claro, él se detiene y señala al horizonte. “Hobbiton se encuentra a quince kilómetros en esa dirección”, dice, apuntando hacia el noroeste. “Ve ahora y toma esto contigo”. Te da dos dosis de una hierba curativa, Athelas. Le pides consejo, pero Gildor sacude su noble cabeza. “El consejo es una criatura peligrosa, joven. Demasiado es tan malo como lo es muy poco. Confía en ti mismo, ese es mi consejo”. Tras estas palabras él desaparece en el bosque en un abrir y cerrar de ojos. Ahora estás en el espacio 24F. Sigue adelante. 217 453 Tiempo: 5 Observas a cuatro Orcos reunidos alrededor de un amontonado botín, peleando por baratijas. No se percatan de tu presencia. Realiza una acción: • Si luchas contra los Orcos, pasa al 245. • Si “burlas” a los Orcos, pasa al 213. 454 Tiempo: 10 Pt. Exp.: 25 Tu historia intriga a tus anfitriones y comienzan a agitarse. El posadero proclama a viva voz: “¡Fallowfields te ayudará a advertir a los ciudadanos de Alforzada!”. Anota en tu Tarjeta de Identificación del Personaje que advertiste con éxito a Alforzada y toma nota del tiempo. Sigue adelante. 218 455 Tiempo: 10 Pt. Exp.: 3 No has logrado completar tu misión principal. Puede que hayas conseguido advertir a parte de la Comarca, pero la sombría mano del Señor Oscuro ya ha caído sobre la mayoría de sus habitantes. Ahora solo te queda lamentarte mientras piensas una y otra vez que podría haber pasado si hubieras sido un poco más rápido y hubieras tenido algo más de fortuna a la hora de tomar tus decisiones. Vuelve a intentarlo desde el principio. 219 TABLA DE ACCIÓN Atacar: debes luchar contra tu oponente. Huir: tira dos dados y añade tu bonificación de Huida. Si el resultado es más de 7, sigue las instrucciones del texto o sigue adelante. De lo contrario, debes luchar contra tu oponente y eres “sorprendido” (el enemigo ataca primero). Las siguientes tres acciones solo están permitidas si el texto indica que tu oponente es “burlado” por ti. (No es consciente de tu presencia y lo pillas por sorpresa). Escabullirse: tira dos dados y añade tu bonificación de Pericia. Si el resultado es más de 7, sigue adelante. De lo contrario, debes luchar contra tu oponente. Ataque Sorpresa: debes luchar con tu oponente. Tira dos dados y añade tu bonificación de Pericia. Si el resultado es más de 7, puedes atacar por sorpresa. Para tu primer ataque solamente, puedes incrementar tu PACC o PAP añadiéndole tu bonificación de Pericia. Robar y Coger: tira dos dados y añade tu bonificación de Pericia. Si el resultado es más de 8, logras “burlar” a tu oponente. Lee el texto indicado, manteniendo en mente que solo puedes coger un objeto descrito (tu oponente aún sigue vivo). Si el resultado es 8 o menos, debes luchar contra tu oponente y eres “sorprendido”. CUANDO USAS EL SISTEMA AVANZADO: 1) Huir y Escabullirse te lleva a seguir las instrucciones del texto o a moverte en una dirección aleatoria. 2) Puedes intentar Evadir: siguiendo el mismo procedimiento descrito para Huir, pero restando 2 del número obtenido y si eres afortunado, puedes seguir adelante o moverte en una dirección aleatoria. 3) Puedes Pasar con Sigilo: siguiendo el mismo procedimiento descrito en Escabullirse, pero restando 2 del número obtenido, y si eres afortunado, puedes seguir adelante o moverte en una dirección aleatoria. 220 TABLA DE COMBATES 221 TABLA DE NÚMEROS AL AZAR 222 TABLAS MERP (JUEGO DE ROL DEL SEÑOR DE LOS ANILLOS) 223 224 225 Para más librojuegos no podéis dejar de visitar las webs: https://www.projectaon.org/es/Principal/Inicio http://manpang.blogspot.com/ http://librojuegos.org/ “Un anillo para gobernarlos a todos. Un anillo para encontrarlos. Un anillo para atraerlos a todos y atarlos en las tinieblas. † Varias web para reunirlos a todos”
textdata/thevault/Lord of the Rings (LotR)/Novel/Tolkien Quest 1 • Noche del Nazgûl.pdf
1 2 Introduction Author J. Evans Payne Character Art Ethan Slayton Scene Art Jack Kaiser Iconography J. Payne Design & Concept Jason Payne Developer Jason E. Payne Producer Jason Evans Payne Editor J. E. Payne Layout and Graphic Design Jason E. P. Cover Art and Logos Enyap Nosaj Cartography J. Evans Payne Typesetting J. Snave Enyap Proofreading Beattin A. Dedhaurs Indexing Microsoft Word Thanks To my friends from middle school, who embraced this silly nerdy hobby as a welcome escape from the pressures everyone endures in that environment. To my friends from high school, who rekindled my love of the game that was now used as the basis of philosophical discussions and dreaming about the future. To my friends from college, who stuck with all manner of nerdy obsessions of mine through the years, despite dwindling free time in which to pursue such things, and increasing responsibilities in other realms. Special Thanks: Kickstarter Backers Thank you for believing in me, when all I had to prove myself was an idea, a blurb, a handful of maps, and a dream. The product you hold in your hands—or store on your hard drive—is a direct result of your faith, and support. I can’t thank you enough. Hardened Completionists • Richard Loh • Jeremy Siemon • Paul S. • Richard “Eskimo” Jones • J Levine • Please do not add my name to the credits • Jeremy Suiter, a.k.a. Barek Firebeard • Jeff “Sage” Trisoliere • Martin St-Laurent • Benjamin Bernard • Oliver Volland • Dr. Donald A. Turner • Nicholas Harvey • Thalji • Amadan • Bulldozers • Redfuji6 • Jamie Van Lengen • Roger Haxton • H. Howell • Cally Harper • Steve “Sammeal” Reinhart • Charles Marshall • Rhel ná DecVandé • Stormraider Hardened Historians • Kary “Realm Master K” Williams • Luca Basset • Stephen P.D, Kelley • Stefan Friedl • Tobias Widlund • Justin Whitman Colophon 3 Introduction • ZoZoBop • Richard Isaak • Paul Lukianchuk • Charles “Lukkychukky” Ulveling • Fettzer • Earl B. Bingham • Archania’s Workshop, LLC • J. David Porter • Kandy Dolan • Eggyz • V. Pesola Mayor • Bernie “Murkatos” McCormick Universal Historians • G. “Fluido” Fasano • Danny Wilson • Imban • Gregory McWhirter • David Stephenson • Delnurfin Feadiel Hardened Historians • Andrew Lotton • Robert Wiesehuegel • A Wong • J W Carroll • Scott Crandall • Anon • Martin Blake Historians • Lester Ward • Bartholomew Jackson • Andrew Weill • Robert McNeal • Étienne De Sloover • ANton H. • AinvarG • Ben Fowler • Sam Hillaire • MarsSenex • Aaron J. Schrader • Michael Schwan • Chris Sulat • Sam Rosenthal • Kevin J O’Brien • Nathan Blaylock • Stefan “Melwyn” Kruse • J. Michael Lanaghan • Jon R. Terry • Boberto • Brien “CriticalFailure” Borchardt • Cory Aughenbaugh • MICHAEL J BENENSKY Citizens • Oliver von Spreckelsen • Crispin Moakler • Jonathan Smith • Marc Margelli • Paul Fowler • Doug Berigan • Jordi Rabionet Hernandez • Simon Hunt • philippe Roby • Uwe Nagel • David vun Kannon • Joshua F. Knowles • Ryan Lynn • Joe Medica • Loren Siebold • Ed Kowalczewski • Anthony Allan • Bill Weir • Christian Klein • Ender • Kothoga • Adam Jacobsen • Terry Adams • J.Goodwins • Kohuda • Andreas Monitzer • Jasper Akhkharu • Ashran Firebrand Passersby • J. Philip Ezrickson • Elton Robb 4 Introduction Infinium Game Studio is: CEO J. Evans Payne Creative Director J. Evans Payne Lead Editor J. Evans Payne VP Marketing & Sales J. Evans Payne CFO J. Evans Payne Artistic Director J. Evans Payne Legal Stuff Dark Obelisk 2: The Mondarian Elective © 2018 J. Evans Payne. Reproduction without the written permission of the author is expressly forbidden. Dark Obelisk, Berinncorte, and Aquilae are trademarks of Infinium Game Studio, All rights reserved. All characters, names, places, items, art and text herein are copyrighted by J. Evans Payne. The mention of or reference toany company or product in these pages is not a challenge to the trademark or copyright concerned. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/ pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http:// paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. This book is hereby dedicated to my amazing Kickstarter backers, without whom I would have merely ideas, and little across the finish line. Dedication Foreward Good lord. I’ve said often that my ambition is an excess outstripped only by the devotion of my backers and colleagues. Never has that been more the case than with this project. Dark Obelisk 2 was intended as a simple follow-up to the original. An extension of the story, an expansion of the mythology and the realm, and a continuation of the fun I had putting the first project together. Now, more than a year after the Kickstarter for DO2 wrapped up, and after a half-dozen intervening books and publications, we’re finally getting to the meat of the matter. And meat there is: what you hold, in whatever format, is at the very physical limit of how much I can pack into a single volume. The trek into Mondaria City and its nine-level (okay, eight and change, really) mining complex is a challenging one, and not for the faint of heart. But the rewards are considerable. “Adventure” hardly seems an appropriate moniker for this behemoth of a tome of content. But this adventure is not just continuation of an adventure path and story. It is the fulfillment of a dream. The completion of a promise. The satisfaction, I would hope, of a very long time waiting, and of confidence given, and an emotional investment that has hopefully reaped rewards. It is also the stepping-off point for the next phase of my ambition, and of an entire world and universe of possible content that will hopefully follow. I can only once again thank my backers, my followers, my colleagues, my advocates, and all those who have stuck in there waiting for this to come to fruition. Hopefully, you consider it worth the wait. J. Evans Payne Malvern, Pennsylvania February 2018 5 Introduction Table of Contents Colophon 2 Foreward 4 Table of Contents 5 About Infinium Game Studio 7 FlexTale 8 Prologue: A Stranger Appears 10 Recap: Dark Obelisk 1: Berinncorte 11 Introduction 13 The Campaign World 21 Mondaria City: Ground Floor 29 Map 1: Mondaria City Overview (MC-O) 30 Level Introduction: Mondaria City 31 Map 2: Blacksmith Ground Floor (MC-BS-GF) 34 Map 3: Central Area / Market (MC-MKT) 37 Map 4: Checkpoint Control Ground Floor (MC-CC-GF) 40 Map 5: Fishery Ground Floor (MC-FH-GF) 43 Map 6: Garrison Ground Floor (MC-GR-GF) 47 Map 7: Hunter’s Glen (MC-HG) 50 Map 8: Inn & Stables Ground Floor (MC-IS-GF) 52 Map 9: Mess Hall Ground Floor (MC-MH-GF) 56 Map 10: MIll Ground Floor (MC-ML-GF) 59 Map 11: Residential Zone (MC-RZ) 62 Map 12: Residence NE Ground Floor (MC-RNE-GF) 64 Map 13: Residence NW Ground Floor (MC-RNW-GF) 66 Map 14: Residence SE Ground Floor (MC-RSE-GF) 68 Map 15: Residence SW Ground Floor (MC-RSW-GF) 70 Map 16: Fishery Secret Grotto (MC-FH-SG) 72 Map 17: Storage Ground Floor (MC-ST-GF) 75 Map 18: Trading Post Ground Floor (MC-TP-GF) 78 Map 19: Chaos Overview (MC-C) 81 Map 20: Chaos Secret (MC-CSCR) 84 Map 21: Chaos Foreman (MC-CF) 86 Map 22: Chaos Supplies (MC-CS) 88 Map 23: Law Entrance (MC-LE) 91 Map 24: Law Foreman (MC-LWF) 94 Map 25: Love Overview (MC-L) 96 Map 26: Love Secret (MC-LS) 98 Map 27: Love Foreman (MC-LF) 100 Map 28: Outside the Gates (MC-OG) 103 Map 29: Past the Gates (MC-PG) 105 Map 30: Law General (MC-LO) 107 Mondaria City: Second Floor 109 Map 31: Mondaria City Second Floor Overview (MC-SF-O) 110 Level Introduction: Mondaria City Second Floor 111 Map 32: Inn & Stables Second Floor (MC-IS-SF) 113 Map 33: Residence SE Second Floor (MC-RSE-SF) 116 Map 34: Residence SW Second Floor (MC-RSW-SF) 118 Map 35: Eastern Watchspire Overview (MC-EW-SF-O) 120 Map 36: Eastern Watchspire, West (MC-EW-SF-W) 122 Map 37: Eastern Watchspire, Southwest (MC-EW-SF-SW) 125 Map 38: Eastern Watchspire, Southeast (MC-EW-SF-SE) 127 Map 39: Eastern Watchspire, Northeast (MC-EW-SF-NE) 130 Map 40: Western Watchspire (MC-WW-SF) 132 Map 41: Trading Post Second Floor (MC-TP-SF) 135 Mondaria City: Third Floor 138 Map 42: Mondaria City, Third Floor Overview (MC-TF-O) 139 Level Introduction: Mondaria City, Third Floor 140 Map 43: Eastern Watchspire, West (MC-EW-TF-W) 142 Map 44: Eastern Watchspire, Southwest (MC-EW-TF-SW) 145 Map 45: Eastern Watchspire, Southeast (MC-EW-TF-SE) 148 Map 46: Eastern Watchspire, Northeast (MC-EW-TF-NE) 150 Map 47: Western Watchspire, Northeast (MC-WW-NE-TF) 153 Map 48: Western Watchspire, Southwest (MC-WW-TF) 155 Mondaria Mines: Level 1 157 Map 49: Mines Level 1, Overview (ML1-O) 158 Level Introduction: Mines Level 1 159 Map 50: Blacksmith Basement (MC-BS-BM) 163 Map 51: Blacksmith / Trading Post Basement (MC-BSTP-BM) 165 Map 52: Checkpoint Control Basement (MC-CC-BM) 167 Map 53: Fishery Basement (MC-FH-BM) 169 Map 54: Garrison Secret Tunnel Complex (MC-GR-ST) 172 Map 55: Garrison / Mess Hall Basement Overview (MC-GRMH-BMO) 175 Map 56: Garrison Basement (MC-GR-BM) 177 Map 57: Mess Hall Basement (MC-MH-BM) 180 Map 58: Inn & Stables Basement (MC-IS-BM) 183 Map 59: Mill Basement (MC-ML-BM) 186 Map 60: Residence NE Basement (MC-RNE-BM) 189 Map 61: Residence NW Basement (MC-RNW-BM) 191 Map 62: Residence SE Basement (MC-RSE-BM) 193 Map 63: Residence SW Basement (MC-RSW-BM) 195 Map 64: Storage Basement (MC-ST-BM) 198 Map 65: Trading Post Basement (MC-TP-BM) 200 Map 66: Checkpoint / Storage Secret Stash (MC-CCS-BM) 203 Map 67: Railmaster’s Cottage (ML1-RLMC) 205 Map 68: Rail Switchhouse East (ML1-RSE) 208 Map 69: Rail Switchhouse North (ML1-RSN) 210 Map 70: Underground River Piers Overview (ML1-UGRP-O) 213 Map 71: Underground River Fishery (ML1-FSH) 215 Map 72: Piers North (ML1-UGRP-N) 218 Map 73: Piers Mid (ML1-UGRP-M) 220 Map 74: Piers South (ML1-UGRP-S) 222 Map 75: Central Storage Overview (ML1-CST-O) 225 Map 76: Central Storage: Explosives Shack (ML1-CST-EXS) 227 Map 77: Central Storage: Stacks (ML1-CST-STK) 230 Map 78: Secret Mine Area North (ML1-SCTN) 233 Mondaria Mines: Level 2 236 Map 79: Mines Level 2 Overview (ML2-O) 237 Level Introduction: Mines Level 2 238 Map 80: Underground Lake & Island Overview (ML2-ULI-O) 241 Map 81: Underground Lake Northern Island (ML2-ULI-N) 243 Map 82: Underground Lake Center Island (ML2-ULI-C) 245 Map 83: Underground Lake Southern Island (ML2-ULI-S) 248 Map 84: Skimmer’s Cache Secret South (ML2-SCS) 250 Map 85: Invaded Residence Sub-Basement (ML2-IRSB) 252 Map 86: Elevators North Overview (ML2-ELN-O) 255 Map 87: Elevators North: Operations (ML2-ELN-LS) 257 Map 88: Elevators North: Elevator Control (ML2-ELN-EC) 261 Map 89: Elevators North: Elevator Barrier (ML2-ELN-EB) 263 Map 90: Elevators East (ML2-ELE) 265 Map 91: Elevators West (ML2-ELW) 268 Map 92: Mining Area Northeast (ML2-MNE) 271 Map 93: Mining Area Northwest (ML2-MNW) 274 Map 94: Gem Cache (ML2-GEM) 276 Map 95: Riverbank Processing (ML2-RIV) 279 Map 96: Riverbank North Pier (ML2-RIV-N) 281 Map 97: Riverbank South Pier (ML2-RIV-S) 284 Map 98: Railshed & Storage East (ML2-RSS-E) 286 Map 99: Railshed & Storage East: Shed Detail (ML2-RSS-E-S) 289 Map 100: Railshed & Storage Northwest (ML2-RSS-NW) 292 Map 101: Railshed & Storage Northwest: Shed Detail (ML2-RSS-NW-S) 294 Mondaria Mines: Level 3 297 Map 102: Mines Level 3 Overview (ML3-O) 298 Level Introduction: Mines Level 3 299 Map 103: Pit Down (ML3-PD) 302 Map 104: Secret Passage (ML3-SP) 304 Map 105: Mining West Overview (ML3-MW-O) 307 Map 106: Mining West: North (ML3-MW-N) 309 Map 107: Mining West: Center (ML3-MW-W) 312 Map 108: Mining West: South (ML3-MW-S) 315 Map 109: Mining Love West Overview (ML3-MLW-O) 318 Map 110: Mining Love West: Illusionist Entertainers’ Hut (ML3-MLW- ES) 321 Map 111: Mining Love East Overview (ML3-MLE-O) 324 Map 112: Mining Love East: Chemist’s House (ML3-MLE-C) 327 Map 113: Mining Law North Overview (ML3-MLN) 330 Map 114: Mining Love North: Loremaster’s Shack (ML3-MLN-LM) 333 Map 115: Mining Law South Overview (ML3-MLS-O) 336 Map 116: Mining Law South: Sage’s Shack (ML3-MLS) 339 6 Introduction Map 117: Cave-In: Entire Chamber (ML3-CIN-C) 342 Map 118: Cave-In (ML3-CIN) 344 Map 119: Lair (ML3-LAR) 346 Map 120: Circular Stair Pit (ML3-CSP) 349 Map 121: Elevators North (ML3-EN) 351 Map 122: Elevators West (ML3-EW) 354 Map 123: Elevators East (ML3-EE) 357 Mondaria Mines: Level 4 360 Map 124: Mines Level 4 Overview (ML4-O) 361 Level Introduction: Mines Level 4 362 Map 125: Ruined City Overview (ML4-RCO) 365 Map 126: Pit Ledge Overview (ML4-PIT-O) 367 Map 127: Pit Up/Down (ML4-PIT) 369 Map 128: Ledge (ML4-LED) 371 Map 129: Treasure Hoard (ML4-TRH) 373 Map 130: Mess Hall (ML4-MSH) 376 Map 131: Ruined Temple Overview (ML4-RNT-O) 379 Map 132: Ruined Temple Northeast (ML4-RNT-NE) 381 Map 133: Ruined Temple Southeast (ML4-RNT-SE) 383 Map 134: Ruined Temple Southwest (ML4-RNT-SW) 385 Map 135: Ruined Temple Northwest (ML4-RNT-NW) 387 Map 136: Ruined Temple: Center Temple (ML4-RNT-C) 389 Map 137: Elder Tower Husk (ML4-ETH) 392 Map 138: Nest (ML4-NST) 395 Map 139: Circular Stair Pit (ML4-CSP) 397 Map 140: Elevators West (ML4-EWC) 399 Map 141: Elevators North Overview (ML4-ENL-O) 402 Map 142: Elevators North: East (ML4-ENL-E) 404 Map 143: Elevators North: Northwest (ML4-ENL-NW) 407 Map 144: Elevators North: Southwest (ML4-ENL-SW) 409 Map 145: Elevators East (ML4-EEL) 411 Map 146: Dreadslimed Miner Barracks (ML4-DMB) 414 Map 147: Dwarven Union Leader Overview (ML4-DUL-O) 417 Map 148: Dwarven Union Leader: East (ML4-DUL-E) 420 Map 149: Dwarven Union Leader: West (ML4-DUL-W) 422 Map 150: Elven Administration Leader (ML4-EAL) 424 Map 151: Administration Building Overview (ML4-ADB-O) 427 Map 152: Administration Building North (ML4-ADB-N) 429 Map 153: Administration Building South (ML4-ADB-S) 432 Map 154: Administration Building East (ML4-ADB-E) 434 Mondaria Mines: Level 5 437 Map 155: Mines Level 5 Overview (ML5-O) 438 Level Introduction: Mines Level 5 439 Map 156: Elevators North Overview (ML5-ENL-O) 442 Map 157: Elevators North: Designer’s House North (ML5-ENL-DSN) 445 Map 158: Elevators North: Designer’s House Middle (ML5-ENL-DSM) 448 Map 159: Elevators North: Designer’s House South (ML5-ENL-DSS) 450 Map 160: Elevators West (ML5-EWC) 452 Map 161: Elevators East (ML5-EEL) 455 Map 162: Jail Cell (ML5-JLC) 457 Map 163: Lair (ML5-LAR) 460 Map 164: Ceiling Hole (ML5-HOL) 463 Map 165: Mining Southwest (ML5-MSW) 465 Map 166: Mining Northwest (ML5-MNW) 468 Map 167: Mining North-Northwest (ML5-MNNW) 470 Map 168: Mining North-Northeast (ML5-MNNE) 472 Map 169: Mining Northeast (ML5-MNE) 475 Map 170: Mining Southeast (ML5-MSE) 478 Map 171: Admin Building (ML5-AB) 481 Map 172: Treasure Hoard (ML5-TH) 484 Map 173: Lair Guardians (ML5-LRG) 486 Map 174: Lair Approach (ML5-LRA) 488 Map 175: Mayor’s House (ML5-MAY) 490 Map 176: Lair Overview (ML5-LR-O) 493 Mondaria Mines: Level 6 495 Map 177: Mines Level 6 Overview (ML6-O) 496 Level Introduction: Mines Level 6 497 Map 178: Elevator North Up (ML6-ENU) 500 Map 179: Elevator North Down (ML6-END) 503 Map 180: Pit Trap Secret Passage (ML6-PTS) 505 Map 181: Elevators Southwest (ML6-ESW) 507 Map 182: Elevators East (ML6-EEL) 509 Map 183: True Obelisk Shard Secret (ML6-TOS) 512 Map 184: Secret Passage South (ML6-SPS) 515 Map 185: Admin Building Overview (ML6-ADM-O) 517 Map 186: Admin Building North (ML6-ADM-N) 519 Map 187: Admin Building South (ML6-ADM-S) 522 Map 188: Firedancer Camp Overview (ML6-FDC-O) 525 Map 189: Firedancer Camp Northeast (ML6-FDC-NE) 527 Map 190: Firedancer Camp Southeast (ML6-FDC-SE) 530 Map 191: Firedancer Camp Southwest (ML6-FDC-SW) 532 Map 192: Firedancer Camp Northwest (ML6-FDC-NW) 534 Map 193: Seer Tents Overview (ML6-SRT-O) 536 Map 194: Seer Tents: Western Seance Tent (ML6-SRT-WST) 538 Map 195: Seer Tents: Mystic Seer’s Tent (ML6-SRT-MST) 540 Map 196: Seer Tents: Eastern Seance Tent (ML6-SRT-EST) 542 Map 197: Seer Tents: Dining Tent (ML6-SRT-DNT) 544 Map 198: Seer Tents: Thought Hut (ML6-SRT-THH) 546 Map 199: False Obelisk Overview (ML6-FDO-O) 548 Map 200: False Obelisk Closeup (ML6-FDO-CU) 550 Map 201: Mining North Overview (ML6-MNO-O) 552 Map 202: Mining North: West (ML6-MNO-W) 554 Map 203: Mining North: East (ML6-MNO-E) 556 Map 204: Rockpile (ML6-RKP) 558 Map 205: Mining East Overview (ML6-MNE-O) 560 Map 206: Mining East: North (ML6-MNE-N) 562 Map 207: Mining East: Center (ML6-MNE-C) 564 Map 208: Mining East: South (ML6-MNE-S) 567 Map 209: Mining South Overview (ML6-MNS-O) 569 Map 210: Mining South: Northwest (ML6-MNS-NW) 571 Map 211: Mining South: Southwest (ML6-MNS-SW) 574 Map 212: Mining South: Southeast (ML6-MNS-SE) 576 Map 213: Sludgelake (ML6-SGL) 578 Mondaria Mines: Levels 7 & 8 580 Map 214: Mines Level 7 Overview (ML7-O) 581 Level Introduction: Mines Level 7 & 8 582 Map 215: Elevator Up, Law (ML7-EUL) 585 Map 216: Elevator Up, Love (ML7-EUV) 587 Map 217: Elevator Up, Chaos (ML7-ELC) 590 Map 218: Secret Passage North (ML7-SPN) 592 Map 219: Obelisk Shard Mining Overview (ML7-OSM-O) 594 Map 220: Obelisk Shard Mining West (ML7-OSM-W) 596 Map 221: Obelisk Shard Mining Center (ML7-OSM-C) 598 Map 222: Obelisk Shard Mining East (ML7-OSM-E) 600 Map 223: Dais (ML7-DAS) 602 Map 224: Wyrmlair Overview (ML7-WML-O) 605 Map 225: Wyrmlair West (ML7-WML-W) 607 Map 226: Wyrmlair East (ML7-WML-E) 609 Map 227: Staircase West (ML7-SCW) 611 Map 228: Staircase Center (ML7-SCC) 613 Map 229: Staircase East (ML7-SCE) 615 Mondaria Mines: Level 8 617 Map 230: Mines Level 8 Overview (ML8-O) 618 Map 231: Staircase West (ML8-SCW) 620 Map 232: Staircase East (ML8-SCE) 622 Mondaria Mines: Level 9 624 Map 233: Mines Level 9 Overview (ML9-O) 625 Level Introduction: Mines Level 9 626 Map 234: Dreadslime Pits West (ML9-DPW) 629 Map 235: Dreadslime Pits Secret (ML9-DPS) 632 Map 236: Dreadslime Pits East (ML9-DPE) 634 Map 237: Gathering (ML9-GTH) 637 Map 238: Secret Southeast (ML9-SSE) 639 Map 239: Secret Northeast (ML9-SNE) 641 Map 240: Secret West (ML9-SW) 643 Map 241: The Dark Obelisk (ML9-DO) 646 Dramatis Personae 651 Arranz Trevain (Railmaster) 657 Belerras (Foreman) 660 Bethela Mudward (Trademaster) 663 Brimdog Firecleave (Engineer) 666 Brocambe Methurzz (Ambling Scholar) 669 7 Introduction About Infinium Game Studio Founded in 2015, Infinium Game Studio (IGS) came about as the result of a simple mission: Make shared storytelling games easier and more fun for both players and referees alike. Our vision is that Infinium Game Studio empowers referees, players, and the industry entire with innovative gaming tools; high-quality, deeply-designed products; and creative takes on established paradigms. Values and Key Differences Plays Well With Everyone IGS products are engineered to be usable by both novice and veteran gaming groups. As a result, they must contain everything a novice GM might need to react quickly to his/ her play group. Comprehensive and Immersive Each IGS product should “feel real” and come with everything the referee might require to make the setting, context, environment, or other content come alive. Everything You Need The ideal adventure should contain practically everything you need to run the game, except the core rulebook. Even the most skilled GM wastes time looking things up in multiple books. It’s so exceedingly rare that an adventure contain all of the crunch and fluff necessary to run it. Maps: Where Are We, Again? A picture is worth a thousand words... and also, a thousand seconds of prep time. Visually appealing, easy-to-use, and extensive Maps are an essential part of any shared- storytelling experience. Pervasive Maps Don’t put a building on a map if I can’t go inside it. Prepared for Anything In a gaming session, a good referee must be prepared for the PCs to explore any aspect of the content. All too often, an otherwise outstanding adventure will fail to provide for a major percentage of its content. If there are twenty buildings in a town, but maps for only two of them--well, it’s fairly apparent where the Big Bad is going to be holed up! Not every map will be riddled with secret passages, custom random encounters, and combat, but there should be something of interest in every building. Otherwise, it shouldn’t be there! Thoroughness: But What If...? It’s possible to have a 16-page adventure that’s wonderful and exciting. It’s also possible to have a 255-page sourcebook be boring and repetitive. Striking the right balance between over-padding and under-describing is challenging, but an important part of what we do at IGS. Flexible Each product should be usable on its own, completely out of context; as a start to a completely new campaign; as part of the “intended” Adventure Path or associated suite of IGS products; or to insert into an existing ongoing campaign. Reusable No IGS product is “one and done” by design: FlexTale and Comprehensive Design enable this flexibility and reusability. Production Quality Our goal is to produce world-class products with high production values. Dagbrag (Gangboss) 672 Dalnarok (Loremaster) 675 Danalin Foeslash (Dwarven Union Leader) 678 Didkeln Clawhammer (Chief Engineer) 681 Estarel Finequill (Cartographer) 684 Elawelle (Tribute Magister) 687 Dralbrodin Strongquil (Lead Designer) 690 Faenadorn (Mayor) 693 Friskbik (Stablehand) 696 Frobwin Glamfork (Feastmaster) 699 Gabharn (Beastmaster) 702 Glimdarffe Sudsglub (Brewmaster) 705 Gordsturll (Mercenary Dwarf) 708 Hamfast Burrbottom (Blacksmith) 711 Imeltrude Legande (Warden) 714 Imeltrude Legande (Chemist) 717 Innelothe (Herbalist) 720 Killarth (Mercenary Tiefling) 724 Lugatoo (Coinmaster) 727 Maresmir (Elven Administration Leader) 730 Natobbe (Sage) 734 Natobbe (Illusionist Entertainer) 737 Semtammi (Stablemaster) 740 Skandbard (Tinkermaster) 744 Skandern Lithutz (Keeper of Records) 747 Thrennian Lo’quee (Minemaster) 750 Vanarelia Riccars (Keepmaster) 753 Wyrida (The Stranger) 757 Common NPCs 761 Bleak Mute 762 Celebrant 764 Crazed Harbinger 767 Firedancer 769 Firedancer Campmaiden 772 Firedancer Hearthstud 775 Miner 777 Mining Taskmaster 780 Munitions Wench 783 Tainted Miner 786 Tainted Taskmaster 789 Mystic Seer 792 Monsters 795 Dreadwyrm 796 Dreadslime Ooze 799 Slimegiant 801 Dreadslime Golem 803 Dreadslimed Miner 805 Open Gaming License (OGL) 807 8 Introduction FlexTale FlexTale™ is an attempt to make roleplaying game adventure content dynamic and interesting. A module created using FlexTale is different each time it is run. Treasure, monsters, plot activities, NPC backstories and character arcs, and various actions and plot elements can all occur differently. Differences can occur using the roll of dice, or the GM can simply choose the content that s/he prefers or feels would be most engaging to the play group. There are two ways that FlexTale can help make an adventure dynamic: Dynamic Content and Dynamic Plots. Dynamic Content “Dynamic content” is a FlexTable term that refers to anything in an adventure that can be modified. Whether one NPC is in love with another, or who murdered the vagrant in the alley behind the town pub—FlexTale dynamic content makes it possible to have several explanations or paths through a story. Dynamic Content is made possible by something called a FlexTable™. FlexTables Most roleplaying game resources have tables—lots and lots of tables, in many cases! Typically, these tables are two- column, or perhaps three-column: you have one column that lists the dice roll result, and you reference that row as the outcome of the randomization. This is all well and good, but it limits the scenario to that one set of probabilities and outcomes, without accounting for things that happen in the game that you might want to impact those outcomes. A Traditional RPG Lookup Table “: Traditional Lookup Table” is a typical “what’s in the treasure chest” table that requires rolling a d100. You roll a d100, and then you look up which row your roll falls into, and then you get your single result. Interesting, to be sure, and it definitely provides for some variability… but the extent of that variability is constant. Table 1: Traditional Lookup Table D% Result Description 01-30 Nothing The treasure chest is empty. 31-40 Minor Reward 1d20 gp and a silver locket worth 5 pp. 41-80 Average Reward 3d12 gp, a gold-hilted dagger worth 10 pp, and two potions of cure light wounds. 81- 100 Major Reward 2d20 pp, a potion of cure moderate wounds, and a scroll of fireball (CL 12). The FlexTable Difference A FlexTable is used to do the same thing a normal RPG lookup table does. What makes FlexTables different is that they have multiple columns to represent dice rolls. Each of the columns represents a different situation or set of conditions under which that column is used to reference the result. This seemingly simple change is used to make all of the following possible: • Differences in probabilities for the individual outcomes. • “Scalable” monsters and rewards that more appropriately match the level and power of the PCs. • Proportional rewards, measured against the strength of a relationship or other conditions. • Circumstantial content, restricted to certain conditions or prerequisites. “: Sample Treasure Chest Contents” is the same table we saw earlier, modified to be a FlexTable. Contexts In the above example, there are now four columns used to indicate the range of the dice roll result. These columns are referred to as Contexts. Before you roll on a FlexTable like this one, you will have to figure out which Context you should refer to. In the above table, the leftmost column is Context “A” (D%A), the next one is “B”, and so on. Each Context also indicates the dice to be rolled—in this example, you roll the same dice (d%) in each Context, but in some FlexTables, different dice may be used. This straightforward example demonstrates the following differences in converting a standard table into a FlexTable: Different Probabilities: Context C is the most favorable, since it provides a much bigger range of rolls under which you would receive the “Major Reward”. Context B is the next best, since it, too, expands the range that Context A has. Circumstantial Results: In Context D, not only are the favorable outcomes less likely, but there is a fifth result row that is only possible under this Context: “Cursed Reward”. Determining Context: When you are called upon to roll on this FlexTable, the adventure will use some description to make it clear which Context to use. In the above example, perhaps the Context is determined by how favorable the party’s relationship is with a local wizard… but if the party has fought or slain that wizard, then Context D is used to represent the soured atmosphere. Typically, just prior to a FlexTable, adventure content will summarize which Context should be used. The GM is encouraged to use his/her common sense and judgement in overriding this guidance as she/he sees fit based on the party and how the game is going. For example, a GM could choose to reference a specific Context even though the prerequisites aren’t met. She could also choose to simply ignore the table What is FlexTale? 9 Introduction entirely, and force a specific result without even rolling. Experienced GMs should use this power wisely to improve gameplay if necessary; unless you have a specific reason for overruling the recommended use of a FlexTable, you should try to use it as it was intended to be used. Here’s an example for the above table, assuming the example of the contents of the treasure chest scaling to the nature of the relationship the party has with the local wizard: • Use Context A: If the party’s relationship to the wizard is Unfriendly or Indifferent. • Use Context B: If the party’s relationship to the wizard is Friendly. • Use Context C: If the party’s relationship to the wizard is Helpful. • Use Context D: If the party’s relationship to the wizard is Hostile, or if the party has ever attacked the wizard (or slain her). This is an impressive-sounding title, but the goal is quite simple to describe: Let the story be different. FlexTable 1: Sample Treasure Chest Contents D%A D%B D%C D%D Result Description 01-30 01-20 01-10 01-30 Nothing The treasure chest is empty. 31-40 21-50 21-30 31-40 Minor Reward 1d20 gp and a silver locket worth 5 pp. 41-80 51-60 31-50 41-45 Average Reward 3d12 gp, a gold-hilted dagger worth 10 pp, and two potions of cure light wounds. 81-100 61-100 51-100 46-50 Major Reward 2d20 pp, a potion of cure moderate wounds, and a scroll of fireball (CL 12). n/a n/a n/a 51-100 Cursed Reward 6d6 cp, a rusted dagger (useless in combat), and whomever opens it is struck with a bestow curse spell (CL 8). 10 Introduction Prologue: A Stranger Appears Quick -Play Summary A stranger approaches the party, seeking their help in investigating something horrible and unknown. The PCs must be coerced into accepting the task, and follow The Stranger to the mining city of Mondaria, to the northwest of Berinncorte. Once they arrive, the adventure truly begins, as the PCs attempt to discover what happened here... and what might be done to resolve it. Adventure Overview The PCs are called upon to investigate what has happened to a mining city. No word has been heard from the city for weeks, and all messengers and travelers sent there have not been seen again. Though there are many reasons for traveling to Mondaria City and seeking the truth of what occured there, the PCs discover a mining complex vast in its scope and ambition, and danger to match. Location Overviews Dark Obelisk 2: The Mondarian Elective is broken into the following components: Prologue: The Stranger Summary: The PCs are approached by a mysterious figure who offers a hook to get them to travel to Mondaria City and begin the adventure in earnest. Mondaria City The PCs arrive at the titular mining town, and begin their investigation. Many corpses, and even more questions, are discovered, as is the entrance to the Mine itself. This is the largest single environment in the adventure, and consists in actuality of four levels: Ground Floor, Second Floor, Third Floor, and Basement. The Mines Nine levels, most sprawling and some even larger than the surface city above them. The descent through these levels is made possible via elevators, and hindred by monsters and characters of increasing difficulty. Plot Summary As they encounter survivors of the catastrophe that has befallen the city and mine, the PCs discover the following key plot points: • The mine’s workers were brutally divided: the workhorse Dwarves versus the more administrative Elves. • The Dwarves felt undervalued and subjected to greater and greater reckless danger; the Elves felt that their workers were growing lax and grew tired of words and began to favor the lash. • Underneath it all, the power of the Obelisk thrummed like a cancerous heartbeat, causing strive and division where only the merest seeds had been present. • At Level 9, a Dark Obelisk was uncovered by the mining efforts. Once revealed, it took control of the minds of nearly everyone in the mines, save for those too insane, too strong, or too weak-minded to fall under the influence. • Half the population of the mines perished in the fighting that followed. Some battles were monster against worker; others were worker against worker, caused by strife, imagined slights, or simply out of malicious insanity. • Those who walk the mine halls still are shambles, shells of their former selves. • Uncovered and in the open, the Obelisk has caused evil and chaos to grow in the mines. The PCs may or may not uncover the root cause of the disaster: • Someone in the Druid Enclave, under whose control the city and mines of Mondaria fall, ordered the mines to delve more deeply. • Whether they knew, giving this order, that they were dooming hundreds of workers and residents to a fate somewhat worse than death... that is a terrible mystery outside the scope of this adventure. 11 Introduction Recap: Dark Obelisk 1: Berinncorte Introduction Whether you are running Dark Obelisk 2 as a follow-up to the adventure in Dark Obelisk 1 and/or Berinncorte Basecamp, or if you are starting the story directly from Dark Obelisk 2 on its own, this section does not matter a great deal. Why? Because although they are powerful influencers of events, the Catalyst Trackers (see below) serve little purpose in this adventure. In Dark Obelisk 1, they were instrumental to determining when a monumental event occured, and the spark that caused it. In Dark Obelisk 2, the catastrophic event that puts things in motion has already taken place. Why Care About Catalysts? If you are running Dark Obelisk 2 on its own, feel free to simply ignore this whole subject. If you’re running it as part of the larger Dark Obelisk Adventure Path, however, please keep track of the changes so that they may inform later events in subsequent adventures. Catalyst Trackers Each of these Trackers manages the current state of affairs and power of forces at play in the city while the PCs are within it during this adventure. Each Tracker is affected by Quest resolutions, actions taken by the PCs, who they speak to, how they interact with NPCs, what they do in the city, who they fight, what they loot—pretty much everything they do could conceivably have an impact on one or more Trackers. Each Tracker is a visual indicator that (if printed out) can be marked with pencil to indicate the current level of Law, Chaos, and Love in the adventure as events unfold and the PCs interact with the citizens of the city. You can find a standalone, extra electronic copy of these Trackers for free on RPGnow, or on the Infinium Game Studio website. These are similar to Attitude Trackers (see Dramatis Personae, p 651)), in that they are a numerical representation of a collection of behavior and interactions that can be used as a shorthand to summarize the current state of things. They differ, however, in two key ways: one, with Attitude Trackers, higher numbers represent a greater affinity toward the PCs; with Catalyst Trackers, higher numbers represent a greater sense of disruption and danger. The second difference is of course that instead of measuring the Attitude of a single character, Catalyst Trackers instead measure the collective feelings, sympathies, urges, and, yes, attitudes of an entire city. As with everything else in this adventure, these are merely tools that are meant to help the majority of GMs and gaming groups; you are free to modify, or ignore, them as you see fit. Veteran GMs, or those who know in advance that their group’s play style will not coordinate well with this approach, can implement their own replacement system, potentially using this one as inspiration of intent. When to Pay Attention Whenever a conversation, battle, sale, or action or interaction results in an impact on one or more Catalyst Trackers, it will be noted in the text like this: Catalyst: Chaos +2. Unless the text specifically indicates this impact, then the party’s actions generally do not have an impact on any of the Trackers. Of course, although this adventure attempts to discuss many contingencies and activities the party may undertake, if there’s one thing that GMs understand, it’s that PCs will do whatever they damn well please, and will constantly come up with inventive ways to try things that were simply not anticipated. The GM is therefore encouraged to apply your own, additional, modifiers to any Catalyst Tracker in reflection of PC actions that are not covered by indicators in this text. Finally, veteran GMs, or those whose gaming groups are simply not taking actions that result in impact to the Catalyst Trackers with sufficient rapidity, are encouraged to “move things along” by tweaking the state of the Trackers themselves. Tracking Trackers You should monitor all of the trackers, as any of them could trigger during the course of play. In addition, each Tracker has a handful of additional pieces of information. These are described below. Starting Value This is a number representing the conditions of Mondaria at the beginning of the adventure. As the GM, you should feel free to adjust this starting value as you see fit; it is a suggestion that is meant to represent the state of affairs amongst the characters, factions, and general plot elements in play when the PCs arrive in the city. Low Values This section describes what low values in this Tracker indicate. High Values It may not be obvious what is meant if this Tracker escalates toward a Trigger state; this section indicates this. Law Tracker Summary: The imposition of law on a group who is not fundamentally and universally lawful in nature is always a balance between monitoring and control on the one hand, and free will and flexibility on the other. This Catalyst Tracker therefore does not merely reflect the extent of law and order—rather, it indicates the extent to which law impacts and interferes with the people, their desires, and their true natures. Indeed, negative modifiers to this Tracker could take the form either of decreased lawfulness, 12 Introduction or of increased, but imposing lawfulness. Starting Value: 22 (Dangerous) Low Values: Indicate a effective, acceptable, and welcome creation of, and execution of, law to both help curb the bad and accentuate the good in society, to the betterment of most, if not all, citizens. High Values: Represent either a low state of lawfulness, and/or the application of law with an iron fist or arbitrary and unfeeling will. Chaos Tracker Summary: Represents the degree of anarchy in the citizenry… but also the extent to which the populace embraces that chaos. A chaos unwanted will simply make the people cry out for an increase in law. Starting Value: 20 (Dangerous) Low Values: People are free to be chaotic, and do so, to limited degree. All things in moderation… including moderation itself. There’s the occasional rukus or conflict, but it’s swiftly and harmoniously addressed. Think of the level of chaos in the town as being the societal equivalent of “a good cry”, or of the occasional bout of drinking with an old friend. High Values: Citizens lust to embrace a higher magnitude of chaos in their lives, to break free of an existence in which they feel increasingly shackled—by their families, by their jobs, by their customers, by society, by the gods themselves, even. Blood pressures are piqued, frenzies are common, and society in general is more in a state of blackout-drunkenness or drug addiction than in balanced and occasional excess. Love Tracker Summary: This is really more a tracker of heartbreak, of despair, and of general emotional discontent. Starting Value: 18 (Tense) Low Values: Your average citizen feels actualized, self- fulfilled, and validated. This fulfillment could be derived from family, from friends, from employment, from love requited, or from a general sense of contentment and success shared by most. Families grow, happiness abounds, and productivity soars. High Values: More and more people are sad, lonely, angry, frustrated, and filled with angst and ennui. Dark thoughts occur to many, and some may even have begun to take action on them—suicide rates increase as does this Tracker. 13 Introduction Introduction What Is This Book? This book is intended to be any or all of the following. These are listed in no particular order. • A companion to the enormous Dark Obelisk 1: Berinncorte adventure. • A sequel to that adventure, taking place just after the events of that adventure. • An adventure setting describing a vast city and underground mining complex, usable as a supplement in any campaign world, setting, or environment. • A standalone campaign setting, usable as a “sandbox” style adventure without a main plot or objective, but still offering plenty of interesting quests, challenge, and intrigue. • A sourcebook of NPCs, monsters, and common character reference of fully-fleshed-out and interesting characters, ready to insert into any adventure or campaign, at any level of difficulty or challenge. • A source of “tidbits” of characters, beasts, descriptions, and other game elements—you can “steal” content from this as a sourcebook and insert as desired into your own adventures or campaign • Inspiration for construction of your own adventures and content. In short, how you use this book is really dependent upon you and your needs as a GM. Plot Summary In the context of Dark Obelisk 2: The Mondarian Elective, upon arriving at the titular town, the PCs begin to discover what catastrophe befell the rich mining city and enormous underground mining complex. They research, delve, loot, and fight their way through a complex city and nine levels of mines. The adventure concludes with the Obelisk discovered, and either temporarily defeated, or the PCs escape with their lives intact for now. Adventure Path Summary This setting book was created to enhance a series of connected modules which together take the players through a single unified story. This does not mean it cannot be used on its own, however. If you do intend to use this adventure in sequence with its companion products, here is the logical order in which to play them: • 1: Dark Obelisk: Berinncorte • Berinncorte Basecamp (optional) • 2: Dark Obelisk: The Mondarian Elective (this book) • 3: Dark Obelisk: Forge and Fluid (working title) • 4: Dark Obelisk: The Siege of Berinncorte (working title) In addition, the Adventure Path described above is intended to be the beginning of a much broader story arc and campaign setting. Regardless of which pieces of the envisioned world and story are published when, the intent is for a GM to be able to pick up any piece of the overall campaign setting and be able to play it without having any background of the other components that may come before or after it. Notes & Conventions As is typical in a roleplaying game adventure or module, some text herein is meant to be read or shown to players verbatim… but the majority of the content is meant to be for the Game Master’s (GM) eyes only. Below please find some visual conventions that make this differentiation clear. Player Descriptive Text These sections are meant to be read aloud to players as- is. You are of course free to introduce your own changes as you see fit as a Game Master. Player Descriptive Text blocks are meant to serve as informative tidbits that have been preconstructed to reflect the exact nature of the situation being encountered by the party. GM-Only Notes Granted, nearly everything not highlighted in Player Descriptive Text is not meant to be read aloud to the players. However, some content is much more “sensitive” than others. GM-Only Notes such as this typically give away plot points, major background, or other information that the players may not normally have access to—either right now, or in some cases, ever. Make sure to conceal these sections from players unless there is a specific reason to tell them! Designer’s Soapbox In some cases, the game designer will want to express a specific opinion about some aspect of the adventure. Typically, this takes the form of a discussion on interpreting rules, or a recommendation as to how best to play or run a particular piece of the adventure. In all cases, veteran GMs should feel comfortable ignoring these “soapbox” diatribes… but veteran and new GMs alike may find something of interest in the coalesced experience of three decades of roleplaying experience! Quests A quest can be large, tiny, or in between. Some can be very quickly accomplished; others span days, weeks, or even 14 Introduction years, across multiple cities and even planes of existence! In this book, all quests, big or small, have a similar presentation and key elements, as shown by the green block below. Quest: Rats in the Cellar (example) Summary: Kill rats in a fantasy tavern. Fun and creative. Rewards: Rat corpses. Plus 10 gp from the bartender. Locations: Bar. Key NPCs: Bartender. Kickoff: When any PC speaks with the bartender. Description: The bartender asks the party to slay 2d6 Giant Rats that have invested his basement. In so doing, they will benefit from his goodwill, and a reward of 10 gp. Obstacles Doors, locks, and other obstacles that don’t necessarily incorporate a trap. You’ll find these prefaced by little brown symbols like this one: Locked Secret Door (example) 5” thick; Hardness 5; hp 30; Perception DC 16; Break DC 15; Disable Device DC 18 5” thick; Hardness 5; hp 30; Perception DC 18; Break DC 17; Disable Device DC 20 5” thick; Hardness 5; hp 30; Perception DC 20; Break DC 19; Disable Device DC 22 5” thick; Hardness 5; hp 30; Perception DC 22; Break DC 21; Disable Device DC 24 Skill Checks Whether it’s a single, simple check, or a series of checks in escalating difficulty, skill checks may be an opportunity to either avoid disaster or discover what might otherwise remain hidden and ignored. Such chances are indicated via yellow symbols as follows: Some PCs may have insight into the Blacksmith’s wealth; make a DC 12 Knowledge (Profession) check. Skill Challenges Skill checks are typically a single roll, often made in secret by the GM. A skill challenge is usually a bit more involved than a simple check—or there’s simply more at stake. Either way, a challenge is a more formal, and explicit, exercise, intentionally engaged in by the players. You’ll find a skill challenge in a yellow box such as this: Falling Timbers (example) First Check: DC 18 Perception (16 if aflame) to notice the falling building; success cancels subsequent checks. Second Check: DC 15 Acrobatics to avoid the debris; failure inflicts 2d6 points of crushing damage plus a possible 1d8 points of fire damage; success cancels subsequent checks. Third Check: DC 12 Strength to dislodge one’s self from the debris; failure inflicts 1d4 points of crushing damage plus a possible 1d8 points of fire damage; success quits the challenge. Rewards Treasure, swords, gems, keys, filthy lucre—this is the stuff your players are really gunning for, right? Well, that, plus a good time with friends. And maybe, if you’re lucky, a good, engaging session of shared storytelling that you’ll all remember for a long time. At any rate, rewards are shown with blue boxes like this one. Some containers have common treasure, which applies equally to all difficulty bands; these are shown with the badges for all four bands like this: . Other treasure is “scaled”; that is, the PCs receive different treasure depending on what difficulty band they are playing at. Select the band that’s appropriate for the level of the PCs; that is the treasure they receive. They do not receive all of the treasure listed across all four bands! Secret Closet Chest Brushgather geneology book (a small book; value 6 gp) 19 gp; opal pendant on gold chain (value 31 gp) 8 pp; 42 gp; opal pendant on gold chain (value 72 gp) 19 pp; 37 gp; opal pendant on gold chain (value 180 gp) 52 pp; 84 gp; opal pendant on gold chain (value 428 gp) Traps Hey, blame the rogue—who in all likelihood is suffering the brunt of the trap s/he either failed to detect, and/or to disarm. Whether it becomes a bragging right, a bargaining chip, or an epitaph, traps of all manner are shown in a purple box like this one. Note that the statistics for the impact of most traps scale to the four difficulty bands; select the one that is appropriate for the PCs in your game. Acid Arrow Chest Trap Type Magic; Trigger Touch; Reset none Perception DC 18; Disable Device DC 20 Effect spell effect (acid arrow; Atk +1 ranged touch (1d4 acid damage for 2 rounds) 15 Introduction Perception DC 20; Disable Device DC 22 Effect spell effect (acid arrow; Atk +3 ranged touch (2d4 acid damage for 2 rounds) Perception DC 22; Disable Device DC 24 Effect spell effect (acid arrow; Atk +5 ranged touch (2d4 acid damage for 3 rounds) Perception DC 24; Disable Device DC 22 Effect spell effect (acid arrow; Atk +7 ranged touch (2d4 acid damage for 4 rounds) Items Be they simple items, magical items, rods, staves, potions, books, or something wondrous, items share a common block of information like the following… note that this format is used for all manner of non-weapon, non-armor equipment and usable items, both magical and mundane: Adventurer’s Chronicle (example) Value 50 gp; Weight 1 lb.; Materials paper; Nature non- magical; Aura none; Slot usable; CL n/a This book is chock full of useful information. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), an adventurer’s chronicle grants a +2 competency bonus on a specific Knowledge check for which the book is designed. Construction Requirements means to assemble a physical book; the author must have at least 10 ranks in the skill for which you are designing the book; Cost 30 gp NPCs and Monsters Crunch time! Due to the scale of this adventure, this Adventure Book contains statistics only for NPCs (both Common and Dramatis Personae) and new monsters. Common monsters, such as Umber Hulks and Giant Spiders, do not have statistics within this tome. Most of the common monsters referenced in this book have freely-available stats, either for free online, or as part of the core books of the game system you are playing. The upcoming Aquilae: Bestiary of the Realm by Infinium Game Studios will contain ful, Quadded Statblocks for every common monster referenced in this book. While that book is not required to use this one, the Bestiary will allow for greater flexibility in how this adventure is used, and what level of party for which it’s appropriate. PC Replacement Opportunities No way around it: Dark Obelisk 2: The Mondarian Elective is a gruesome, brutal, and challenging adventure, particularly for low-level parties. Unless the PCs are exceptionally fortunate with their dice, or they see the writing on the wall and decide to escape alive and leave the city, it’s unlikely that they will all survive. Each gaming group has its own perspective on what to do about PC demise. Many GMs enforce death as a consequence of decision-making, and if your beloved PC dies, so be it; roll up another character and start over again. Other groups are more in the storytelling aspect of things; lenient GMs will take every measure necessary to make sure that every single PC makes it through, no matter how bone-headed their decision-making or horrible their luck. If one or more PCs die in the course of this adventure, the GM has some options. You may of course enforce the death, and either have the player roll up a brand-new first-level character, or create a character of a level matching the lowest current level of surviving party members. As every named NPC is dynamically located—that is, they pop up as the result of Random Encounters or specific probabilities in Areas of Interest—they are not tied to a certain location. The GM is encouraged to try to match races and/or classes where possible, to suggest possible replacements for players whose PCs have perished. These opportunities are chances for the specified NPC to be “taken over” by the player who lost a PC. This way, the player doesn’t have to slow down play creating a new character, and the party can keep going. This should be viewed as an opportunity for roleplaying: the GM may consider showing the player the detailed information for the NPC they are assuming control over, and the player should be encouraged to act as though their new PC had that background, secrets, and so on. The gaming group is encouraged to roleplay the “taken over” NPC as though s/he still had their place in society and the greater scope of the adventure, and Adventure Path. For example, if a player takes over an NPC who hates a rival NPC, then subsequent interactions between the “taken over” PC and that rival should reflect that animosity in the player’s roleplaying. Shops & Services Many of the tents and kiosks in the Mines, for example, the Firedancer Camp (p 525), vend wares or services. In most cases, the shop will be described as simply referring to a section of the appropriate rulebook, or to describe things in general terms. When selecting an item to purchase, it’s important to remember the context of the transaction: the bowels of an enormous, largely abandoned, and chaotic mining complex that has been overtaken by monsters and whose inhabitants run amok. Thus, each item for sale may have a bit of difference as to its typical prices, as this is far from a typical scenario and rules of supply and demand are quite abnormal. It’s also worth remembering that what can be bought, can also be sold: while the PCs may have no use for buying, say, a bolt of silk, generally speaking whatever a vendor has for sale, they will also purchase. Use normal rules, but use the table below to help determine each item’s price basis. 16 Introduction Table 2: In-the-Mines Vendor Price Adjustments D% Price Adjustment Description 1-2 +30% “Hand-crafted or assembled from the best in the trade. 3-5 +10% “Ah, that’s a useful item. And much in demand, of late.” 6 None Use normal / typical prices as per sourcebook. 7 -5% “Few folks seem to want that item.” 8 -10% “I’ll be glad to see it gone.” Kiosk Negotiations At the GM’s discretion, enterprising PCs can attempt to negotiate. Once a PC receives a result from the Price Adjustments table above, they may make a Diplomacy, Bluff, Intimidate, or Appraise check, at DC 16, plus 1 for each full 500 gp of retail value (so negotiating for an item normally worth 1,225 gp would be DC 18). Success by 1-5 points means the PC may force a re-roll on the Price Adjustments table, with a +1 circumstsance modifier to the roll. The new roll stands, even if it is less favorable to the PC than the original roll pre-negotiations. If the GM allows it, a stubborn PC can attempt to negotiate further; each successive attempt increases the DC by +1, and these modifiers stack. Succeeding at multiple negotiations generates circumstance modifiers that DO stack! Here’s an example: a PC wants to purchase a masterwork dagger, which is normally worth 302 gp. The GM rolls on the Price Adjustments table, and rolls a 4—which means the kiosk sells the dagger for 10% more than normal, and therefore the transaction will require 332 gp. This PC is skilled in Diplomacy, however, and so asks to negotiate. The check is DC 16; the PC’s check value is 18, so they succeed. The GM rerolls on the Price Adjustments table, and rolls a 1—but this time the roll benefits from a +1 modifier, and so it’s treated as a 2 outcome. This is worse, however, than the original price! The PC asks to negotiate further, and the GM indulges them, but this time, the DC for the check is 17. The check outcome is 18, so the PC succeeds; the GM rerolls the Price Adjustments check, and this time adds +2, because it is the second successful negotiation. The roll is a 4, plus 2, with a 6 total outcome—and the masterwork dagger is now on sale for 302 gp. The PC accepts the price, and completes the transaction. If the PC fails a negotiations check, the GM has some options as to how to penalize them. If the check is failed by 1-5 points, the price may simply stand as-is. Failure by 5-10 points might indicate that the price is fixed, and no further negotiations are possible with this vendor. Failure by more than 10 points might suggest that the price increase as though the next-worst result had been rolled on the Price Adjustements table. In addition, the type of skill employed in negotiations might imply additional consequences. Failure at an Intimidate check, for example, might mean that the vendor refuses to do any further business with the PC in question; failure by more than 5 points may even involve the vendor attacking the PC. The Dark Obelisk In the Mines, there are several false and true pieces of Dark Obelisk. These are dark, horrid artifacts from times long past, and discovering their true nature is—as of yet!—still beyond the scope of this point in the Adventure Path. True iterations of the titular crystals have the following effects. Obelisk Taint Shards of the Obelisk, no matter how large, produce an atmosphere of evil and chaos, from the effects of which few are immune. This takes the form of auras, which influence creatures based on their proximity to the physical presence of the Obelisk. Aura: Minor Obelisk Taint Effect Lawful creatures within 30 ft. suffer a -1 penalty on their attack rolls, skill checks, and damage rolls if used against a creature with this aura. In addition, a creature with this aura may Take 10 on skill checks used in opposition to groups of creatures with at least one member who has the Lawful descriptor. The effects of this aura do not stack with those of Greater Obelisk Taint, though a single creature may be under the impact of both auras simultaneously. Origin All creatures with the Chaotic descriptor, who are within 50 ft. of an Obelisk, gain the benefit of this aura, which lasts for 1 hour after this proximity. In the context of this adventure, all Chaotic monsters have this aura. Aura: Greater Obelisk Taint Effect Lawful creatures within 30 ft. suffer a -3 penalty on their attack rolls, skill checks, and damage rolls if used against a creature with this aura. In addition, a creature with this aura may Take 10 on skill checks used in opposition to groups of creatures with at least one member who has the Lawful descriptor. The effects of this aura do not stack with those of Minor Obelisk Taint, though a single creature may be under the impact of both auras simultaneously. Origin All creatures with the Chaotic descriptor, who are within 20 ft. of an Obelisk, gain the benefit of this aura, which lasts for 10 minutes after this proximity. Variable Challenge Dark Obelisk 2: The Mondarian Elective was designed initially as an adventure for four to six PCs of between 4th and 6th level. However, one of the things that has frustrated many GMs is that adventures are almost universally designed in this manner: for a specific level of challenge, or at most, a very narrow range of PC levels (e.g., “4th to 6th level”). There are many advantages to this approach, not least of which being the guarantee that all challenges (monsters, traps, and NPCs) are calibrated very specifically to that 17 Introduction narrow zone of difficulty. The drawback, of course, is the narrowness of that range. GMs wishing to run a module designed for 10th-level PCs, for example, are either flat out of luck, or have to do some fairly intensive work to scale the content up or down to better align with the PCs she is playing with. The degree to which a particular GM, or even gaming group, enjoys perusing and tweaking game statistics—“crunch”, in common parlance—varies, of course. Some GMs love crunch, and spend a majority of their prep time creating and refining their challenges to ensure the crunch is accurate and appropriately challenging. On the other end of the spectrum are “by the seat of their pants” GMs, who ignore crunch almost entirely, rarely referring to stat blocks lest it distract from the focus of storytelling. This adventure, and in a broader sense, Infinium Game Studio, does not want to judge as to which approach is “better” or “worse”. What matters is that you have fun and enjoy yourselves! However, we do want to make it as easy as possible to play this adventure no matter what level your PCs happen to be. Experience Points and Reward Nuggets There are many ways of calculating, dispersing, and accounting for experience points (XP) in a Pathfinder gaming group. What follows is a method that I have used over the decades, and it’s been a lot of fun. Although it may not be for every gaming group—your mileage may vary—it’s an interesting spin on traditional methods, and the approach may work for you. Whether this approach works for you or not, however, it’s worth reading through, because all of the Quests in this adventure denote XP awards using this method. I Want Candy In the author’s early days as a GM, I tossed out candies as rewards to the players when their characters did a good job. Candy could be distributed for defeating a kobold, picking a lock, dodging an attack, convincing the castle guard to look the other way, or any of the ordinary actions whose consequence typically involve experience points. However, I also gave out candy for good roleplaying, convincing dialogue, outstanding (or horrid) emulation of accents, meta-jokes about the circumstances of the game that were truly hilarious, suggesting things to me as the GM or other players that took the story in a new direction, or—and I have to be honest, here—helping me as a GM. My general rule was, if I forgot a rule, and you pointed it out in a way that didn’t make you seem like a jerk, then you got rewarded. This could be something as innocuous as reminding me that your elf ranger’s longbow was firing +1 arrows, or as significant as reminding me that a certain piece of equipment granted a reroll to a critically-failed outcome. Generally speaking, candy rewards were given out in my games for anything—literally, anything—that made the gaming experience more fun. Doorbell rings, and the pizza’s here, and your character is tied up in the cyclops’ cave, so you know you won’t be doing anything for a few minutes, and so you go and grab the grub, and tip the delivery guy— that’s worth a candy. Tell a funny joke—that’s worth a candy. Save the life of your comrade, only to drug him unconscious and use him as a prop, in the manner of Weekend at Bernie’s—okay, that’s a little ghoulish, but it’s in charcter, and amazing, so, yeah, that’s three candies right there. Candy as XP Candy is awesome, though for one of my gaming group, who was a diabetic, it was a controlled and mindful awesomeness. But even the most free-wheeling player wants their character to level up. I get it. At the end of each gaming session, my players would “turn in” their candy wrappers. Each wrapper represented something gone right, a good deed done—and therefore it was converted to XP. Generally speaking, no matter what the PCs’ levels, no matter what the adventure, 10 candy wrappers meant you advanced to the next level. If you fell short—let’s say, you only got 6—then it meant you were closer for next gaming session (i.e., 4 needed in this example). As years went on, it became a bit less practical and/or healthy to urge my friends to consume at least ten pieces of candy every time we got together, and so the approach was tweaked. Instead of candy wrappers, gold stars, or spare dice in a particular color, or Warhammer 40,000 figurines. The point was, you got a token, a “nugget” of reward, which was later converted into XP. Rules lawyers hate this method, and I respect that. But even the most hardened min/maxer eventually recognizes that this approach, despite its drawbacks, keeps play flowing quite quickly, and keeps everyone focused on what I believe should be the goal of any roleplaying game session. Namely: to have fun! Reward Stars: The Formalized Approach Whether or not you appreciated the above anecdote, or the approach it describes, it’s required reading, because now we’ll get to how it applies to Dark Obelisk: Berinncorte. As with everything else in this book, the GM is encouraged to completely ignore or change this approach if you feel it would make it work better for your gaming group. The following represent opportunities to gain an experience point reward in this adventure: • Defeating monsters and NPCs. • Avoiding traps, picking locks, or otherwise overcoming obstacles. • Succeeding in skill challenges or checks. • Fulfilling other objects in pursuit of a Quest. Monsters and NPCs in this adventure list the XP reward the PCs should obtain for defeating them in combat. They also list the number of “Reward Stars” players should receive for success. This is denoted like this: +2. Think of a Reward Star as a sugar-free and abstracted version of a piece of candy from the earlier anecdote: players receive one or more most times that they achieve something in the game. Locks, traps, and skill checks are typically “quadded”; each level of CR lists a suggested XP reward, but also a number of 18 Introduction Reward Stars. Quests only list Reward Stars. This is because Quests should be fun, interesting, and above all, useful to the PCs, but shouldn’t be game-breakingly powerful or ignorably impotent. A simple delivery quest, for example: what should that be worth? 500 XP? For a level one character, that can be almost halfway to levelling up; for a level 19 character, that makes for a completely worthless diversion. Using Reward Stars solves this problem, by automatically scaling the reward to be significant regardless of character level. If you follow the approach I’ve used, then at the end of each gaming session (or in between sessions, or at the start of the next session, whatever works best for your schedule), convert the Reward Stars to traditional Experience Points. The GM is heavily encouraged to augment the rewards documented with additional rewards, for perhaps-less- tangible contributions: good jokes, helpful behavior, playing fair and nice, being a good sport, paying for or even just ordering dinner, that sort of thing. Such “intangible rewards” should be general in nature: a good, timely joke should be rewarded with a chunk of XP that’s meaningful and helpful to the PC in question, whether they’re level 1 or level 19. Stay In Character… Or Else In rare cases, or with certain gaming groups, the GM should reserve the right to remove or revoke the Reward Stars a particular player, or the group entire, has earned. Such penalties should not be applied in a discouraging manner, or against players who are genuinely trying, but whose luck is simply poor, or for whom things just aren’t working out. Indeed, successful roleplaying in the face of dire circumstances should be rewarded more! Reward Stars should only be revoked if the player is detracting from play, distracting others, making inappropriate jokes not appreciated by the rest of the group, not paying their fair share… or just generally being a jerk. Converting Reward Stars to XP Each Reward Star represents different XP depending on what your current level is. If you’ve assigned Reward Stars to a particular PC, use the character’s current level on the table below to convert to an XP reward. On some occasions, you may instead have granted Reward Stars to the party as a whole. In this scenario, calculate the Average Party Level (APL) as you normally would, and use that on the table below to convert the reward to standard XP. If a PC has more than the minimum sufficient Reward Stars to advance in level, they may continue to advance! In such a scenario, count Stars using the PC’s current level, until they level up. Any remaining stars are converted to XP using the character’s new level. In exceptionally rare circumstances— or with exceptionally indulgent GMs!—this may involve a PC levelling up multiple times between sessions, though such power-levelling is generally discouraged. Finally, in addition to different methods of determining rewards, gaming groups tend to have different theories as to how rapidly characters should level up. Slow, average, and fast tracks are shown here, which scale to the corresponding Character Advancement experience point totals in the Pathfinder Core Rulebook. For purposes of Reward Stars, the following standard has been used: • Slow advancement requires 15 Reward Stars to advance. • Advancement with the Average progression demands 10 Reward Stars per level. • Only 5 Reward Stars are needed to advance following the Fast track. Table 3: Converting Reward Stars to XP Level, CR, or APL Slow Avg Fast 1 200 200 260 2 300 300 400 3 433 400 540 4 600 600 800 5 800 800 1,000 6 1,200 1,200 1,600 7 1,600 1,600 2,200 8 2,533 2,400 3,200 9 3,000 3,000 4,200 10 5,000 5,000 6,800 11 6,333 6,500 8,000 12 9,667 9,500 13,000 13 12,667 13,000 17,000 14 19,333 19,000 26,000 15 26,333 25,500 35,000 16 36,667 41,000 50,000 17 53,333 50,000 70,000 18 76,667 75,000 100,000 19 100,000 105,000 140,000 20 n/a n/a n/a “Quadded” Stat Blocks Toward the goal of having an adventure that can be run with PCs of various levels, all NPCs and monsters in this adventure have four separate sets of statistics. These represent iterations of the creature in four distinct scales of challenge. These scales are referred to, in ascending difficulty, as Low, Moderate, Advanced, and Elite. Low-level statistics are the default, and are intended for parties of 1st to 4th level PCs. Typically, the Low CR for a creature will be in the range of fractional, up to 4. Moderate statistics present a bit more challenge, and are meant for 5th to 8th level PCs. CRs can be in the range from 4-10. Advanced creatures give even more of a fight, representing CRs in the range of 10-15, and are meant for adventurers of the same levels. 19 Introduction Elite monsters and NPCs are the most evolved, and present formidable difficulty in the 12-20 CR range. These stat blocks are designed for PCs above 15th level. To avoid confusion, elsewhere in the text outside of the creature’s quadded stat block definition, the statistics referred to are the Low, or default, block. For example, the condensed, “vital stats” block that is shown in red where the NPC or monster is introduced in the adventure uses the Low values. Quadded Challenge Blocks Skill challenges and checks, traps, poisons, and obstacles sometimes have quadded stat blocks as well. Although nearly all NPCs and monsters have quadded stat blocks, not all other game elements do. This is intentional. It represents the reality that although monsters and people might be of advanced difficulty, the city of Berinncorte exists in a typical, average fantasy realm—DC 50 Mythic- caliber locks simply doesn’t exist, let alone on every door in town! Below is an example of a door that has a quadded challenge block. The icons represent the scale of increasing difficulty; from top to bottom, they are Low, Moderate, Advanced, and Elite. Locked Secret Wooden Door 5” thick; Hardness 5; hp 60; Perception DC 16; Break DC 20; Disable Device DC 18 5” thick; Hardness 5; hp 60; Perception DC 20; Break DC 24; Disable Device DC 22 5” thick; Hardness 5; hp 60; Perception DC 22; Break DC 26; Disable Device DC 24 5” thick; Hardness 5; hp 60; Perception DC 24; Break DC 28; Disable Device DC 26 Incorporation Some gaming groups are comfortable just sitting down around a table and starting things off by the GM informing everyone “all right, you’re in the Central Tavern on Main Street of Middle Town. What do you want to do?” However, many gaming groups desire a bit more context. Particularly for play styles that emphasize storytelling, it can help for players to have a bit of information about the game world. What sort of law and order are kept, and by whom? What good and evil forces roam the land? What is the history of the region, and what wars or struggles have occurred or whose influence lingers still? And above all, what does the surrounding territory look like, and what are our options in terms of travelling elsewhere? To play Dark Obelisk: The Mondarian Elective, there are a few options to choose from to introduce your players to the larger world. Which option you select as a GM, and as a roleplaying game group, will depend mainly on how you want this adventure to tie in to the larger world and/or campaign setting. As a New Start or Standalone Adventure This is the simplest option to using this adventure: simply generate your party’s new characters and get going! Make sure you have a good variety of characters, races, classes, and so on represented. Then, feel free to “drop” the party wherever it makes the most sense to do so—e.g., the party simply walks into town. Using With an Existing Campaign The plot, NPCs, and other elements of this adventure do not hinge on a dependence to a particular gaming world. As such, it should be straightforward to use this adventure as a one-off module in the context of a grander, established campaign setting—either one “off the shelf”, or one of the GM’s own creation. In fact, Dark Obelisk 2: The Mondarian Elective does not require you as a GM to have any larger gaming world established, described, or chosen. You can just play it as-is. If you choose to continue playing the other modules in the Adventure Path, you can spool out additional details about the gaming world as they become relevant; for any given moment in time, your gaming group can focus simply on the plot and action happening that moment, and leave the world- building and grandiose backstory for a later time. Where In the World...? Mondaria City was designed to be somewhat typical in nature and needs in terms of where it could be placed in a n existing or new game world. It’s a mining town, of course, so naturally it must be placed in a region with mountains and rich in ore. Realistically, it can “go anywhere”, so long as that context isn’t too extreme—for example, it probably doesn’t make much sense to have Mondaria atop a mountain surrounded by a moat of lava! Mondaria can be situated in any temperate climate. The intended, explicit environs surrounding the town will be elaborated upon in subsequent campaign material, but suffice it to say that all of the following elements are nearby: • Forest, very close by to the south and east. • The river, that flows to the west of the city and up north of the mountains. • Mountains to the north. As a Start to a New Campaign You may wish to use this adventure to kick off a new campaign… but don’t necessarily want to follow the Adventure Path to which it leads. Or, you may have an established campaign in mind In such circumstances, feel free to ignore or amend any references to geography beyond Mondaria found throughout the adventure. You can “place” Mondaria anywhere you like within an existing map, campaign setting, or geography that makes sense. In doing so, remember that Mondaria, while featuring some significant qualities, is not meant to be a geographic, economic, or political hub, and is in fact 20 Introduction intended to be somewhat remote relative to other towns and villages. You can also use Dark Obelisk 2: The Mondarian Elective as a “transitional adventure” to change the setting, context, or theme of an existing adventure campaign. This is a bit trickier, since this module is meant for 4th- to 6th-level characters. However, experienced GMs can modify the difficulty of challenges found herein to adapt the content to be a suitable match for more powerful PCs. Used in this manner, you can use the obelisks’ eruptions to disrupt existing cities in your campaign world—if you’re up to a bit of tweaking and advance preparation, you could even adapt the adventure so that it takes place in an existing city of your choice! Hooks and Links If you’re looking for reasons that the party seeks out Mondaria or begins their tale of adventuring there, here are some ideas. Of course, as a GM, you are by no means bound to selecting from among these… but it’s always useful to have some inspiration or something to get started quickly. Class-Based Hooks These connections and motivations are based on the presence of one or more characters in the party who have at least one level in a particular class. As GM, you may judge that only one of these is a sufficient motivator; alternately, you can combine multiple class hooks to provide the entire party a believable reason to travel to Mondaria. Paladins There is a calamity that may have befallen the mining town, causing suffering and death for innocents. Paladins should have no choice but to seek out the city and investigate. Rogues An abandoned city? Above a massive, rich mine? With little law or order to speak of? Rogues would sign up by the dozen for such an opportunity. Fighters and Martial Characters Mercenaries can always be tempted with a bit of coin... either given outright, by The Stranger (p 780), or in the form of promised loot. Arcane & Divine Classes Though it is a mining town, it is an exceptionally successful one, and the Keeper of Records, Loremaster, and others have a substantial font of recorded knowledge. There just might be something in their archives to attract the interest of these types of characters. Monks and Druids Druids are simple: The Druid Enclave, a powerful nexus of the class to the northeast of Mondaria, can simply mandate the involvement of practically any Druid. Monks are a bit more challenging, but there is so much to investigate, see, and slay, that it can match with the ulterior motives of nearly any character. General Hooks These hooks are not linked directly to any particular race, class, or other party element, and can be deployed as the GM sees fit as best matches the play style and existing motivations of the party. Political / Racial Strife Dwarves and Elves are in conflict over the power struggle within the mining city: the Elven Administration rules things from an official standpoint, and the worker-class Dwarven Union is convinced there’s more opportunity for improved conditions and shared profit. Commissioned to Investigate The Stranger is a well-paid, well-placed, and powerful ally; she’s hardly the only person the Druid Enclave Council sent into the wilderness to seek out helpers to investigate what occured. Former Attachment For dwarves or elves, having a former attachment to or involvement with the mining city of Mondaria is hardly unthinkable. The GM and players are encouraged to craft a convincing backstory that involves them, if nothing else seems reasonable. 21 Introduction The Campaign World Overview Aquilae, the campaign setting in which Berinncorte is located, will be elaborated and described in detail in other books by Infinium Game Studio. This is partly due to limitations of length: a focused narrative on the campaign world would itself take longer than the adventure itself! Scope is a factor, as well—too much about the broader game world may distract from the immediacy of the “day-to-day” plot of this particular adventure. However, the biggest reason for an abbreviated depiction of the game world is that there is much, much more to this realm than meets the eye… and the events of this adventure, while seemingly isolated and bizarre, play a large role in the revelation of these attributes. In truth, the events of this adventure are so self-contained, and limited to the mining town and the mines underneath it, that for the purposes of playing it out, the larger context hardly matters. While this is primarily limited to things that directly affect the narrative and activities in the adventure, there are some aspects of Aquilae that you may want to bear in mind as you guide the PCs through events—so you don’t have to “backtrack” in subsequent components of this Adventure Path. What You Need to Know Here’s an executive summary of important aspects of the realm that may affect how you portray the game world in the context of this adventure: • Gods are real, and many. (See Religion, below.) • Nearly every sentient being pays tribute to one or more gods. (See Tribute, below). Typically this is through tithing to the appropriate church, or government. • Tribute can be done in the form of monetary wealth, artwork or valuables, or a devotion of magical power. No matter what the form, nearly all tribute actually does end up being transported to the gods themselves! • About six months ago, the Dark Obelisk was discovered on Level 9 of the Mines, and it caused evil and chaos to burst forth, upending everything in the Mines and the City of Mondaria, and causing a massive amount of death and suffering. High Ability, Low Tech Leafing through the Dramatis Personae section, you may notice that the Ability Scores of most key NPCs are not what might be considered “average”. This is by design. There are many schools of thought as to the differences, if any, between a player-character and a non-player-character, or a commoner. Are the PCs superhero-caliber individuals, each imbued with something special that drives their capabilities above and beyond that of normal people? Or instead, are the PCs just people, pretty much the same as everyone around them—they just happened down a different path than others, but one that others weren’t prevented from taking by some innate quality or limitation. It’s possible to have a great deal of fun with either philosophy, or anywhere in between. This adventure, the city of Mondaria, and the realm of Aquilae all operate under the theory that people are people, and most In addition to which, Mondaria sports a goodly number of fairly talented individuals. Hence the stats. If your gaming group rebels against this sort of approach, you as a GM are of course welcome to “handicap” any or all NPCs so that they are more in line with your players’ expectations of what is considered “normal”. Religion Gods play a major role in Aquilae. The pantheon is varied and vast—dozens, perhaps hundreds, of supremely powerful beings. It is exceptionally uncommon to find someone who is not a devotee of at least one higher power—and there are many who are advocates of multiple gods. The general mindset of most sentient beings in Aquilae is an open acknowledgment, an agreement that all gods exist. Devotion to one or more gods in particular merely means that you favor their perspective on things… and, with any luck and enough tribute (see below), those gods return the favor by aiding you from time to time when it is needed most. One might think of Roman and Greek mythology as a good comparison here: there are many gods, and while they are all immortal and wield immense power, they all share certain “human” weaknesses, such as a proclivity for playing tricks and engaging with mortal affairs. Some gods are more powerful than others, and the “society” of gods is a rich and storied plot unto itself which most mere mortals rarely glimpse. Tribute If you pray, you pay! Everyone, in every religion, gives money and resources to their god. In almost all cases, this is done through the church, though in remote situations, tithing in this manner can be quite difficult. Even isolated hermits typically worship at least one god. Many devotees do not live near a temple of worship for their deity. The pantheon is flexible, however: any worshipper, of any god, can visit any church, and donate their tribute there. Part of each church’s responsibility is to make sure all tribute eventually gets sent to its appropriate god. To be clear: in Aquilae, churches are kind of a form of tax center. And all tribute does in fact end up being shipped off to the gods themselves. The mechanics of tribute, of how it gets processed and where it goes, how it actually gets to the objects of worship, and the nature of the gods themselves will all be discussed in greater detail in subsequent campaign books. 22 Introduction Factions Dozens of factions, religious and secular, struggle for control and influence in the greater world of Aquilae. Berinncorte is a smaller village, somewhat remotely located, and although it is proximate to natural resources, it is not a crucial part of the greater territory. About Faction Profiles The factions discussed here are the ones with the greatest influence in the city, and those with whom the residents are aligned. Each faction has quite a bit of information associated with it, as follows: Badge / Icon: Iconography can be important in factions. The symbol of a faction might be used to inform members as to the whereabouts of meeting locations, signal membership to others, or simply as a form of medieval “advertising” to spread knowledge of the faction’s presence. Type: The general nature of the faction and its goals. Alignments: Some factions enforce only certain alignments in their membership; others tend to attract those of a particular alignment. Many factions don’t care so much about alignment, and welcome members from all backgrounds and demeanors. Motivations: The driving force of the faction itself, or the common goal, behavior, or desires of its membership. Day-to-Day Goals: What the group hopes to accomplish on a day-to-day ongoing basis. Typically, this is a more humble hope than Long-Term Goals. Long-Term Goals: In addition to short-term goals, most factions have an over-arching agenda they realize may take a long time to bring to fruition. Notable Philosophies: A phrase or mantra that best summarizes the beliefs of members. Influence: How much power the group and its members wield, if pressed to do so. This can be political power, military strength, magical prowess, etc. Reputation: The general sentiment those outside the group have of the group itself. Leadership: The nature of the faction’s leader(s), how they come to power, and under what circumstances leadership can change. Inner Circle: In addition to Leadership, some factions also have an “inner circle” or group of Elders within their ranks. Such elite members are often privy to secrets about the faction and its motivation. Size: Most factions have a fluctuating membership; the Size noted here is typically a range. Stability: Thousand-year guilds or start-up social clubs, this indicates how likely the group is to still be around in a few years. Enemies: If the group has enmity with any other factions, they are listed here. Sometimes, this is a general statement as to what sorts of people or organizations would be unwelcome in the midst of this faction. Allies: Any formal alliances, or informal relationships, between factions are noted here. Resources: This section describes how many resources the organization as a whole has at its immediate disposal—this can be arcane knowledge, money, or other assets. Description: A summarization of the nature of the faction and its behavior. Anything noteworthy about the group that doesn’t belong in another heading goes here. Membership: Most groups won’t let just anyone into their ranks—at least without getting to know them. Many groups demand something else, too: money, in many cases, but in certain factions, it may be necessary to embark upon a quest, create an item, discover new knowledge, save the life of an existing member, and so on. Members: Description of the membership of the faction, whether any races, classes, etc. are forbidden. Common Traits: If members have anything in common— either formally as part of their membership, or if many of them just happen to frequently have something notable about them—it is mentioned here. Demeanor: The attitude of members, both in general (are they paranoid? Devout? Irrational?), and in the context of the faction itself (do they deny the group even exists? Are they proud of their membership?). Tribute & Dues: Factions are not religious, but the gods and governments of Aquilae demand that even those who choose a secular lifestyle contribute as they are able. Nearly all factions collect at least a 1% tribute from each member annually. In all but the most extreme cases, members are not prevented from giving additional tribute to other religions or groups as they wish. Factions in Mondaria Elven Administration Icon / Badge: A mountain, superimposed by a leaf. Type: Operations and administration. Alignments: Lawful, almost exclusively. Motivations: Keeping a mining operation profitable. Day-to-Day Goals: Maintain order and ensure worker prodictivity. Long-Term Goals: Help the city and its inhabitants to thrive by establishing relationships, trade, and investing back in infrastructure. Profiting the Druid Enclave. Notable Philosophies: Law and order are the most effective means of running a city. Influence: Extreme, within the city of Mondaria. Reputation: Fair. Age: Mature (~125 years). Leadership: Autocracy (Mayor Faenadorn, p 693). Size: Small (~30 members). Stability: Highly Stable. Enemies: None officially. 23 Introduction Allies: The Druid Enclave. Resources: High. Description: In one entity, the Elven Administration combines the office of Mayor of the City of Mondaria, and the oversight of operations of the entire mining complex. They report only to the Druid Enclave Council, which largely cares only for continued profitability. Membership: All members are either hired or appointed by the Druid Enclave. Members: Typically Lawful or Lawful Neutral citizens with a knack for administration, or a special skill. Common Traits: In addition to alignment, members of the Administration are often better dressed, fed, and generally taken care of than workers in the mines. Demeanor: Effectiveness and efficiency, law and order are the goals of most government employees. Tribute & Dues: Employees are expected to Tribute 1% of their wealth annually to the city. Citizens are also expected to tribute, either directly to the city, or to one of its factions or religions. As always, employees or citizens are welcome to tribute additional wealth to Mondaria, though in practice this hardly ever happens unless the citizen in question needs something specific from the government. In theory, this is not quite as quid-pro-quo as it might seem; typically the extra tribute is paid to the city by way of thanks for extra effort. Dwarven Union Icon / Badge: A chunk of ore, superimposed by a pickaxe. Type: Worker’s union Alignments: Chaotic and Neutral; typically not Lawful. Motivations: Ensuring for the health of their workers, and fostering a more profitable and safer environment for all. Day-to-Day Goals: Ensure worker safety. Long-Term Goals: Take over ownership of the Mines from the Elven Administration. They realize this is a very far- fetched goal. Notable Philosophies: Workers are the fuel that generates the warmth of profit. Influence: Medium, within Mondaria; zero, outside it, which largely accounts for their failure to produce much true change. Reputation: Good. Age: Mature (~125 years). Leadership: Democracy (Danalin Foeslash, p 687). Size: Large (~400 members). Stability: Stable. Enemies: None officially. Allies: None. Resources: Low. Description: The Dwarven Union was formed unofficially several decades ago to combat unfair treatment and abuse by the Elven Administration. Outright murder by the Administration has ceased, but beatings, rapes, and injuries in general have gone up, since the Union formed. Membership: Every single worker in the Mines is automatically a member. Members: Every miner, nearly all dwarves no matter their line of work, and some sympathizers outside those endeavors. Common Traits: Blue-collar, working-class folks, or those with a family history of same. Demeanor: They are careful to prevent their protests and political views from impacting their productivity overmuch, lest they be accused of being shiftless. Tribute & Dues: Employees are expected to Tribute 1% of their wealth annually to the city. As always, employees or citizens are welcome to tribute additional wealth to Mondaria, though in practice this hardly ever happens unless the citizen in question needs something specific from the government. In theory, this is not quite as quid-pro-quo as it might seem; typically the extra tribute is paid to the city by way of thanks for extra effort. Other Factions There are numerous other factions in Aquilae—traders, guilds, bandits, thieves, assassins, governments, clergy, and so forth. However, none of them holds formal sway within the city limits of Mondaria. This is hardly an anomaly: most settlements in the realm are ruled from within by a small handful of factions, who among them wield total power. Outsiders as individuals may be welcome, but external influences are typically not. Railcar Rules In the Mines, nearly every level has some form of railway system. Before the catastrophe, these were used to move ore about, and even sometimes to move workers about. In your use of this adventure, decide beforehand what, if any, role the railways will serve in your gaming group. Here are some suggestions: • An atmospheric novelty: with this approach, the PCs cannot use the railway, and it doesn’t matter therefore where the railcars are. • A means of facilitating safe travel between points along the railway. If this approach is taken, then moving between any two points on a map connected via a railway will suspend Random Encounters rolls for the duration of the trip. Place railcars at entry/exit points, for example the elevators. • A questionably-safe mechanism for transport. Randomize a calamity every so often, or introduce a Random Encounter to throw the sense of safety for a spin. Elevator Rules Every level of the Mines, and the surface level of Mondaria City, has elevators. These function to transport creatures from one level to the other. 24 Introduction For simplicity’s sake, assume all elevators are in working order. Some are covered in spiderwebs or other impediments; rules for what is involved to restore them to normal use are described in each case. Assume that the controls to operate every elevator are freely accessible. It’s also possible to summon an elevator from another floor. No matter the circumstances, moving from one level to another takes approximately four minutes. Crate Climbing Throughout the Mines, there are many, many cases where crates or other containers are stacked atop one another. Large crates are typically 5’ to 10’ cubes; small crates are usually 1’ to 5’ cubes. Climbing them should use typical climbing rules. However, if you’re looking to streamline things a bit, here is an alternate approach: Climbing Crates DC 15 Climb (12 for small crates) to scramble up to the top. Failure means falling to the ground (and 1d4 points of bludgeoning damage if a large crate). Debris & Difficult Terrain The Mondarian Mines were a rich, vast operation, brought low by creatures of chaos and evil, and the insanity of its own population. Buildings, and in one case, an entire underground city, have been destroyed. Simply put, rubble abounds. There are entire mine levels where the regions without debris are far outnumbered by those with. Count all squares on all maps that have any debris or rubble on them as being difficult terrain. It is suggested that for prolonged slogs through major areas of rubble, the following rule be used: Debris Treks If a creature’s turn begins in rubble, and the creature’s planned movement for the entire round indicates they will remain in rubble, make a DC 14 Athletics check. Failure means falling to the ground immediately and 1d4 points of bludgeoning and piercing damage. Looting & Alignment It is possible to spend the entire adventure not looting from the destroyed city and Mines. However, that would make things incredibly difficult, and a bit boring, besides. It should be made clear that the entire region has fallen into chaos and evil, and that possessions and buildings in the typical sense of those words no longer really hold much weight. In some rare cases, it’s clear that a certain, single building is still under the ownership and control of a certain NPC; in those cases, you can consider thievery from a moral 25 Introduction perspective. In all other cases, however, even Paladins should be given a grand bit of leeway in how they go about ensuring they have sufficient possessions to make it through the adventure alive. Rumors and Tales The following snippets of conversation, convoluted retelling, misunderstanding, urban myth, hearsay, and outright lie are usable as additional incentives for the PCs to uncover mysteries about the town. There are two ways to use these FlexTables: First, if the PCs are actively searching for information, you can make a Skill Check and look up the result. If you come to a result that has already been discovered by the PCs, at the GM’s discretion, you may pick a result with a lower DC and read that instead. The party may use Knowledge (Local) or Diplomacy; the DC listed applies equally to either of these skills. Alternately, a PC may use Knowledge (History), but with a -3 circumstance penalty (as knowledge of general history will apply in only a limited basis to the immediate vicinity of Mondaria). Alternately, if a specific quest explicitly rewards the PCs with a piece of lore, you may simply roll on the appropriate Context and read the result. In such a circumstance, a Skill Check is not required. There are several different FlexTables to use here. One is the default, which is a good starting point for general lore and rumor. It will guide you to the more detailed FlexTables that are more topic-based. Each of the subsequent topic-based FlexTables may be used directly, if the PCs are inquiring as to a specific topic. If the party is gathering information pertaining explicitly to NPCs, Factions, or Settings, roll directly on the relevant FlexTable. Skill checks focused on a particular subject take a -2 penalty. As the party will not yet have heard anything about the Obelisk, it will be difficult to justify going explicitly to that FlexTable. Default Rumors and Lore Use “FlexTable 2: Default Rumors, Tales, and Lore” on page 25 as a starting point for general rumors and lore discussed within the city of Mondaria. • Use Context A: As a Skill Check against one of the skills as described above. • Use Context B: If the party is attempting to gather information from a Key NPC. Any named NPC is a “key” NPC for these purposes. • Use Context C: If the party is gathering information from generic townsfolk, or NPCs without specific names. For example, Crazed Harbinger. • Use Context D: If the party is blindly trying to obtain information in an unstructured manner. Plot Discovery Rumors and Lore “FlexTable 3: Plot Discoveries” on page 26 contains rumors and tales that reveal (mostly) truths about what has occured, and how it came to pass. • Use Context A: As a Skill Check against one of the skills as described above. • Use Context B: If the party is attempting to gather information from a Key NPC. Any named NPC is a “key” NPC for these purposes. • Use Context C: If the party is gathering information from generic townsfolk, or NPCs without specific names. For example, Crazed Harbinger. • Use Context D: If the party is blindly trying to obtain information in an unstructured manner. FlexTable 2: Default Rumors, Tales, and Lore D%A D%B D%C D%D DC Rumor Type Reference 01-60 01-50 01-75 01-90 - No Rumor No information is obtained. 61-75 51-80 76-85 91-93 14 Plot Discovery See “Plot Discoveries”, p 26 76-90 81-90 86-90 94-95 15 Obelisk Rumor Obelisk Rumor 91-00 91-00 91-00 96-00 16 Realm Lore See “Realm Rumors and Lore”, p 51 26 Mondaria City FlexTable 3: Plot Discoveries D%A D%B D%C D%D DC Description Veracity 01-10 01-05 01-08 01-30 - No Rumor No information is obtained. 11-14 06-09 09-13 31-32 18 The Elven Administration imposes harsh punishments on those who fail to meet their needs. True. 15-19 10-13 14-17 33-34 8 The Elven Administration is answerable only to the Council of Elders in the Druid Enclave to the northeast. True. 20-23 14-18 18-22 35-36 16 Members of the Elven Administration are in fact demons who sold their souls to gain powers over the spirits of the living. False. They may be mean on occasion, but this is preposterous. 24-25 19-22 23-26 37-38 14 Dwarven Union leaders formed the faction to get more money out of the Elves. Partially True. Fair wages were only one of the aims of the faction when it was established; safety was a far greater concern. 26-27 23-25 27-30 39-40 12 Were it not for the Dwarven Union, worker deaths would be a hundred times what they are. Partially True. While it’s true that deaths have decreased markedly, two orders of magnitude is an exaggeration. 28-29 26-30 31-33 41 19 Eight months ago, there was a sealed message from the Druid Enclave to the Elven Administration, ordering them to press down and delve deeper into the Mines. True. 31-32 31-35 34-37 42 22 A copy of a letter to the Druid Enclave six months ago confirmed the discovery of the Obelisk, according to plan. Partially True. A letter confirming the discovery was written and sent; however, even the Council wasn’t entirely sure what would be found down in the depths. 33-34 36-40 38-41 43 20 On one of the mine levels is a secret chamber, connected to all three major mine regions, which contains a false Obelisk. True. 35-36 41-42 42-44 44-45 16 Those who have glimpsed the Obelisk in person go insane, and become its slaves. Partially True. There is a saving throw involved, and the PCs are immune. 37-38 43-44 45-47 46 11 In the nether levels are miners who willingly wander into pools of dreadslime, sacrificing themselves for the will of the Obelisk. True. They become Dreadslimed Miners. 39-40 45-48 48-50 47 18 On the ninth level of the Mines is a massive, true crystal of Dark Obelisk, the source of all chaos and evil in the mines. Partially True. “All chaos and evil” is a bit of a stretch. 41-42 49-50 51-53 48 18 False Obelisks have been established in the Mines as a means of hiding the true ones and to seed devotion from the insane. True. 43-44 51-52 54-56 49 20 There is more than one shard of true Obelisk in the Mines. True. 45-46 53-54 57-58 50 22 Deep in the mines is a platform which hides a horrible monster and a great treasure behind an enormous illusory wall. True. 47-48 55-56 59-60 51 22 To defeat the true Obelisk, one must sacrifice evenly. True. 49-50 57-58 61-62 52 22 It is written that to suppress the power of the Obleisk, true sacrifice requires a balance of forces. True. 51-52 59-60 63-64 53 24 The Druid Enclave knew, or strongly suspected, that a force of evil would be discovered when they ordered the expansion of the Mines down several levels. True. 53 61 65 54 24 Sacrifices matter not the source, save for their natures. True. 27 Mondaria City FlexTable 4: Obelisk-Based Rumors D%A D%B D%C D%D DC Description Veracity 01-40 01-10 01-20 01-80 - No Rumor No information is obtained. 41-53 11-27 21-35 81-84 18 In ancient times, rituals and desperate magicks were used to keep at bay vile forces from underneath the very earth. True. 54-66 28-40 36-50 85-88 20 On the other side of the world we know live countless hordes of the fallen, the vile, the dread, and the horrid… all of whom resent we “bright folk” who live in the light of the Sun, and seek to destroy us for their pitiful plight in life. True. 67-79 41-60 51-65 89-92 16 The entire Realm is but one enormous dream, had in the mind of a sleeping giant who dwells on an island, floating amidst a sea of acid, in a far-flung world we have never heard of. False. Whoever came up with this was likely under the influence of… something, when they had the idea. 80-90 61-80 66-85 93-96 19 Sprinkled in forgotten locations throughout the Realm are artifacts, powerful magics which each contain a fragment of a power that might be used to combat the greatest forces that might threaten the world. True. 91-00 81-00 86-00 97-00 20 In olden times, a warrior, priestess, or king was selected from among a random assortment of applicants. The selected person would become a champion of the living, given special powers, and equipped with ancient relics, that they might fight off encroaching evil that threatened all. True. Obelisk Rumors and Lore Truly, truly rare, there are some very faint snippets of information about the Obelisk and the forces it represents that remain in the minds and hearts of those who have studied strenuously. These are collected in “FlexTable 9: Obelisk-Based Rumors”. • Use Context A: As a Skill Check against one of the skills as described above. • Use Context B: If the party is attempting to gather information from a Key NPC. Any named NPC, is a “key” NPC for these purposes. • Use Context C: If the party is gathering information from generic townsfolk, or NPCs without specific names. For example, Crazed Harbinger. • Use Context D: If the party is blindly trying to obtain information in an unstructured manner. D%A D%B D%C D%D DC Description Veracity 54-70 62-70 66-72 55-70 14 In the wake of the Obelisk’s discovery, prostitution is on the rise. True. 71-85 71-85 73-83 71-85 13 Corruption and abuse are on the rise, in the wake of the Obelisk’s discovery. True. 86-90 86-90 84-90 86-90 14 Even before the Obelisk’s discovery, Taskmasters were censured and disciplined for abuse and murder. True. 91-95 91-95 91-95 91-95 12 In the wake of the Obelisk’s discovery, miners went crazy and slew each other with mining tools. True. 96-00 96-00 96-00 96-00 16 The minds of most denizens of the City and Mines are not their own any longer. True. 28 Mondaria City Realm Rumors and Lore No city is an island, and Berinncorte is no exception. Some folk speak of events and locales far beyond the city walls. These may be found in “FlexTable 10: Realm-Based Rumors”. These tales are hints of the world-building that has gone into the Realm entire, and are mainly foreshadowing for future publications in the mythos of Aquilae. • Use Context A: As a Skill Check against one of the skills as described above. • Use Context B: If the party is attempting to gather information from a Key NPC. Any named NPC is a “key” NPC for these purposes. • Use Context C: If the party is gathering information from generic townsfolk, or NPCs without specific names. For example, Crazed Harbinger. • Use Context D: If the party is blindly trying to obtain information in an unstructured manner. FlexTable 5: Realm-Based Rumors D%A D%B D%C D%D DC Description Veracity 01-40 01-10 01-20 01-80 - No Rumor No information is obtained. 41-48 11-23 21-32 81-84 18 Far to the north of the Realm, there lies a mysterious island, from which no one who has ventured has yet returned alive. True. 49-56 24-32 33-43 85-90 20 A conclave of gods—the vengeful and tricksters—has created a playground of the damned, a miniature realm where the sinful and horrid may be punished, and have a chance to atone for, their dark deeds. True. 57-64 33-45 44-56 91-92 18 Deep beneath the surface, far under the tallest mountains, there dwell the remnants of ancient creatures who ruled the Realm in times long past. True. 65-72 46-53 57-66 93-94 18 The system of Tribute that we know, that which funds government, and empowers the gods to hear our prayers and take helpful action on our behalf, is broken and corrupt, serving only an elite few at the expense of the many. True. 73-80 54-65 67-76 95-96 17 Despite the appearance of power in the hands of government, rulers, and gods, the truth is that a small handful of secret and ultra-powerful factions dictates their whims to the massive preponderance of the population. False. Mostly. Kind of. Depending on how you look at it… 81-89 66-80 77-85 97-98 15 Druids to the north of the Realm have begun digging deep into the earth, in an attempt to mine the knowledge of nature long dead. There is division amongst the druid populace as to the wisdom of this approach to gaining power; they say that which is dead should be let to rest, be it sentient life or that of plants. True. Also True is the divisiveness of the issue, as is the justification for wariness. 90-00 81-00 86-00 99-00 22 Far, far beneath the land we know and live upon, there exists a sentient force not unlike a vampire, which requires and feeds off of surface life to sustain itself. Of the many vagrants, unfortunates, and hermits who go missing every year, some portion are in fact stolen from the surface by this vampiric force. True. 29 Mondaria City Mondaria City: Ground Floor 30 Mondaria City Map 1: Mondaria City Overview (MC-O) One square equals 20 ft. 31 Mondaria City Level Introduction: Mondaria City Summary The mining town of Mondaria formally falls under the jurisdiction of the Druid Enclave, a secretive and largely Elven compound to the northeast of the town itself. In practice, however, Mondaria is run by the elven administrators who are few in number, but nearly absolute in their power over the largely Dwarvish and Gnomish worker population. In its current state, the city is a ghost town. This may be literal depending on how Random Encounter tables are rolled! What is typically dozens, if not hundreds, of workers and shoppers and visitors and tradespeople is now a small handful of sentients and many more unsavories. Monsters have largely taken over the region, though the mentally afflicted and warped populace tends to disregard the threat in preference for living in a constant state of strained denial that anything has befallen the once thriving mining town. Entrances and Exits Note that the following are typical, even secret, means of entering and exiting the level as it was designed. Other, magical means of navigating the level (for example, teleportation spells or those that grant incorporeality) are not discussed and are left to the GM to manage should they be introduced. Entry The PCs will always enter this area via the road to the southeast, which leads to the city of Berinncorte from the Dark Obelisk 1 adventure. Exits to Mines Level 1 Several locations have basement zones underneath, accessible via staircase or trapdoor: Locations 1, 3, 4, 5, 7, 8, 9, 10, 11, 12, and 13. Location 14 has a hole in the floor. Exits to Mondaria City, Second Floor Several buildings have second floors accessible via staircase: Locations 7, 12, and 13. There are four staircases that lead to the Watchspires, near Locations 3, 17, and 22. Overview The PCs are likely to run into the Blacksmith, plying his trade and willing to sell all manner of expected offerings. They are equally likely, however, to run into a demon, or other monster, even in shops or other buildings. Monsters come from two sources: some have emerged from the depths of the mines that lay underneath the town, finding their way to the surface out of a sense of grim malevolence and inevitability. Others come from the surrounding forests and plains, drawn by the growing sense of chaos and evil. Atmosphere & Theme No matter the source, the monsters are legitimately dangerous. Paritcularly as the PCs have been led to believe only that contact has been lost, and that this may turn out to be more of an investigation than a battle, there should be an element of alarm, of surprise, and of growing unease with the situation throughout the party’s exploration of this level. The tone here should be careful, intentional, and sure- footed: the PCs should be ready and willing to hide, to evade, or otherwise avoid threats. Although the PCs—and the players!—may not fully comprehend the enormity of what waits for them under the crust of the mines, they should nevertheless realize that this is but the beginning of their adventures here. As a result, they should conserve their resources, or at the very least, make certain to resupply before venturing underneath the mountain. Moreso than any other level, Mondaria City requires a deft GM hand with pacing. It’s an enormous area, rich with content and detail, and the PCs could easily spend a half-dozen gaming sessions merely exploring everything. It is neither necessary, nor recommended, to be a “completionist” in this zone! Keep the party moving, either via the careful introduction of formidable Random Encounters, or through other means. Default Random Encounters Some Areas of Interest within this level will describe a certain approach to Random Encounters, either by overriding the timing (e.g., “every 30 minutes), and/or by providing its own localized version of the random encounter table below. Absent such an override, roll on the following table of Default Random Encounters for every 5 minutes the party remains in this area. Table 4: Mondaria City Default Random Encounters D% Event Description 01-30 No Encounter Nothing interesting or specific occurs to deter the party from their overall objectives and exploration. 31-50 Trivial Encounter Roll once on Monsters: Surface, Trivial. 32 Mondaria City D% Event Description 51-70 Light Encounter Roll once on Monsters: Surface, Light. 71-64 Average Encounter Roll once on Monsters: Surface, Average. 65-74 Advanced Encounter Roll once on Monsters: Surface, Advanced. 75-79 Elite Encounter Roll once on Monsters: Surface, Elite. 80-00 NPC Encounter Roll once on the Default NPC Encounter Table below. Default NPC Encounters Some Areas of Interest within this level will describe a certain approach to NPC Encounters, providing its own localized version of the table below. Absent such an override, when in this level, when directed to roll for a random NPC, roll on the following table. Note that if a certain circumstance mandates the presence of an NPC, you may ignore and reroll results of “No Encounter” on the table below. The GM is, as in all other aspects of the adventure, to use her common sense regarding use of this table. You should feel free to ignore or reroll results with which you don’t agree, or simply choose a result yourself to keep with the atmosphere of the adventure as experienced by your gaming group. Note, also, that any entry in the list below that has a blank (“-”) next to it for roll results means that that NPC is never normally encountered in this level. Table 5: Mondaria City Default NPC Encounters D% Event Description 01-21 No Encounter Despite an initial feeling, the party does not encounter any NPCs at this time. 22 Common NPC Addicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 23 Common NPC Afflicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 24-30 Common NPC A single Bleak Mute lurches within view of the party. D% Event Description 31-45 Common NPC One Crazed Harbinger stumbles about within view of the party. 46 Common NPC Tainted Miners walk creepily toward the party: 2d4x 2d6x 2d8x 2d12x 47 Common NPC Miners approach the party suspiciously: 2d6x 2d8x 2d10x 2d12+4x 48 Common NPC One Mining Taskmaster walks purposefully toward the party. 49 Common NPC A terrified Munitions Wench is visible, huddled in her rags. 50 Common NPC You see a Supply Maid in tattered clothes, though you’re not sure she sees you. - Common NPC A horrifying Tainted Taskmaster walks about. 51-60 Named NPC Ambling scholar Brocambe Methurzz. 61 Named NPC Beastmaster Gabharn. 62 Named NPC Blacksmith Hamfast Burrbottom. 63 Named NPC Feastmaster Frobwin Glamfork. 64 Named NPC Herbalist Innelothe. - Named NPC Illusionist entertainer Raekeldorr. - Named NPC Keeper of Records Skandern Lithutz. - Named NPC Keepmaster Vanarelia Riccards. - Named NPC Loremaster Dalnarok. 65-74 Named NPC Mercenary dwarf Gordsturll. 75-84 Named NPC Merenary tiefling Killarth. - Named NPC Railmaster Arranz Trevain. - Named NPC Tinkermaster Skandbard. 85 Named NPC Warden Imeltrude Legande. 86 Named NPC Brewmaster Glimdarffe Sudsglub. - Named NPC Cartographer Estarel Finequill. 87 Named NPC Chemist Incebb Gullip.. 88 Named NPC Chief engineer Didkeln Clawhammer. 89 Named NPC Coinmaster Lugatoo. - Named NPC Dwarven union leader Danalin Foeslash. - Named NPC Elven administration leader Maresmir. 90 Named NPC Engineer Brimdog Firecleave. 91 Named NPC Foreman Belerras. 92 Named NPC Gangboss Dagbrag. 33 Mondaria City D% Event Description - Named NPC Lead designer Estarel Finequill. 93 Named NPC Mayor Faenadorn. - Named NPC Minemaster Thrennian Lo’quee. - Named NPC A Mystic Seer. - Named NPC Sage Natobbe. 94-95 Named NPC Stablehand Friskbik. 96 Named NPC Stablemaster Semtammi. 97-00 Named NPC Tribute magister Elawelle. Areas of Interest MC-O-1: Blacksmith Please refer to page 35 for more information about this building. MC-O-2: Central Area / Market Page 37 commences detail on this area. MC-O-3: Checkpoint Control Details about this region can be found starting on page 40. MC-O-4: Fishery This building is described starting on page 43. MC-O-5: Garrison Please refer to page 47 for more details about this building. MC-O-6: Hunter’s Glen Full description of this area may be found on page 50. MC-O-7: Inn & Stables Page 52 starts details on this building. MC-O-8: Mess Hall This building is detailed in full on page 56. MC-O-9: Mill Please go to page 59 for full details on this building. MC-O-10: Residence Northeast More information about this building is contained on page 64. MC-O-11: Residence Northwest Please turn to page 66 for more information about this building. MC-O-12: Residence Southeast This structure is described in full starting on page 68. MC-O-13: Residence Southwest Please refer to page 70 for full details on this structure. MC-O-14: Fishery Secret Grotto This area is detailed starting on page 72. MC-O-15: Storage [...] MC-O-16: Trading Post Please turn to page 78 for full details on this region. MC-O-17: Chaos Overview This area is described in more detail starting on page 81. MC-O-18: Chaos Secret Please see page 84 for more details about this area. MC-O-19: Chaos Foreman Page 86 contains more description about this area. MC-O-20: Chaos Supplies This zone is detailed starting on page 88. MC-O-21: Law Entrance Please refer to page 91 for full details about this area. MC-O-22: Law Foreman This structure is explored starting on page 94. MC-O-23: Love Overview Please go to page 96 for more information about what to find here. MC-O-24: Love Secret More detail about this area can be found starting on page 98. MC-O-25: Love Foreman Please turn to page 100 for more information. MC-O-26: Outside the Gates You may find more detail about this area starting on page 103. MC-O-27: Past the Gates Page 105 begins description of this zone. MC-O-28: Law General Please turn to page 107 for more information about this area. 34 Mondaria City Map 2: Blacksmith Ground Floor (MC-BS-GF) One square equals 5 ft. 35 Mondaria City MC-BS-GF: Blacksmith Ground Floor Overview This building once served the mundane metallurgical needs of the surface citizenry, trading in metal and leather goods to one and all. Since the corruption of the mines and the desolation of the city, business has of course waned, but the blacksmith pretends as though everything is normal, in a slightly manic, desperate manner. Despite the growing edge of insanity, his skill has not eroded, and he will continue to ply his trade; indeed, any activity with a feel as though things are normal will bolster his confidence and defeat the gnawing sanity that threatens his wellbeing. Theme & Purpose As with most shops in town, the feel here should be foreboding, dark, and desperate. Strive to convey the unease, the insanity, and the desperation the Blacksmith lives with, but don’t overdo it to the point where needy PCs are too disquieted to do business if they need to re-equip. This is particularly critical for lower-level PCs, as this shop is one of the most useful areas of relative solace. Trading All manner of mundane arms and armor may be purchased here. Should the Blacksmith be in attendance (see below), he will buy and sell freely. Prices are erratic, however, as follows; roll on this table for each item requested by the PCs. Table 6: Blacksmith Price Adjustments D% Price Adjustment Description 1-2 +50% “Folk are desperate for this, and I’ve but a few remaining.” 3-4 +20% “Quite useful, quite needful, quite pricey, it is.” 5-6 None - 7 -5% “A bit less useful, this item.” 8 -30% “I’ve had this about for too long; it’s taking up space.” Random Encounters Upon entering this area for the first time, first determine if the Blacksmith is in residence (see below); if he is not, immediately roll once on “Table 7: Mondaria City Default NPC Encounters” on page 111 to determine if there is at least one NPC hanging out here. Otherwise, use the standard / default Random Encounter rules for this level, at twice the standard interval of delay. The GM is encouraged to reroll or ignore results if the party is in desperate need of a rest or resupply. Any results of “no encounter” or “NPC encounter” indicate that, at least for one night’s worth of rest, this building is momentarily safe for refuge, and may be used to sleep, recover spells, etc. I.e., do not reroll on the Random Encounters table until a full night’s rest, in this scenario. NPCs of Note Of note, the Blacksmith X frequents this establishment. He has a 30% chance of being here during all hours. Default Doors Unless otherwise indicated, all doors are encountered closed and locked, and are of the following profile: Access Default Door Locks: Door, Reinforced; closed & locked when encountered Areas of Interest MC-BS-GF-1: Entrance Lit sconces are mounted to the wall on either side of a reinforced double door. Small shuttered windows, and plant urns, also flank the aperture. This entrance is unlocked and open when the PCs happen upon it. Three octagonal tables, one ringed with chairs, and a rectangular table, fill in a large open space. Given its placement relative to the front counter, you assume this was a reception area for prospective customers to wait their turn to receive attention. Any NPCs selected via the NPC Encounter tables will be here, sitting at a table and staring into space, most likely. 36 Mondaria City There is nothing else of interest in this area. MC-BS-GF-3: Front Counter Two large rectangular tables are set up here as a separation between the waiting area and the rear counter. Reinforced double doors lead to the northwest and east of this area. If the Blacksmith is in residence, he will be found here, polishing some armor or weapon distractedly when the PCs arrive. If greeted, he will refocus on the party and act somewhat naturally so long as business is being conducted. MC-BS-GF-4: Office / Store Room A square table ringed with chairs sits in the western area of this room. A staircase leads down to the basement in the east. To the northeast is a privy hole, next to an array of crates, chests, and urns. For rules purposes, the storage containers consist of a crate, an empty chest, and two locked chests. Access Contents Crate Container: Barrel or Crate Glasses, Metals, and Woods; use Medium size Locked Chests (2x) Locks: Chest, Strongbox Weapons: General; use Context C MC-BS-GF-5: Stairs to Basement These lead to “Map 50: Blacksmith Basement (MC-BS-BM)” on page 163. MC-BS-GF-6: Store Room East This room smells of dust and oil. Against the eastern wall are two large crates: a small crate sits atop the northern one, and two small chests are atop the southern crate. Reinforced single doors lead to the north and southeast. Access Contents Crates (3x) Container: Barrel or Crate Glasses, Metals, and Woods; use Medium size Locked Chests (2x) Locks: Chest, Strongbox Weapons: General MC-BS-GF-7: Blacksmith’s Quarters This is clearly where the smith lays his head. Two potted plants, desk, bed, small table, two stools, and an empty washbasin ring a clothes cabinet. Access Contents Clothes Cabinet no lock • Clothing: General • Weapons: Light; use Context C Desk no lock Writing Supplies MC-BS-GF-8: Workroom A fiery, metal tang scents the air in this room, which appears to be the main workstation of the smithy. In the southeast corner is a dormant firepit sitting atop a patch of slate to protect the floor from flaming debris. Worktables littered with tools and ore sit in the southwest and northwest corners. An open barrel of silty water is against the east wall; to its north is a second barrel of water, with an unsealed top. One large crate, one small crate, and two locked treasure chests are against the west wall. Access Contents Large Crates Container: Barrel or Crate Glasses, Metals, and Woods; use Medium size Small Crate Container: Barrel or Crate Glasses, Metals, and Woods Locked Chests Locks: Chest, Strongbox Weapons: General; use Context C 37 Mondaria City Map 3: Central Area / Market (MC-MKT) One square equals 5 ft. 38 Mondaria City MC-MKT: Central Area / Market Overview This was once a thriving marketplace. It’s nearly deserted now, instead a graveyard of commerce, picked nearly clean by scavengers and opportunists. The occasional desperate denizen can be found here, searching for something of value among the ruin. Theme & Purpose Much of Mondaria City is located in buildings, close quarters; this is one of the few large open spaces. That it’s so open, that it was so obviously once a place of community, but now desolate—taken together, this should give the PCs a great deal of unease to add to whatever impressions the city has already given them. Random Encounters Upon entering the area, wait for a few minutes, then roll on “Table 3: Mondaria City Default Random Encounters” on page 31; in doing so, the GM is encouraged to reroll any results of “no encounter”. Other than that, use the standard / default Random Encounter rules for this level, rolling twice as often as the normal interval. NPCs of Note This was once a very thriving location, teeming with characters. It is now, however, largely ignored and avoided; monsters have a clear line of sight to those venturing in this area. Sunshades Throughout this region are sunshades, large canvases meant to offer some protection against the sun. This is meant as a safety measure rather than an indulgence: for a population who spends most of their time in the mines underground, sunshine is truly blinding! While resting underneath any sunshade, reroll any Random Encounters that would offer one or more monsters. Areas of Interest MC-MKT-1: Signpost Two arrows emerge from this post: to the northeast is labeled “D Enclave”; to the southeast is marked “Berinncorte”. The writing in each case is a stylish chisel, as though wrought by a scribe more than a carpenter. MC-MKT-2: Firepit & East Sunshade A tiny firepit sits to the east of the main marketplace. A sunshade is just to its east; the ground underneath and around it is well-worn, with beaten paths leading to the north, east, and south. MC-MKT-3: Northeast Sunshades Two large canvases are stretched over stout wooden poles embedded in the ground here. The ground underneath the resulting shade is cool and soothing. MC-MKT-4: North Sunshade Just to the north of a row of colorful kiosks is a greyish, weathered sunshade. MC-MKT-5: North Kiosks A row of multicolored canvas kiosks is arranged here. Many are damaged; others look singed from some long- gone fire. All are abandoned. Each of these has some piddling remnant of commerce to discover: Access Contents Kiosk (5x) unprotected General Supplies MC-MKT-6: Firepit & Northwest Sunshade A grey, tattered sunshade sits here, to the north of a firepit. MC-MKT-7: Northwest Tent A large yellow-and-blue canvas stretches over a set of tables once used to display dozens of wares. The store now seems unused and dusty despite the wind. Access Contents Kiosk unprotected Alcohol: General 39 Mondaria City MC-MKT-8: West Sunshade & Textiles Tent Nearly in the shade of the sunshade to its west is a red- and-white tent that appears to have once sold fabric. Access Contents Kiosk unprotected Textiles: General MC-MKT-9: Southwest Sunshade In between the kiosk to the north and a row of sunshades to the south is a yellowed canopy offering protection from the sunshine. MC-MKT-10: South Sunshades A row of four giant greyish-blue canvas marks a boundary between the market area and the beginning of the light forest to the south. MC-MKT-11: Firepit & Southwest Kiosks A small fire, recently lit, burns here. These two kiosks are completely empty. The fire, however, draws monsters: upon walking within 15’ of it, roll immediately on Monsters: Surface, Average using Context C. MC-MKT-12: South Kiosks These two kiosks appear to have sustained some fire and smashing damage. These two tents once sold gemstones of middling rarity and some degree of variety. Leftovers of their former wares lie unrpotected amongst the rubble of the shops: Access Contents Kiosk (2x) unprotected Gems: Semi-Precious MC-MKT-13: Southeast Kiosks Two small stands sit here, nearly untouched in terms of damage, but fully looted from the looks of it. Some scraps of parchment and rice paper indicate these used to sell writing supplies and the like. There’s not much to be had here, but for those interested, it may turn out to be valuable. Access Contents Kiosk (2x) unprotected Books: General AND Writing Supplies MC-MKT-14: Southeast Tent A smell of burnt leather and animal flesh greets you at the front of this nearly-destroyed tent, which has suffered a great deal of smashing and burning damage. Mundane and now-useless arrows blossom from the four wooden posts that hold the canopy aloft. This was once an armory, selling wares that competed with the Blacksmith to the northeast. It was never very successful, but its owners persisted, mainly to annoy the smith himself. Access Contents SE Tent unprotected Armor: General; roll twice MC-MKT-15: Central Meeting Area [...] No NPCs will cross this region at all, preferring instead to keep to the perimeter kiosks and make their way from a vantage of relative cover. Anyone found alone in this area is likely to attract the attention of any beasts nearby; if the PCs ever find themselves crossing more than three of these empty squares in the middle of this area, roll on “FlexTable 47: Wandering Monsters, Surface, Advanced FlexContent” on page 99. MC-MKT-16: Southeast Road This leads to the city of Berinncorte as described in Dark Obelisk 1 and Berinncorte Basecamp. It is about a half-day’s journey to the largely-destroyed city. MC-MKT-17: Eastern Road Taking this road will lead to the Druid Enclave, under whose jurisdiction and nominal guidance the city of Mondaria and its undermountain mining complex fall. MC-MKT-18: Path to Mine Entrance This leads to “Map 28: Outside the Gates (MC-OG)” on page 103. MC-MKT-19: Path to Storage This leads to the area described starting on page 75. MC-MKT-20: Paths to Hunter’s Glen Please refer to page 50 for more details on the wooded area to the south. 40 Mondaria City Map 4: Checkpoint Control Ground Floor (MC-CC-GF) One square equals 5 ft. 41 Mondaria City MC-CC-GF: Checkpoint Control Ground Floor Overview Before the discovery of the Obelisk in the mines underneath the city, this building was the administrative center of the surface village, acting as a security checkpoint for all visitors going into the mines. In today’s environment, it’s all but abandoned, and ignored in terms of its original intended function... there are precious few sane people who wish to descend these days! Theme & Purpose Abandoned administrative-ness should be portrayed as horrific in its own right. Quills still in inkwells, paper and parchment still spread out on tables in the act of mid- processing, and other signs should imbue the area with a sense of foreboding, a sense that something happened here. If the PCs don’t take to the feeling, and/or the GM is under pressure to convey the atmosphere easily, you can simply tell the players outright that from all appearances, something happened, in the last few weeks or month at most, to take at least a dozen people away from their normal activities here, and it happened very suddenly and without making much of a mark on the situation. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any results of an NPC encounter once. (That is, if the rerolled result is also an NPC encounter, then yes, that’s what happens.) NPCs of Note Prior to the Obelisk’s influence, this structure was filled with NPCs. Today, however, any NPCs that do appear here seem hollow-eyed, insane, stuck in the repetition of their normal duties and seemingly in denial or impossible ignorance that their circumstances have dramatically changed. Default Doors Unless otherwise indicated, all doors are encountered closed and locked, and are of the following profile: Access Default Door Locks: Door, Reinforced; closed & locked when encountered Areas of Interest MC-CC-GF-1: South Entrance Wall sconces can be found to either side of a set of half- open reinforced double doors. A well-worn path leads from the southeast; this must have been one of the main entrances to the building. These doors are unlocked and, as described, half-open, when encountered. There is no key to them that the PCs may find. MC-CC-GF-2: Southeast Entrance This entrance is identical to the one to the southwest, described above. MC-CC-GF-3: Northeast Entrance Although otherwise just like the other two sets of double doors to the south, these doors are closed and locked when encountered. MC-CC-GF-4: Southwest Entrance Use Context C when determining the profile of these doors, which are locked when first encountered. MC-CC-GF-5: Main Reception Room A quiet sits on this room like a fog. Benches line the wall to the east. Double doors lead to the north and northwest. Entrances are located to the east and south. To the southwest is a waist-high table set with candles, behind which is a little alcove before a thick velvet curtain. Whenever the PCs enter this room, there is a 50% chance there will be 1d4 Miners sitting here, waiting insanely for a place in line they will never realize. They stare into space, rocking back and forth; spittle forms on their lips and they may be heard to chant old dwarvish folk songs under their breath in a distracted monotone. They will not fight back if attacked and will die largely as they are encountered in this state should the party take that route. MC-CC-GF-6: Administrative Alcove Parchment and other writing supplies are stacked behind the counter here. 42 Mondaria City Access Contents Alcove unprotected Writing Supplies; roll 3 times MC-CC-GF-7: Small Meeting Room Bookshelves line the north and south walls of this room, making the narrow space around the rectangular wooden table in the center feel quite claustrophobic. An enormous set of open books sit in the table’s center. The books are visitor registers, written in fine elven script. Even a cursory examination shows that there have been no entries for the past three weeks. MC-CC-GF-8: Banquet Room This large, long room contains a huge table set for a banquet. To the north is a double door behind a thick curtain; a similar curtain hides a single door to the west. A reinforced double door leads to the southwest. Set it may be, but there is no food on the table. This scene has been ready for a meal that hasn’t happened in a month. The sideboards flanking the north door are unlocked, but empty; they are meant to contain the wares on the table when it is not in use. MC-CC-GF-9: Administrative Quarters A simple bed, desk, chair, and tiny wardrobe are lodged in this room, which appears to butt right up against the mountain wall along its north edge. These quarters were intended for temporary and versatile use for anyone pulling an all-nighter or to house visiting nobles, who for whatever reason could not enter the mine nor lodge at the Inn to the southeast. The wardrobe is empty and bears no lock; the desk is also unlocked, and contains simple writing supplies: Access Contents Desk unprotected Writing Supplies MC-CC-GF-10: Workhall Tables are sprinkled throughout this room, each buried a heap of books. Double doors lead to the southwest, east, and north. These books inventory various mundane aspects of the mine’s operation. Reading through any of them results in a vague appreciation of the mine’s volume of output, which seems to have increased markedly a few months ago, though the reason is not indicated. MC-CC-GF-11: Storage Crates, barrels, and privites seem shoved in this triangular room with little rhyme or reason. Access Contents Crates (3x) Container: Barrel or Crate Glasses, Metals, and Woods Barrel Container: Barrel or Crate Alcohol: General Chests (2x) Locks: Chest, Simple Coin Treasure: General Sack Piles (3x) unprotected Simple Foodstuffs MC-CC-GF-12: Stairs Down These lead to the basement as described starting on page 167. MC-CC-GF-13: Secret Watchspire Stairs Only read the italicized text below if the secret is discovered. A crevice in the mountain wall to the northwest allows purchase; pulling on the crack, you discover the wall is false—plaster atop a wooden door made to look like the rock around it. A gloomy and narrow staircase, carved out of the mountain, leads up. This leads to the Western Watchspire as described on page 132. The secret door is locked; use the following profile: Access Secret Staircase Locks: Door, Secret MC-CC-GF-14: Extended Reception Hall Benches line the west and east walls of this long room. Octagonal, chest-high tables are staggered in its center. A small steel door leads to the north; to the northeast and south are reinforced double doors. The door to the north uses the following profile: Access Storage Door Locks: Door, Stronghold MC-CC-GF-15: Northern Storage This extremely cramped room is filled with barrels. These all contain fresh, drinkable water, and are unsealed. 43 Mondaria City Map 5: Fishery Ground Floor (MC-FH-GF) One square equals 5 ft. 44 Mondaria City MC-FH-GF: Fishery Ground Floor Overview This was once a Fishery, used for the purposes of harvesting, storing, and distributing fish from the river to the west of the city. 60% of the catch was used to feed the city and its miners; 20% was shipped back to the Druid Enclave; the rest was exported for revenue. Theme & Purpose It’s an abandoned fish factory that’s been abandoned for a month. Nausea and unease should go without saying. In the context of the PCs’ investigation, it’s an opportunity to gain a bit of insight into the operation of the city and its mine, and to remember that there was a huge amount of life to support and sustain in this operation. Random Encounters The scent of dead fish keeps NPCs away, and attracts monsters. Use the standard / default Random Encounter rules for this level; however, re-roll any results of “NPC Encounter” or “No Encounter” once. NPCs of Note Of note, the Blacksmith X frequents this establishment. He has a 30% chance of being here during all hours. Default Doors Unless otherwise indicated, all doors are encountered closed and locked, and are of the following profile: Access Default Door Locks: Door, Simple Fish Stink At the best of times, this building never smelt too favorable to visitors. The PCs are now encountering a fish production facility that has gone nearly a month without cleaning; the scent is nigh overpowering for those not accustomed to it. Upon entering this building for the first time, each PC must make a Constitution save at DC 14 / 16 / 18 / 20; any character with at any ranks in Profession (Fisherman) gain a +2 competency bonus on this save for each rank, to a maximum of +5. Failure means that PC suffers from the condition Sickened (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). This condition lasts until they leave the Fishery, and thereafter for another full 2 hours. A PC who has already taken this check (succeed or fail) must still take it again each time they re-enter the building, but having been exposed to the scent previously grants them a +2 circumstance bonus on the roll. Areas of Interest MC-FH-GF-1: Quarters Entrance A single door flanked by wall torches swings on its creaky hinges. This door is unlocked and freely swinging when encountered. MC-FH-GF-2: Storage Entrance Wall sconces are mounted to either side of a set of reinforced double doors here. Access Storage Entrance Locks: Door, Reinforced MC-FH-GF-3: East Production Entrance These are identical to the double doors to the east and west. Access Production Entrance Locks: Door, Reinforced MC-FH-GF-4: West Production Entrance Access Production Entrance Locks: Door, Reinforced MC-FH-GF-5: Quarters Living Room An expansive room, relatively free of fish aroma, contains large relaxing spaces and plenty of tables. Double doors lead to the northwest; single doors lead 45 Mondaria City to the north and south. A staircase leads down to the basement in the southwest. Of note, the two sideboards to the northwest and east contain a “relaxation stash”: Access Contents Sideboard (2x) unprotected Alcohol: General The staircase leads to the western basement, whose description begins on page 169. MC-FH-GF-6: Fishmaster’s Quarters A cozy wedge in the southeast of the building houses functionally Spartan quarters for the fishmaster. Of note, a wardrobe sits just to the east of the northwest door. A layer of dust sits on nearly everything. Note, the Fishmaster himself has been slain weeks ago. This room hasn’t been used in that time. Access Contents Wardrobe unprotected Clothing: General MC-FH-GF-7: Simple Storage A huge room houses all manner of container. It reeks of dust, earth, and fish. Five large crates, five smaller crates, and three wooden chests are stacked among other sacks, urls, and baskets. To the southeast is a large staircase leading down; double doors lead to the north, east, and west. Chaotically arranged, these various containers largely hold mundane wares: Access Contents Large Crates (5x) Container: Barrel or Crate Simple Foodstuffs Small Crates (5x) Container: Barrel or Crate Rations & Prepared Food Chests (3x) Locks: Chest, Simple Fishing Supplies MC-FH-GF-8: Stairs Down The staircase leads to the western basement, whose description begins on page 169. MC-FH-GF-9: Production Floor An expansive chamber here is open to the river to the west. Flies buzz in hordes amidst fish in all stages of butchery and in advanced stages of decomposition; the stench is nearly unbearable. Benches and tables hold buckets, knives, and fish guts. Workbenches line the north wall. Along the north wall are two sets of double doors; another set leads to the east, and a fourth set leads to the south. Treat the dozens of knives described as ordinary daggers, should the PCs require a weapon ready to hand. The door to the south has the following profile: Access Secure Storage Door Locks: Door, Reinforced MC-FH-GF-10: Secure Storage All manner of containers are arrayed in this room, organized in as orderly a manner as could be expected given the shape and size of the chamber involved. The smell is more of dust and wet wood, and less of fish, in this room, allowing a brief reprieve of the nostrils. Double doors lead to the north; a small single door is set to the southwest. Access Contents Large Crates (6x) Container: Barrel or Crate Fishing Supplies; Size Large Small Crates (3x) Container: Barrel or Crate Simple Foodstuffs; Size Medium Chests (4x) Locks: Chest, Strongbox Gems: Medium Quality Large Barrels (9x) Container: Barrel or Crate Fish, packed in water Small Barrels (11x) Container: Barrel or Crate Alcohol: General Access Southwest Door Locks: Door, Reinforced MC-FH-GF-11: South Production Inactive firepits sit atop piles of protective slate. Barrels, of grimy water and empty, line the coast to the west. Three wooden piers lead out into the water of the river. MC-FH-GF-12: North Pier Firm wooden planks appear hold your weight as you walk out into the water. Barrels dot the pier, which terminates in a fishing stool and chair. Access Contents Pier Barrels (4x) Container: Barrel or Crate Rations & Prepared Food MC-FH-GF-13: Center Pier The middle pier is large, ending in a glob of wooden planks that allows for a lot of simultaneous fishing. Barrels, stools, and a chair are sprinkled here and there. Access Contents Pier Barrels (5x) Container: Barrel or Crate Fishing Supplies 46 Mondaria City MC-FH-GF-14: South Pier A narrow pier extends to the southwest. There is but one simple stool here, amidst two sealed barrels and three empty ones. Access Contents Pier Barrels (4x) Container: Barrel or Crate Alcohol: General MC-FH-GF-15: Secret Storage Door Only read the italicized text below if the secret is discovered. Behind a huge stack of bags, the brick wall appears a bit different in pattern. Exploring, you discover a false door: wood amidst the brick, with a layer of plaster glue holding bits of brick to the wood to disguise the secret. Access Storage Secret Locks: Door, Secret MC-FH-GF-16: South River The river flows downstream here at a panicked rate as the banks narrow slightly. Attempting to sneak into the building around the corner here is possible, but prone to risk: those trying must succeed in a DC 15 Acrobatics check, or fall into the river. Once in the river at this point, a Swim check at DC 14 is necessary to gain purchase on the bank and get back onto dry land. MC-FH-GF-17: North River Here to the north of the Fishery, the river is calm and flows gracefully... perfect for fishing! Attempting to sneak into the building around the northern corner here is relatively straightforward: a simple DC 10 Acrobatics check will prevent an unplanned dunk in the stream. Anyone falling into the river at this point need merely pass a Swim check at DC 10; doing so allows emergence onto the nearest pier. 47 Mondaria City Map 6: Garrison Ground Floor (MC-GR-GF) One square equals 5 ft. 48 Mondaria City MC-GR-GF; Garrison Ground Floor Overview This was once the barracks, the centerpiece of a kind of informal infantry police force that kept things in line in the mines. That those entrusted to keep the peace were granted the luxury of living on the surface caused no small amount of frustration for the underprivledged whom they served. Nevertheless, the Garrison here was a place of relative calm and lawfulness. Theme & Purpose The epicenter of law has been abandoned—unless this building is the very first stop in their investigation, this simple fact will come as little surprise to the PCs. It is, however, an opportunity to underscore the absence of order and an overseeing presence to the events that the party will discover. Random Encounters Use the standard / default Random Encounter rules for this level, with the following exception: Reroll once any results that would produce one or more monsters. NPCs of Note There is a 20% chance that any other NPC rolled as a Random Encounter will instead be the Warden. Default Doors Unless otherwise indicated, all doors are encountered closed and locked, and are of the following profile: Access Default Door Locks: Door, Reinforced Areas of Interest MC-GR-GF-1: Main Entrance A set of steel double doors is flanked on either side by a steel single door, sconces, and potted plants. Access Main Entrance Locks: Door, Stronghold MC-GR-GF-2: East Entrance A set of steel double doors lies coldly here, set on either side with an extinguished wall torch. Access Main Entrance Locks: Door, Stronghold MC-GR-GF-3: Dining Hall A simple banquet table set for over a dozen places occupies the center of this extremely Spartan room, which can speak only of some rugs and plants aside from this. Rotted and spoiled food sits in various stages of the meal in almost every plate. Single doors lead to the northwest, east, northeast, and far northeast; to the north of the table is a huge staircase leading to the basement. MC-GR-GF-4: Officer’s Mess This clean room has a food prep station to the north, an eating table to the south, and single doors to the northweast and northeast. The eating table has rotted food set for a handful of people. The door to the west has the following profile: Access Officer’s Door Locks: Door, Stronghold MC-GR-GF-5: Officer’s Quarters A neatly-organized small chamber here houses all that is needed for a comparatively luxurious overnight stay: a wash basin, chair, desk, bed, and wardrobe—even some windows! Typically the Warden stays here, though in theory it is reserved for the highest-ranking member of the force who happens to be here for some shuteye. Access Contents Officer’s Wardrobe Locks: Furniture, Strong Potions: Moderate AND Weapons: Light AND Gems: Low The secret door to the north leads directly to the pantry of the Mess Hall. 49 Mondaria City Access Main Entrance Locks: Door, Secret MC-GR-GF-6: Mess Hall This leads to the Mess Hall on page 56. MC-GR-GF-7: Stairs Down These lead to the Garrison Basement, page 177. MC-GR-GF-8: Barracks South Five neatly-made beds face the north wall, each with its own desk. Double doors open to the The double doors to the east are as described unlocked and open when encountered. Access Contents Barracks Desk (5x) Locks: Furniture, Simple Weapons: Light AND Clothing: General MC-GR-GF-9: Barracks Center This area is as described in Barracks South, above. MC-GR-GF-10: Barracks North Seven beds are arrayed here, interpsersed with five desks. An octagonal table sits in the extra space formed by the hypoteneuse of the room’s triangle. The desks are as described above in Barracks South. MC-GR-GF-11: Training Hall The floorboards and rugs here are well-worn; you suspect this may have been used as a sparring or training area when the establishment was in regular use. Two privies sit against the east wall. Three sets of double doors are open to the west; reinforced double doors lead to the north and south. Access Storage Door North Locks: Door, Stronghold MC-GR-GF-12: Storage A large crate sits among barrels of various sze and three chests, one of which sits open and empty. The chamber smells of mud and rust. Access Contents Large Crate Container: Barrel or Crate Rations & Prepared Food: Size Large North Chest Locks: Chest, Strongbox Weapons: Martial 1H AND Weapons: Exotic South Chest Locks: Chest, Strongbox AND Traps: Generic Weapons: Martial 2H AND Armor: Heavy Access Contents Barrels Container: Barrel or Crate Alcohol: General; Size Medium 50 Mondaria City Map 7: Hunter’s Glen (MC-HG) One square equals 5 ft. 51 Mondaria City MC-HG: Hunter’s Glen Overview An odd arboreal escape from the stone-and-metal chaos of the mine itself, the Hunter’s Glen is one of the few externally-clear influences of the Druid Enclave on the city of Mondaria. It was used as a more food-centric marketplace than the more popular, but more broadly commercial area to its north. Theme & Purpose Though they may not believe it, this area is one of the very few regions of peace in the city. Sunshades The three canvas sunshades here function as their northern Market counterparts. Random Encounters Use the standard / default Random Encounter rules for this level. Ignore or re-roll any results that would produce a monster, unless you are looking to get the party moving. Areas of Interest MC-HG-1: Paths North These lead to the Market area to the north (page 37). MC-HG-2: Food Sale Kiosk Foodstuffs of all manner are available here. You don’t see the purveyor, so you suspect you may be able to help yourself to the wares, though much of it is spoiled. Though there is much more to be found here, the following table will identify how much remains edible. Access Contents Kiosk unprotected Simple Rations & Prepared Food, Size Medium MC-HG-3: Sunshade East A beautifully-crafted canvas of sail quality is stretched here across wooden staves. MC-HG-4: Ingredient Kiosk This wooden table holds a variety of simple food building blocks. Access Contents Kiosk unprotected Simple Foodstuffs MC-HG-5: Large Food Tent A big tent in the center has a wide variety of smaller tables showcasing wares now mostly spoiled. Access Contents Tent unprotected Rations & Prepared Food, Size Medium; AND Simple Foodstuffs, Size Medium MC-HG-6: Cow Tent This appears to have shown cows and/or horses. It’s difficult to tell, as there is one inert corpse of each here, lying bloodless in the hay. Nothing of value can be found here. A rare swarm of above- ground stirges slew the beasts here. MC-HG-7: Pavilion Tent This tent smells of rancid horseflesh. Inside is a bloody morass of useless leather strips. This was originally used to showcase leather goods, but it has been scattered with blood. Valuables have long since been looted. MC-HG-8: Fruit Cart All the fruit here is spoiled and useless. MC-HG-9: Vegetable Cart As with the fruit to the south, the food here is inedible. MC-HG-10: Hunter’s Tent Blood can be found flecked here and there, and even a few used arrows. This was used to showcase recent hunting trophies... it’s vacant now. 52 Mondaria City Map 8: Inn & Stables Ground Floor (MC-IS-GF) One square equals 5 ft. 53 Mondaria City MC-IS-GF: Inn & Stables Ground Floor Overview This was once a major social epicenter of the surface town: visitors and merchants alike had reason to treat here. Theme & Purpose Empty stables, a vacant inn, and the tavern entirely without patrons: this should cause great unease, not least because such facilities are typically one of the rare trustworthy resupply stations and sources of local information in adventures. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any monster results once. Default Doors Unless otherwise indicated, all doors are encountered closed and locked, and are of the following profile: Access Default Door Locks: Door, Simple Areas of Interest MC-IS-GF-1: North Stables Entrance A set of open, reinforced double doors leads to a realm of strong horse-scent. Bits of hay are clumped at the foot of the door. MC-IS-GF-2: Inn Entrance Double doors open freely to the inn itself. Spent torches are mounted to either side. MC-IS-GF-3: Inn Rear Entrance Large double doors open freely to the rear of the establishment. MC-IS-GF-4: Large Stable South Doors Small double doors are closed and locked here. Access Large Stable South Doors Locks: Door, Reinforced MC-IS-GF-5: Inn Common Room A warm, homey chamber comprises the eastern third of the Inn. Four large tables ringed with chairs are all set with various qualities of foodstuffs, all of which seem to have spoiled weeks ago. Comfortable lounge chairs sit against the eastern wall between wide, shuttered windows. The bar forms an “L” shape against the western wall; bits of light fare lie spoiled among empty drink vessels. A prep table and four barrels form the rear bar; to the southwest is a thick and grimy curtain that hides a free-swinging double door to the west. Though there is nothing of true value here aside from a few pieces of cutlery that could count as simple daggers should desperation arise, this scene should strike the PCs as both disappointing and alarming: a city of hundreds, whose main tavern is vacant. MC-IS-GF-6: Back Bar One barrel contains fresh water; the other three are unsealed and filled with more potent contents. Access Barrels (3x) Alcohol: General, Size Medium MC-IS-GF-7: Kitchen The smell of grease and burnt spoilage hangs over this room like a funky cloud. Large stoves sit idle against the south wall; a food prep station in the northwest contains a variety of ruined food. Swinging double doors lead to the north, east, and west; those to the north and east have curtains. MC-IS-GF-8: Dining Room It’s cramped in here, but hearty: a large rectangular table haphazardly ringed with stools and chairs occupies the center; two sideboards sit against the east and west walls. Potted plants are in the northeast and southwest corners, and an empty pot sits in the northwest. This was used as a more private dining option for those willing to spend a little extra coin. There is some chance of loot in the sideboards: Access Sideboards (2x) Coin Treasure: Moderate, Context D, AND Potions; General, Context D 54 Mondaria City MC-IS-GF-9: Secret Door Only read the italicized text if the secret is discovered. Behind the empty plant pot, the wood of the wall shifts a bit when pressed; with a bit more testing, you manage to slide the entire false panel south, revealing a waist-high passage between rooms. Access Secret Door Locks: Door, Secret MC-IS-GF-10: Storage A mess of supplies for both inn and stables, this chaotic heap of inventory now reeks of both horse and rot. A simple wooden door sits in the corner of the northwest wall. A large crate, two small crates, an assortment of sacks, a heap of barrels, and two locked chests comprise the wares. Access Contents Large Crate Container: Barrel or Crate Rations & Prepared Food: Size Large Small Crates (2x) Container: Barrel or Crate General Supplies: Size Medium Chests (2x) Locks: Chest, Strongbox Weapons: Light AND Coin Treasure: Moderate Barrels (5x) Container: Barrel or Crate Alcohol: General; Size Medium Sacks unprotected Simple Foodstuffs Though easily opened, the door to the closet is trapped: Access Closet Door Locks: Door, Simple AND Traps: Door MC-IS-GF-11: Deliveries / Office This odd room seems to be both an office (with a combination desk and workbench in the southwest), a place for deliveries, and the means by which customers access their rooms. Access Contents Desk unprotected Writing Supplies MC-IS-GF-12: Staircase Up This wide staircase leads to the Inn Second Floor, page 113. MC-IS-GF-13: Closet This tiny, dusty chamber underneath the staircase is entirely empty, save for a trapdoor in the floor. Access Closet Trapdoor Traps: Generic, Context D AND Locks: Door, Weak MC-IS-GF-14: Large Stable South Whatever manner of beast was stored here, it nearly destroyed the place: hoof, claw, and horn marks dot every surface. The water barrels in the northwest seem recently-added, as they bear no such marks. MC-IS-GF-15: Stable Center The hay-stren floorboards are well-worn, showing decades of regular use for all manner of semi- domesticaed creature. MC-IS-GF-16: Narrow Stable South A narrow, long stable contains only the bare necessities. Its lock is perfunctory; the gate swings freely despite the device. MC-IS-GF-17: Narrow Stable Center The lock here is bizarrely intricate, and inscribed in elven characters that seem to make no sense. It was as though someone crafted this hasp for those who thought elves fancy, but the crafter themselves knew no actual script. MC-IS-GF-18: Narrow Stables North The northwesternmost two stables are narrow; each has a window, a water barrel, and interior slatted windows. Underneath the water barrel of the southern stable here is some treasure debris that fell out of a saddlebag: Access Contents Narrow Stable South unprotected Coin Treasure: Moderate, Context D MC-IS-GF-19: Northeast Stable Dark despite the window to the northeast, this stable is well-kept and the hay orderly. MC-IS-GF-20: Stable Lock A large chamber with double doors to the east and west acts as a kind of entry buffer between the outside and the inside of the stables. Underneath the urn in the southeast are some scattered gemstones from a wealthy merchant who traveled through here some months ago: Access Contents Stable Lock unprotected Gems: Low MC-IS-GF-21: Outside Storage Crates, barres, and a single chest sit here, out in the open, in the back of the building. You suspect there to be little of value here, lest it constantly be in danger of theft. The hunch described is partly correct: there is little of value. But there is loot worth exploring in the chest. 55 Mondaria City Access Contents Large Crates (2x) Container: Barrel or Crate Rations & Prepared Food: Size Large Small Crate Container: Barrel or Crate General Supplies: Size Medium Chest Locks: Chest, Strongbox AND Traps: General Potions: Moderate (roll twice) AND Coin Treasure: Moderate Barrels (13x) Container: Barrel or Crate Alcohol: General; Size Medium 56 Mondaria City Map 9: Mess Hall Ground Floor (MC-MH-GF) One square equals 5 ft. 57 Mondaria City MC-MH-GF: Mess Hall Ground Floor Overview This was the social nexus of the city before the Obelisk was discovered. Folk from all manner of purpose congregated here under the commmon banner of consumption; the great social equalizer of food and drink was at times the sole thing standing in the way of class warfare and social chaos. Theme & Purpose This building should echo. Literally, in the sense that it’s basically a single enormous room, that now sits empty. But also metaphorically: although the ghosts of those who once ate and drank and sang here aren’t actually in attendance, one can easily imagine this structure under normal use, and conjecture darkly at the difference from the here and now. Random Encounters Upon first entering the building, roll immediately 1d4 times on the NPC Encounter table (p 32) to see if any NPCs are here. Otherwise, use the standard / default Random Encounter rules for this level, except reroll any monster-related results once. NPCs of Note Of note, the Feastmaster is still often here. Whenever the PCs enter this building, there is a 35% chance of the Feastmaster being here. Default Doors Unless otherwise indicated, all doors are encountered closed and locked, and are of the following profile: Access Default Door Locks: Door, Simple Areas of Interest MC-MH-GF-1: South Entrance Well-used double doors swing freely amidst potted plants and wall sconces. A heavily beaten path leads here from the south. MC-MH-GF-2: West Entrance Wooden double doors bear no key. Potted plants and torches greet those who would enter. MC-MH-GF-3: Plates and Cutlery Two tables positioned near the doors offer a huge pile of eating necessities: plates, knives, forks, and spoons. The PCs may treat the knives as simple daggers if the need presents itself. MC-MH-GF-4: Main Chamber Five huge common tables take up most of the space here; two additional, even larger, tables are oriented vertically to the northwest. Every surface is littered with rotted foodstuffs, cutlery, and plates; many are broken. The sense here should be that more than a hundred people were eating a meal, when suddenly something happened to steal their attention and make them abandon their meal. Searching everything here for any useful loot or forgotten personal items will take about an hour, but will yield some small portion of interesting fare: Access Contents Mess Hall Floor unprotected Weapons, Light AND Gems, Low MC-MH-GF-5: Elite Tables These two tables sit apart from the others. They’re neither set nor seem to have been used at the time the other diners abandoned their food. These were reserved for the elite, the upper crust of the mining society. To sit here uninvited was an arrestable offense, usually. MC-MH-GF-6: Private Dining This musty room smells of dank ichor. The table is set, but the food is spoiled. MC-MH-GF-7: Drink Storage A barrel of fresh water sits here, along with more sealed barrels and a chest. 58 Mondaria City Access Contents Chest Locks: Chest, Simple Gems: Low AND Coin Treasure: Moderate Barrels (5x) Container: Barrel or Crate AND Traps: General, Context D Alcohol: General; Size Medium MC-MH-GF-8: Stairs Down These lead to the Mess Hall Basement, page 180. MC-MH-GF-9: Kitchen Five large stoves form a perimeter around the north and eastern walls. An unlit firepit sits tot he south, atop a field of slate and next to a cauldron of water. In the center of the room is a “U” shaped array of tables, containing an assortment of food that appears to have been prepared and then abandoned. A reinforced door leads to the southeast. The food is all spoiled. Access Pantry Door Locks: Door, Reinforced MC-MH-GF-10: Pantry A completely unorganized heap of supplies has been shoved in this cramped chamber that abuts the mountain wall to the northeast. Crates, sacks, and two chests can be found here. Access Contents Large Crate Container: Barrel or Crate Rations & Prepared Food: Size Large Small Crate Container: Barrel or Crate Simple Foodstuffs: Size Large Chests (2x) Locks: Chest, Strongbox Potions: Moderate AND Coin Treasure: Moderate, Context D Sacks (heap) unprotected General Supplies MC-MH-GF-11: Garrison This leads to the Garrison, as described starting page 47. 59 Mondaria City Map 10: MIll Ground Floor (MC-ML-GF) One square equals 5 ft. 60 Mondaria City MC-ML-GF: Mill Ground Floor Overview “Mill” is a strong word for this establishment: it performed all manner of food-processing duties, and typically did a lot of grinding and sorting, but the building itself has neither wheel or actual millstone, relying instead upon imports from outside the city as the starting point for its work. Theme & Purpose It’s a close-quarters building with lots of furniture and objects: should be interesting for a fight or two, if the PCs are feeling up to it. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any NPC Encounters once. For any monster- related encounters, place the monster(s) in rooms that the PCs have not yet explored, and treat the introduction as a surprise as the party enters the room with the monster within. Default Doors Unless otherwise indicated, all doors are encountered closed and locked, and are of the following profile: Access Default Door Locks: Door, Reinforced Areas of Interest MC-ML-GF-1: Entrance Reinforced double doors grant entry to this building. To the left and right are wall sconces and potted plants; windows can be seen in the wall to the west. MC-ML-GF-2: Main Processing An enormous worktable hulks in the middle of this big chamber. Around the perimeter are all manner of cupboards, baskets, barrels, tables, workbenches, barrels, and urns. Double doors lead to the east and west; a single door heads to the north. The tools count as dozens of mundane daggers, should the party be interested. Access Contents Barrels (6x) Container: Barrel or Crate Rations & Prepared Food: Size Medium MC-ML-GF-3: Doors West Although these doors are unlocked and open when encountered, they nevertheless contain a trap. Access Processing West Door Traps: General MC-ML-GF-4: Riverbank Processing Workbenches, baskets, barrels, and tools lie strewn everywhere in this claustrophobic and oddly-shaped room that opens onto the river to the west. The cleavers, hooks, and other tools count as a dozen daggers. Access Contents Barrels (3x) Container: Barrel or Crate Simple Foodstuffs, Size Medium MC-ML-GF-5: South Pier Thin wooden planks form a bridge of sorts into the river. There appears to be nothing on the pier itself, which leads to two mooring posts stuck in the water. This is as described; there is nothing to be found here. If more than two Medium-sized creatures step on the pier simultaneously, it will break, tumbling all three into the water and requiring a DC 14 Swim check to escape to the riverbank to the east. MC-ML-GF-6: North Pier This looks as though it was either once a much larger pier, the majority of which fell into the river at one point; or someone started to build a reasonably-sized pier, and then simply stopped quite early in the process. There is nothing of interest here. MC-ML-GF-7: Storage Trap Any PC walking in this space between the barrels to the south and the crates to the north will trigger a trap: 61 Mondaria City Access Storage Trap Traps: General MC-ML-GF-8: Southeast Storage A large, wedge-shaped room here holds three large crates, three small crates, three chests, and a huge assortment of barrels, many of which are open and empty. A set of unlocked double doors leads to the north. Access Contents Large Crates (3x) Container: Barrel or Crate Rations & Prepared Food: Size Large Small Crates (3x) Container: Barrel or Crate Simple Foodstuffs: Size Large Chests (3x) Locks: Chest, Strongbox Potions: Moderate AND Coin Treasure: Moderate, Context D Barrels (11x) Container: Barrel or Crate General Supplies, Size Medium MC-ML-GF-9: Northeast Storage A stack of barrels sits in the southeast corner. Sacks litter the ground to the west, in front of a large crate, two chests and a cluster of empty barrels. To the north, just south of a basement staircase, is a stack of two large crates with sacks on top. Access Contents Large Crates (3x) Container: Barrel or Crate Rations & Prepared Food: Size Large Barrels Container: Barrel or Crate Simple Foodstuffs: Size Medium Chests (2x) Locks: Chest, Strongbox Coin Treasure: Moderate AND Gems: Low Sacks (heap) unprotected General Supplies, Size Medium MC-ML-GF-10: Staircase Down This leads to the Mill Basement, page 186. MC-ML-GF-11: Northwest Storage A working desk and potted plant sit in the north corner; aside from that, there is a cluster of sealed barrels and one empty one. Access Contents Barrels (5x) Container: Barrel or Crate Alcohol: General MC-ML-GF-12: Secret Grotto Door Only read the italicized text if the secret is discovered. A section of rock crumbles at your touch here. Scraping, you notice all of the rock here is false painted plaster; you pry around the edges, and find that the whole panel can be moved aside and placed on the floor, revealing a dusky passage to the northwest. Access Secret Grotto Door Locks: Door, Secret This leads to the Fishery Secret Grotto, page 72. 62 Mondaria City Map 11: Residential Zone (MC-RZ) One square equals 5 ft. 63 Mondaria City Mondaria City Residential Zone Overview This is a tight little cluster of four houses that together comprise what is laughably called the “residential district”. These four houses are owned by the Druid Enclave, and rented out to tenants at somewhat exorbitant rates—but supply and demand being what it is, there’s not really much the wealthy can do but to pay if they want an in-city, private residence that’s above-ground. Theme & Purpose Something awful happened here. Depending on how the PCs are moving about the town, one of these buildings may show the first sign of blood and violence they encounter. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest MC-RZ-1: Residence Northwest Please refer to page 66 for full details. MC-RZ-2: Residence Northeast Page 64 begins description of this building. MC-RZ-3: Residence Southeast Full description of this building starts on page 68. MC-RZ-1: Residence Southwest Turn to page 70 for full details of this building. 64 Mondaria City Map 12: Residence NE Ground Floor (MC-RNE-GF) One square equals 5 ft. 65 Mondaria City MC-RNE-GF: Residence Northeast Ground Floor Overview This tiny building is nevertheless sufficient for a well-to- do single occupant. The particular occupant who held this house was slain in fairly short order by crazed looters, but the incident occured in the Market area so the house itself is simply deserted... and, it must be noted, fairly well-picked clean by a different set of looters. Theme & Purpose As with many other buildings in the city, the sense of immediate, urgent, and sudden abandonment, without clear purpose or cause, should cause some disquiet in the PCs. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any results of “NPC Encounter”, as no NPCs of note would have reason to enter this house. Areas of Interest MC-RNE-GF-1: Entrance This door is open, freely swinging, as you approach it. The key has been lost to the ages, gone with the corpse of the prior tenant. MC-RNE-GF-2: Living Room A simple, but cozy, living room is the first room in the house. Three windows, two comfortable chairs, a rug, a potted plant, a sideboard, and a fully-set table with rotted food make up its contents. To the southeast is a closed and locked simple wooden door. Access Interior Door Locks: Door, Simple Access Contents Sideboard Locks: Furniture, Simple Alcohol: General, Context C MC-RNE-GF-3: Bedroom This was the house’s bedroom. A dressing desk and stool sit against the western wall, just south of the bed. To the south is a wardrobe, next to a potted plant in the southeast corner. To their north is a small circular table ringed with chairs and stools. Further north is a washbasin, privy, and in the northeast corner is a trapdoor in the floor with brass ring and hinge. Access Contents Wardrobe Locks: Furniture, Simple Clothing: General AND Coin Treasure: Moderate Access Bedroom Trapdoor Locks: Door, Weak The trapdoor leads to the Residence Northeast Basement, starting on page 189. 66 Mondaria City Map 13: Residence NW Ground Floor (MC-RNW-GF) One square equals 5 ft. 67 Mondaria City MC-RNW-GF: Residence Northwest Ground Floor Overview Very similar in structure and layout to the Northeast Residence, this building also sports a basement trapdoor. However, it also features a great deal of chaos, wreckage, and blood. Theme & Purpose Scare the PCs, plain and simple. This is almost certainly the party’s first direct encounter with murder and person-on- person, insanity-inspired violence in their investigation of the city. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any results of “NPC Encounter”, as even the most feverishly insane sentient will avoid this area. Areas of Interest MC-RNW-GF-1: Entrance Blood patches lead forebodingly up to the front door, which is ajar as you approach. The blood appears to have been spilled in the last week or so. MC-RNW-GF-2: Living Room Chaos: a pile of filthy rags and debris sits just inside the front door, but the more noteworthy aspect of the room is the three mangled and horribly cut-up corpses scattered across a blood-soaked floor and rug. An elf man, a dwarven woman, and a svelte human man all lie here, dead some days from the looks (and smells) of things. It doesn’t take any special skill to note that all of the three have been attacked viciously and without remorse; from the dozens of easily-mortal wounds, it seems that each victim was struck repeatedly even after succumbing to death. You almost don’t notice it with the carnage, but there is a door open that leads to the southeast. All three bodies have been stripped of their possessions. The faces are in such a state of disrepair and damage as to make identification impossible aside from the race and sex. MC-RNW-GF-3: Bedroom A skeleton bloodied by victims more recently slain mark the most noteworthy part of this room. Aside from that, there is a ring of debris and spatters of blood everywhere. MC-RNW-GF-4: Trapdoor In the northeast corner is a trapdoor in the floor. From the placement of the debris stack, it almost seems as though someone was trying to wall the house off from what was underneath the trapdoor. Next to the hinge lies a padlock, shattered under intense bludgeoning force from the looks of it. This is indeed what occured. The trapdoor is unlocked when encountered. This leads to the Residence Northwest Basement, starting on page 191. 68 Mondaria City Map 14: Residence SE Ground Floor (MC-RSE-GF) One square equals 5 ft. 69 Mondaria City MC-RSE-GF: Residence Southeast Ground Floor Overview This large and very nice residence is the most prestigious of the four structures, and as a result of its high pricetag, can go for months at a time without a proper tenant. If empty, the elite of the mining power structure would simply sleep here, throw parties here, as they wished. When the Obelisk was discovered in the mines underneath, this building was in between tenants. The scene facing the PCs is one of opulent and slightly-unhinged debauchery, initiatied as the influence of the Obelisk had just begun to grow, and abandoned mere days afterwards. Theme & Purpose Allow for a place of rest and repose for the PCs, and show that not all of these residences were actually used as, well, residences. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any results that include a monster; this zone is safe. Areas of Interest MC-RSE-GF-1: Entrance A set of wooden double doors with stately brass knockers comprises the entrance to this building. On either side are sconces and potted plants. Access Entrance Locks: Door, Reinforced MC-RSE-GF-2: Main Room A spacious, warm chamber takes up just about the entire ground floor. Three tables, each laden with rich- seeming, but now rotted, food, are staggered along the middle of the room; two sideboards to the northeast and east are littered with bottles of fine wine. To the southwest is a simple wooden door; a staircase leads up behind a wall to the south. Access Closet Door Locks: Door, Simple AND Traps: General Access Contents Sideboards (2x) Locks: Furniture, Simple Alcohol: General MC-RSE-GF-3: Staircase Up This leads to Residence Southeast Second Floor, beginning on page 116. MC-RSE-GF-4: Closet & Trapdoor This closet is musty and empty, save for a trapdoor in the floor leading down. A shiny padlock encloses the hasp. Access Closet Trapdoor Locks: Door, Reinforced This leads to Residence Southeast Basement, commencing on page 193. 70 Mondaria City Map 15: Residence SW Ground Floor (MC-RSW-GF) One square equals 5 ft. 71 Mondaria City MC-RSW-GF: Residence Southwest Ground Floor Overview This building has occasionally been rented out to a single tenant or family, but far more often, it’s been leased for short spans of time as a guild hall or meeting chamber, owing both to its size (and corresponding price!) and to the unusual layout of its ground floor, which seems tailor-made for a formal meeting and discussion. Theme & Purpose Although the Dwarven Miners Guild had used this hall just prior to the Obelisk’s discovery for their quarterly meeting, it was entirely unoccupied for the chaos that ensued. The strong locks on the front door, and the fact that all duplicate keys had been misplaced a year ago, meant that it has not had any intruders, though looters did try at the windows for a time before shambling off. Bizarrely and through sheer happenstance, this building has remained sealed throughout the catastrophe. Random Encounters The first time the PCs enter this building, it is a safe haven; they may sleep unmolested. Do not roll on the Random Encounters table. Once they leave and return, however, or if they leave the front doors open while attempting to rest, resume rolling on the table as normal. Areas of Interest MC-RSE-GF-1: Entrance Wall sconces sit to either side of a double-door entrance. Though not visibly reinforced by metal, the doors appear to be incredibly well-wrought wood, of perhaps a rare variety. The lock mechanism and handles of the door appear to have suffered a great deal of battery and scratches, but seem quite intact for all that. Access Entrance Locks: Door, Stronghold MC-RSE-GF-2: Main Hall Two table sringed with chairs sit right inside the entrance. To their west are two long tables, each nearly the whole width of the building. Each table features a row of chairs and stools, but facing only one direction: west. MC-RSE-GF-3: Guildmasters’ Table At what is clearly the front of the room is a third table, with comfortable-looking chairs all facing east. Behind all of that is a single lounge chair of expensive leather, flanked by neck-high potted plants. Simple wooden doors lead to the southwest and northwest to either side of the leader’s chair. Access Simple Wooden Doors (2x) Locks: Door, Weak MC-RSE-GF-4: Stairs Up This leads to Residence Southwest Second Floor, which is described on page 118. MC-RSE-GF-5: Trapdoor Closet This appears to be a closet, though it’s bereft of anything of note save for the locked trapdoor in the floor, which presumably leads to the basement. Access Basement Trapdoor Locks: Door, Simple This leads to the Residence Southwest Basement, description commencing on page 195. 72 Mondaria City Map 16: Fishery Secret Grotto (MC-FH-SG) One square equals 5 ft. 73 Mondaria City MC-FH-SG: Fishery Secret Grotto Overview A crevice in the mountain edge near the Mill leads to this natural grotto, formed from water and condensation in the softer areas of rock. Theme & Purpose Sadly, the interesting treasure here has already been looted, so the only real thing of value (other than slaying monsters!) is the pit leading down to the Mines. It’s an interesting, though typically one-way, means of entering the undermountain. Random Encounters Use the standard / default Random Encounter rules for this level. However, reroll any results of “NPC Encounter”, as any NPCs who are aware of this secret area are not sane enough to seek it out. Areas of Interest MC-FH-SG-1: Secret Entrance This door is described in more detail as part of “Map 4: Checkpoint Control Ground Floor (MC-CC-GF)” on page 40. MC-FH-SG-2: Webbed Caverns Dusty webs are hung across this passage, which forks north and west shortly after the entrance. Rocks and rubble lie underfoot. When the PCs take either fork in the path for the first time, roll on the Random Encounters table. Ignore any NPC results, and place any monsters as coming from the opposite path to the one that the party took. MC-FH-SG-3: West Cave Path Spiderwebs in this narrow crevice appear solid, more viscous, and stronger than their counterparts to the east. These webs are particularly sticky, and require a DC 14 Strength check to move through. Alternately, they may be destroyed with at least 8 points of damage from a Slashing weapon (assume any attack hits automatically). MC-FH-SG-4: North Cave Path The passage narrows to a mere person-width, and is beset by webs. Up ahead, you hear a slight rush of wind. The wind mentioned comes from the hole in the floor (see below). MC-FH-SG-5: Western Cave The passage opens to a triangular-shaped room which opens onto the river in the west. Sacks lie on the ground to the north of a large spiderweb to the south. The sacks are empty, their contnets having long ago been consumed. MC-FH-SG-6: Guano Feces, fresh from the smell, lie slathered over the cave floor here. From the amount and composition, you’d estimate several dozen smaller creatures had been here in the last day or so. A Bat Swarm roosts nearby, and takes refuge here on occasion. When the party touches any guano square, a Bat Swarm attacks from the northwest. MC-FH-SG-7: North River Corner Hidden inside the cauldron in this corner is a tiny stash of loot sequestered here a few years ago by someone who found themselves trapped in these caves. Access Contents Cauldron unprotected Coin Treasure: Moderate MC-FH-SG-8: River South The river flows slowly here. With enough skill and intent, you feel you could enter the water here, and get out quickly downstream. You can indeed do this: entering the water here is without risk; exiting safely somewhere downstream requires a successful DC 13 Acrobatics check. MC-FH-SG-9: Large Northern Cave The tight squeeze broadens here to a much larger chamber that extends in a cone shape to the north. The sound of softly rushing wind is louder here, and seems to be coming from the northwest. Upon entering this chamber for the first time, roll on the Random Encounters table; ignore NPC results, reduce 74 Mondaria City any multiple-monster results to a single iteration of that monster, and place that creature in the northeast corner near the web. MC-FH-SG-10: Hole Down Here, then, is the source of the wind sound. A hole in the ground here leads deeper into the mines underneath. From the composition, it seems as though a naturally- occurring water erosion in the rock was chipped away at by a pickaxe to break through. This leads to “Map 74: Piers South (ML1-UGRP-S)” on page 222. It’s a 40’ drop from here to the Mines Level 1 floor beneath; unprepared PCs will suffer damage as usual if they simply jump. MC-FH-SG-11: Casks Behind a big floor-to-ceiling stalagmite column is a clutch of opened and empty wooden barrels. While there is no treasure to be found here, the manmade items make it clear that at some point in the past few years, this area was used intentionally by people. MC-FH-SG-12: Raided Treasure Stash Near a big spiderweb is a wooden chest—opened, and, sadly, empty. The lock appears to have been smashed open by a blunt instrument, maybe even just a rock. Nearby is a small urn. The urn is filled with drinkable booze. Access Contents Booze Urn unprotected Alcohol: General; halve resulting quantity 75 Mondaria City Map 17: Storage Ground Floor (MC-ST-GF) One square equals 5 ft. 76 Mondaria City MC-ST-GF: Storage Ground Floor Overview This area to the west of the Market was used as a trading waystation, a place to store ore coming out of the mine and goods coming into the mine in between transport to their eventual destinations. Ordinarily, before the Obelisk’s discovery, this area would have been guarded around the clock by a half-dozen heavily- armed, and well-paid, members of the mine’s security forces. Theme & Purpose Though much of the contents are somewhat mundane in the eyes of adventurers, it’s clear that this is a location of storage of valuables and commerce. That it’s abandoned, and well picked-through, should put the party ill at ease. Random Encounters Use the standard / default Random Encounter rules for this level; however, roll twice as often as usual. Default Containers Unless otherwise indicated, all crates and barrels are closed, sealed, and are of the following profile: Access Default Container Container: Barrel or Crate Areas of Interest MC-ST-GF-1: Southeast Barrels One of the light-oak barrels in this area appears to have ruptured, and is leaking wine. Access Contents Southeast Barrels (15x) Container: Barrel or Crate Alcohol: General; Size Medium MC-ST-GF-2: South Barrels These contain potable water. MC-ST-GF-3: Crates South This mazelike stack of crates contains a treasure chest atop a small crate that itself is stacked on top of a large crate. Access Contents Large Crates (2x) Container: Barrel or Crate Simple Foodstuffs, Size Large Medium Crates (5x) Container: Barrel or Crate Rations & Prepared Food, Size Medium Access Contents Chest Locks: Chest, Simple Armor: Medium MC-ST-GF-4: Secret Trapdoor In the middle of the storage area is a large crate, with a chest and bottle of grog atop it. To the east of this is a mass of grain sacks and four empty barrels. Access Contents Large Crate Container: Barrel or Crate Glasses, Metals, and Woods, Size Large Sacks (4x) unprotected Simple Foodstuffs Chest Locks: Chest, Simple Armor: Medium The trapdoor in the center of it all is secret; only read the following if it is discovered. A wisp of wind teases some dirt aside, and you glimpse a wooden board buried in the dust. Whisking with intent, you reveal a wooden trapdoor, shallowly-buried with dirt and grime. Access Secret Trapdoor Locks: Door, Secret The trapdoor leads to the Checkpoint / Storage Secret Stash, page 203. MC-ST-GF-5: Sack Pile A huge pile of bags and sacks of all description lies here in a chaotic array. The scent of stale and spoiled food emanates from the stack. Any given container has a 25% chance of being inedibly spoiled: 77 Mondaria City Access Contents Sacks (8x) unprotected Simple Foodstuffs MC-ST-GF-6: Crates Southeast If the party snakes around the maze to find the cluster of three chests in the west, roll on the Random Encounters table while they are looting; reroll results until you get one involving at least one monster. Place the monster in the northwest of the Market in the empty space marked by the 13. Note that the chest atop the crate to the north of this region is described separately below. Access Contents Large Crates (3x) Container: Barrel or Crate Glasses, Metals, and Woods, Size Large Small Crates (4x) Container: Barrel or Crate Glasses, Metals, and Woods, Size Medium Crate-Top Chest SW Locks: Chest, Simple Gems: Semi-Precious Alley Chests (3x) Locks: Chest, Strongbox AND Traps: General, using Context D Gems: Medium- Quality MC-ST-GF-7: Crates Northwest Access Contents Large Crates (6x) Container: Barrel or Crate Glasses, Metals, and Woods, Size Large Small Crates (2x) Container: Barrel or Crate Gems: Low, using Context D Chest Locks: Chest, Simple Coin Treasure: Moderate MC-ST-GF-8: Chest-Top Crate Center Only read the italicized text below if the party opens this chest successfully. You open the chest. A moment later, you hear a low growl to the east. Roll immediately on the Random Encounters table; reroll any result that does not provide at least one monster. The monster(s) that result enter from the Market to the east; from their vantage point on top of the crate stack here, the PCs can see their foe emerge. Access Contents Crate-Top Chest Center Locks; Chest, Strongbox AND Traps: General Potions: Moderate AND Gems: High-Quality MC-ST-GF-9: Urn Arrangement A set of six thigh-high brass urns stands here, arranged in a near triangle. Two have been opened and are empty. These urns contain an enormous supply of healing potion. When the Obelisk was discovered, and chaos started to rule the mines, sane minds prevailed for a brief time; alchemists with any degree of skill were assembled, and asked to prepare as much curative as they could. What they managed to create now resides here. It was in the process of being doled out to citizens when monsters struck and slew nearly everyone assembled. Access Contents Sealed Urns (4x) unprotected potion of cure wounds (20 doses): light moderate serious critical MC-ST-GF-10: Barrel Ranks Three rows of large barrels are neatly arranged here. Access Contents Barrels (14x) Container: Barrel or Crate Alcohol: General, Size Medium, Using Context D MC-ST-GF-11: Bench and Barrels Access Contents Barrels (3x) Container: Barrel or Crate Alcohol: General, Size Medium, using Context C MC-ST-GF-12: Water Stash These are sealed, and all contain fresh drinkable water. This was intended as an emergency cache that was to be transported down to the mines in the event of cave-ins and other catastrophes. MC-ST-GF-13: Market This leads to “Map 3: Central Area / Market (MC-MKT)” on page 37. Subject to GM override, any monsters that result from Random Encounters while the PCs are in this area will likely enter from this edge of the map. 78 Mondaria City Map 18: Trading Post Ground Floor (MC-TP-GF) One square equals 5 ft. 79 Mondaria City MC-TP-GF: Trading Post Ground Floor Overview Although the Market and the Blacksmith offer competing niche wares, this Trading Post is the only one-stop shop for all manner of equipment and merchandise. Theme & Purpose ...Or, at least, it was, prior to the Obelisk’s influence. Bizarrely, this establishment has been looted only slightly in the chaos of the Obelisk’s introduction. One might have thought that it would be a looter’s dream... but most looters were actually insane, driven to violence as an act unto itself, with no further thought as to self- gratification by means of acquiring valuables. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as you would normally. Default Doors Unless otherwise indicated, all doors are encountered closed and locked, and are of the following profile: Access Default Door Locks: Door, Reinforced Areas of Interest MC-TP-GF-1: West Entrance Steel double doors bar entrance to the building. On either side is a wall sconce with unlit torch, and a potted plant. A well-worn path through the grass leads from the Market to the west. Access West Entrance Locks: Door, Stronghold MC-TP-GF-2: South Entrance For some reason lost now with the weeks-dead owner of the Trading Post, this door’s lock is not as strong as its neighbor to the west. Access West Entrance Locks: Door, Reinforced MC-TP-GF-3: Reception As you enter the building, there’s a multitude of scents: leather, oil, wood, even perfume. It’s what one might expect of a general store that has been sealed to the public for some period of time. MC-TP-GF-4: Potions Table Bottles of all color and design lie here. A fine layer of dust has settled onto the wares. Access Contents Potion Table unprotected Potions: Moderate; roll 2d6 times MC-TP-GF-5: Alcohol Table Access Contents Alochol Table unprotected Alcohol: General; roll 2d8 times; limit quantities to 2 lbs per roll MC-TP-GF-6: Center Counter A long table bisects the room from the south. Atop it is an array of treasure; some appears to have been displayed here intentionally, and the rest seems to have been dumped here, possibly by someone attempting to gather as much as possible and then forced to leave in a hurry. Access Contents Center Counter unprotected Coin Treasure: Moderate (roll twice) AND Armor: Light AND Weapons: Simple AND Weapons: Martial 1H AND Weapons: Exotic AND Gems: Moderate MC-TP-GF-7: Behind the Counter There’s dust here, but also signs of a scuffle: parts of the wooden floorboards have been churned up. Not from a weapon; it’s almost as though a beast with hooves or horned feet was here, and pivoted quickly and/or ran away. To the east is a reinforced set of double doors that 80 Mondaria City stands ajar; you can glimpse a grey velvet curtain behind it, leading into another room. Several combats have taken place here. It’s a wonder the tables are still intact at all! MC-TP-GF-8: Books Table Access Contents Books Table unprotected Books: General (roll 3d4 times) AND Writing Supplies, size Medium MC-TP-GF-9: Rare Items Room This room smells expensive—an odd thing to notice! This sensation is likely a combination of exotic materials, fine linens, and the slight perfume that seems to have been applied to most of the random assortment of items on the two tables. To the southeast is a curtain which leads beyond; to the northeast is a reinforced door mostly hidden by another curtain. Items on the table to the south are set atop a pressure- sensitive trap, which is triggered the first time anyone moves or removes any of the items on it. Access Contents North Rare Items Table unprotected Potions: Moderate, using Context C AND Armor: Shields, using Context C AND Weapons: Ranged using Context C South Rate Items Table Traps: General, using Context D Weapons: Martial 2H, using Context C AND Weapons: Exotic, using Context C AND Armor: Heavy, using Context C AND Weapons: General, using Context C MC-TP-GF-10: Closet This cramped room contains a workbench in the southwest, which appears to have been used exclusively to craft and repair jewelry from the look of the tiny and precise tools. There’s a scattering of uncut gemstones still atop it. To the northeast is a small crate, atop which rests a locked chest. An assortment of sacks is in the southeast. Access Contents Jewelry Workbench unprotected Gems: Low; halve quantities rounding down Small Crate Container: Barrel or Crate Writing Supplies, Size Medium Sacks unprotected Simple Foodstuffs Only read the following italicized text if the PCs discover the secret door to the southeast: As you move about the closet, you nudge the sacks in the southeast. Some of the rice spills out, and you notice that some grains disappear under the wooden wall. Checking more closely, you notice the wood in this corner has been painted on to a reinforced door. Access Secret Closet Door Locks: Door, Secret, using Context B MC-TP-GF-11: Stairs Up This leads to “Map 41: Trading Post Second Floor (MC-TP- SF)” on page 135. MC-TP-GF-12: Secret Closet Behind the secret closet door, you discover a second closet, containing two small crates, one large crate, and four chests, one of which is opened and empty. It smells quite dusty in here, as though it has been at least a year since anyone was in here. To the south is a set of stairs leading down to the basement. Access Contents Large Crate Container: Barrel or Crate Armor: Heavy, roll 1d4 times AND Armor: Medium, roll 1d4 times AND Armor: Light, roll 1d4 times AND Weapons: Martial 2H, roll 1d4 times AND Weapons: Martial Ranged, roll 1d4 times Small Crates (2x) Container: Barrel or Crate Glasses, Metals, and Woods, Size Medium, using Context C Chests (3x) Locks; Chest, Strongbox AND Traps: General Potions: Moderate AND Coin Treasure: Moderate AND Weapons: Light, using Context C MC-TP-GF-13: Stairs Down These steps lead to “Map 65: Trading Post Basement (MC-TP- BM)” on page 200. 81 Mondaria City Map 19: Chaos Overview (MC-C) One square equals 5 ft. 82 Mondaria City MC-C: Chaos Overview Overview In the northwest of the mountain’s surface floor is a large cavern, mostly natural but augmented by tools and intent. It’s in this region that the chaotic aspect of the work team set up shop. Theme & Purpose This area contains one of three elevators that can be used to safely access the Mines under the mountain... and to return from them! Owing to the nature of the chaotic component of the city, the elevator itself is hidden, and was not typically used in the day-to-day operations of Mondaria. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest MC-C-1: To Mountain Center This leads to “Map 29: Past the Gates (MC-PG)” on page 105. Unless otherwise indicated in a given Area of Interest, and subject to GM override, any monsters or NPCs resulting from Random Encounter rolls will likely enter this area from here. MC-C-2: Rock Cluster As you pass by this area, you think you may have seen one of the rocks shift... but it could just have been a falling pebble from above. If the PCs pass by this area without following up on this oddity, wait until they pass over the Rubble Wall (see below), then roll on the Random Encounters table, and reroll until you get a result that includes at least one monster; place the monster(s) in this rockpile. If the party checks this area out intentionally, they discover nothing at all, but this prevents the introduction of the monsters above. MC-C-3: Destroyed Guardhouse This square-shaped pile of rubble appears to have been a guardhouse of some sort. More rubble lies beyond. It’s difficult to tell what caused the damage; there are signs of blunt weapons having smashed pieces of stone, but there are also scorch marks and nicks from fire and bladed weapons. Should the PCs search the rubble, they will discover some soldierly essentials, half-buried in the debris: Access Contents Destroyed Guardhouse unprotected Potions: Moderate, using Context D AND Armor: Medium, using Context D AND Weapons: Martial, using Context D MC-C-4: Rubble Wall A line of destroyed stone stretches from north to south here. When the PCs are to the east of this wall, introduce random monsters from the Stone Group (see below). Once the PCs have crossed to the west of this wall, new creatures should emerge from “To Mountain Center” to the east. MC-C-5: Watchspire Stairs These lead to “Map 40: Western Watchspire (MC-WW-SF)” on page 132. MC-C-6: Stone Group Three ovoid, bluish-grey boulders sit here, just beyond the wall to the east. MC-C-7: Chaos Supplies Please refer to page 88 for more details about this chamber. MC-C-8: Chaos Foreman Page 86 begins description on this building. MC-C-9: Rockline A haphazard line of rocks seems to mark the western edge of this chamber. Whether they are naturally- occuring or placed here intentionally is difficult to 83 Mondaria City determine. MC-C-10: Rocknest A Rat Swarm lives here. It will emerge and attack the party only if disturbed, or will do so from behind once the party discovers and opens the secret door to the southeast. MC-C-11: South Gatehouse Ruin A building was once here, though it has been reduced to rubble. It seems similar to the guardhouse you saw to the northeast, but curiously, there’s nothing here— nothing to guard seems to be present! Among the ruin can be found some supplies left by the soldiers who had been stationed here: Access Contents South Gatehouse Ruin unprotected Potions: Moderate, using Context D AND Armor: Shields, using Context D AND Weapons: Ranged using Context D MC-C-12: Chaos Secret This region is described in more detail starting on page 84. Access Chaos Secret Door Locks: Door, Secret, using Context C Only read the italicized text below if the secret is discovered. Your hunch that the gatehouse must have been protecting something is justified: searching what seemed to be a flat rock wall, you discover a lock mechanism in the center of double doors made to look like rock. 84 Mondaria City Map 20: Chaos Secret (MC-CSCR) One square equals 5 ft. 85 Mondaria City MC-CSCR: Chaos Secret Overview This chamber holds an elevator to the Mines. It was used either as a backup to the Law elevator to the far east, or for those wishing to sneak supplies down (or simply to transport them without interference). Theme & Purpose It’s a nice escape route for PCs wishing to emerge quickly, though it’s certainly not the most straightforward means of entering the Mines. Random Encounters Use the standard / default Random Encounter rules for this level. Ignore any NPC results. Areas of Interest MC-CSCR-1: Secret Entrance Please refer to “Map 19: Chaos Overview (MC-C)” on page 81 for the profile of this door. MC-CSCR-2: Entry Passage Though the cave expands here, the aperture narrows, as there is a ruined building to the west. Entering this area for the first time prompts two immediate roll on the Random Encounters table; reroll until you get one NPC and one Monster encounter. Monsters resulting from the roll should already be present atop the Elevator to the south; NPCs should be hidden in the Secret Switch Chamber. MC-CSCR-3: Destroyed Guardhouse This pile of rubble was once a guardhouse, or checkpoint, for those traveling to and from the elevator to the south. There is nothing of value in the rubble. MC-CSCR-4: Blue Stone Amidst the debris is a large bluish-black oval stone. It seems somewhat out of place in comparison to the other rocks here. This stone is far from sinister: it was indeed moved here from elsewhere, but mainly because the Chaos Foreman supervising this area liked the color. It serves no purpose aside from appealing to the cosmetic preferences of a now-deceased leader. MC-CSCR-5: Elevator A giant elevator sits here, leading down into the mines under the mountain. You do not see any means of opening it and causing it to move, however. This elevator is triggered via the switch to the northeast, in the Secret Switch Chamber (see below). MC-CSCR-6: Rubble Wall Natural stone formations are interspered with what appears to be destroyed boxes and debris, in a haphazard line bisecting the room. Searching all of this area will take some time, 15 minutes at least, and will yield the following: Access Contents Rubble Wall unprotected Coin Treasure: Moderate, using Context D To the east is a secret panel that leads to the Secret Switch Chamber: Access Switch Chamber Door Locks: Door, Secret, using Context B MC-CSCR-7: Secret Switch Chamber Stale cobwebs and spiderwebs pepper the northern piece of this small chamber. To the south, you see a pair of torch sconces mounted into the raw rock wall; between them is a forearm-sized lever. Any NPCs placed here will be hungry and thirsty, hiding from wandering monsters, and eager of the PCs’ assistance in leaving. Activating the switch mentioned will start the Elevator to the west. 86 Mondaria City Map 21: Chaos Foreman (MC-CF) One square equals 5 ft. 87 Mondaria City MC-CF: Chaos Foreman Overview This was where the Foreman of the Chaos aspect of the mines laid his head, and met with his team. He and his staff are all deceased now, however; these chambers are somewhat picked through and sometimes play host to monsters wishing to get some peaceful slumber. Theme & Purpose Get a sense of the Random Encounters Use the standard / default Random Encounter rules for this level. Any NPCs rolled will enter this building from the main entrance, either happening by or having seen the party and wanting to follow them. Areas of Interest MC-CF-1: Entrance A huge set of steel double doors bars your way. Wall torches to the east and west fail to make this silver-and- stone facade any cheerier. Access Chaos Foreman Entrance Locks: Door, Stronghold, using Context B MC-CF-2: Meeting Hall For a chaotically-leaning nexus, this room is well- organized and neat: a banquet table set for a dozen occupies the middle of the room; to the northeast is a smaller octagonal table ringed with chairs. Benches sit against the east wall, flanked by potted plants. To the north and southwest are pairs of sideboards; a pair of privies sits in bewteen the northern sideboards. A single door masked by a thick grimy curtain leads to the northwest. Access Contents Sideboards (4x) Locks: Furniture, Simple Alcohol: General, using Context D Access Chaos Foreman Quarters Door Locks: Door, Reinforced MC-CF-3: Chaos Foreman’s Quarters The furniture in ths chamber appears to have been scattered drunkenly; you’re not sure if this is where everything is intended to go, or if someone had a massive fight in here, and things were just left where they ended up. A small crate, two treasure chests, three wardrobes, a writing desk, and two barrels form much of the interesting furniture here; a set table ringed with chairs is in the southeast, and a washbasin and privy may be found to the northeast. Access Contents Small Crate Container: Barrel or Crate Rations & Prepared Food, Size Medium Wardrobes (3x) Locks: Furniture, Simple Clothing: General AND Armor: Heavy, using Context D Chests (2x) Locks; Chest, Strongbox AND Traps: General Potions: Moderate AND Coin Treasure: Moderate AND Weapons: Martial 1H Barrels (2x) Container: Barrel or Crate Alcohol: General, Size Medium Writing Desk Locks: Furniture, Simple AND Traps: General Writing Supplies AND Gems: Medium-Quality In addition, when the Writing Desk is searched, roll on the Plot Discoveries table. MC-CF-Secret Door Only read the italicized text below if the PCs discover the secret. An odd place for a secret door: next to a privy. On the other hand, it seems ideal, particularly for one of chaotic bent. The stone here is false, and belies a simple wooden panel that slides aside. Access Supplies Secret Door Locks: Door, Secret This leads to “Map 22: Chaos Supplies (MC-CS)” on page 88. 88 Mondaria City Map 22: Chaos Supplies (MC-CS) One square equals 5 ft. 89 Mondaria City MC-CS: Chaos Supplies Overview Supplies, largely mining-oriented, for a full one-third of the mine’s occupants. In practice, with the enormous growth of the mines to more than eight levels underneath, most supplies needed on a day-to-day basis are already present in the levels themselves. This room now serves as a kind of overflow, emergency reserve, and staging area for serving the needs of particular levels down below. Theme & Purpose There are some items of interest here to adventurers, but the main attraction is peace and quiet: so long as they light no fires and keep quiet, the PCs may rest here as they wish. Random Encounters If the party lights no fire, casts no spell, keeps their conversation to a whisper, and generally stays quiet, they will be left alone here. Otherwise, use the standard / default Random Encounter rules for this level; do so immediately when the silence is broken. Areas of Interest MC-CS-1: Entrance Massive iron double doors bar entry into the chamber. Barrels are placed outside wall torches. Access Chaos Supplies Entrance Locks: Door, Stronghold, using Context D The three barrels are unsealed, and contain potable water. MC-CS-2: Supply Room It smells deeply of leather, metal, and oil here; underneath these is a mining-dust kind of grittiness to the air. Stacks, heaps, and ranks of various supplies lie everywhere in this triangular room whose hypoteneuse is formed by the mountain wall. Of particular note is a weapons cart just inside the entrance, and a large crate in the southwest corner, atop which rests a locked chest. Access Contents Large Crate Container: Barrel or Crate Rations & Prepared Food, Size Large Access Contents Chest Locks; Chest, Strongbox AND Traps: General Potions: Moderate, using Context C AND Coin Treasure: Moderate AND Weapons: Martial 1H, using Context C Weapons Cart unprotected Weapons: Martial 1H, roll 2d6 times, using Context D AND Weapons: Martial 2H, roll 2d4 times, using Context D AND Weapons: Simple, roll 3d6 times, using Context D AND Weapons: Light, roll 2d4 times, using Context D MC-CS-3: Barrels & Food Stacks of barrels against the south wall are joined by heaps of sacks to the east, and an array of upright casks in the eastern corner. Access Contents Stacked Barrels (11x) Container: Barrel or Crate Potable water Sack Pile unprotected Simple Foodstuffs, size Large Upright Casks (7x) Container: Barrel or Crate Alochol: General, size Medium, using Context B MC-CS-4: Food, Polearms, and Tables Add rotten food to the cavalcade of aromas here experienced. A polearm cart sits to the north of a food table, laid out with an impressive array of now-spoiled fare. To the east of that is a table filled with shields of varying design. Rectangular tables ringed with chairs occupy the middle of the chamber. 90 Mondaria City Access Contents Polearm Cart unprotected Weapons: Martial 2H, roll 3d8 times, using Context D Shield Cart unprotected Armor: Shields, roll 2d6 times, using Context D MC-CS-5: Ore & Grain Carts Two groups of handcarts are parked against the western wall. To the north is a cluster of ore carts, laden heavily with raw chunks of mining yield. Grain carts, with slight spillage underneath, are to the south. Access Contents Ore Cart unprotected Glasses, Metals, and Woods: Size Large Grain Cart unprotected Simple Foodstuffs: Size Large MC-CS-6: Weapons Tables Four tables of weapons sit in the north region of the supply room. Access Contents South Weapons Table unprotected Weapons: General, roll 3d8 times Middle Weapons Table unprotected Weapons: Martial 2H, roll 2d8 times North Weapons Table unprotected Weapons: Ranged, roll 2d6 times AND Weapons: Martial Ranged, roll 2d6 times East Weapons Table unprotected Weapons: Light, roll 2d6 times AND Weapons: Simple, roll 2d6 times AND Weapons: Exotic, roll 2d4 times MC-CS-7: Northwest Corner Secret Door In the northwest corner of the room is a large pile of sacks and bags; to their south is a large crate and two chests. The secret door’s profile is described in Chaos Foreman, p 86. It may be discovered, and used, from either side equally. Access Contents Large Crate Container: Barrel or Crate Glasses, Metals, and Woods, size Large Chests (2x) Locks: Chest, Strongbox AND Traps: General Potions: Moderate, using Context C, AND Gems: Medium-Quality Sack Pile unprotected Rations & Prepared Food, size Medium 91 Mondaria City Map 23: Law Entrance (MC-LE) One square equals 5 ft. 92 Mondaria City MC-LE: Law Entrance Overview The eastern region of the mine’s entrance is the default and main means of enter and egress, at least in the day-to-day operations of the enterprise. Run with efficiency and precision, this elevator is always running, and does so well and quickly. Goods and personnel were typically in nearly constant flux as the mines churned out their yield. In the wake of the Obelisk’s discovery, however, this area suffered the first and main destruction of the chaos that escaped. Theme & Purpose Unless they happen upon the secrets of the Chaos and/or Love elevators to the west, or choose to enter via the hole in the floor in the Grotto to the southwest, the Law elevator is likely the way the party enters the mine. As a result, the GM is encouraged to allow, if not smoothe, navigation of this area, to ensure the party gets to where they need to be. Random Encounters Use the standard / default Random Encounter rules for this level, with the following modifications: Roll half as often as you typically would, and reroll any results involving one or more monsters once. Areas of Interest MC-LE-1: Entrance Massive steel doors, 15’ high and 20’ wide, bar the way. The thick, worn path underfoot that disappears under the gate indicate a route of frequent use by heavy carts and hordes of personnel. Curiously, the gate appears to be unlocked; as you peer more closely, you notice the doors are ajar a few inches. Unlocked and ajar though it may be, these massive gates still require a Strength check at DC 20 to move open far enough for the PCs to enter. The note above regarding frequency and rerolls for Random Encounters applies only once the party has passed this entrance; PCs Taking 20 or otherwise consuming a lot of time to force open this door may easily run afoul of monsters to their west. MC-LE-2: Inside the Gates The smell of the mines hits your noses as you step inside the gate. Gritty and productive, the scent of ground stone, dirt, sweat, and grime is not unwelcome, particularly to those accustomed to manual labor. MC-LE-3: Ruined Guardpost Northwest A small guardhouse once sat here. Fire and bludgoning must have spelled its doom, given the telltale signs of scorch and smash. Looting this area will produce some useful remnants: Access Contents Guardpost Ruins unprotected Weapons: General, roll 1d4 times, AND Armor: General, roll 1d4 times MC-LE-4: Ruined Guardpost Southeast The stone here seems to have melted, alongside shattered pebbles that may once have served to form a circular guardpost. Digging through the wreckage produces some fruitful results: Access Contents Guardpost Ruins unprotected Weapons: Martial 2H, roll 1d4 times, AND Potions: Moderate, roll 1d4 times AND Coin Treasure: Moderate MC-LE-5: Guard Building Between the two guardposts and the north mountain rock, walls had formed a makeshift building. Nothing remains of it, now; everything wooden is now ash, and what was once rock is now gravel. Guano peppers the area in a greasy, horrid mess. There’s nothing of value to be found here, and spending more than a few minutes in any square that has bat feces draws the attention of a Bat Swarm, which attacks the party. 93 Mondaria City MC-LE-6: Office Doors Steel double doors lock you out of whatever room lies to the south of this region. Wall sconces flank the entrance. Access Office Doors Locks: Door, Reinforced MC-LE-7: Office This appears to have been an office, or perhaps a supply requisition station. Two blank waiting tables ringed with dented chairs sit to the west. A long table with a few empty bags and unlit candles on it splits the east of the room off from the main area; behind this table is a small square table with some supplies on it. A set of locked steel double doors leads further to the east. Access Contents Supply Table Bags unprotected Rations & Prepared Food Access Storeroom Doors Locks: Door, Stronghold MC-LE-8: Supply Room Dust and mold greet your senses as you pull open the doors. Small crates are just to your north; atop them are a bag and a chest. The rest of the room is consumed with barrels of various design. Access Contents Small Crates (2x) Container: Barrel or Crate Rations & Prepared Food, size Medium Chest Locks: Chest, Strongbox AND Traps: General Potions: Moderate, roll 1d4 times Barrels (12x) Container: Barrel or Crate Rations & Prepared Food, size Medium MC-LE-9: Watchspire Stairs This leads to “Map 35: Eastern Watchspire Overview (MC- EW-SF-O)” on page 120. MC-LE-10: Law Foreman This leads to “Map 24: Law Foreman (MC-LWF)” on page 94. MC-LE-11: Guano Line Bat feces form a battlement behind the former rock wall here, along the guardposts. As with the guano to the southwest, spending more than a minute in these squares means a Bat Swarm will attack the PCs. 94 Mondaria City Map 24: Law Foreman (MC-LWF) One square equals 5 ft. 95 Mondaria City MC-LWF: Law Foreman Overview This was once the administrative center of the most important, busy piece of the mine’s operation; a place where the Law Foreman could hold court with leaders, rest his head, and on occasion entertain. It’s now abandoned, though oft used as a place to rest one’s head. Theme & Purpose This is a relatively safe space for the PCs to rest, but more than that, it may yield some important information about the plot and story of the mines. Random Encounters For short stays here, use the standard / default Random Encounter rules for this level, but ignore monster results. If the party wishes to take a long (i.e., more than 1 hour) rest here, there is an 80% chance that they will do so unmolested; otherwise, use the standard Random Encounter rules. Areas of Interest MC-LWF-1: Entrance Massive metal double doors block your way, though the sconces and flowerpots to either side of the doorway do make the entrance seem a bit more accessible. Access Law Foreman Entrance Locks: Door, Stronghold MC-LWF-2: Entertaining Room An open space with plenty of room, this seems to have been used for entertaining or waiting. Three chairs sit against the ragged line of the mountain wall to the southeast. Two tables loosely ringed with chairs occupy most of the middle. Two sideboards are against the north wall; to their west is a set of double doors. Access Contents Sideboard (2x) Locks: Furniture, Simple Potions: Moderate Access Dining Room Entrance Locks: Door, Reinforced MC-LWF-3: Dining Room This spacious chamber has a banquet table in its center, with no chairs at its heads. A stove sits right inside the doors to the south; next to it is a cabinet. A sideboard is against the north wall. To the northeast, a single door leads eastward, obscured by a simple but clean curtain. Access Contents Cabinet unprotected Simple Foodstuffs, Size Medium Sideboard Locks: Furniture, Simple Potions: Moderate Access Foreman Quarters Door Locks: Door, Stronghold MC-LWF-4: Law Foreman’s Quarters This clean room smells fresh despite not having been used in a while. A cabinet is just inside the door; to its south are two bookcases. Against the south rock wall is a workbench; to its east is a firepit. A privy and wash basin sit against the east wall, to the south of a square table and a bed. Finally, dressing and writing desks sit against the north wall. Access Contents Cabinet Locks: Furniture, Simple Clothing: General Bookshelves (2x) unprotected Books: General Dressing Desk unprotected Rations & Prepared Food Writing Desk Locks: Furniture, Simple AND Traps: General Writing Supplies AND Coin Treasure: Moderate In addition, when the Writing Desk is searched, roll on the Plot Discoveries table. MC-LWF-5: Secret Door Access Secret Door Locks: Door, Secret 96 Mondaria City Map 25: Love Overview (MC-L) One square equals 5 ft. 97 Mondaria City MC-L: Love Overview Overview The north-central region of the mountain’s ground floor is dedicated to the Love aspect of the mining enterprise. The majority of its area is taken up by a huge meeting area and fire circle (see below); there is an elevator which leads to the mines themselves, but it is hidden behind a secret door. Theme & Purpose It’s one of the four means of getting into (and out of) the mines from the surface. And it’s a good means of obtaining information about the enterprise. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any monster results once. Areas of Interest MC-L-1: Love Foreman This area is described in more detail on page 100. MC-L-2: Love Main Area A calm descends on you as you enter this enormous chamber. Although there are some features within, it seems a massive empty space, ready to be filled with laughter, speech, and festivities. When the party enters this area, reset the clock on Random Encounters. MC-L-3: Fire Circle The many footprints in the dust here indicate frequent jubilations in this area, around a gigantic bonfire that is now simply charred wood. Benchlike rocks sit in clumps around the fire; you see worn sections of these where years of repeated sitters have carved a more benchlike level with their rear ends. While within 20’ of the fire, the party is relatively safe: roll as normal on the Random Encounters table, but ignore any results that produce one or more monsters. MC-L-4: Ruined Storage Shed A stone storage shed once sat here, long ruined by something that smashed the stone to pieces. There is nothing to find in the rubble, which has been looted clean. MC-L-5: Northeast Rock Clump Compared to the openness and feeling of residual jubilation of the rest of the chamber, the clump of dark stones to the northeast seems quite foreboding. Searching here yields nothing but long-hardened monstous feces. However, if the party fails to check this area out, when they pass through the Secret Doors to the southwest (see below), roll on the Random Encounters table; any monsters that result come from this rock clump. MC-L-6: Ruined Guard Post This appears to have been a guard post. Fire has dissolved much of the stone and masonry here; what remains is a somewhat bizarre puddle of hardened liquid rock. Access Contents Guardpost Ruins unprotected Potions: Moderate MC-L-7: Secret Door Access Secret Door Locks: Door, Secret, using Context B MC-L-8: Love Secret Please refer to page 98 for more details about this area. 98 Mondaria City Map 26: Love Secret (MC-LS) One square equals 5 ft. 99 Mondaria City MC-LS: Love Secret Overview This is the secret zone that leads to the elevator. Theme & Purpose Most likely, the party will explore here as a means of entering the Mines. Areas of Interest MC-LS-1: Secret Door The profile for the secret door can be found on page 96. When the PCs pass this point, roll on the Random Encounters table; place anything that results atop the Elevator (see below). MC-LS-2: Love Secret Passage As you walk through the aperture created by the secret double door, things turn quiet. If the large fire-circle chamber outside was calm and peaceful, this zone feels deathly quiet. Past this point, any Random Encounters rolled are introduced from beyond the Secret Door to the northeast. MC-LS-3: Ruined Guardhouse Melted and smashed stone mark the former presence of a guard post here. Access Contents Guardhouse Ruins unprotected Coin Treasure: Moderate MC-LS-4: Elevator This leads to “Map 49: Mines Level 1, Overview (ML1-O)” on page 158. It is operated via the switch to the north (see below). MC-LS-5: Wall Switch In the rock face here is carved a stone border, designed with lovely patterns of vines and hearts. In the center of this stonework is a 2’-long wooden lever, banded in rose copper. Using this lever causes the Elevator to the south to descend. There are four rounds between when the switch is used to when the elevator descends to the point where it’s unsafe to enter it. 100 Mondaria City Map 27: Love Foreman (MC-LF) One square equals 5 ft. 101 Mondaria City MC-LF: Love Foreman Overview This is a curious structure: it is both the Love Foreman’s offices and quarters, as well as the only means of passing through to the Love region of the mine’s ground floor. Theme & Purpose For the party to explore the north-central region of the ground floor of the mines further, they must pass through this zone. There’s also a good opportunity to gain some information on the mine, its operations, and the story of what happened here. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest MC-LF-1: Entrance Massive steel doors are locked against your entry. Huge, person-sized torches are mounted in sconces along the wall. Access Love Foreman Entrance Locks: Door, Reinforced MC-LF-2: Guardpost A tight rectangle is inscribed against the rock wall to the east. Scant stone walls sit at its corners, but the predominant part of the west and south parts are security bars. To the room’s north is a steel door. A chest sits in the southwest corner. Access Entrance Locks: Door, Reinforced Access Contents Guardpost Chest Locks: Chest, Simple Weapons: Martial 1H AND Coin Treasure: Moderate MC-LF-3: North Doors These doors mirror the entrance to the south. In the northeast corner of the chamber is a barrel of drinking water and a firepit. Potted plants flank the outside of the door. Access Love Foreman Entrance Locks: Door, Reinforced MC-LF-4: Love Foreman Interior This area is a wide chamber which leads to the north. Most of the eastern wall is simply mountain rock. The east is a wall interspersed with a double door in the middle and shuttered windows to its north and south. A well-worn path leads from south to north. A barrel is tucked away to the southeast. Access Contents Barrel Container Barrel or Crate fresh water Access Love Apartments Entrance Locks: Door, Reinforced MC-LF-5: Foyer A small, quiet chamber greets you upon entering the doors. The rug underfoot is soft and well-cushioned. Doors lead to the north and south. A small circular table with three chairs occupies much of the room; a sideboard is against the northwest wall. Access Contents Sideboard Locks: Furniture, Simple Potions: Moderate Access North Foyer Door Locks: Door, Simple South Foyer Door Locks: Door, Simple MC-LF-6: Meeting Room This “L”-shaped room is comfortable, despite its western edge being composed of raw rock. A well-set, rectangular table is in the main space of the room, laden with now-spoiled food. A sideboard sits against the north wall at the junction of the L. Metal double doors lead to the northwest. 102 Mondaria City Access Contents Sideboard unprotected Rations & Prepared Food Access Love Quarters Door Locks: Door, Reinforced MC-LF-7: Love Foreman’s Quarters The northwest section of these apartments appear to be the quarters of the foreman. A wash basin, comfortable chair, privy, and bed compose the western edge of the room. To the north is a dressing desk and stool; south of that is a chest and a cabinet atop which rests plates of rotten food. Access Contents Dressing Desk unprotected Writing Supplies Cabinet unprotected Clothing: General Chest Locks: Chest, Simple AND Traps: General Gems: High-Quality In addition, a scrap of paper can be found in this chest: roll on the Plot Discoveries table. 103 Mondaria City Map 28: Outside the Gates (MC-OG) One square equals 5 ft. 104 Mondaria City MC-OG: Outside the Gates Overview This region defines the area preceding the main entrance to the inside of the mountain. Theme & Purpose There are only two ways to enter the Mines that avoid this area: first, the party could fall through the hole in the Grotto to the west. Second, they could use the secret staircase in Checkpoint Control to the west to scale up the Western Watchspire, and from there, descend into the Chaos region of the mines via staircase. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal, and reroll any “No Encounter” results. Areas of Interest MC-OG-1: Market This leads to “Map 3: Central Area / Market (MC-MKT)” on page 37. MC-OG-2: Supply Carts This is a sales kiosk, but creatively arranged out of two carts and an improvised canopy made from a scrap of sailcloth. Access Contents Supply Carts unprotected Rations & Prepared Food AND Potions: Moderate, using Context D AND Weapons: Simple MC-OG-3: Weapons Cart This massive wheelbarrow’s wheel is broken. Its payload is a wealth of dented, but serviceable-looking arms. Access Contents Weapons Cart unprotected Weapons: General, roll 1d6 times AND Weapons: Martial 1H, roll 1d4 times AND Weapons: Exotic MC-OG-4: Fishing Cart Improbably, this cart, closest to the entrance of a massive mining complex, appears to have sold fishing supplies. Access Contents Fishing Cart unprotected Fishing Supplies, roll 2d4 times MC-OG-5: Main Entrance Twenty-foot-tall, gigantic double doors bar your entrance. They are mainly wood, reinforced by plates of metal and studs of iron. The metal is inscribed with whorling and looping patterns in a strange combination of elven and dwarven symbology. Though there are no letters or words, and the iconography is all abstract, it seems to be in the vein of working together for the betterment of all. These doors may be beyond easy skill of the party, particularly at lower levels. Strive to present this as expected: these are the main doors to a thriving and profitable mining complex, after all; naturally, the lock on the front door of such an enterprise is bound to be a bit tricky! That said, unless they have discovered one of the very few alternate paths in, the party will likely view this as a path they must take in order to progress. Access Main Entrance Locks: Door, Stronghold, using Context C MC-OG-6: Entrance Wall Massive, ten-to-fifteen-foot-thick stone wall crosses the path here, making enormously clear the transition from Mondaria City to Mondaria Mines, and the bowels of the mountain looming above you. 105 Mondaria City Map 29: Past the Gates (MC-PG) One square equals 5 ft. 106 Mondaria City MC-PG: Past the Gates Overview Slightly beyond the gate is a somewhat quiet zone. Theme & Purpose Allow the party passage to areas beyond the main entrance. Random Encounters While in this area, the party is actually quite safe, so long as they do not rest. Do not roll on the Random Encounter table unless the PCs decide they want to try a long rest; if they do, wait until whichever of them are going to sleep, are asleep, and then roll on the Random Encounter table; randomize whether any resulting encounters come from the north or south. NPCs of Note There’s a 25% chance that the Tribute Magister will be here, sitting on the Observation Bench (see below), as the PCs enter this area. Areas of Interest MC-PG-1: Main Entrance These doors are profiled on page 103. MC-PG-2: Guard Hut West A guard hut stands here, its thatch and wood oddly out of place amidst all of the stone and metal of its surroundings. Access Contents Guard Hut West unprotected Rations & Prepared Food AND Weapons: Martial 1H MC-PG-3: Guard Hut East Access Contents Guard Hut East unprotected Rations & Prepared Food AND Armor: General MC-PG-4: Observation Bench North of the doors is a huge wooden bench, able to hold probably ten people on a side. To its east and west are huge unlit braziers. This bench was usually used by scribes and other trackers to denote people entering and leaving, and to record commerce represented thereby. Because of this, it was an area oft frequented by the Tribute Magister and his staff (see “NPCs of Note”, above). 107 Mondaria City Map 30: Law General (MC-LO) One square equals 5 ft. 108 Mondaria City MC-LO: Law General Overview The northeast corner of the area under the mountain is devoted to Law, and is the primary entrance and exit of the Mines. Theme & Purpose Allow passage into the Mines without reliance on the discovery of secrets; also allow easy access to the Eastern Watchspires. Random Encounters Use the standard / default Random Encounter rules for this level. Roll half as often, and reroll monster-related results once. Areas of Interest MC-LO-1: Law Entrance Please refer to “Map 23: Law Entrance (MC-LE)” on page 91 for more details about this area. MC-LO-2: Law Foreman “Map 24: Law Foreman (MC-LWF)” on page 94 contains more detail. MC-LO-3: Elevator This leads to “Map 49: Mines Level 1, Overview (ML1-O)” on page 158, and is operated via the Switch to the east (see below). MC-LO-4: Elevator Switch Against the blank rock face here is a huge lever, bordered simply by a metal bracket. Flipping this lever causes the Elevator to the east (see above) to descend. There are five rounds between using the switch and the point at which one can safely get on the Elevator. MC-LO-5: Watchspire Stairs East These lead to “Map 35: Eastern Watchspire Overview (MC- EW-SF-O)” on page 120. They are guarded by a monster: before approaching this area, roll on the Random Encounters table and reroll until you get a monster result; place the monster(s) here, on the stairs themselves. MC-LO-6: Watchspire Stairs West As the stairs to the west, these lead to “Map 35: Eastern Watchspire Overview (MC-EW-SF-O)” on page 120. MC-LO-7: Ruined Guard Tower From the volume of stone about its base, this used to be a 15’-high guard tower, overlooking the entire large chamber here. Access Contents Ruined Guard Tower unprotected Coin Treasure: Moderate, using Context D MC-LO-8: Law General Area This whole region appears to be a gigantic chamber, largely person-made, with very little naturally occuring. You feel as unsafe as you do elsewhere in the city, but you do feel a bit of calm, of confidence, that even if you are threatened, you will see it coming, and prevail. MC-LO-9: Guardhouse Center A crumble of rocks and masonry denotes a former guardhouse. There may be something living here: roll on the Random Encounters table; if the result is a single Medium-sized or smaller creature, it nests here and attacks the party if they come within 10’ of its home. Ignore all other results. There is nothing of value in the debris. MC-LO-10: Guardhouse East The debris here, for another guard post, appears scorched and melted. Access Contents Guard House East unprotected Potions: Moderate 109 Mondaria City Mondaria City: Second Floor 110 Mondaria City Map 31: Mondaria City Second Floor Overview (MC-SF-O) One square equals 20 ft. 111 Mondaria City Level Introduction: Mondaria City Second Floor Summary “Second floor” is literal in some structures, in that there was a ground floor, and what is explored here is accessible via staircase. To the north, however, the PCs may explore the Watchspires that are used to oversee the city and mines. Entrances and Exits Note that the following are typical, even secret, means of entering and exiting the level as it was designed. Other, magical means of navigating the level (for example, teleportation spells or those that grant incorporeality) are not discussed and are left to the GM to manage should they be introduced. Entry & Exits Buildings whose second floors are described in this region are typically accessed via staircase within that building. The Watchspires are accessed via staircases carved into the mountain rock, and can be climbed from either the ground floor of the mountains, or in one case via secret staircase from Checkpoint Control (p 40). Alternate Entrance It should be noted that the Western Watchspire contains one of only two means of entering the Mines without going through the main entrance: if the party discovers the secret staircase in Checkpoint Control, they may ascend to the Western Watchspire, then descend to the Chaos region of the mines’ ground floor. Overview The Watchspires are well-organized, and good vantage points; they’re also great means of resupplying weapons and equipment. Atmosphere & Theme The Watchspires should feel lofty, displaced from the chaos and threat below, though there are some Lonely, would be a good word for it... if the alternative typically didn’t want to kill you! Default Random Encounters Some Areas of Interest within this level will describe a certain approach to Random Encounters, either by overriding the timing (e.g., “every 30 minutes), and/or by providing its own localized version of the random encounter table below. Absent such an override, roll on the following table of Default Random Encounters for every 5 minutes the party remains in this area. Table 7: Mondaria City Second Floor Default Random Encounters D% Event Description 01-40 No Encounter Nothing interesting or specific occurs to deter the party from their overall objectives and exploration. 41-49 Trivial Encounter Roll once on Monsters: Surface, Trivial. 50-59 Light Encounter Roll once on Monsters: Surface, Light. 60-64 Average Encounter Roll once on Monsters: Surface, Average. 65-69 Advanced Encounter Roll once on Monsters: Surface, Advanced. 70-74 Elite Encounter Roll once on Monsters: Surface, Elite. 75-00 NPC Encounter Roll once on the Default NPC Encounter Table below. Default NPC Encounters Some Areas of Interest within this level will describe a certain approach to NPC Encounters, providing its own localized version of the table below. Absent such an override, when in this level, when directed to roll for a random NPC, roll on the following table. Note that if a certain circumstance mandates the presence of an NPC, you may ignore and reroll results of “No Encounter” on the table below. The GM is, as in all other aspects of the adventure, to use her common sense regarding use of this table. You should feel free to ignore or reroll results with which you don’t agree, or simply choose a result yourself to keep with the atmosphere of the adventure as experienced by your gaming group. Note, also, that any entry in the list below that has a blank (“-”) next to it for roll results means that that NPC is never normally encountered in this level. Table 8: Mondaria City Second Floor Default NPC Encounters D% Event Description 01-21 No Encounter Despite an initial feeling, the party does not encounter any NPCs at this time. 112 Mondaria City D% Event Description 22 Common NPC Addicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 23 Common NPC Afflicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 24-30 Common NPC A single Bleak Mute lurches within view of the party. 31-45 Common NPC One Crazed Harbinger stumbles about within view of the party. 46 Common NPC Tainted Miners walk creepily toward the party: 2d4x 2d6x 2d8x 2d12x 47 Common NPC Miners approach the party suspiciously: 2d6x 2d8x 2d10x 2d12+4x 48 Common NPC One Mining Taskmaster walks purposefully toward the party. 49 Common NPC A terrified Munitions Wench is visible, huddled in her rags. 50 Common NPC You see a Supply Maid in tattered clothes, though you’re not sure she sees you. - Common NPC A horrifying Tainted Taskmaster walks about. 51-60 Named NPC Ambling scholar Brocambe Methurzz. 61 Named NPC Beastmaster Gabharn. 62 Named NPC Blacksmith Hamfast Burrbottom. 63 Named NPC Feastmaster Frobwin Glamfork. 64 Named NPC Herbalist Innelothe. - Named NPC Illusionist entertainer Raekeldorr. - Named NPC Keeper of Records Skandern Lithutz. - Named NPC Keepmaster Vanarelia Riccards. - Named NPC Loremaster Dalnarok. 65-74 Named NPC Mercenary dwarf Gordsturll. 75-84 Named NPC Merenary tiefling Killarth. - Named NPC Railmaster Arranz Trevain. - Named NPC Tinkermaster Skandbard. 85 Named NPC Warden Imeltrude Legande. D% Event Description 86 Named NPC Brewmaster Glimdarffe Sudsglub. - Named NPC Cartographer Estarel Finequill.. 87 Named NPC Chemist Incebb Gullip.. 88 Named NPC Chief engineer Didkeln Clawhammer. 89 Named NPC Coinmaster Lugatoo. - Named NPC Dwarven union leader Danalin Foeslash. - Named NPC Elven administration leader Maresmir. 90 Named NPC Engineer Brimdog Firecleave. 91 Named NPC Foreman Belerras. 92 Named NPC Gangboss Dagbrag. - Named NPC Lead designer Estarel Finequill. 93 Named NPC Mayor Faenadorn. - Named NPC Minemaster Thrennian Lo’quee. - Named NPC A Mystic Seer. - Named NPC Sage Natobbe. 94-95 Named NPC Stablehand Friskbik. 96 Named NPC Stablemaster Semtammi. 97-00 Named NPC Tribute magister Elawelle. Areas of Interest MC-SF-1: Inn & Stables Second Floor Please refer to page 113 for more details. MC-SF-2: Residence SE Second Floor Page 116 contains more details on this area. MC-SF-3: Residence SW Second Floor Starting on page 118 contains more information. MC-SF-4: Eastern Watchspire Please turn to page 120 for more description. MC-SF-5: Western Watchspire This area is described in more detail beginning on page 132. MC-SF-6: Trading Post Second Floor Please refer to page 135 for more information. 113 Mondaria City Map 32: Inn & Stables Second Floor (MC-IS-SF) One square equals 5 ft. 114 Mondaria City MC-IS-SF: Inn & Stables Second Floor Overview This is the second floor of the Inn & Stables... really, this describes the Inn portion more completely. Theme & Purpose The PCs may find some solace here if they are lucky. Default Doors Unless otherwise indicated in its description, all doors in this area have prfiles determined using the same approach: Access Default Door Locks: Door, Weak Random Encounters Use the standard / default Random Encounter rules for this level. Roll half as often as normal, and reroll monster results once. Areas of Interest MC-IS-SF-1: Stairs Down This leads to “Map 8: Inn & Stables Ground Floor (MC-IS- GF)” on page 52. The door to the east has neither lock nor trap. MC-IS-SF-2: Hallway North This hallway runs nearly the entire length of the building. A row of windows dots the northern wall; doors intersperse brick walls along the south. MC-IS-SF-3: Innkeeper’s Quarters This room is simple, but much is crammed within: a wardrobe, a dressing desk, a wash basin, a privy, a small table with chairs, a sitting lounge chair, and a double bed. This room was that of the innkeeper, long dead. For an exorbitant fee, he would rent it out for a ngiht or two, and himself sleep in the stables. Access Contents Wardrobe unprotected Clothing: General MC-IS-SF-4: Corner Stash This corner is well-lit, and has a lounge chair and potted plant nearby. It’s oddly tranquil. Inside the potted plant is the following stash. To obtain it, the party must either remove most of the soil, or smash the pot. Access Contents Potted Plant Stash unprotected Coin Treasure: Moderate MC-IS-SF-5: Meeting Room Entrance Twin potted plants stand outside the hallway’s only double door. A rug is to the north, centered in the hallway. Access Meeting Room Entrance Locks: Door, Simple MC-IS-SF-6: Meeting Room This is the largest room on the second floor of the Inn, but it feels incredibly cramped, owing to the mass of furniture that has been stuck into it. The center of the room is a mass of chairs and stools, tucked chaotically around a simple table. To the center of the east and west walls is a sideboard. Comfortable chairs dot the four corners of the chamber. In the southeast is a door, covered by a curtain. Access Contents Sideboard (2x) Locks: Furniture, Strong Coins: Moderate In addition, the western sideboard contains a letter of importance: roll on the Plot Discoveries table. Access Meeting Room Southeast Door Locks: Door, Simple MC-IS-SF-7: Guest Room A The following description applies to rooms A, B, and C. This tiny room holds a bed, a small rug, and a cabinet. 115 Mondaria City Access Contents Cabinet Locks: Furniture, Simple Clothing: General MC-IS-SF-8: Guest Room B Access Contents Cabinet Locks: Furniture, Simple Clothing: General AND Coin Treasure: Moderate, using Context D MC-IS-SF-9: Guest Room C Access Contents Cabinet Locks: Furniture, Simple Rations & Prepared Food MC-IS-SF-10: Guest Room D A somewhat larger room than its neighbors, this chamber also holds a circular table ringed with small chairs, and a second wardrobe. Access Contents Cabinets (2x) Locks: Furniture, Simple Clothing: General MC-IS-SF-11: Hallway East Along the east edge of the building, another hallway extends the width of the inn. It has but a single door about halfway down on the western wall. The door that joins this hallway with the northern one is unlocked. MC-IS-SF-12: Hallway South This hallway has three doors in its northern wall; its western end is a door as well. MC-IS-SF-13: Guest Room E In lieu of a wardrobe, this room has a writing desk. Access Contents Writing Desk Locks: Furniture, Simple Writing Supplies MC-IS-SF-14: Guest Room F This room is similar to its neighbors, and has a storage cabinet against its east wall. Access Contents Cabinet Locks: Furniture, Simple Clothing: General AND Potions: Moderate MC-IS-SF-15: Guest Room G Similar to other rooms, this one has a bed, a cabinet, a small table, and a rug. Access Contents Cabinet Locks: Furniture, Simple Rations & Prepared Food MC-IS-SF-16: Guest Room H A moldy loaf of bread is atop the cabinet in this room. Access Contents Cabinet Locks: Furniture, Simple Clothing: General AND Weapons: Simple 116 Mondaria City Map 33: Residence SE Second Floor (MC-RSE-SF) One square equals 5 ft. 117 Mondaria City MC-RSE-SF: Residence Southeast Second Floor Overview This is the second floor of the Southeast Residence. Theme & Purpose Explore the second level of the building. The PCs may discover a clue along the way. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll monster-related results once. Default Doors Unless otherwise indicated in its description, all doors in this area have prfiles determined using the same approach: Access Default Door Locks: Door, Weak Areas of Interest MC-RSE-SF-1: Stairs Down These lead to “Map 14: Residence SE Ground Floor (MC- RSE-GF)” on page 68. MC-RSE-SF-2: Hallway The western quarter of the building is a single hallyway, with three windows Four doors are all locked at equal spacing in the eastern wall. MC-RSE-SF-3: Southeast Room The nicest of the rooms, this one is still narrow and cramped. A bed, a privy, a writing desk, and a wardrobe are all tucked in very tightly around a rudimentary chair. Access Contents Writing Desk Locks: Furniture, Simple Writing Supplies Wardrobe unprotected Clothing: General MC-RSE-SF-4: South-Central Room The narrowest of all four rooms, this bedroom barely has any space to pass by its contents. Access Contents Writing Desk Locks: Furniture, Simple Coin Treasure: Moderate, using Context D Wardrobe unprotected Clothing: General MC-RSE-SF-5: North Central Room Like its neighbors, but breathing a bit wider, is a narrow chamber containing the essentials of sleeping and changing. Access Contents Writing Desk Locks: Furniture, Simple Weapons: Simple, using Context D Wardrobe unprotected Clothing: General In addition, a scrap of paper can be found in this chest: roll on the Plot Discoveries table. MC-RSE-SF-6: North Room Wide enough to get past the desk, and brighter by virtue of the second window facing north, this chamber seems somewhat homey by comparison to the others. Access Contents Writing Desk unprotected Writing Supplies Wardrobe Locks: Furniture, Simple Clothing: General AND Coin Treasure: Moderate, using Context D 118 Mondaria City Map 34: Residence SW Second Floor (MC-RSW-SF) One square equals 5 ft. 119 Mondaria City MC-RSW-SF: Residence Southwest Second Floor Overview This is the top floor of the building that typically is used for guild hall meetings. Ordinarily, this space is used to store leaders of the guild, or other visiting and valued guests. Theme & Purpose There’s much of interest to be found here, including several possible clues to the story. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any monster encounters once. Place any NPCs inside one of the bedrooms not yet visited; if all have been visited, place new NPCs as coming up the staircase from down below. Default Doors Unless otherwise indicated in its description, all doors in this area have prfiles determined using the same approach: Access Default Door Locks: Door, Weak Areas of Interest MC-RSW-SF-1: Stairs Down These lead to “Map 15: Residence SW Ground Floor (MC- RSW-GF)” on page 70. MC-RSW-SF-2: Hallway A narrow hallway sports three single doors, and on the opposite end of the hall, a double door. Two decorative and threadbare rugs dot the space. MC-RSW-SF-3: West Bedroom An L shaped chamber makes a cozy bedroom, complete with a privy, cabinet, small table and chair and stool, and a bed. In addition, two shuttered windows let in a good deal of light. Access Contents Wardrobe Locks: Furniture, Simple Clothing: General AND Weapons: Simple, using Context D AND Coin Treasure: Moderate, using Context B MC-RSW-SF-4: Center-West Bedroom This room stops just shy of feeling claustrophobic. The bed, table, stools, privy, and large cabinet are all arranged to maximize space. Access Contents Wardrobe unprotected Clothing: General AND Weapons: Simple, using Context B MC-RSW-SF-5: East-Center Bedroom This chamber is identical to its neighbor, the West- Center Bedroom (see above), except that the wardrobe also contains a scrap of paper: roll on the Plot Discoveries table. MC-RSW-SF-6: Eastern Bedroom The largest of the four, this bedroom sports two separate beds, and a larger table and chairs between them. A single privy, two cabinets, two shuttered windows, and a rug complete the ensemble in this roomy chamber. Access Contents Wardrobes (2x) Locks: Furniture, Simple AND Traps: General Clothing: General AND Weapons: Simple Each of the two cabinets contains a clue: roll on the Plot Discoveries table when searching each one. MC-RSW-SF-7: Potted Plant Corner At the very end of the hallway, a potted plant partially obscures the shuttered window facing northeast. If the PCs intentionally search this pot, they will discover some treasure: Access Contents Plant Pot unprotected Gems: Low, using Context B 120 Mondaria City Map 35: Eastern Watchspire Overview (MC-EW-SF-O) One square equals 20 ft. 121 Mondaria City MC-EW-SF-O: Eastern Watchspire Overview Overview The Watchspires are large, lofty fortified areas from which one may keep an eye on all the goings-on of both Mondaria City and the ground floor of the mountain. Theme & Purpose The PCs may loot this area to good effect, or, if chased by something large and powerful, can escape here (see “Narrow Staircases”, below). Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any results that call for one or more monsters of size larger than Medium. Narrow Staircases Note that all four staircases used to access the Watchspires— east and west—are narrow, and bounded on both sides by the stone of the mountain. As a result, barring magic or other creative means, no creature larger than Medium size may navigate these staircases. Default Doors Unless otherwise indicated in its description, all doors in this area have prfiles determined using the same approach: Access Default Door Locks: Door, Reinforced Areas of Interest MC-EW-SF-O-1: Eastern Watchspire, West Refer to page 122 for more details about this region. MC-EW-SF-O-2: Eastern Watchspire, Southwest Please turn to page 125 for further details. MC-EW-SF-O-3: Eastern Watchspire, Southeast Page 148 begins more information. MC-EW-SF-O-4: Eastern Watchspire, Northeast Beginning on page 130, this area is described in detail. 122 Mondaria City Map 36: Eastern Watchspire, West (MC-EW-SF-W) One square equals 5 ft. 123 Mondaria City MC-EW-SF-W: Eastern Watchspire, West Overview This area was used for resupply and to access the westernmost spire above. Theme & Purpose The western portion of the Western Watchspire contains a large supply cache, though it is well protected. It’s also a means of accessing many other areas in the spire. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll monster results involving one or more creatures of larger than Medium size. If the PCs are in the general Watchspire Floor, new encounters may be placed in any enclosed area, preferably one the party has not yet been to. If the party is in an enclosed area, the encounter will be waiting for them when they return to the Watchspire Floor area. Areas of Interest MC-EW-SF-W-1: Staircase North This leads to “Map 25: Love Overview (MC-L)” on page 96. Remember that creatures larger than Medium size cannot pass these staircases. MC-EW-SF-W-2: Watchspire Floor Carved into the mountain stone is a large space of gravel floor. To the south, and to the east, you see a handful of towers reach up 30’ beyond. From there, you figure it must be possible to keep an eye on both the city to the south, and the mountain’s ground floor to the north. It’s an enormous complex, clearly meant to be staffed by dozens of soldiers at a time. The quiet and calm that faces you instead makes for an eerie scene. Benches, braziers, chairs, and workbenches are scattered along the walls. MC-EW-SF-W-3: Worktable A worktable sits here, replete with hammers and knives. It appears to have been used to rework leather armor, and to repair slight problems with arrows and woodwork. Access Contents Worktable unprotected Weapons: Simple, AND Weapons: Martial 1H, AND Armor: Light MC-EW-SF-W-4: Lit Brazier Odd among the otherwise deserted area, this brazier appears to be lit. You can see the ash of what must have been a huge pile of wood or coal around the still-orange embers. The fire was lit days ago by a survivor, hoping to summon help with the telltale smoke that the act yielded. This approach worked, but not as intended: monsters came to investigate, and to dine. Her corpse is lost to the appetites of the creatures who slew her. MC-EW-SF-W-5: Supply Entrance Thick metal doors bar your way here. MC-EW-SF-W-6: Supply Desk Beyond a small antechamber, a long waist-high table separates a working area to the west. Empty barrels form a backdrop to a chair, two potted plants that appear long dead, and a writing desk. A metal door sits locked to the southwest. Access Contents Writing Desk Locks: Furniture, Strong Writing Supplies AND Coin Treasure: Moderate AND Gems: Semi-Precious, using Context D Access Supply Room Door Locks: Door, Reinforced AND Traps: General, using Context C MC-EW-SF-W-7: Supply Room An enormous, overwhelming volume of crates and barrels greets you here. They’re stacked four tall in 124 Mondaria City places; on the top, you can see an array of chests. Access Contents Large Barrels (3x) Container: Barrel or Crate Alcohol: General, Size Medium Sack Pile unprotected Simple Foodstuffs, Size Medium Large Crates (7x) Container: Barrel or Crate General Supplies, Size Large Small Crates (4x) Container: Barrel or Crate General Supplies, Size Medium Brown Chests (2x) Locks: Chest, Strongbox AND Traps: General Potions: Moderate AND Weapons: General, using Context C AND Armor: General, using Context C Tan Chests (5x) Locks: Chest, Simple, using Context C Coin Treasure: Moderate AND Potions: Moderate Small Barrel Container: Barrel or Crate Alcohol: General, using Context C MC-EW-SF-W-8: Tower Entrance A reinforced door leads south. MC-EW-SF-W-9: Tower General Room This large chamber sports a few empty tables, one of which is ringed with chairs. A large set of double doors leads to the southeast. Access Tower Entrance Locks: Door, Reinforced AND Traps: General, using Context C MC-EW-SF-W-10: Tower Stairs Entering this chamber, you feel a rush of cold air from the east. It only lasts for a second, though, so quickly you’re not sure if you might have imagined it. A spiral staircase is the centerpiece of this room; to the south is an empty table with chairs; to the north is another empty table, and an assortment of crates. Access Contents Large Crates (2x) Container: Barrel or Crate General Supplies, Size Large Small Crates (2x) Container: Barrel or Crate Rations & Prepared Food, Size Medium The stairs lead up to “Map 43: Eastern Watchspire, West (MC-EW-TF-W)” on page 142. Access Secret Tunnel Locks: Door, Secret Only read the italicized text below if the PCs discover the secret tunnel to the east: You follow the rush of wind, and discover that the rock wall to the east of this room is actually soft in places; dirt and grime peel away to reveal a tunnel. MC-EW-SF-W-11: Secret Tunnel You have to duck very low to avoid hitting your head on the top of this tunnel, which seems naturally occuring and is very damp. Rocks of all size are underfoot, making it difficult to move at speed; spiderwebs hang at waist height. Upon entering this tunnel, roll immediately on the Random Encounters table, ignoring results that involve an NPC. If the party has not yet explored the other side of this tunnel, place any monsters that result in the room to the east. Otherwise, place them in the Watchspire Floor area to the north. MC-EW-SF-W-12: Dead Man’s Stash A pile of clothing and battered weapons lies here. The fabric is torn and decrepit; the leather is warped and rotted. Whomever left this odd stash here did so long ago. Access Contents Dead Man’s Stash unprotected Clothing: General AND Weapons: Light AND Weapons: Ranged AND Potions: Moderate, using Context B MC-EW-SF-W-13: Tunnel’s Other Side This leads to “Map 37: Eastern Watchspire, Southwest (MC-EW-SF-SW)” on page 125. 125 Mondaria City Map 37: Eastern Watchspire, Southwest (MC-EW-SF-SW) One square equals 5 ft. 126 Mondaria City MC-EW-SF-SW: Eastern Watchspire, Southwest Overview This room contains a staircase leading to another spire tower. Theme & Purpose This room connects two secret tunnels, which can be useful if the party is trying to avoid enemies to the north. Random Encounters Use the standard / default Random Encounter rules for this area. Areas of Interest MC-EW-SF-SW-1: Tower Entrance The cave narrows here to a point where only a steel- banded door is visible. MC-EW-SF-SW-2: Tower General Room You suspect this area would typically be lit by a torch in the sconce against the south wall. Chairs dot the walls, and a table sits to the west. To the southeast is a set of large double doors. Access Tower Entrance Locks: Door, Reinforced AND Traps: General, using Context B Unlike the secret tunnel to the southwest, the PCs have no real reason to suspect the secret passage to the east here: Access East Secret Tunnel Locks: Door, Secret, using Context D MC-EW-SF-SW-3: Secret Tunnel East You climb through the rubble and debris, winding your way north. If the PCs have already triggered a random encounter by crawling through secret tunnels, nothing happens. If they have not, however, as the PCs enter this tunnel, roll on the Random Encounters table until a monster result is indicated, containing only Medium-sized or smaller creatures. Place this encounter in the Watchspire Floor. MC-EW-SF-SW-4: Tower Base A wide room here contains only a few empty tables and some crates. Access Contents Large Crates (3x) Container: Barrel or Crate General Supplies, Size Large AND Armor: Shields, roll 1d6 times Small Crate Container: Barrel or Crate Rations & Prepared Food, Size Medium MC-EW-SF-SW-5: Staircase This leads to “Map 44: Eastern Watchspire, Southwest (MC-EW-TF-SW)” on page 145. MC-EW-SF-SW-6: Secret Tunnel The tunnel entrance on this side has the same profile type as the one on the other side, described on page 122. MC-EW-SF-SW-7: Splintered Chests Among the rocks and webs, you see three piles of wooden splinters. A glint of brass amongst them suggests these were once wooden treasure chests. Access Contents Splintered Chest Debris unprotected Coin Treasure: Moderate, using Context D MC-EW-SF-SW-8: Secret Tunnel Exit This leads to “Map 45: Eastern Watchspire, Southeast (MC-EW-TF-SE)” on page 148. 127 Mondaria City Map 38: Eastern Watchspire, Southeast (MC-EW-SF-SE) One square equals 5 ft. 128 Mondaria City MC-EW-SF-SE: Eastern Watchspire, Southeast Overview Perhaps the most useful of the subareas in the Eastern Watchpsire, the Southeast area contains a secret supply cache, two secret tunnels, and access to the southeast tower. Theme & Purpose If the PCs spend time in only one region in the Eastern Watchspire, this should be it. GMs in a hurry may simply railroad the party here. Random Encounters Use the standard / default Random Encounter rules for this region. Areas of Interest MC-EW-SF-SE-1: Northeast Stairs These lead to “Map 24: Law Foreman (MC-LWF)” on page 94. MC-EW-SF-SE-2: Watchspire Floor While the party is anywhere else in this region, place any new encounters here. The double doors used to enter the Tower General Room (see below) are standard for the region. MC-EW-SF-SE-3: Secret Cache Entrance Only read the italicized text below if the party discovers the secret. Call it a hunch, but part of the rock wall seems a bit odd to you. Prying with your fingernails, you seize upon what is actually a wooden plank, and with a little effort, you shove it aside amidst a shower of soot and glued-on rocks. Access Secret Cache Locks: Door, Secret, using Context C MC-EW-SF-SE-4: Secret Cache This tiny chamber smells of dust, grime, and oil. It contains a pile of small sacks, three small barrels (one empty), and two treasure chests. Access Contents Sack Pile unprotected Coin Treasure: Moderate, roll twice Barrels (2x) Container: Barrel or Crate Rations & Prepared Food, Size Medium Chests (2x) Locks: Chest, Strongbox AND Traps: General, using Context B Potions: Moderate AND Weapons: Exotic AND Armor: Medium all using Context C MC-EW-SF-SE-5: Tower General Room This antechamber has two plain octagonal tables, and a double door to the southeast, flanked by empty flowerpots. MC-EW-SF-SE-6: Tower Stairs This large room holds but two simple tables, some chairs, and a spiral staircase that allows access to the tower above. The staircase leads to “Map 45: Eastern Watchspire, Southeast (MC-EW-TF-SE)” on page 148. MC-EW-SF-SE-7: Secret Tunnel Southwest This leads to “Map 37: Eastern Watchspire, Southwest (MC-EW-SF-SW)” on page 125. The entrance on this side has the same profile type as the entrance on the other side. MC-EW-SF-SE-8: Secret Tunnel Northeast Only read the italicized text if the secret is discovered. You kick a stray pebble into the wall here... but it disappears. Curious, you investigate; it seems as though the entire wall here is simply a layer of wet dirt and grime. It gives way easily, yielding a passage to the north. Access Secret Tunnel Northeast Locks: Door, Secret, using Context D MC-EW-SF-SE-9: Main Tunnel This tunnel is moist, and your footsteps plod through a semiliquid layer of muck on the floor. Odd fungi sprout 129 Mondaria City here and there, the larger of which reach to your thighs. The passage branches in a “T” with a cavern to the east. Upon entering this area, roll on the Random Encounters table until you get a result that contains monsters of Medium size or smaller. Place the encounter to the west, on the Watchspire Floor. MC-EW-SF-SE-10: Muck Chamber This ovoid chamber contains a few-inch-thick layer of mucky glop on its floor. The muck on the floor is actually a Grey Ooze, which attacks the party when they step on it. There is no treasure to be found underneath the monster. MC-EW-SF-SE-11: Secret Tunnel North This leads to “Map 39: Eastern Watchspire, Northeast (MC-EW-SF-NE)” on page 130. 130 Mondaria City Map 39: Eastern Watchspire, Northeast (MC-EW-SF-NE) One square equals 5 ft. 131 Mondaria City MC-EW-SF-NE: Eastern Watchspire, Northeast Overview The northeast tower of the Eastern Watchspire is perhaps the most important, as it’s the main visibility that the troops of the Mine had to those approaching from the north and northeast roads. These days, of course, it’s abandoned for that purpose. Theme & Purpose This is likely the most remote area of Mondaria City. It’s occupied by an NPC. There is also a large cache of supplies to be found. When the party enters this area, roll on the NPC Encounters table. Place the result in the Tower Base room (see below). Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any monster results once, and ignore any results that include any monsters larger than Medium size. Areas of Interest MC-EW-SF-NE-1: Tower Entrance Reinforced double doors block your progress. Chairs sit to either side. Access Tower Entrance Locks: Door, Stronghold, using Context B MC-EW-SF-NE-2: Tower General Room This is a large and empty room. A simple table lies to the west of the doors, an unlit brazier to their east. Massive double doors stand ajar to the east, and small but strong metal doors lead north. MC-EW-SF-NE-3: Requisition Room This room has a wide table which separates the southern waiting area from the northern administrative area. A writing desk sits against the east wall, just to the south of a locked metal door leading northeast. Access Supply Room Entrance Locks: Door, Stronghold AND Traps: General, using Context B Access Contents Writing Desk unprotected Writing Supplies AND Weapons: Light MC-EW-SF-NE-4: Supply Room You feel small and insignificant next to the giant heap of supplies here. A huge swath of sacks consumes the northern area. To the south, enormous crates sit; chests on top of them and at their base. Access Contents Sack Pile unprotected Rations & Prepared Food, size Large Crates, Large (2x) Container: Barrel or Crate, using Context C General Supplies, size Large, roll 1d4 times Crate, Small Container: Barrel or Crate Armor, Medium, roll 1d4 times AND Armor, Heavy, roll 1d4 times AND Armor, Shields, roll 2d4 times Chests (6x) Locks: Chest, Simple AND Traps: General, using Context D Coin Treasure: Moderate, using Context D AND Potions: Moderate, using Context B MC-EW-SF-NE-5: Tower Base A long and narrow room contains a table, chairs, and a staircase to the north. MC-EW-SF-NE-6: Tower Staircase These stairs lead up to the watchspire tower. For more details, please refer to “Map 46: Eastern Watchspire, Northeast (MC-EW-TF-NE)” on page 150. MC-EW-SF-NE-7: Secret Passage South This leads to “Map 38: Eastern Watchspire, Southeast (MC-EW-SF-SE)” on page 127; this entrance has the same profile type as that on the other side. 132 Mondaria City Map 40: Western Watchspire (MC-WW-SF) One square equals 5 ft. 133 Mondaria City MC-WW-SF: Western Watchspire Overview This region was dedicated to overseeing the eastern half of Mondaria City, and the Chaos and Love sections of the mining floor. Theme & Purpose This area, while perhaps not as resource-rich as the Eastern Watchspire, may be enormously useful to the party, as it contains one of the few means of entering the Mines without going through the front doors. Random Encounters Use the standard / default Random Encounter rules for this level. Ignore any results that involve one or more creatures larger than Medium size. While the party is in rooms, place new encounters in the Watchspire Floor; while they are on the Floor, place new encounters in an unexplored room. Remember that no creatures of size larger than Medium may traverse the staircases to the north and southeast. Areas of Interest MC-WW-SF-1: North Staircase This leads to “Map 19: Chaos Overview (MC-C)” on page 81. MC-WW-SF-2: Secret Staircase This leads to “Map 4: Checkpoint Control Ground Floor (MC-CC-GF)” on page 40. Note that the staircase is not secret from this side; there is in fact no door or other obstruction from the northeast (and there is even a rug denoting the aperture!). MC-WW-SF-3: Watchspire Floor Dust and gravel form the floor of the watchspire, which has been carved into the mountain rock. Spires reach up 30’ above the floor to the northeast and southwest. Around the perimeter, benches, worktables, braziers, and chairs are arranged haphazardly. MC-WW-SF-4: Northeast Worktable The workbench here next to a braizer and a bench contains an array of weaponry. Some are in disrepair, but others appear used but combat-worthy. Access Contents Worktable unprotected Weapons: Martial 1H, roll 1d4 times AND Weapons: Exotic, roll 1d4 times AND Weapons: Simple, roll 1d6 times MC-WW-SF-5: Tower General Room A small room contains a few empty tables. A single metal door leads to the northwest. Access Tower Stairs Door Locks: Door, Stronghold, using Context B AND Traps: General, using Context D MC-WW-SF-6: Tower Stairs A spiral staircase leads up to the watchtower above. An empty circular table sits just inside the door. This leads up to “Map 46: Eastern Watchspire, Northeast (MC-EW-TF-NE)” on page 150. MC-WW-SF-7: Supply Requisition This waiting room has a bench against the northeast wall, an octagonal table to the south, and a waist-high table separating this chamber from the administrative one to the northwest. MC-WW-SF-8: Supply Admin A writing desk and chair sit to the east of two empty barrels here. A steel door leads to the south. 134 Mondaria City Access Contents Writing Desk unprotected Writing Supplies Access Supply Room Entrance Locks: Door, Stronghold AND Traps: General, using Context D MC-WW-SF-9: Supply Room This supply room is neat and orderly. Crates are arrayed to the west, and a bank of empty tables is against the east and south walls amidst two sealed barrels. Access Contents Crates, Large (2x) Container: Barrel or Crate Rations & Prepared Food, size Large Crates, Medium (2x) Container: Barrel or Crate General Supplies, size Medium, roll 1d4 times Barrels (2x) Container: Barrel or Crate Alochol: General, size Medium MC-WW-SF-10: Center Brazier The brazier here is unlit, but contains a large heap of ashes. Access Contents Brazier Locks: Door, Secret (Perception only) Weapons: Martial 1H, using Context C MC-WW-SF-11: Worktable West This workbench appears to have been used to repair damaged shields. Some finished work remains atop the stack. Access Contents Worktable unprotected Armor: Shields, roll 2d4 times, using Context B MC-WW-SF-12: Worktable South A fletcher must have frequented this worktable, which is stacked with ranged weaponry. Access Contents Worktable unprotected Weapons: Ranged, roll 1d4 times AND Weapons: Martial Ranged MC-WW-SF-13: Tower General Room Double doors greet you to the south. Access Tower Entrance Locks: Door, Simple AND Traps: General Stairs Entrance Locks: Door, Reinforced MC-WW-SF-14: Tower Stairs Southwest A simple table and chairs sits next to a spiral staircase leading to the watchtower above you. Follow these to “Map 48: Western Watchspire, Southwest (MC-WW-TF)” on page 155. 135 Mondaria City Map 41: Trading Post Second Floor (MC-TP-SF) One square equals 5 ft. 136 Mondaria City MC-TP-SF: Trading Post Second Floor Overview This is the second floor of the Trading Post. There’s an enormous amount of wealth and supply to be found here... but at a bit of a cost! Theme & Purpose Desperate, depleted, or underpowered PCs searching through an abandoned town will almost certainly gravitate toward the Trading Post, the second floor of which is almost certain to contain idle wares. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any monster results once. Areas of Interest MC-TP-SF-1: Stairs Down These lead to “Map 18: Trading Post Ground Floor (MC-TP- GF)” on page 78. MC-TP-SF-2: Attic This floor is musty and smells of all manner of things... much like the show room below, but layered with a bit of dust. A door leads to the southeast. Access Bedchamber Door Locks: Door, Reinforced MC-TP-SF-3: Crate Storage An array of crates forms the northwest corner of the attic. Atop the crates is an assortment of chests. To the east of the line of crates is an assortment of bags and sacks. Access Contents Crates, Large (5x) Container: Barrel or Crate Rations & Prepared Food, size Large Crates, Small (4x) Container: Barrel or Crate General Supplies, size Medium Chests (6x) Locks: Chest, Strongbox Gems: Semi-Precious AND Coin Treasure: Moderate AND Potions: Moderate, all using context B Sack Pile unprotected Simple Foodstuffs, Size Large MC-TP-SF-4: Barrels In the southwest corner of the attic sits an assortment of barrels. Access Contents Barrels (5x) Container: Barrel or Crate Alcohol: General, size Medium MC-TP-SF-5: Table West In the western area of the attic is a long table with buckets and candles. In its middle is a chest. Access Contents Chest Locks: Chest, Strongbox AND Traps: General, using Context D Potions: Moderate, using Context C AND Weapons: Exotic, using Context B MC-TP-SF-6: Table Center Just inside the attic entrance is a long table bearing candles, a bucket, and a treasure chest. Access Contents Chest Locks: Chest, Strongbox, using Context B AND Traps: General, using Context C Gems: High-Quality, using Context D MC-TP-SF-7: Bedchamber This appears to have been the owner’s bedchamber. A cozy double bed sits against the south wall, in between two large windows. Rugs abound. A writing desk and chair sit just north of a bend in the chamber which continues to the east for a bit before ending in a potted plant corner. To the west wall are a privy, a washbasin filled with moldy water, and two large cabinets. 137 Mondaria City Access Contents Cabinets (2x) Locks: Furniture, Simple, using Context D Clothing: General, using Context C, roll twice Writing Desk Locks: Furniture, Simple Writing Supplies AND Coin Treasure: Moderate, using Context B MC-TP-SF-8: Plant Hallway End Access Secret Closet Door Locks: Door, Secret, using Context C AND Traps: General, using Context C MC-TP-SF-9: Secret Closet This room runs the width of the building, and appears to be the Trading Post owner’s secret stash of wealth. Dust has settled in heavy clumps throughout the recesses of the chamber, whose roof is set so low you have to stoop to move through the area. MC-TP-SF-10: Wealth Stash Crates and chests join scattered coins, stacks of gems, and a pile of adventuring gear. Access Contents Crates, Small (3x) Container: Barrel or Crate General Supplies, size Medium Chests (3x) Locks: Chest, Strongbox AND Traps: General, using Context C Potions: Moderate, using Context C AND Gems: High-Quality, using Context D AND Weapons: Light, using Context C Scattered Coins unprotected Coin Treasure: Moderate Gem Piles unprotected Gems: Low, using Context C AND Gems: Semi-Precious AND Gems: Medium-Quality, using Context D 138 Mondaria City Mondaria City: Third Floor 139 Mondaria City Map 42: Mondaria City, Third Floor Overview (MC-TF-O) One square equals 20 ft. 140 Mondaria City Level Introduction: Mondaria City, Third Floor Summary High above the ground of the city rise six watchspire towers, allowing the staff of the city to keep a view as to the goings- on. Entrances and Exits Entry & Exit The only entry to or egress from these watchspire towers is spiral staircases that lead to “Map 31: Mondaria City Second Floor Overview (MC-SF-O)” on page 110. Overview Each Watchspire Tower is a self-enclosed room, with visibility in most cases all around. Atmosphere & Theme Wind rushes around these towers. It’s a lonely, slightly scary position to be in, particularly above a largely deserted and partially destroyed city. Forged by dwarven hands under the design of elven engineers, these towers are far from precarious... but with the air whistling about them, the PCs may not intuit that stability. Overlook Read this section whenever the PCs attempt to look through any of the barred windows in the towers: It’s a bit unnverving, looking out through the windows: simple bars do little to block the wind, or to prevent vertigo. The height is dizzying, and although the structure doesn’t seem to wobble, the wind whipping about and through the windows shrieks concern in your soul. These barred windows may be useful for shooting arrows, but they’re frightening for those actually up here! Default Random Encounters Unless otherwise indicated in an Area of Interest, roll on the Default Random Encounters table below for every 20 minutes the party remains in this area. In all the watchspire towers, there is a 20% chance the party may get a full night’s rest unmolested; roll at the start of the rest. Narrow and Spiral Staircases Note that to get to any of these towers, a monster must be of Medium size or smaller, and be able to climb spiral staircases. Ignore any Random Encounter results that call for a monster which simply could not end up here! Use your own judgment as to whether a particular creature’s presence here is reasonable. Table 9: Mondaria City Third Floor Default Random Encounters D% Event Description 01-44 No Encounter Nothing interesting or specific occurs to deter the party from their overall objectives and exploration. 45-49 Trivial Encounter Roll once on Monsters: Surface, Trivial. 50-54 Light Encounter Roll once on Monsters: Surface, Light. 55-64 Average Encounter Roll once on Monsters: Surface, Average. 65-67 Advanced Encounter Roll once on Monsters: Surface, Advanced. 68-69 Elite Encounter Roll once on Monsters: Surface, Elite. 70-00 NPC Encounter Roll once on the Default NPC Encounter Table below. Default NPC Encounters Some Areas of Interest within this level will describe a certain approach to NPC Encounters, providing its own localized version of the table below. Absent such an override, when in this level, when directed to roll for a random NPC, roll on the following table. Note that if a certain circumstance mandates the presence of an NPC, you may ignore and reroll results of “No Encounter” on the table below. The GM is, as in all other aspects of the adventure, to use her common sense regarding use of this table. You should feel free to ignore or reroll results with which you don’t agree, or simply choose a result yourself to keep with the atmosphere of the adventure as experienced by your gaming group. Note, also, that any entry in the list below that has a blank (“-”) next to it for roll results means that that NPC is never normally encountered in this level. Table 10: Mondaria City Third Floor Default NPC Encounters D% Event Description 01-21 No Encounter Despite an initial feeling, the party does not encounter any NPCs at this time. 141 Mondaria City D% Event Description 22 Common NPC Addicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 23 Common NPC Afflicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 24-30 Common NPC A single Bleak Mute lurches within view of the party. 31-45 Common NPC One Crazed Harbinger stumbles about within view of the party. 46 Common NPC Tainted Miners walk creepily toward the party: 2d4x 2d6x 2d8x 2d12x 47 Common NPC Miners approach the party suspiciously: 2d6x 2d8x 2d10x 2d12+4x 48 Common NPC One Mining Taskmaster walks purposefully toward the party. 49 Common NPC A terrified Munitions Wench is visible, huddled in her rags. 50 Common NPC You see a Supply Maid in tattered clothes, though you’re not sure she sees you. - Common NPC A horrifying Tainted Taskmaster walks about. 51-60 Named NPC Ambling scholar Brocambe Methurzz. 61 Named NPC Beastmaster Gabharn. 62 Named NPC Blacksmith Hamfast Burrbottom. 63 Named NPC Feastmaster Frobwin Glamfork. 64 Named NPC Herbalist Innelothe. - Named NPC Illusionist entertainer Raekeldorr. - Named NPC Keeper of Records Skandern Lithutz. - Named NPC Keepmaster Vanarelia Riccards. - Named NPC Loremaster Dalnarok. 65-74 Named NPC Mercenary dwarf Gordsturll. 75-84 Named NPC Merenary tiefling Killarth. - Named NPC Railmaster Arranz Trevain. - Named NPC Tinkermaster Skandbard. 85 Named NPC Warden Imeltrude Legande. D% Event Description 86 Named NPC Brewmaster Glimdarffe Sudsglub. - Named NPC Cartographer Estarel Finequill.. 87 Named NPC Chemist Incebb Gullip.. 88 Named NPC Chief engineer Didkeln Clawhammer. 89 Named NPC Coinmaster Lugatoo. - Named NPC Dwarven union leader Danalin Foeslash. - Named NPC Elven administration leader Maresmir. 90 Named NPC Engineer Brimdog Firecleave. 91 Named NPC Foreman Belerras. 92 Named NPC Gangboss Dagbrag. - Named NPC Lead designer Estarel Finequill. 93 Named NPC Mayor Faenadorn. - Named NPC Minemaster Thrennian Lo’quee. - Named NPC A Mystic Seer. - Named NPC Sage Natobbe. 94-95 Named NPC Stablehand Friskbik. 96 Named NPC Stablemaster Semtammi. 97-00 Named NPC Tribute magister Elawelle. Areas of Interest MC-TF-O-1: Eastern Watchspire, West Please refer to “Map 43: Eastern Watchspire, West (MC- EW-TF-W)” on page 142 for more information. MC-TF-O-2: Eastern Watchspire, Southwest “Map 44: Eastern Watchspire, Southwest (MC-EW-TF- SW)” on page 145 contains more details. MC-TF-O-3: Eastern Watchspire, Southeast This area is described in “Map 45: Eastern Watchspire, Southeast (MC-EW-TF-SE)” on page 148. MC-TF-O-4: Eastern Watchspire, Northeast Please turn to “Map 46: Eastern Watchspire, Northeast (MC-EW-TF-NE)” on page 150 for more details. MC-TF-O-5: Western Watchspire, Northeast “Map 47: WEstern Watchspire, Northeast (MC-WW-NE- TF)” on page 153 contains further detail. MC-TF-O-6: Western Watchspire, Southwest Please refer to “Map 48: Western Watchspire, Southwest (MC-WW-TF)” on page 155 for more information. 142 Mondaria City Map 43: Eastern Watchspire, West (MC-EW-TF-W) One square equals 5 ft. 143 Mondaria City MC-EW-TF-W: Eastern Watchspire, West Overview This is the westernmost tower in the eastern watchspire. It has a perfect view of the approach to the main entrance and to the eastern half of the city below. Theme & Purpose As with most other towers, resupply and a bit of safety are priorities here. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest MC-EW-TF-W-1: Stairs Down These lead to “Map 36: Eastern Watchspire, West (MC-EW- SF-W)” on page 122. MC-EW-TF-W-2: Longbench North A long, narrow bench sits atop a wide rug. It holds several bows, an array of polearms and other weapons, and a chest. Access Contents Longbench unprotected Weapons: Martial Ranged, roll 2d4 times AND Weapons: Ranged, roll 1d6 times AND Weapons: Martial 2H, roll 1d6 times AND Weapons: Martial 1H, roll 1d4 times Chest Locks: Chest, Strongbox Potions: Moderate, using Context B MC-EW-TF-W-3: Longbench South This bench holds a wide array of weaponry, and a locked chest. Access Contents Longbench unprotected Weapons: Martial Ranged, roll 1d6 times AND Weapons: Ranged, roll 1d4 times AND Weapons: Martial 2H, roll 1d4 times AND Weapons: Martial 1H, roll 1d6 times Chest Locks: Chest, Strongbox Potions: Moderate, using Context D MC-EW-TF-W-4: South Chest Table A table sits against the south wall; atop it is a jug of soured ale, a candle, and a large treasure chest. Access Contents Chest Locks: Chest, Strongbox AND Traps: General, both using Context C Potions: Moderate AND Weapons: Light AND Coin Treasure: Moderate, all using Context C MC-EW-TF-W-5: Northeast Corner In this corner are two stools, posted at the barred window. To the north is a circular table and an open barrel of fresh water. A crate sits to the north. Access Contents Crate unprotected General Supplies, size Medium MC-EW-TF-W-6: Northwest Corner Situated here is an array of chairs and stools, a circular table set with rotted food, and a barrel of fresh water. To the north is a crate. Access Contents Crate unprotected Rations & Prepared Food, size Medium MC-EW-TF-W-7: West Edge An octagonal table sits against the wall here, flanked by arrays of chairs and smaller tables. Amidst the place settings and spoiled food, there is a knife that looks particularly well-crafted. Access Contents West Edge Table unprotected Weapons: Simple, reroll any results that aren’t 1H MC-EW-TF-W-8: Southwest Corner A set of chairs and stools sit here along the array of 144 Mondaria City barred windows. There is also an open barrel of water. MC-EW-TF-W-9: Southeast Corner Chairs and stools are scattered here, positioned so as to overlook the city to the south and east. MC-EW-TF-W-10: East Edge To the south of the staircase is an array of sacks, and a locked chest. Access Contents Sacks unprotected Simple Foodstuffs, size Medium Chest Locks: Chest, Strongbox Coin Treasure: Moderate, using Context B AND Weapons: Martial 1H MC-EW-TF-W-11: East Edge North Just to the east of the staircase is a communal table ringed with chairs. The table is well-weathered, the wood chipped here and there with knife cuts and dagger stabs. MC-EW-TF-W-12: Overlook Read the standard Overlook text if the party looks out any of the barred windows. 145 Mondaria City Map 44: Eastern Watchspire, Southwest (MC-EW-TF-SW) One square equals 5 ft. 146 Mondaria City MC-EW-TF-SW: Eastern Watchspire, Southwest Overview This tower is one of the largest such observation posts, with responsibility for surveying the eastern entrance to the city and the residential district. Theme & Purpose This is one of the best ways to resupply outside the Mines. Time-pressed GMs might consider guiding lower-level, or under-equipped, parties here initially, before they venture into the Mines. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest MC-EW-TF-SW-1: Stairs Down These lead down to “Map 37: Eastern Watchspire, Southwest (MC-EW-SF-SW)” on page 125. MC-EW-TF-SW-2: Northwest Supplies In this corner is a lonely stool and chair, and an array of large barrels. Access Contents Barrels, Large (6x) Container: Barrel or Crate Rations & Prepared Food, size Medium MC-EW-TF-SW-3: Southwest Supplies The tower’s southwest corner is a rich field of supplies: crates, chests, a pile of sacks, and an open barrel of fresh water. Access Contents Crate, Large Container: Barrel or Crate General Supplies, size Large Crate, Small Container: Barrel or Crate Rations & Prepared Food, size Medium Chests (3x) Locks: Chest, Strongbox AND Traps: General, using Context C Potions: Moderate AND Coin Treasure: Moderate Sack Pile unprotected Simple Foodstuffs MC-EW-TF-SW-4: Dining Tables To the east of the staircase is a barrel, open, showing fresh water. Two rectangular tables ringed with chairs have been placed to the east; places are set haphazardly, and somefood here and there has long ago rotted. MC-EW-TF-SW-5: Longtable This table sits atop a huge rug amidst an open space in the east of the tower. Atop it sits an impressive array of weaponry, and a chest. Access Contents Longtable unprotected Weapons: Martial Ranged, roll 2d6 times AND Weapons: Ranged, roll 1d4 times AND Weapons: Light, roll 1d6 times AND Weapons: Martial 1H, roll 1d6 times Chest Locks: Chest, Strongbox AND Traps: General Potions: Moderate, using Context C MC-EW-TF-SW-6: Southeast Corner A big table set with food and plates sits amidst an array of chairs and stools here. Against the east wall of the tower is a pair of crates, a pile of sacks, and three chests. Access Contents Crate, Large Container: Barrel or Crate Rations & Prepared Food, size Large Crate, Small Container: Barrel or Crate General Supplies, size Medium Chests (3x) Locks: Chest, Strongbox AND Traps: General, using Context D Alcohol: General AND Coin Treasure: Moderate MC-EW-TF-SW-7: Northeast Corner A chair and a stool sit here next to an open barrel of fresh water, and two large barrels. 147 Mondaria City Access Contents Barrels (2x) Container: Barrel or Crate Alcohol: General, size Medium MC-EW-TF-SW-8: Northeast Crates An array of three crates is stacked here, next to a window with three stools. Access Contents Crates (3x) Container: Barrel or Crate General Supplies, size Medium MC-EW-TF-SW-9: North Wall A table sits against the north wall, with plenty of candles and plates. To its west is a chair and stool in front of a barred window. MC-EW-TF-SW-10: Overlook Read the standard Overlook text if the party takes a gander out any of the windows. 148 Mondaria City Map 45: Eastern Watchspire, Southeast (MC-EW-TF-SE) One square equals 5 ft. 149 Mondaria City MC-EW-TF-SE: Eastern Watchspire, Southeast Overview This is one of the most crowded towers. It has a decent view of the mountain ground floor to the northwest, and an acceptable view of the approach road to the east and southeast. During normal operation, this was considered one of the most boring towers to work in, and as such duty here was generall assigned to low performers. Theme & Purpose Owing to the low station of those who worked here, supplies tend to be of meaner stock than in other towers. However, monsters and people alike tend to overlook it, lending safety to the surroundings. Random Encounters Use the standard / default Random Encounter rules for this level; however, there is a 40% chance that a long rest will be safe. Areas of Interest MC-EW-TF-SE-1: Stairs Down These lead to “Map 38: Eastern Watchspire, Southeast (MC-EW-SF-SE)” on page 127. MC-EW-TF-SE-2: East Edge From here, you have a decent view of the roads approaching Mondaria City to the east. MC-EW-TF-SE-3: Northeast Supplies This wall holds a crate, two chests, and a handful of bags. To the southwest is an octagonal table, set for a meal of spoiled food. Access Contents Crate Container: Barrel or Crate Rations & Prepared Food, size Medium Bags unprotected Simple Foodstuffs Chests (2x) Locks: Chest, Simple Alcohol: General AND Coin Treasure: Moderate, both using Context D MC-EW-TF-SE-4: North Wall This aperture has a view of the ground floor of the mountain. If the party has not yet been inside the mountain, a brief description of “Map 30: Law General (MC-LO)” on page 107 may be in order. MC-EW-TF-SE-5: Dining Tables These octagonal tables are stacked with food that has gone bad weeks ago. MC-EW-TF-SE-6: Sacks and Bottles In a corner by a potted plant is an array of bags, sacks, and empty bottles. Access Contents Bags unprotected Rations & Prepared Food, size Medium In addition, in one of the bags is a slip of paper: In addition, a scrap of paper can be found in this chest: roll on the Plot Discoveries table. MC-EW-TF-SE-7: South Edge Against the south wall is an array of tables, stools, and chairs, all well-positioned for observing the city below to the south. MC-EW-TF-SE-8: Longtable Atop an enormous and threadbare rug is a narrow, long table holding a wide array of weaponry. Access Contents Longtable unprotected Weapons: Martial Ranged, roll 3d4 times AND Weapons: Ranged, roll 1d6 times AND Weapons: Light, roll 1d4 times AND Weapons: Martial 1H, roll 1d4 times, all using Context B MC-EW-TF-SE-9: Overlook Read the standard Overlook text if the party takes a gander out any of the windows. 150 Mondaria City Map 46: Eastern Watchspire, Northeast (MC-EW-TF-NE) One square equals 5 ft. 151 Mondaria City MC-EW-TF-NE: Eastern Watchspire, Northeast Overview The largest of the towers, this was perhaps the most important during normal operations, as it was the only means of scanning for visitors and threats to the northeast and east. Theme & Purpose Befitting its impressive size and position, there’s a high caliber of supply to be found here. However, that comes with increased danger. Random Encounters Use the standard / default Random Encounter rules for this level. There is no chance of a safe, long rest here, however. Areas of Interest MC-EW-TF-NE-1: Stairs Down This leads to “Map 39: Eastern Watchspire, Northeast (MC-EW-SF-NE)” on page 130. MC-EW-TF-NE-2: Northeast Supplies A rich array of supply containers can be found here: large crates, chests, barrels, and sacks. Access Contents Crate (2x) Container: Barrel or Crate General Supplies, size Medium, using Context C Barrels (5x) Container: Barrel or Crate Alcohol: General, using Context C Chests (5x) Locks: Chest, Strongbox Potions: Moderate, using Context C AND Gems: Semi-Precious, using Context B Sacks unprotected Rations & Prepared Food, size Medium MC-EW-TF-NE-3: Longbench North A long table topped with bows and arrows sits atop a fine rug here in a broad open space in the north of the tower. Access Contents Longbench unprotected Weapons: Martial Ranged, roll 2d6 times AND Weapons: Ranged, roll 1d4 times AND all using Context C MC-EW-TF-NE-4: Northeast Corner From here, you can see roads winding through the forests to the northeast. All seems calm and still; you spy no travelers on the road. Or wildlife, for that matter. MC-EW-TF-NE-5: Northeast Edge The barred windows here are broad and tall, making you feel as though there’s little at all to prevent people or objects from falling. MC-EW-TF-NE-6: Dining Tables Two tables, ringed with chairs, sit here to the south of the staircase. They are set for a family-style meal, though the food has long rotted. MC-EW-TF-NE-7: Longbench South A wide array of fine military hardware is on display here, on a low bench atop a huge rug in the south of the tower. Access Contents Longbench unprotected Weapons: Martial Ranged, roll 2d4 times AND Weapons: Ranged, roll 1d6 times AND Weapons: Martial 1H, roll 1d6 times AND Weapons: Simple, roll 1d4 times all using Context C MC-EW-TF-NE-8: Southwest Corner From the tables, chairs, and stools in this corner, you gain a nice view of the city to the south. MC-EW-TF-NE-9: Southeast Corner Well-padded, relaxing-looking chairs border this corner, owing to the best view in the tower: the approach road to the southeast, through which a majority of traffic must have come to Mondaria. MC-EW-TF-NE-10: East Edge You see a broad variety of trees and forest to the east. A main road makes its way north-to-south just outside the 152 Mondaria City mountain. MC-EW-TF-NE-11: West Edge Although there are barred windows here, there’s little to observe: you can see several watchspire towers to the west, but little of thecity or the mountain ground floor. You can just barely make out the main entrance of the minus. MC-EW-TF-NE-12: Southeast Edge A table here is set with rotted food. In lieu of silverware, an array of daggers is spread artfully. Access Contents Southeast Table unprotected Daggers (6x) MC-EW-TF-NE-13: Southwest Edge The food at this table is somewhat fresher than those at other tables. It looks barely a few days old. This is the meal of a survivor who stole up here for supplies. He is long dead now, the victim of roving monsters. MC-EW-TF-NE-14: North Table With a view to the ground floor of the mountain entrances below, this cozy seat has a nicely-set table next to it, with an array of high-quality foodstuffs that have unfortunately long spoiled. 153 Mondaria City Map 47: Western Watchspire, Northeast (MC-WW-NE-TF) One square equals 5 ft. 154 Mondaria City MC-WW-NE-TF: Western Watchspire, Northeast Overview This tower has a vital job: oversee the main entrance, and approaches, of the Mines. Theme & Purpose Despite its importance, this tower possesses little in the way of valuable resupply. The PCs can, however, gain an impressive view of the surrounding area, from which to better plan their activities. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest MC-WW-NE-TF-1: Stairs Down These lead to “Map 40: Western Watchspire (MC-WW-SF)” on page 132. MC-WW-NE-TF-2: North Edge In this cozy corner is a chair, a stool, and a table set with rotting food. You have a clear view from here of the ground floor of the mountain. MC-WW-NE-TF-3: East Edge Two octagonal tables sit against the east wall here, stacked with cutlery and plates and the occasional spoiled feast. MC-WW-NE-TF-4: Dining Table Those stationed here must have congregated about this table for their meals when duty did not press. MC-WW-NE-TF-5: Weapons Bench North To the south of the staircase is a small bench filled with weapons. Access Contents Weapons Bench unprotected Weapons: Martial Ranged, roll 1d4 times AND Weapons: Ranged AND Weapons: Simple, roll 1d6 times MC-WW-NE-TF-6: Weapons Bench South Here sits a thigh-high bench with an array of weapons. Access Contents Weapons Bench unprotected Weapons: Martial Ranged AND Weapons: Ranged, roll 1d6 times AND Weapons: Simple, roll 1d4 times MC-WW-NE-TF-7: Southeast Overlook From this barred window, you can see much of the city of Mondaria below you. In particular, you have a great view of the approach to the main entrance. MC-WW-NE-TF-8: East Overlook Directly below you is the main entrance to the mines. Massive doors and a huge wall block passage. There seems to be neither person nor creature guarding the door, however. 155 Mondaria City Map 48: Western Watchspire, Southwest (MC-WW-TF) One square equals 5 ft. 156 Mondaria City MC-WW-TF: Western Watchspire, Southwest Overview This is an odd tower, with visibility only to the westernmost areas of Mondaria City and little else. That said, it’s vitally important, as it provides for a view of what’s going on with the Mill and Fishery, as well as to observe potential threats from the river. Theme & Purpose Aside from scoping out potential areas to search in greater detail, there’s a bit of supply to be found here. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest MC-WW-TF-1: Stairs Down These lead down to “Map 40: Western Watchspire (MC- WW-SF)” on page 132. MC-WW-TF-2: West An open barrel of fresh water sits against the west wall here. A table ringed with chairs and stools sits to the north. MC-WW-TF-3: Food Prep and Supplies Two crates, a chest, and a pile of sacks are positioned against the north wall of the tower here. To the south, a food-prep station lies against the south wall; all of the food here has spoiled weeks ago. Access Contents Crate (2x) Container: Barrel or Crate General Supplies, size Medium Sacks unprotected Rations & Prepared Food, size Medium Chest Locks: Chest, Strongbox AND Traps: General, using Context D Potions: Moderate AND Coin Treasure: Moderate, using Context B MC-WW-TF-4: Weapons Bench Much of the center of the tower is consumed by an enormous rug, atop which rests a long table laden with weapons and armor. A chest sits on the western edge of the table. Access Contents Bench unprotected Weapons: Martial Ranged, roll 1d6 times AND Weapons: Ranged, roll 1d4 times AND Weapons: Martial 2H AND Armor: Shields Chest Locks: Chest, Strongbox Potions: Moderate, using Context B, roll 1d4 times MC-WW-TF-5: East In the northeast corner of the tower sits an open barrel of fresh water. To its west is a table with an assortment of dining vessels. Chairs, stools, and tables are spaced along the south and east edges, amongst barred windows. MC-WW-TF-6: Overlook Read the standard Overlook text if the PCs look out any of the barred windows. 157 Mines L1 Mondaria Mines: Level 1 158 Mines L1 Map 49: Mines Level 1, Overview (ML1-O) One square equals 20 ft. 159 Mines L1 Level Introduction: Mines Level 1 Summary Level 1 consists of more than a dozen basements and the first level of an enormous mining complex. Threats abound, and the party has plenty of chances to explore. Entrances and Exits Note that the following are typical, even secret, means of entering and exiting the level as it was designed. Other, magical means of navigating the level (for example, teleportation spells or those that grant incorporeality) are not discussed and are left to the GM to manage should they be introduced. Navigation to Mines Level 2 There are three Elevators descending to Level 2, near locations 21, 20, and 19. Location 13, the basement of the Southwest Residence, has a pit in the floor that leads to Mines Level 2. Navigation to Mondaria City Locations 21, 20, and 19 have Elevators up as well. Near Location 22 is a hole in the ceiling that leads to the Fishery Grotto. Many of the areas in this level are in fact basements of buildings in Mondaria City; nearly all of them have staircases or trapdoors that lead back up to the ground floors of those buildings. Overview A major nexus of activity, this level is actually a hybrid of two purposes: to the north, the Mine itself makes its presence known. To the south and east, however, the basement underpinnings of the city of Mondaria make for almost an entire second city’s worth of content to explore. Atmosphere & Theme As this is the party’s first chance to experience the Mines, it’s important to convey the sense of enormity. This is an absolutely gigantic mine, each level of which is several times the size of a small city and indeed, several times the size of Mondaria City on the surface. Mining Scaffolds These appear in many areas of the Mines. Traversing mining scaffolds requires a Climb check at DC 10, plus 1d4, plus 1 for every Mine level you are on. For example, scaffolds on Mines Level 2 require checks at DC 12+1d4. Failure means falling, typically only 10-20’. The height of the mine wall in each mining area will be mentioned in that area’s description. Separate checks are needed to ascend, and to return back to the mine floor safely. Once a safe ascent is completed, the PC in question may stay there without needing further checks. It is left to the GM’s discretion as to whether fighting, casting spells, or ranged combat while in a scaffold might require an additional check, but generally speaking, these should be safe once climbed. ML2-MNW-5: Water Troughs Scattered near the perimeter of the mining zone is a series of water troughs. Some are depleted, and those that still contain liquid hold a murky, soot-and-silt- stained ooze. You suspect these were used to sift through mined rock for valuables. Mining Water Troughs Each Trough scattered throughout the Mines has a 20% chance of containing a small amount of residual substance: roll on the Glasses, Metals, and Woods table, and halve all quantities produced. The water in those with liquid still remaining is unsafe to drink. Default Random Encounters Some Areas of Interest within this level will describe a certain approach to Random Encounters, either by overriding the timing (e.g., “every 30 minutes), and/or by providing its own localized version of the random encounter table below. Absent such an override, roll on the following table of Default Random Encounters for every 5 minutes the party remains in this area. Table 11: Mines Level 1 Default Random Encounters D% Event Description 01-24 No Encounter Nothing interesting or specific occurs to deter the party from their overall objectives and exploration. 25-40 Trivial Encounter Roll once on Monsters: Surface, Trivial. 41-59 Light Encounter Roll once on Monsters: Surface, Light. 60-74 Average Encounter Roll once on Monsters: Surface, Average. 75-74 Advanced Encounter Roll once on Monsters: Surface, Advanced. 85-89 Elite Encounter Roll once on Monsters: Surface, Elite. 90-00 NPC Encounter Roll once on the Default NPC Encounter Table below. 160 Mines L1 Default NPC Encounters Some Areas of Interest within this level will describe a certain approach to NPC Encounters, providing its own localized version of the table below. Absent such an override, when in this level, when directed to roll for a random NPC, roll on the following table. Note that if a certain circumstance mandates the presence of an NPC, you may ignore and reroll results of “No Encounter” on the table below. The GM is, as in all other aspects of the adventure, to use her common sense regarding use of this table. You should feel free to ignore or reroll results with which you don’t agree, or simply choose a result yourself to keep with the atmosphere of the adventure as experienced by your gaming group. Note, also, that any entry in the list below that has a blank (“-”) next to it for roll results means that that NPC is never normally encountered in this level. Table 12: Mines Level 1 Default NPC Encounters D% Event Description 01-05 No Encounter Despite an initial feeling, the party does not encounter any NPCs at this time. 06-10 Common NPC Addicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 11-14 Common NPC Afflicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 15 Common NPC A single Bleak Mute lurches within view of the party. 16 Common NPC One Crazed Harbinger stumbles about within view of the party. 17-25 Common NPC Tainted Miners walk creepily toward the party: 2d4x 2d6x 2d8x 2d12x 26-40 Common NPC Miners approach the party suspiciously: 2d6x 2d8x 2d10x 2d12+4x 41-44 Common NPC One Mining Taskmaster walks purposefully toward the party. D% Event Description 45 Common NPC A terrified Munitions Wench is visible, huddled in her rags. 46 Common NPC You see a Supply Maid in tattered clothes, though you’re not sure she sees you. 47 Common NPC A horrifying Tainted Taskmaster walks about. 48 Common NPC Celebrants dance and amble toward the party: 1d4x 2d4x 2d6x 3d8x 49 Common NPC Firedancers lithely come toward the party: 1d4x 2d4x 2d6x 3d8x 50 Common NPC A Firedancer party approaches the PCs: 1x Campmaiden, 1d4x Firedancers, 2d4x Celebrants 1x Hearthstud, 2d4x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d6x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d8x Firedancers, 2d8x Celebrants 51 Common NPC A single Campmaiden or Hearthstud approaches the party with a twinkle in their eye. Use the sex opposite the majority of the PCs’ composition, or randomize if there is a tie. 52 Named NPC Ambling scholar Brocambe Methurzz. 53 Named NPC Beastmaster Gabharn. 54 Named NPC Blacksmith Hamfast Burrbottom. 55 Named NPC Feastmaster Frobwin Glamfork. 56 Named NPC Herbalist Innelothe. 57 Named NPC Illusionist entertainer Raekeldorr. 58 Named NPC Keeper of Records Skandern Lithutz. 59 Named NPC Keepmaster Vanarelia Riccards. 60-64 Named NPC Loremaster Dalnarok. 65-69 Named NPC Mercenary dwarf Gordsturll. 70-74 Named NPC Merenary tiefling Killarth. 75-80 Named NPC Railmaster Arranz Trevain. 81 Named NPC Tinkermaster Skandbard. 82 Named NPC Warden Imeltrude Legande. 161 Mines L1 D% Event Description 83 Named NPC Brewmaster Glimdarffe Sudsglub. 84 Named NPC Cartographer Estarel Finequill.. 85 Named NPC Chemist Incebb Gullip.. 86 Named NPC Chief engineer Didkeln Clawhammer. 87 Named NPC Coinmaster Lugatoo. 88 Named NPC Dwarven union leader Danalin Foeslash. 89 Named NPC Elven administration leader Maresmir. 90 Named NPC Engineer Brimdog Firecleave. 91 Named NPC Foreman Belerras. 92 Named NPC Gangboss Dagbrag. 93 Named NPC Lead designer Estarel Finequill. 94 Named NPC Mayor Faenadorn. 95 Named NPC Minemaster Thrennian Lo’quee. 96 Named NPC A Mystic Seer. 97 Named NPC Sage Natobbe. 98 Named NPC Stablehand Friskbik. 99 Named NPC Stablemaster Semtammi. 00 Named NPC Tribute magister Elawelle. Areas of Interest: City Basements ML1-O-1: Blacksmith Basement Please see “Map 50: Blacksmith Basement (MC-BS-BM)” on page 163 for more details. ML1-O-2: Blacksmith/ Trading Post Basement This complex is discussed in “Map 51: Blacksmith / Trading Post Basement (MC-BSTP-BM)” on page 165. ML1-O-3: Checkpoint Control Basement “Map 52: Checkpoint Control Basement (MC-CC-BM)” on page 167 contains more information on this area. ML1-O-4: Fishery Basement This area is described in more detail in “Map 53: Fishery Basement (MC-FH-BM)” on page 169. ML1-O-5: Garrison Basement Turn to “Map 56: Garrison Basement (MC-GR-BM)” on page 177 for more details. ML1-O-6: Garrison Secret Tunnel Complex These tunnels are defined in “Map 54: Garrison Secret Tunnel Complex (MC-GR-ST)” on page 172. ML1-O-7: Garrison / Mess Hall Basement Overview Please refer to “Map 55: Garrison / Mess Hall Basement Overview (MC-GRMH-BMO)” on page 175 for more details. ML1-O-8: Inn & Stables Basement “Map 58: Inn & Stables Basement (MC-IS-BM)” on page 183 has full details on this region. ML1-O-9: Mess Hall Basement Turn to “Map 57: Mess Hall Basement (MC-MH-BM)” on page 180 for full details. ML1-O-10: Mill Basement Please turn to “Map 59: Mill Basement (MC-ML-BM)” on page 186 for more information. ML1-O-11: Residence Northeast Basement This region is described in “Map 60: Residence NE Basement (MC-RNE-BM)” on page 189. ML1-O-12: Residence Northwest Basement “Map 61: Residence NW Basement (MC-RNW-BM)” on page 191 contains a full description on this area. ML1-O-13: Residence Southeast Basement Please refer to “Map 62: Residence SE Basement (MC-RSE- BM)” on page 193 for more details. ML1-O-14: Residence Southwest Basement This area is described in “Map 63: Residence SW Basement (MC-RSW-BM)” on page 195. ML1-O-15: Trading Post Basement Please turn to “Map 65: Trading Post Basement (MC-TP- BM)” on page 200 for more details. ML1-O-16: Storage Basement “Map 64: Storage Basement (MC-ST-BM)” on page 198 has more information. ML1-O-17: Checkpoint / Storage Secret Stash Refer to “Map 66: Checkpoint / Storage Secret Stash (MC- CCS-BM)” on page 203 for full details. Areas of Interest: The Mines ML1-O-18: Railmaster’s Cottage Please turn to “Map 67: Railmaster’s Cottage (ML1-RLMC)” on page 205 for further details. 162 Mines L1 ML1-O-19: Rail Switchhouse East “Map 68: Rail Switchhouse East (ML1-RSE)” on page 208 contains a full description. ML1-O-20: Rail Switchhouse North This area is described in “Map 69: Rail Switchhouse North (ML1-RSN)” on page 210. ML1-O-21: Underground River Fishery Please turn to page 215 for more information. ML1-O-22: Underground River Piers Overview This area is described starting on page 213. ML1-O-23: Central Storage Overview Please refer to page 225 for more details. ML1-O-24: Secret Mine Area North This region is detailed commencing on page 233. 163 Mines L1 Map 50: Blacksmith Basement (MC-BS-BM) One square equals 5 ft. 164 Mines L1 MC-BS-BM: Blacksmith Basement Overview This is the blacksmith’s basement, which functions as storage as well as work area. Theme & Purpose Something horrible has happened here. The trail of blood leading down the stairs culminates in a corpse near a firepit. A secret passage to the south connects to another basement if discovered. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest MC-BS-BM-1: Stairs Up These lead to “Map 2: Blacksmith Ground Floor (MC-BS- GF)” on page 34. MC-BS-BM-2: Basement A trail of bloody footprints leads down the stairs. It snakes around to the south and west. There’s a pervasive smell of oil, metal, and leather, and of fire and soot, down here. The footprints lead past a workbench. Access Contents Workbench unprotected Weapons: Martial 1H AND Weapons: Simple AND Armor: Shields MC-BS-BM-3: Firepit Corpse A broken and lacerated body lies here, a few feet from an idle firepit. The body has been dead a week or more. From the garb, you guess it is the blacksmith. His pockets have been picked clean. MC-BS-BM-4: Debris & Storage A few finished pieces sit atop a table. Behind the stairs and to the north of a rockpile are heaps of fabric, raw leather, and other debris. There is nothing of value in the debris. Access Contents Table unprotected Armor: Light, roll 1d4 times MC-BS-BM-5: Finishing Stations These two tables against the east wall of the basement contain nearly-finished pieces. Access Contents North Table unprotected Weapons: Martial 1H, roll 1d4 times AND Weapons: Light, roll 1d4 times South Table unprotected Armor: Light AND Armor: Medium AND Armor: Shields, roll 1d4 times MC-BS-BM-6: Works in Progress and Secret To the southeast is a table with half-finished, but combat-ready, weapons. Just to the west of this, between two clumps of rocks, is a circular table with incomplete polearms. Access Contents West Table unprotected Weapons: Light, roll 1d6 times East Table unprotected Weapons: Martial 2H, roll 1d4 times, using Context D Only read the italicized text below if the secret door to the south is discovered. You notice the circular table has scratch marks on the floor, indicating it’s been moved frequently. Curious, you investigate to the south, and discover the rock here comes away easily, revealing a passage. Access Secret Passage South Locks: Door, Secret This leads to “Map 51: Blacksmith / Trading Post Basement (MC-BSTP-BM)” on page 165. 165 Mines L1 Map 51: Blacksmith / Trading Post Basement (MC-BSTP-BM) One square equals 5 ft. 166 Mines L1 MC-BSTP-BM: Blacksmith / Trading Post Basement Overview This complex of rooms is linked via naturally-occuring tunnel. Neither the Blacksmith, nor the owner of the Trading Post, was familiar with the existence of the connection. Theme & Purpose It’s worth noting how the two basements are connected in case the party needs to evade pursuit or hide. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest MC-BSTP-BM-1: Blacksmith Basement More information can be found on page 163. MC-BSTP-BM-2: Secret Tunnel This passage smells heavily of earth and soot. You wonder if it has ever been used before. In truth, it has never been used before; while the party is in this tiny passage, suspend all rolls on the Random Encounter table. This is of limited use, as the party cannot take a full rest here! MC-BSTP-BM-3: Trading Post Basement This region is described in full starting on page 200. 167 Mines L1 Map 52: Checkpoint Control Basement (MC-CC-BM) One square equals 5 ft. 168 Mines L1 MC-CC-BM: Checkpoint Control Basement Overview This is the basement of the main administrative building in Mondaria City. Theme & Purpose Paper-pushers do not, as a rule, stash the greatest treasure in their basements, and this area is no exception. It is, however, rich in possibilities to discover information, and it connects with the Secret Stash to the south. Secrets & Lies For every two books looted by the PCs in this basement, they discover a scrap of paper that could be a clue to the mystery: roll on the Plot Discoveries table. Areas of Interest MC-CC-BM-1: Stairs Up These lead to “Map 4: Checkpoint Control Ground Floor (MC-CC-GF)” on page 40. MC-CC-BM-2: Basement Floor The basement smells of earth and paper, a rich if bizarre comingling of scents. To the west of the staircase, a wooden chest sits empty, with coins scattered about it. To the east, an array of barrels sits: one is empty, and one is open with fresh water inside. Access Contents Empty Chest unprotected Coin Treasure: Moderate, using Context D, halve all numeric results Barrels (4x) Container: Barrel or Crate Alcohol: General, size Medium, using Context B MC-CC-BM-3: Tables and Barrels Three tables, laden with books and candles, occupy the center of the basement. To their west is an array of stacked casks. Access Contents Casks (3x) Container: Barrel or Crate Alcohol: General, size Medium, using Context C Tables (3x) unprotected Books: General, using Context C, roll 1d4 times MC-CC-BM-4: Reading Tables In the southwest corner of the basement, four rectangular tables form an “L” shape that stops shy of the basement wall. A circular table ringed with chairs sits in the center of the “L” shape. All five tables have books, parchment, and candles atop them. Access Contents Reading Tables (5x) unprotected Writing Supplies, using Context C AND Books: General, using Context C Access Secret Passage Southwest Locks: Door, Secret, using Context B MC-CC-BM-5: Secret Entrance Only read the italicized text below if the PCs discover the secret. Behind piles of rocks and boulders, you spy a fallen rock that seems to have revealed a passage. Prying more stones away, you discover a small tunnel you can get through if you hunch down low. MC-CC-BM-6: Southeast Barrels Along the southeast bend of the basement wall, two empty small barrels and three stacked large barrels have been placed. Access Contents Barrels (3x) Container: Barrel or Crate Simple Foodstuffs, size Medium MC-CC-BM-7: Secret Tunnel The passage winds around to the west, then faces south. The floor is riddled with rocks and grime. MC-CC-BM-8: Secret Stash This connects to “Map 66: Checkpoint / Storage Secret Stash (MC-CCS-BM)” on page 203. 169 Mines L1 Map 53: Fishery Basement (MC-FH-BM) One square equals 5 ft. 170 Mines L1 MC-FH-BM: Fishery Basement Overview This is actually two basements, underneath the same building. To the east is the underside of the more residential aspect of the Fisher structure; the west basement consists of a naturally-occuring cave used for longer-term storage and production results. Theme & Purpose There’s the treasure in the northwest corner, of course, but other than that, this is a good place to get some fairly esoteric, though mundane, supplies. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest MC-FH-BM-1: Stairs Up West These lead to “Map 5: Fishery Ground Floor (MC-FH-GF)” on page 43. MC-FH-BM-2: Stairs Up East These also lead to the ground floor on page 43. MC-FH-BM-3: Crate Stack The north third of the basement consists of an array of crates. A treasure chest sits atop the largest of these. Access Contents Crates, Small (6x) Container: Barrel or Crate Fishing Supplies, size Medium Crate, Large Container: Barrel or Crate Supplies: General, size Large Chest Locks: Chest, Simple AND Traps: General, using Context B Coin Treasure: Moderate AND Potions: Moderate, both using Context B MC-FH-BM-4: Tables These mostly-blank tables appear to have been used to pack or unpack containers. The stink of fish flesh permeates the wood. MC-FH-BM-5: Cauldron In the south of the basement, a lone cauldron sits in a corner. Access Contents Cauldron unprotected Potions: Moderate MC-FH-BM-6: Western Basement Floor This basement is cool, ragged, and seems to be naturally- occuring for the most part, expanded by people manually in places. The earthen floor is cool and slightly damp, but not mucky. MC-FH-BM-7: Crates Immediately to the west of the staircase is a trio of crates, just north of a handful of bags. Access Contents Crates, Small (3x) Container: Barrel or Crate Fishing Supplies, size Medium Bags unprotected Simple Foodstuffs MC-FH-BM-8: Barrels North Four barrels sit here, next to a pile of empty sacks. Three of the barrels are empty; one is open and half-full of grimy water. MC-FH-BM-9: Barrels West Against the northwest corner, an array of barrels has been pushed. Three are open and empty; the remainder are sealed. To their southwest is a chest. Access Contents Barrels (6x) Container: Barrel or Crate Rotted Fish (no value) Chest Locks: Chest, Simple Weapons: Light, using Context B MC-FH-BM-10: Barrels Southeast Nestled against a rockpile is a stack of barrels. 171 Mines L1 Access Contents Barrels (6x) Container: Barrel or Crate Rotted Fish (no value) If the party does not investigate these crates, they may contain a monster: When the party travels through the passage to the north (see below), roll on the Random Encounters table; if a monster results of Small size or smaller, it bursts forth from these barrels, though it waits for the PCs to finish their exploration of the cave to the northwest. Ignore any Random Encounter results that could not fit in a barrel. MC-FH-BM-11: North Passage Behind some rocks is a tight squeeze of a passage covered in cobwebs. Medium-sized creatures must squeeze through here, meaning that two-handed weapons cannot be wielded by whichever PC is moving at the time. MC-FH-BM-12: Northwest Cave This cave is particularly damp; the floor oozes a mostly- solid muck. The smell is rich with earth, saltwater, and fish. MC-FH-BM-13: Fishmaster’s Stash In a somewhat watertight plateau of gypsum is a locked wooden chest, well-weathered and battered. Access Contents Chest Locks: Chest, Simple AND Traps: General, using Context D Coin Treasure: Moderate, using Context B AND Armor: Shields, using Context C 172 Mines L1 Map 54: Garrison Secret Tunnel Complex (MC-GR-ST) One square equals 5 ft. 173 Mines L1 MC-GR-ST: Garrison Secret Tunnel Complex Overview One of the very few means of entering the Mines not using the Elevators, these tunnels lead from the Garrison basement to the eastern portion of the Mines. Theme & Purpose There’s danger here, but a creative way of entering the Mines. A Chain of Secrets Counting the entrance the PCs have already discovered if they’re looking at this map, there are three additional secret doors to discover to progress through the entirety of this region. Finding each should grant 1 Reward Star. Discovering all four secrets that link the Garrison with the Mines should benefit the party an additional 3 Reward Stars on top of that. Note that most of the secret passages have secret door symbols on either side of the secret tunnels. Discovering one side of the secret also reveals the other; a second Perception check is not required to uncover the secret at the other end of the secret tunnel. In addition, roll only once for the profile of each secret; the difficulty is the same on either side of a given tunnel. Random Encounters Use the standard / default Random Encounter rules for this level; roll twice as often as normal. Reroll results of “No Encounter”. Finally, ignore any “NPC Encounter” results, as no citizens have yet discovered these tunnels. Areas of Interest MC-GR-ST-1: Garrison Basement More detail on this area can be found in “Map 6: Garrison Ground Floor (MC-GR-GF)” on page 47. MC-GR-ST-2: Entrance Tunnel A tight squeeze initially opens up a bit to a rock- and web-encrusted passage leading northeast. MC-GR-ST-3: Slime Patch A slick patch of floor looks a lot like a slime or ooze, as the passage curves to the west. This is in fact a slimy puddle of water, not a semi-sentient monster. MC-GR-ST-4: Dead End The cave terminates in a bit wider room with some mushrooms and a rock pile in the north. There is nothing to find here, but the abrupt and boring dead-end will entice the party to keep exploring. MC-GR-ST-5: Secret Tunnel South Only read the italicized text if the secret is discovered. In the northeast corner of the fork in the cavern, you feel a weakness in the mixture of stone and muck. Chunks of soil fall apart as you dig, and soon you’ve uncovered a passage through which you can all fit if you hunch over. Access Secret Passage South Locks: Door, Secret, using Context D, Perception only MC-GR-ST-6: Center Chamber This chamber is pear-shaped, with the narrow end pointed northeast. Fungus has sprouted on the ground ahead of you; to the north is a patch of green slime. Although both features mentioned are benign, entering this room prompts an immediate roll on the Random Encounters table. Ignore NPC Encounters; also ignore any result which calls for a creature of larger than Small size. Place any encounter that results in the webbed portion of the tunnel to the northeast. MC-GR-ST-7: Southeast Fungi Room A much larger chamber opens to the south. The floor is almost entirely coated in mushrooms of various sizes and shapes, a mixture of green and ochre. To the northeast is a patch of greenish slime. As the PCs approach this region, randomize by rolling a d100: on a 0-20, there is no threat here; on a 21-60, the fungus contains a Fungal Crawler; on a 61-90, the slime patch is actually a Grey Ooze; and on a 91-00, both the Crawler and the Ooze are present. 174 Mines L1 MC-GR-ST-8: Northeast Passage Cobwebs, rocks, muck, and mushrooms speckle the surfaces in this long, narrow tunnel. If the PCs have not yet faced any monsters in these tunnels, roll on the Random Encounters table as they pass the squares marked with an “8”. Ignore NPC Encounters; also ignore any result which calls for a creature of larger than Small size. Place any encounter that results in the webbed portion of the tunnel to the northwest; if the party is moving from north-to-south along this tunnel, place the threat in the square marked with a “7” instead. MC-GR-ST-9: North Passage The cave narrows to a heavily-webbed narrow space at one point here. To the west of the pinch point is a patch of greenish muck. Surprisingly, there are no spiders to be found in these tunnels (aside from those which may result from Random Encounters). Medium-sized creatures require four rounds to pass through this point, however. The muck is simply that, and contains no threat. MC-GR-ST-10: Green Mushroom Room Two rectangular swathes of green fungus coat much of this kidney-shaped chamber. Rocks pepper the spaces in between. The fungus contains no inherent risk. Access Secret Passage North Locks: Door, Secret, using Context D; Perception only, reduce DCs by 2 MC-GR-ST-11: Secret Tunnel Northeast Only read the italicized text below if the secret is discovered. Along the southwest edge of the chamber is a face of stone that seems slightly different than its neighbors. Pushing, you tip the stone over, revealing a pasage to the southwest. MC-GR-ST-12: Northwest Pillar Room In the center of this large room is a floor-to-ceiling connected stalagmite. Surrounding it is a ring of multicolored fungi, small caps speckled with larger, dog- sized chunks as well. Amidst the fungus is a Violet Fungus. MC-GR-ST-13: Secret Mines Passage Only read the italicized text if the PCs discover the secret. The dirt wall to the northwest falls away at your touch. MC-GR-ST-14: Mines Entrance This leads to “Map 49: Mines Level 1, Overview (ML1-O)” on page 158. Access Mines Secret Passage Locks: Door, Secret, using Context B; Perception only 175 Mines L1 Map 55: Garrison / Mess Hall Basement Overview (MC-GRMH-BMO) One square equals 5 ft. 176 Mines L1 MC-GRMH-BMO: Garrison / Mess Hall Basement Overview Overview These two basements, and the secret tunnels that connect them, are part of an interwoven complex of naturally- occuring caverns that have been extended manually to form a large supply cache. Theme & Purpose Supplies and treasure abound, but so does danger. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest MC-GRMH-BMO-1: Garrison Basement Please refer to page 177 for more information. MC-GRMH-BMO-2: Mess Hall Basement This region is described in more detail starting on page 180. MC-GRMH-BMO-3: Mess Hall Secret Stash This area is also described beginning on page 180. MC-GRMH-BMO-4: Garrison Secret Tunnel Complex Turn to page 172 for further information. 177 Mines L1 Map 56: Garrison Basement (MC-GR-BM) One square equals 5 ft. 178 Mines L1 MC-GR-BM: Garrison Basement Overview Underneath the Garrison is a huge basement that runs the width of the building above and then some. It was used for storage, disaster preparedness, and occasionally for sparring. Theme & Purpose Secret passages connect this basement with its neighbor, the Mess Hall Basement, and with the secret tunnels to the northeast. The route to the northeast eventually leads to the Mines themselves, making this one of the very few entrances into the Mines without taking a traditional Elevator. There’s also the possibility of discovering more information about the city and what fate has befallen it. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest MC-GR-BM-1: Stairs Up These lead to “Map 6: Garrison Ground Floor (MC-GR-GF)” on page 47. MC-GR-BM-2: Basement Floor The air here is less cool, and more humid, than you would have imagined. A slight breeze seems to blow from west to east, but it could be your imagination. This basement is enormous—seeming more so for its lack of inherent light. MC-GR-BM-3: Weapons Prep East A long table holds polearms, staves, and shields in a messy abundance. To the east is an open treasure chest with coins scattered about, as though whomever opened it was hastily seeking something in particular. Access Contents Table unprotected Weapons: Martial 2H, roll 2d6 times AND Armor: Shields, roll 2d4 times Chest unprotected Coin Treasure: Moderate, using Context D, halve all quantities MC-GR-BM-4: Monster Corpse The bones of a large creature rest here. Whatever it was, it was eight feet tall, had long claws, a tail and sharp teeth, and it likely died several weeks ago. MC-GR-BM-5: Secret Passage Northeast This leads to “Map 54: Garrison Secret Tunnel Complex (MC-GR-ST)” on page 172. MC-GR-BM-6: Weapons Prep Center An “L” shape is formed by neatly-organized tables about the base of the staircase. Atop the tables is an assortment of weaponry that appears to be in pristine condition. Access Contents Table unprotected Weapons: Martial 1H, roll 2d6 times AND Weapons: Ranged, roll 2d4 times MC-GR-BM-7: Weapons Prep West A long table runs east-west here; swords of all manner are organized crisply. To the south, a stack of barrels has been pushed up against the packed-dirt wall. In between these features, it looks as though someone has ripped apart an unarmored young man and looted his body; the blood trail from the encounter spatters across this entire area. The deceased was a tally-boy, charged with keeping inventory for the Garrison; he was working here when the monster whose corpse now lies to the east ransacked the basement. Access Contents Table unprotected Weapons: Martial 1H, roll 3d6 times, reroll results that are not Swords Barrels, Large (4x) Container: Crate or Barrel Simple Foodstuffs, size Medium Barrels, Small (2x) Container: Crate or Barrel Alcohol: General, size Medium MC-GR-BM-8: North Corpse Next to a crate and an urn, a half-elven body lays, slain some weeks ago. The blood trail from the assailant leads 179 Mines L1 to the stairs to the east. On the body is a scrap of paper: roll on the Plot Discoveries table. Access Contents Crate Container: Crate or Barrel Rations & Prepared Food, size Medium Barrels (3x) Container: Crate or Barrel Alcohol: General, size Medium MC-GR-BM-9: Table & Chest A rectangular table sits in the middle of this space. To the north is a treasure chest, empty but for coins scattered about the floor surrounding it. Access Contents Chest unprotected Coin Treasure: Moderate, using Context D, halve all quantities MC-GR-BM-10: Crate & Chest In the southwest corner of the basement is a large crate, atop which rests a pile of sacks and a locked treasure chest. Access Contents Crate, Large Container: Crate or Barrel Rations & Prepared Food, size Large Sacks unprotected Potions: Moderate Chest Locks: Chest, Strongbox Weapons: Light, using Context C AND Gems: Semi-Precious, using Context B MC-GR-BM-11: Smashed Crates A crate has been smashed horribly here. Next to it is a pile of five smaller crates, and another large crate. Access Contents Crate, Large Container: Crate or Barrel Rations & Prepared Food, size Large Crates, Small (5x) Container: Crate or Barrel General Supplies MC-GR-BM-12: Secret Passage West Only read the italicized text below if the secret is uncovered. Just behind the wall of barrels, and above a bed of loose rock, you discover a pile of earth and stones that shifts when you touch it. The debris crumbles, and you discover a passage to the west. Access Secret Passage West Locks: Door, Secret, using Context B, Perception only MC-GR-BM-13: Wall of Barrels A huge array of barrels is stacked loosely toward the west wall of the basement, stopping just short of a column of rocks and debris. One open barrel contains fresh water. Access Contents Barrels (11x) Container: Crate or Barrel Alcohol: General, size Medium 180 Mines L1 Map 57: Mess Hall Basement (MC-MH-BM) One square equals 5 ft. 181 Mines L1 MC-MH-BM: Mess Hall Basement Overview This is the basement of the huge Mess Hall upstairs. As such, it contains a great deal of raw materiel and supplies for feeding hundreds of citizens. Theme & Purpose Foodstuffs are typically boring loot for adventurers, but this area contains enough rations to fuel dozens of expeditions. There’s also the possibility of turning up some interesting loot as well, particularly if the party discovers the secret tunnel to the northeast. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any monster-related results once. NPCs of Note Night or day, there is a 20% chance that the Feastmaster will be hanging out down here. Areas of Interest MC-MH-BM-1: Stairs Up These lead to “Map 9: Mess Hall Ground Floor (MC-MH- GF)” on page 56. MC-MH-BM-2: Basement Floor This space smells rich, but earthy, as though a naturally- occuring cave had been hollowed out and expanded by the citizenry of the city, and then filled with reserves of raw foodstuffs and spices. Which, you suspect, is precisely what you encounter here. MC-MH-BM-3: Sackpile A large mountain of sacks of all manner has been assembled here. Access Contents Sack Pile unprotected Simple Foodstuffs, size Large MC-MH-BM-4: Barrels Northwest Against the northwest edge of the basement is an array of barrels, piled two high. Two are open; one of these is empty, and the second contains a murky brown liquid. A trio of casks sits to the north of the other barrels. The brown liquid is simply fouled water. Access Contents Barrels (13x) unprotected Fresh water Access Contents Casks (3x) Container: Crate or Barrel Alcohol: General, using Context B, size Medium MC-MH-BM-5: Looted Chest In the southwest of the basement is a wooden treasure chest whose lock appears to have been smashed. There is nothing inside, but scattered about the floor nearby you find an array of coins. Access Contents Chest unprotected Coin Treasure: Moderate, using Context D, halve all quantities MC-MH-BM-6: Barrels Southwest Ranks of barrels sit here, carefully arranged against the southern cave wall. Two are opened; one is empty, and the other appears to have clear water in it. Access Contents Barrels (17x) unprotected Alcohol: General, using Context D, size Medium MC-MH-BM-7: Secret Passage South This leads to “Map 56: Garrison Basement (MC-GR-BM)” on page 177. Access Secret Passage South Locks: Door, Secret, using Context B, Perception only MC-MH-BM-8: Cutlery Table A long, narrow table occupies space here, stacked with dozens of plates and arrayed with handfuls of cutlery. It appears to have been a repair and sharpening station of a sort. 182 Mines L1 Access Contents Cutlery Table unprotected Daggers (2d6x) MC-MH-BM-9: Chests and Sacks North A pile of large canvas sacks, enormous wooden crates, and a scattering of treasure chests forms a “U” shape to the north of the staircase. Access Contents Sack Pile unprotected Simple Foodstuffs, using Context C, roll 2d4 times Large Crates (7x) Container: Crate or Barrel Rations & Prepared Food, size Large, using Context C Chests (4x) Locks: Chest, Simple, using Context B General Supplies, using Context C MC-MH-BM-10: Large Chest Nestled in the northeast, behind a head-high assortment of crates, is a large wooden chest. Access Contents Chest Locks: Chest, Simple, AND Traps: General, using Context B Potions: Moderate, using Context B, roll 2d4 times MC-MH-BM-11: Secret Passage North This passage is hidden behind cobwebs and rocks. When the PCs touch the spiderwebs in this area—which is required to investigate this secret—they trigger a roll on the Random Encounters table. Ignore “NPC Encounter” results, and reroll any results that involve one or more monsters of larger tham Small size. Any monsters that then result should be placed in the area marked by the “13” to the east. Only read the italicized text if the secret is discovered. You scrape the moldy cobwebs from the earthen wall, and discover chunks of rock and grime that fall away at your touch. A tight passage is revealed to the east. Access Secret Passage South Locks: Door, Secret, using Context B, Perception only MC-MH-BM-12: Dead Woman’s Cave The long-dead skeleton of an elven female lies here. Of her belongings, there is no sign. MC-MH-BM-13: Secret Cave East The narrow passage opens into a circular chamber lined with rocks. In the north is a pile of rotten clothing; to the northeast is a chest. Access Contents Chest Locks: Chest, Simple, AND Traps: General Coin Treasure: Moderate AND Weapons: Martial 1H Clothing Pile unprotected Clothing: General, roll 2d4 times The secret passage to the south uses the following profile: Access Secret Passage Southeast Locks: Door, Secret, using Context C, Perception only MC-MH-BM-14: Southeast Secret Cache The earthen walls form a triangular-shaped secret cache here. You see a pile of debris and a locked wooden chest. Access Contents Chest Locks: Chest, Simple, AND Traps: General, using Context C Potions: Moderate, using Context C AND Gems: High-Quality, using Context D, halve quantities 183 Mines L1 Map 58: Inn & Stables Basement (MC-IS-BM) One square equals 5 ft. 184 Mines L1 MC-IS-BM: Inn & Stables Basement Overview This is the basement to the Inn & Stables above. Much of its long-term storage is mundane fare. Theme & Purpose There’s a secret cave to the southwest, but it’s terribly disappointing in terms of treasure potential. The main chamber underneath the Inn is heavily stocked with long- term fare. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest MC-IS-BM-1: Trapdoor Up This leads to “Map 8: Inn & Stables Ground Floor (MC-IS- GF)” on page 52. MC-IS-BM-2: Barrels North To the north of the trap door is an array of barrels against the north wall. A trio of smaller casks sits to the east of this. One barrel is open, and appears to contain fresh water. Access Contents Barrels (6x) Container: Crate or Barrel Alcohol: General, size Medium Casks (3x) Container: Crate or Barrel Alcohol: General, using Context C MC-IS-BM-3: Table and Casks A rectangular table sits here. To its west, against the earthen wall, is a quintet of casks. To the south is an open wine cask. A firepit sits, weeks unused, to the southeast of the area. Access Contents Casks (5x) Container: Crate or Barrel Alcohol: General, size Medium, using Context B Open Cask unprotected Alcohol: General, using Context C MC-IS-BM-4: Barrels & Secret A trio of casks sits between a clump of fungus and some knee-high rocks. To the south, against the wall of the basement, is a trio of barrels in a line: two of these are open and empty. Access Contents Casks (3x) Container: Crate or Barrel Alcohol: General, size Medium Barrel Container: Crate or Barrel Fresh water Access Secret Passage Southwest Locks: Door, Secret, using Context D, Perception only MC-IS-BM-5: Organizing Tables & Barrel Stack In the center of the basement is a duo of tables, atop which are scattered empty bottles of rum. Two enormous piles of barrels are stored in the center; a small upright cask sits to the west of these. Access Contents Barrels (13x) Container: Crate or Barrel Alcohol: General, size Medium, using Context D Cask Container: Crate or Barrel Alcohol: General, size Medium, using Context C MC-IS-BM-6: Chairs and Stools In the southeast of the basement, an enormous assortment of chairs and stools are chaotically scattered. MC-IS-BM-7: Crates An “L”-shape of crates is formed here. On top is a scattering of chests, two smaller crates, and a cask. Access Contents Crates, Large (4x) Container: Crate or Barrel Simple Foodstuffs, size Medium, roll 1d4 times 185 Mines L1 Access Contents Crates, Small (2x) Container: Crate or Barrel Rations & Prepared Food, size Medium Chests (3x) Locks: Chest, Simple Coin Treasure: Moderate AND Rations & Prepared Food Cask Container: Crate or Barrel Alochol: General, using Context C MC-IS-BM-8: Spiderweb Entrance As you enter the secret passage, a maze of spiderwebs greets you. These may seem threatening, but presage no related monster. It does take 2d6 rounds to pass through his area, however. MC-IS-BM-9: Fungal Passage A carpet of hand-sized fungal caps coats the floor of this chamber, which appears to dead-end to the north. When entering this chamber, roll on the Random Encounters table; ignore “NPC Encounters” results and any results that involve one or more monsters larger than Medium size. Place any monster(s) that result in the basement in the area marked with a “7”. MC-IS-BM-10: Rock Chamber A scattering of rocks marks this dead-end chamber to the south. There is, disappointingly, nothing else of interest to be found here. 186 Mines L1 Map 59: Mill Basement (MC-ML-BM) One square equals 5 ft. 187 Mines L1 MC-ML-BM: Mill Basement Overview This is ostensibly the basement of the Mill above. The owners discovered a naturally-occuring cavern to the southwest, and used it as a secret cache for long-term storage. Theme & Purpose While there is some loot to be found in the main chamber, the secret cache is the real reason to venture down here. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll monster-related results once. Areas of Interest MC-ML-BM-1: Stairs Up This leads to “Map 10: MIll Ground Floor (MC-ML-GF)” on page 59. MC-ML-BM-2: Barrels North As you step into the basement, you see a quarter of barrels laid up against the north wall of the chamber. Access Contents Barrels (4x) Container: Crate or Barrel Alcohol: General MC-ML-BM-3: Organizing Stations Four tables are ringed with all manner of stools and chairs. Their surfaces are littered with cleavers, buckets, knives, and sieves. From these tools and the marks in the wood, it’s apparent that this is where all manner of foodstuff processing occured. Access Contents Organizing Tables unprotected 3d20 daggers MC-ML-BM-4: Crates Most of the eastern portion of the basement is taken up by an arrangement of large crates. On top and about the crates are scattered a smaller crate, bags, baskkets, three treasure chests, and sacks. Access Contents Crates, Large (6x) Container: Crate or Barrel General Supplies, size Large Crate, Small Container: Crate or Barrel Simple Foodstuffs, size Medium Access Contents Chests (3x) Locks: Chest, Simple Coin Treasure: Moderate, using Context D, halve quantities Sack Piles (3x unprotected Simple Foodstuffs Baskets (4x) unprotected Potions: Moderate, using Context D MC-ML-BM-5: Opened Chest In the southeast of the room is an opened chest. Copper pieces have been scattered about the floor nearby. Access Contents Chest unprotected Coin Treasure: Moderate, using Context D, cp only MC-ML-BM-6: Crates South A stack of three woodne crates sits against the south wall of the basement. On the very top is a treasure chest. Nearby is a smaller crate, atop which is a basket. Access Contents Crates, Large (3x) Container: Crate or Barrel General Supplies, size Large Crate, Small Container: Crate or Barrel Simple Foodstuffs, size Medium Chest Locks: Chest, Simple AND Traps: General Armor: Light, using Context B Basket unprotected Fishing Supplies MC-ML-BM-7: Cookfire A firepit sits here in a natural alcove. Frying pans aplenty sit idle in the ashes and rock. Nearby sits a 188 Mines L1 cauldron full of water, three buckets, and a basket. The basket is empty. MC-ML-BM-8: Secret Rockwall Only read the italicized text below if the secret is uncovered. Above the ample rocks at your feet is an array of rocks that form the wall of the basement. You manage to prize one of them off the wall with your fingers; further effort reveals a passage to the southwest. Access Secret Passage Southwest Locks: Door, Secret, Perception only MC-ML-BM-9: Rockpile To the south of the stairs is a stove and a huge array of canvas sacks filled with cooking supplies. Behind the stairs, to their west, is an assortment of rocks of all sizes. Access Contents Sacks unprotected Simple Foodstuffs, roll 2d6 times Rockpile unprotected Gems: Low, using Context D, halve quantities MC-ML-BM-10: Secret Passage Rocks are underfoot, and webs hang from the ceiling, in this passage southwest. MC-ML-BM-11: Secret Cache Chamber This natural chamber is moist, and the air humid. Through the rock and earth to the west you can hear rushing water. The floor is earthen, but squishes underfoot as though the waterline is just a few inches below. Waterproof sailcloth bags sit to the west, and an array of casks is piled to the north. Access Contents Sacks unprotected Textiles: General, using Context C, size Medium Casks (4x) Container: Crate or Barrel Alcohol: General, using Context C, size Medium MC-ML-BM-12: Chest Cache Almost buried beneath cobwebs and rocks sits a rotted wooden treasure chest. The wood is rotted, but the trap still functions. Access Contents Chest Traps: General, using Context B Writing Supplies AND Clothing: General AND Gems: Semi-Precious, using Context B 189 Mines L1 Map 60: Residence NE Basement (MC-RNE-BM) One square equals 5 ft. 190 Mines L1 MC-RNE-BM: Residence Northeast Basement Overview This is the basement of one of the four residences. Theme & Purpose There’s a surprisingly solid amount of treasure to be found. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll monster-related results once. Areas of Interest MC-RNE-BM-1: Trapdoor Up This leads to “Map 12: Residence NE Ground Floor (MC- RNE-GF)” on page 64. MC-RNE-BM-2: Bag Stash A large variety of sacks and bags is heaped here. Access Contents Sacks unprotected Textiles: General, using Context C, size Large AND Clothing: General, using Context C, size Medium MC-RNE-BM-3: Crate and Chest Behind the array of sacks is a large crate and a chest atop it. Access Contents Crate, Large Container: Barrel or Crate General Supplies, size Large Chest Locks: Chest, Simple, using Context B Potions: Moderate, using Context B MC-RNE-BM-4: Barrels A cluster of barrels sits here. One is open and empty; another is open and seems to contain fresh water. Three smaller others are sealed. Access Contents Barrel (3x) Container: Barrel or Crate Alcohol: General, using Context D, size Medium Chest Locks: Chest, Simple, using Context B Potions: Moderate, using Context B Access Secret Door Locks: Door, Secret, Perception only, using Context C MC-RNE-BM-5: Secret Tunnel You have to crouch low to navigate this tunnel, which ends in a web-strewn aperture. MC-RNE-BM-6: Guano A spill of guano makes the whole western portion of the room slick and the chamber smell offensive. The feces themselves appears to have a thick crust, suggesting it is from months ago or longer. MC-RNE-BM-7: Treasure Cache A pile of belongings sits here, amidst the cobwebs and the guano. From the layer of dust and the decay of the leather and fabric, it must have been sitting here for years. Access Contents Treasure Pile unprotected General Supplies AND Weapons: Martial 1H AND Armor: Medium AND Potions: Moderate AND Coin Treasure: Moderate AND Gems: Low, all using Context B MC-RNE-BM-8: Crates Access Contents Crates (4x) Container: Barrel or Crate General Supplies, size Medium 191 Mines L1 Map 61: Residence NW Basement (MC-RNW-BM) One square equals 5 ft. 192 Mines L1 MC-RNW-BM: Residence Northwest Basement Overview This is the basment of the ransacked, bloodied residence. Monsters erupted through the passage to the southeast and slew the entire family. Theme & Purpose It’s a grisly scene, but also the means of traveling south to connect to a series of passages that will eventually allow access to the Mines as an alternative to the main entrance. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any results of “NPC Encounter” or “No Encounter”. Place any monsters resulting from Random Encounters as coming from the tunnel to the southeast. Areas of Interest MC-RNW-BM-1: Trapdoor Up This leads to “Map 13: Residence NW Ground Floor (MC- RNW-GF)” on page 66. MC-RNW-BM-2: Grisly Scene The basement makes for an horrific scene: a skeleton, stripped of flesh but recently, presumably by the same firey source that scorched the floor. Blood is flecked all over the floor. A line of slouched, grim black prints traces to the southeast. To the northwest is an assortment of barrels. Access Contents Barrels (4x) Container: Barrel or Crate Fresh water MC-RNW-BM-3: Debris Splintered wood indicates the former presence of tables and chairs here. The earthen floor shows large chunks of rock, as though something quite massive was rutting and scraping against the floor here. MC-RNW-BM-4: Storage An array of crates and bags has been placed up against the eastern wall. Two treasure chests have been forced open and are empty; a third is still sealed. Access Contents Crate, Large Container: Barrel or Crate General Supplies, size Large Crate, Small Container: Barrel or Crate Simple Foodstuffs, size Medium Access Contents Chest Locks: Chest, Simple Weapons: Simple AND Armor: Light AND Coin Treasure: Moderate, all using Context D Sacks unprotected Simple Foodstuffs MC-RNW-BM-5: The Trail The prints—you’re not sure if they’re foot- or something else—lead to the southeast, into a passage that appears to have been tunneled out of the earth beyond the basement. To either side of this makeshift entrance to the passage beyond, a pile of skulls and bones has been left. These are less symbolic and more accidental: they are the bones of the other family member victims who were in the house. MC-RNW-BM-6: Tunnel This leads to “Map 63: Residence SW Basement (MC-RSW- BM)” on page 195. 193 Mines L1 Map 62: Residence SE Basement (MC-RSE-BM) One square equals 5 ft. 194 Mines L1 MC-RSE-BM: Residence Southeast Basement Overview Basement storage for the residence in the southeast of town. Theme & Purpose There’s a solid amount of loot to be had here. It’s also one of the very few truly safe places in Mondaria City. Random Encounters Do not roll for Random Encounters while the PCs are here. Areas of Interest MC-RSE-BM-1: Trapdoor Up This leads to “Map 14: Residence SE Ground Floor (MC- RSE-GF)” on page 68. MC-RSE-BM-2: Table & Barrels A stack of barrels is piled in the east of the room, next to a pile of empty sacks. In the center of the chamber is a table with plates, a cleaver, and candles. Access Contents Barrel (4x) Container: Barrel or Crate Fresh Water MC-RSE-BM-3: Crates North In a little alcove to the north, two crates, some bags, and a chest sit. Access Contents Crate, Large (2x) Container: Barrel or Crate General Supplies, size Medium Bags unprotected Rations & Prepared Food Chest Locks: Chest, Simple Weapons: Light AND Armor: Medium AND Potions: Moderate, all using Context B MC-RSE-BM-4: Casks In the west of the room is an assortment of three casks. Access Contents Casks (3x) Container: Barrel or Crate Alcohol: General, using Context B, size Medium MC-RSE-BM-5: Supplies The southwest of the room is an assortment of supply containers. Access Contents Crate, Small Container: Barrel or Crate General Supplies, size Medium Sacks unprotected Rations & Prepared Food Chest Locks: Chest, Simple Gems: Low Casks (2x) Container: Barrel or Crate Alcohol: General, using Context C MC-RSE-BM-6: Empty Barrels Secret A quartet of empty barrels has been shoved in the southeast corner of the basement. Some rotted, empty sacks sit nearby. North of here, a trio of open barrels contain fresh water, red wine, and white wine. Access Secret Door Locks: Door, Secret, Perception only, using Context C MC-RSE-BM-7: Secret Chamber A dark, cobwebbed chamber greets you. In the gloom you find a well-preserved, steel-reinforced treasure chest. Access Contents Chest Locks: Chest, Strongbox AND Traps: General, both using Context B Weapons: Martial 1H AND Weapons: Ranged AND Armor: Heavy 195 Mines L1 Map 63: Residence SW Basement (MC-RSW-BM) One square equals 5 ft. 196 Mines L1 MC-RSW-BM: Residence Southwest Basement Overview Ostensibly the basement storage of the southwest residence, this region is really the tunnel that monsters have forged through the loose earth of the basement. Theme & Purpose As the monster tunnel connects the two western residences to the pit in the floor, it is one of the very few non-standard approaches to entering the Mines... though not necessarily the safest! Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any results of “NPC Encounter” or “No Encounter” once. Position any monsters that result as crawling up through the hole in the ground to the west. Areas of Interest MC-RSW-BM-1: Trapdoor Up The north half of this basement is covered in spiderwebs. This leads to “Map 15: Residence SW Ground Floor (MC- RSW-GF)” on page 70. MC-RSW-BM-2: Barrel Stack In the north of the cobwebbed basement sits a big stack of barrels. Some are open and empty. Access Contents Barrels (8x) Container: Barrel or Crate Fresh water MC-RSW-BM-3: Storage The southeast of the basement is a vast array of storage containers. Access Contents Crate, Large (2x) Container: Barrel or Crate General Supplies, size Large Crate, Small (2x) Container: Barrel or Crate Rations & Prepared Food, size Medium Chest Locks: Chest, Simple Coin Treasure: Moderate Barrels (3x) Container: Barrel or Crate Simple Foodstuffs, size Medium Canvas Bags unprotected General Supplies, roll 1d4 times MC-RSW-BM-4: Rockfall A hole in the southern earthen basement wall leads to a floor-to-ceiling jumble of boulders and rocks that blocks passage. Barring magical means, passage through here is impossible, though it’s clear that there is something beyond. MC-RSW-BM-5: Tunnel Junction This four-way junction is covered in a filmy web. The rocks make safe footing difficult; they lead to a huge rockwall to the north. MC-RSW-BM-6: Antechamber This stomach-shaped room contains piles of rocks, fungi, and a corpse crused by rocks. This was used as a home-away-from-home, temporary nest for monsters terrorizing the city above. MC-RSW-BM-7: Entrance The following description assumes the PCs are entering the tunnel from the north; revise accordingly if needed. You follow the tunnel to the south, and it curves around a bit. A spiderweb blocks passage further, but it looks normal apart from its size. You feel a cold breeze blow intermittently from beyond. MC-RSW-BM-8: Residence Tunnel This leads to “Map 61: Residence NW Basement (MC-RNW- BM)” on page 191. MC-RSW-BM-9: Turnaround A divot has been carved out of the walls here; the ground is scratched thin to the rock beneath, and mushrooms spout here and there. Strangely, as you enter, an unusual silence descends upon you, though it seems a natural 197 Mines L1 effect due to the curvature of these tunnels. Strangely, this area forms a natural dead zone of sound: so long as the PCs stay huddled here, no Random Encounters occur. Any Random Encounters that have been rolled and placed, but which have not yet seen the party, do not pursue or seek them out. MC-RSW-BM-10: Dead Dwarf A dead dwarf lies here, amidst a crush of blood. Access Contents Dwarf Corpse unprotected Weapons: Martial 2H AND Armor: Heavy AND Coin Treasure: Moderate, using Context D MC-RSW-BM-11: Guano Hole The tunnel ends in a guano-soaked room with a gaping hole in the ground to the north. This leads to “Map 79: Mines Level 2 Overview (ML2-O)” on page 237. 198 Mines L1 Map 64: Storage Basement (MC-ST-BM) One square equals 5 ft. 199 Mines L1 MC-ST-BM: Storage Basement Overview Hidden beneath the storage and temporary trading area to the west of the marketplace, more long-term storage normally resides. However, this has been the setting for a horrible, deadly conflict with chaotic monsters who sought the surface in the wake of the Obelisk’s discovery. Theme & Purpose The PCs should go down here seeking resupply... only to discover horror. A swift retreat is a reasonable reaction, though it likely prevents discovery of the hidden passage to the northwest that leads to actual treasure. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest MC-ST-BM-1: Trapdoor Up As you descend the wooden ladder, you immediately become ill at ease. Something went deeply awry in this basement: you smell the rich iron of spilled blood, layered with a more acidic, smoky scent that makes your lungs itch. Shadows to the east hint at blood and debris. This leads to “Map 17: Storage Ground Floor (MC-ST-GF)” on page 75. MC-ST-BM-2: Barrels & Barricade A clutch of barrels to the north has been repurposed to form one end of a makeshift barricade, consisting of clothing, wood scraps, rocks, sacks, and other debris. Two barrels are open, and contain water; two more are open and empty. Access Contents Barrels (4x) Container: Barrel or Crate Alcohol: General MC-ST-BM-3: Corpses & Chest Two bodies lie here, slain by some malevolent force that left spatters of blood around a now-opened chest. Coins are scattered here and there, presumably as a result of the chaos. Access Contents Chest unprotected Coin Treasure: Moderate, using Context D, halve all amounts Dwarf Corpse unprotected Weapons: Martial 1H AND Armor: Shield AND Armor: Heavy Access Contents Elf Corpse unprotected Weapons: Martial Ranged AND Armor: Light AND Weapons: Light MC-ST-BM-4: Table & Skeleton The barricade continues to the south, arcing around a table. A skeleton lies disjointed on the floor. MC-ST-BM-5: Debris About a stalagmite are strewn all manner of smashed wooden debris, perhaps from destroyed tables. MC-ST-BM-6: Barrels A formation of barrels is stored here. Access Contents Barrels (8x) Container: Barrel or Crate Fresh water MC-ST-BM-7: Secret Passage This leads to “Map 66: Checkpoint / Storage Secret Stash (MC-CCS-BM)” on page 203. Access Secret Door Locks: Door, Secret, Perception only MC-ST-BM-8: Mushroom Bloom A scattering of fungi sprouts here. MC-ST-BM-9: Trash Heap An enormous and disgusting pile of trash and refuse takes up nearly all of the northeast corner of the basement. 200 Mines L1 Map 65: Trading Post Basement (MC-TP-BM) One square equals 5 ft. 201 Mines L1 MC-TP-BM: Trading Post Basement Overview The basement to the Trading Post above, this area was used to store overflow stock or extra items special-ordered for particular buyers. Since the events following the Obelisk’s discovery, it has become a looter’s paradise, but not without the accompanying danger that this attention brings via hungry monsters. Theme & Purpose Perhaps unsurprisingly, this is a great pace to resupply for beleagured or under-equipped PCs. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal; reroll results of “No Encounter” once. Areas of Interest MC-TP-BM-1: Staircase Up This leads to “Map 18: Trading Post Ground Floor (MC-TP- GF)” on page 78. MC-TP-BM-2: Tables These two tables are outfitted with an array of supplies. Access Contents Tables unprotected Weapons: Ranged AND Weapons: Simple AND Weapons: Light AND General Supplies MC-TP-BM-3: Barrels & Shield Stack Next to a trio of barrels sits a stack of shields of varying type. Two of the barrels are sealed; the third is open and appears to be filled with mulled wine. Access Contents Barrels (2x) Container: Barrel or Crate Alcohol: General, using Context B Shields unprotected Armor: Shields, roll 2d4 times MC-TP-BM-4: Barrel Cluster North Tot he north of the basement is an assortment of barrels in a roughly triangular formation. One of these is open, and contains brackish, muddy water. To their west, another clump of casks is stacked three high. Access Contents Barrels East (6x) Container: Barrel or Crate Fresh water Barrels West (8x) Container: Barrel or Crate Alcohol: General, using Context D, size Medium MC-TP-BM-5: Crate Maze You can’t tell whether the arrangement of these crates was intentionally designed to create a maze of sorts, or if it simply happened that way through sheer chaos. Either way, there’s a lot of container to see: a wall of stacked barrels, chin-high, bars entry to the center of the maze from the west; chests and crates are stacked on top of larger crates to form a spiral-shaped maze where entry is possible only from the top. To the north, a floor-to- ceiling spiderweb blocks entry to the main path into the maze. Sack piles dot the perimeter. The PCs are of course welcome to smash their way into the center via other means, and from any direction. Access Contents Barrels (7x) Container: Barrel or Crate Alcohol: General, using Context D Crates, Large (10x) Container: Barrel or Crate General Supplies, size Large Sack Piles (4x) unprotected Rations & Prepared Food Stacked Chests (3x) Locks: Chest, Simple, using Context C Potions: Moderate AND Coin Treasure: Moderate Treasure Pile unprotected Weapons: Martial 1H AND Armor: Medium AND Gems: Semi-Precious 202 Mines L1 Access Contents Treasure Chest Locks: Chest, Strongbox AND Traps: General Weapons: Exotic AND Armor: Light AND Potions: Moderate AND Gems: Medium-Quality, all using Context C MC-TP-BM-6: Copper Corner Nestled in the southeast corner amidst cobwebs and smashed wood is a pile of low-quality coins in leather sacks. Some are dented, others are but slivers; this seems to be the excess, lower-valued currency accumulated over time via sales. A trail of coins leads from the piles to the northwest. Access Contents Coin Corner unprotected Coin Treasure: Moderate, copper pieces only, double quantities MC-TP-BM-7: Crates Southeast These crates have partially been smashed, dented, or otherwise damaged in transit. Access Contents Crates (4x) Container: Barrel or Crate Fishing Supplies AND General Supplies MC-TP-BM-8: Crates South These smaller crates pepper the basement floor to the south. Access Contents Crates (12x) Container: Barrel or Crate Textiles: General, size Medium MC-TP-BM-9: Sacks Three enormous sacks hulk against the southern wall. To their north is a thigh-high wall formed of much smaller bags. Access Contents Sacks, Huge (3x) unprotected Simple Foodstuffs, size Large, using Context D, double quantities Sacks, Small (10x) unprotected Simple Foodstuffs, using Context C MC-TP-BM-10: Barrels Southwest In the southwest of the basement is a wall of stacked casks; an alley is formed to the south between this and the earthen wall. At its terminus to the east, a clump of spiderwebs blocks passage. Access Contents Barrels (17x) Container: Barrel or Crate Simple Foodstuffs, size Medium, using Context B MC-TP-BM-11: Water Barrels A clump of water barrels occupies the northwest corner of the basement. Most are open and empty; one is open and half-filled with fresh water. Access Contents Barrels (3x) Container: Barrel or Crate Fresh water MC-TP-BM-12: Secret Passage Northwest Only read the italicized text if the secret is discovered. Behind the barrels, there is a section of earthen wall that seems to have been weakened over time by leaking barrels. You pry at it, and the soil falls apart, revealing a passage to the northwest. This leads to “Map 66: Checkpoint / Storage Secret Stash (MC-CCS-BM)” on page 203. Access Secret Door Locks: Door, Secret, Perception only 203 Mines L1 Map 66: Checkpoint / Storage Secret Stash (MC-CCS-BM) One square equals 5 ft. 204 Mines L1 MC-CCS-BM: Checkpoint / Storage Secret Stash Overview This natural cave has been extended to connect the Checkpoint Basement and the Storage Basement. Though the current operators of those areas have neglected to discover its existence, the Secret Stash has been used over the years as storage for long-term valuables or during raids or other times of uncertainty. Theme & Purpose It’s a prime location to get some valuable loot, some of the best in Mondaria City’s surface region. Due to its undiscovered nature, it’s also one of the very rare truly safe regions. Random Encounters Do not roll on the Random Encounters table while the PCs are in this area, or the connecting secret passages. Areas of Interest MC-CCS-BM-1: Secret Passage North This connects to “Map 52: Checkpoint Control Basement (MC-CC-BM)” on page 167. MC-CCS-BM-2: Secret Passage South This leads to (or from, depending on how the PCs are traversing) “Map 64: Storage Basement (MC-ST-BM)” on page 198. MC-CCS-BM-3: Secret Stash As you enter the chamber, you feel an aura of dank, humid, murky air. The floor of the cave is earthen, and soggy in patches. Rocks have tumbled from the walls in places here and there. Spiderwebs coat about half the surfaces. MC-CCS-BM-4: Treasure Southeast In the southeast of the chamber is a pile of treasure, discarded long ago by peoples unknown and for purposes similarly unknown. The leather has begun to rot, but is otherwise serviceable. Access Contents Treasure Pile unprotected Weapons: Light, roll twice AND Armor: Light AND Weapons: Simple AND Potions: Moderate AND Coin Treasure: Moderate, all using Context B MC-CCS-BM-5: Treasure Southwest Between two clumps of rocks is a pile of treasure, mostly coins and gems. The wood of the open chest has rotted in places. Access Contents Treasure Pile unprotected Coin Treasure: Moderate AND Gems: Semi-Precious, using Context B AND Potions: Moderate, using Context D MC-CCS-BM-6: Double Stash Among the thickest spiderwebs in the northwest corner of the cave is a double stash of wealth: supplies in an alcove to the north, and coin and gem treasure to the west. Access Contents Treasure Pile North unprotected Weapons: Martial 2H AND Armor: Light AND Armor: Shields, roll 1d4 times AND Potions: Moderate, using Context B Treasure Pile West unprotected Coin Treasure: Moderate, using Context B, double quantities AND Gems: Low, double quantities MC-CCS-BM-7: Rock Pillar In roughly the center of the room is a floor-to-ceiling stalagmite, forming a pillar and lending an odd solemnity to the otherwise natural chamber. 205 Mines L1 Map 67: Railmaster’s Cottage (ML1-RLMC) One square equals 5 ft. 206 Mines L1 ML1-RLMC: Railmaster’s Cottage Overview Here dwells the Railmaster, the leader of the operations of the railways in many levels of the Mines. Theme & Purpose As with many other leaders of the operations of the structure, talking with the Railmaster may lead to more information about what happened here. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any monster-related encounters once. NPCs of Note Perhaps obviously, the Railmaster is often to be found here. When approaching the building, roll; there is a 60% chance of being here during any time of day. Areas of Interest ML1-RLMC-1: Southwest Entrance A steel double door stands here. To the north is a lit wall sconce. This door is unlocked, but still closed, if the Railmaster is in residence. The sconce is unlit if the Railmaster is absent. Access Southwest Entrance Locks: Door, Stronghold, using Context D ML1-RLMC-2: Sitting Room Chairs are scattered comfortably around this room, which also holds a cabinet to the north and an octagonal table to the southeast. Double doors lead to the east. Access Contents Cabinet Locks: Furniture, Simple General Supplies, using Context B ML1-RLMC-3: Informal Dining This room bears a large octagonal table ringed with chairs, atop a nice but threadbare rug. A stove lurks in the northeast corner; a workbench littered with tools occupies much of the northwest corner. A smaller dining table is in the southwest. Double doors lead to the west and north, and a reinforced door leads eastward. Access Dining Room Door East Locks: Door, Reinforced, using Context B ML1-RLMC-4: Railmaster’s Workshop This workshop holds a huge array of tools and projects in various stages of completion and chaos. Of particular note is a small crate in the southeast corner, atop and near which sit a cask and two treasure chests. A firepit sits just south of the window to the north. Access Contents Crate Container: Barrel or Crate General Supplies, size Medium Cask Container: Barrel or Crate Alcohol: General, using Context C Chests (2x) Lock: Chest, Simple, using Context C Coin Treasure: Moderate, using Context B ML1-RLMC-5: Railmaster’s Quarters The northeast of the building is taken up by what must be the Railmaster’s quarters. All the essentials are here: bed, empty basin, privy, writing and dressing desks, and chairs. Simple double doors are locked against the west. Access Contents Writing Desk Locks: Furniture, Simple, using Context B Writing Supplies Dressing Desk unprotected Weapons: Simple, using Context D Access Closet Doors Locks: Door, Simple ML1-RLMC-6: Closet Two large cabinets hulk in the west of this chamber. Piles of clothes lay scattered about on the floor. 207 Mines L1 Access Contents Cabinets (2x) Locks: Furniture, Simple, using Context B Clothing: General, using Context C Floor Piles (2x) unprotected Clothing: General, using Context D ML1-RLMC-7: Formal Dining Room A huge banquet table, set for a meal that never took place, occupies the majority of this room. Four sideboards are interspersed along the north and south walls. A curtained door leads to the north. Access Contents Sideboards (4x) Locks: Furniture, Simple, using Context B Rations & Prepared Food, using Context C ML1-RLMC-8: East Entrance Solid steel double doors bar your passage here. These doors are always locked when first encountered. Access East Entrance Locks: Door, Stronghold, using Context D ML1-RLMC-9: Railway View Read the following whenever the PCs look out the windows to the south. The rail tracks seem a bit out of repair, but otherwise solid and useable. Wooden ties have begun to rot in places, and the rails show spots of rust. 208 Mines L1 Map 68: Rail Switchhouse East (ML1-RSE) One square equals 5 ft. 209 Mines L1 ML1-RSE: Rail Switchhouse East Overview Switchhouses are used to control rail traffic. They’re also good places for resupply, but mostly for mechanical and mundane purposes. Theme & Purpose There’s very little to be found here, but for the potential of relative safety. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll monster-related encounters once. If the PCs wish to take a long rest here, roll once on the Random Encounter table, rerolling monsters per the above; if no monster encounter is indicated, then they may rest unobstructed. NPCs of Note There’s a 10% chance that the Railmaster would be found here. Areas of Interest ML1-RSE-1: Entrance A reinforced door bars your entry. To either side are unlit wall sconces with fresh torches inserted. Access Entrance Locks: Door, Reinforced, using Context B ML1-RSE-2: Sack Pile Between two tightly-spaced tables laden with rotting food is a pile of bags. Access Contents Sack Pile unprotected General Supplies ML1-RSE-3: Storage The entire eastern half of the small shed is heaped with supply containers. The assemblage gives off a musty, mildewy scent. Access Contents Crates (2x) Container: Barrel or Crate General Supplies, size Medium Casks (3x) Container: Barrel or Crate Alcohol: General, using Context B Chest Lock: Chest, Simple, using Context B Coin Treasure: Moderate, using Context D Access Contents Sack Piles (2x) unprotected Glasses, Metals, and Woods, using Context D ML1-RSE-4: Rail View Read this to the PCs whenever they take a view out the windows to the south. The rail tracks seem a bit out of repair, but otherwise solid and useable. Wooden ties have begun to rot in places, and the rails show spots of rust. ML1-RSE-5: Junction Two sets of tracks merge here. There seems to be a switching mechanism, but you don’t see any means of changing the junction without manually touching the contraption at the point of the merge. 210 Mines L1 Map 69: Rail Switchhouse North (ML1-RSN) One square equals 5 ft. 211 Mines L1 ML1-RSN: Rail Switchhouse North Overview This shed controlled rail matters in the northern region of the level. It also acted as a mundane resupply station for the workers. Those stationed here during the chaos which unfolded following the Obelisk’s discovery holed up inside, atteempting to barricade themselves away from the evil. It didn’t work, they were slain, and then some days later, their bodies looted by common vandals. Theme & Purpose It’s an opportunity to build suspense and the sense that truly grisly and horrible things have occured in the Mines. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll monster-related encounters once. NPCs of Note Whenever the PCs approach this building, there is a 15% chance that the Railmaster is inside. Areas of Interest ML1-RSN-1: Rubble Entrance A huge pile of rocks partially obstructs the entrance here, which is ajar and battered. ML1-RSN-2: Barricade Someone has constructed a makeshift barricade here from all manner of extra materials. Wood, canvas; practically anything that was lying around seems to have been heaped here in an attempt to keep something out. ML1-RSN-3: Corpses Two corpses lie here in battered and bloody state: a half- elf and an elf. They have been stripped of their valuables and, from the dried flakiness of the blood about their bodies, have been dead for a week or so. ML1-RSN-4: Watch Area This sliver of space at the south of the building seems to have been used as a watch station of sorts. Jugs of ale and mead have been scattered about. Locked steel doors lead to the east and west just north of here. Access Storage Door (2x) Locks: Door, Reinforced ML1-RSN-5: Storage West Sacks of all manner have fallen here. Amidst the piles is a wooden chest. Access Contents Sacks unprotected General Supplies, size Large Chest Traps: General, using Context D (unlocked) Alcohol: General, using Context C AND Potions: Moderate, using Context B ML1-RSN-6: Storage Northwest Crates, small sacks, and a few chests have been scattered to the north of the storage room. Access Contents Crates, Small (2x) Container: Barrel or Crate Glasses, Metals, and Woods, size Medium Crate, Large Container: Barrel or Crate Rations & Prepared Food, size Large Sacks unprotected Simple Foodstuffs, size Medium Chests (2x) Locks: Chest, Simple, using Context B Armor: General, roll 1d4 times AND Weapons: General, roll 1d4 times ML1-RSN-7: Debris Various wooden structures have been destroyed here. Amidst the debris are a few bones. ML1-RSN-8: Storage Northeast A crate and a chest sit here, north of a handful of oily sacks. 212 Mines L1 Access Contents Crates, Small (2x) Container: Barrel or Crate Glasses, Metals, and Woods, size Medium Crate, Large Container: Barrel or Crate Clothing: General, size Large Sacks unprotected Simple Foodstuffs, size Medium Chest Locks: Chest, Simple, using Context D Gems: Semi-Precious, using Context D ML1-RSN-9: Rail View Read the following if the PCs take a look out any of the windows of the structure. The clean windows are of superior quality; it’s possible to see a great deal of the mines outside through them. In particular, it’s a perfect view of the rails, which makes sense given the function of the structure. 213 Mines L1 Map 70: Underground River Piers Overview (ML1-UGRP-O) One square equals 5 ft. 214 Mines L1 ML1-UGRP-O: Underground River Piers Overview Overview This was a major production area for the Mines, and one of the rare areas where it was possible to produce useful materiel that did not consist of rock, metal, or ore. Theme & Purpose It’s a useful area to plunder for resources, and to obtain a bit of information. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML1-UGRP-O-1: Elevator Up This leads to “Map 20: Chaos Secret (MC-CSCR)” on page 84. ML1-UGRP-O-2: Elevator Down This operates freely, and may be taken down to “Map 91: Elevators West (ML2-ELW)” on page 268. ML1-UGRP-O-3: Fishery This building is explored in further detail in “Map 71: Underground River Fishery (ML1-FSH)” on page 215. ML1-UGRP-O-4: Piers North Please refer to page 218 for more details. ML1-UGRP-O-5: Piers Mid Page 220 begins more details on this area. ML1-UGRP-O-6: Piers South Please refer to page 222 for furhter information. ML1-UGRP-O-7: Railway Southeast This sturdy railway was a major vector for production to be distributed throughout the rest of this level, and thus the rest of the mine. Though most of it is intact and in great condition, a rubble pile obstructs the area almost at its end. ML1-UGRP-O-8: Railway North Major patches of rubble bar the way on this major expanse of railway that connects to the north of the mine level. ML1-UGRP-O-9: Fishery Basement For reference, this is the Fishery Basement, described in “Map 53: Fishery Basement (MC-FH-BM)” on page 169. 215 Mines L1 Map 71: Underground River Fishery (ML1-FSH) One square equals 5 ft. 216 Mines L1 ML1-FSH: Underground River Fishery Overview This building conducted the operations of producing fish products under the mountain. It was essential for generating a great deal of foodstuffs that were required to support the population of the Mines; to have imported all of the necessary meals for the miners would have bankrupted the management. Theme & Purpose Some clues may be discovered as to the nature of the Mines and what happened here. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any NPC Encounter results. Areas of Interest ML1-FSH-1: Guano Entrance What might have once been the southern entrance is now an unrecognizable ruin. Guano lies spattered over everything; the wall and doors are completely destroyed, and in their place is a makeshift, thigh-high wall of intentionally-piled debris and bags. ML1-FSH-2: Southeast Rubble The southeast corner of the building has been reduced to rubble. Although precarious, it’s possible to enter and exit the structure by climbing over the pieces of rock, brick, and detritus. ML1-FSH-3: Main Hall This large room is made claustrophobic by the presence of so much rubble. In the center is a body crushed by falling rocks, its corpse picked clean of valuables and flesh. ML1-FSH-4: Barrel Stack A pyramid of stacked barrels rests here, somehow intact despite the chaos of the rest of this room. Access Contents Barrels (12x) Container: Barrel or Crate Salted fish (treat as Rations), 20x ML1-FSH-5: Workbench Debris A workbench sits against the north wall of this room, nearly intact amidst the chaos. Rusty tools are scattered across its surface; you see one fish-gutting knife that is in uncharacteristically perfect condition. To the northwest, a set of double doors stands ajara. Access Contents Workbench unprotected Weapons: Light, one result, using Context C ML1-FSH-6: Dining Hall Workers once congregated here over food and stories. The room is in pristine condition. Double doors open to the west, and a single door lies open to the east. Atop the table in the center of the room is a scrap of paper. If the PCs investigate the paper, roll on the Plot Discoveries table to determine its content. ML1-FSH-7: Workspace This cramped, narrow hall contains a row of battered workstations, littered with blood and tools. Blood only a few days old pools on the floor. It looks as though this had once been the main work area for working fish, but recently has been used to dismember, dissect, or torture people. Access Contents Workbench unprotected Weapons: Light, roll 3d6 times, all results are mundane ML1-FSH-8: Elevator Down This operates freely, and may be taken down to “Map 91: Elevators West (ML2-ELW)” on page 268. ML1-FSH-9: Formal Hall This may once have been the more formal dining chambers. A corpse lies across the north entrance to the building, dead but a few days only and fully equipped. A dining table occupies the majority of the space here, set for diners who never enjoyed their last meal, which sits rotted on the plates. A sideboard sits against the south 217 Mines L1 wall. Access Contents Corpse unprotected Armor: Light AND Weapons: Martial 1H AND Armor: Shields AND Potions: Moderate, using Context D Sideboard Locks: Furniture, Simple Weapons: Simple ML1-FSH-10: Northwest Rubble Boulders—thrown or fallen, you cannot discern—have destroyed the corner of the building here, allowing entry or egress. To the southwest is a locked door that is in surprisingly good shape given the destruction elsewhere. Access Quarters Door Locks: Door, Reinforced ML1-FSH-11: Fishmaster’s Quarters These private quarters are in perfect condition, untouched by the debris and chaos elsewhere in the building. A writing desk, dressing desk, two small cabinets, a bed, a chest, and a privy circle a rug in the middle of the room. To the south and west are great veiws of the undergroudn river area via huge windows that extend nearly floor-to-ceiling. Access Contents Writing Desk unprotected Writing Supplies Dressing Desk Locks: Furniture, Simple Coin Treasure: Moderate Cabinets (2x) unprotected Clothing: General Chest Locks: Chest, Simple AND Traps: General, using Context D Gems: Semi- Precious AND Potions: Moderate ML1-FSH-12: Stalagmite An enormous stalagmite sits here in the corner formed by the building to the southwest. ML1-FSH-13: Barrels Six barrels sit here in an informal cluster. Three are open and empty. Access Contents Barrels (3x) Container: Barrel or Crate Fresh water ML1-FSH-14: Railway Terminus The railway from the north comes to an abrupt end here in a pile of huge boulders. ML1-FSH-15: Barrels Northwest Four barrels sit her, nearly dstroyed by the rubble to the north but somehow untouched. Access Contents Barrels (3x) Container: Barrel or Crate Alcohol: General, using Context B ML1-FSH-16: Railway North This leads to the north and east of the Mines. ML1-FSH-17: North Entrance Coins lie scattered before the door of the main entrance, which is ajar. Blood lies pooled under the corpse that obstructs the doorway. Access Contents Doorway Coins unprotected Coin Treasure: Moderate, using Context B 218 Mines L1 Map 72: Piers North (ML1-UGRP-N) One square equals 5 ft. 219 Mines L1 ML1-UGRP-N: Piers North Overview This was the northern of the three piers that extended into the underground river, used primarily for fishing purposes and occasionally to acquire water for use elsewhere in the Mines. Theme & Purpose An underground river is somewhat spooky in and of itself; doubly so amidst an abandoned and creepy mine. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll NPC Encounter results once. Areas of Interest ML1-UGRP-N-1: Railway Boulders and rubble partially obstruct progress on this railway. ML1-UGRP-N-2: Sacks and Barrels Just on the bank of the river is a pile of sacks and a large barrel. Everything stinks a bit of fish and the murky dank of the river. Access Contents Sacks unprotected Fishing Supplies, size Medium Barrel, Large Container: Barrel or Crate Fresh water ML1-UGRP-N-3: Crates and Chests North of the pier is set of crates and two treasure chests. The chest to the east has been smashed open; coins are scattered about. Access Contents Crate, Large Container: Barrel or Crate General Supplies, size Medium Crate, Small Container: Barrel or Crate Fishing Supplies, size Medium Chest Locks: Chest, Simple Rations & Prepared Food AND Potions: Moderate Open Chest unprotected Coin Treasure: Moderate, using Context D, ignore platinum and gold results ML1-UGRP-N-4: Pier The pier is a set of wooden planks, sturdy-seeming enough, but hardly industrial-grade. At most, you figure the wood could safely support up to two people at once. Despite the intuition described, the entire party can safely step afoot without incident, regardless of quantity or composition. ML1-UGRP-N-5: Pier End The short L-shaped pier terminates in a drunken assemblage of empty barrels, spilled ale bottles, and a chair. ML1-UGRP-N-6: Rail South From the treads and marks underfoot, the rails here appear heavily used to ferry fish produce southward. ML1-UGRP-N-7: Fish Production Bench This long table is littered with all manner of dulled, rusty, and otherwise unsafe-looking weapons. Dried fish gunk litters the holes and grooves in the surface of the table. To the west is a trio of empty barrels that reek of fish-stink, and a locked chest. Access Contents Bench unprotected Daggers (3d6x) Chest Locks: Chest, Simple Fishing Supplies AND Potions: Moderate ML1-UGRP-N-8: Rock Debris Upon searching this area, roll on the Random Encounters table; ignore any NPC Encounters results. Place any monsters that result in the area marked “6” to the south. ML1-UGRP-N-9: Boulders This huge, head-high pile was caused either by flinging or by cave-in; you can’t quite be certain which. 220 Mines L1 Map 73: Piers Mid (ML1-UGRP-M) One square equals 5 ft. 221 Mines L1 ML1-UGRP-M: Piers Mid Overview This area was used for fishing, of course, and for production. The cave-in to the southeast has left a great deal of rubble, and the hole in the ceiling leading to the surface caves. Theme & Purpose This is where the PCs will land if they took the hole in the floor entrance from the surface. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML1-UGRP-M-1: Pier This sturdily-built pier has reinforced wooden planks. The entrance is flanked by two sealed barrels. Access Contents Barrel (2x) Container: Barrel or Crate Fresh water ML1-UGRP-M-2: Pier End The end of this pier is a trio of barrels and a small crate. There is also a small circular table, two chairs, and two chests: one is locked, and the other has been bashed open; coins are scattered over the surface of the planks. Access Contents Barrels (3x) Container: Barrel or Crate General Supplies Crate, Small Container: Barrel or Crate Fishing Supplies, size Medium Locked Chest Locks: Chest, Simple Weapons: Martial 1H, using Context D Open Chest unprotected Coin Treasure: Moderate, using Context D, ignore platinum and gold results ML1-UGRP-M-3: Production Wharf A long table sits here, clearly used for gutting and cleaning fish caught from the pier to the west. Access Contents Bench unprotected Daggers (4d4x) ML1-UGRP-M-4: Guano Patch A long stretch of guano covers the ground here, reaching northeast and connecting with the ruined building there. To the southwest is a trio of barrels; one is empty and open; the other two remain sealed. Access Contents Barrel (2x) Container: Barrel or Crate Rations & Prepared Food ML1-UGRP-M-5: Rubble A massive cave-in happened here; debris from the ceiling litters the earth here. ML1-UGRP-M-6: Ceiling Hole Looking down on the rubble from on high is a hole in the ceiling, formed from fallen debris. A quiet, yet steady rush of cold, musty wind comes from the aperture, which sits a full 30’ above where you stand. This comes from, and conceivably leads to if the PCs find a way of ascending 30’ vertically, “Map 16: Fishery Secret Grotto (MC-FH-SG)” on page 72. ML1-UGRP-M-7: Crates Three crates sit here at the terminus of the railway. Atop them is an assortment of items, and a locked chest. Access Contents Crates, Small (3x) Container: Barrel or Crate Fishing Supplies, size Medium Chest Locks: Chest, Simple General Supplies AND Coin Treasure: Moderate, using Context B ML1-UGRP-M-8: Rail Terminus The railway dead-ends here in a head-high pile of boulders. The arrangement appears intentional. 222 Mines L1 Map 74: Piers South (ML1-UGRP-S) One square equals 5 ft. 223 Mines L1 ML1-UGRP-S: Piers South Overview The largest of the three subsections of piers in the western area of the first level of the Mines, Piers South also contains the most in the way of storage. Theme & Purpose It’s a good place to stock up on supplies... and discover more about the nature and history of the Mines. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML1-UGRP-S-1: Ceiling Hole This leads to and from “Map 16: Fishery Secret Grotto (MC- FH-SG)” on page 72. ML1-UGRP-S-2: Rubble A sizable pile of rubble sits here, fallen from the ceiling. Things look stable now, but you shudder to think of what calamity must have taken place to produce such a dropping of elements from above. ML1-UGRP-S-3: Guano Patch A large patch of guano lies in the center of this region. ML1-UGRP-S-4: Rubble Northeast A mountain of debris sits here, well over 10’ tall. Climbing to the top seems possible, but perhaps ill- advised. In addition to threatening a dangerous terrain incident, there’s nothing to be gained or seen from this vantage point. ML1-UGRP-S-5: Rubble Southeast A head-high foothill of rubble cascades from the larger pile to the north, leading all the way to the railtracks to the south. ML1-UGRP-S-6: Elf Corpse Amidst the debris lies a dead elf, her gear armor stripped from her but her weapons intact. From the crustiness of the blood nearby, she’s been dead at least a week. Access Contents Elf Corpse unprotected Weapons, Martial Ranged AND Weapons, Light ML1-UGRP-S-7: Dwarf Corpse Battered and bloody, this dead dwarf was slain in the last few days at most. Only valuables have been looted; gear remains untouched. Access Contents Dwarf Corpse unprotected Weapons, Martial 2H AND Armor, Heavy AND Weapons, Light In addition, the dwarf carries an important scrap of paper: roll on the Plot Discoveries table. ML1-UGRP-S-8: Railway Terminus The railway simply ends here. You’re not sure whether someone simply failed to finish building, or if a lazy designer just had the track end with no discernable warning. ML1-UGRP-S-9: Storage A large stack of crates, bags, and barrels sits here, nestled against one stalagmite and to the north of a more substantial floor-to-ceiling natural rock column. Access Contents Crates, Large (5x) Container: Barrel or Crate General Supplies Crates, Small (3x) Container: Barrel or Crate Fishing Supplies, size Medium Locked Chest Locks: Chest, Simple Armor: Shields AND Potions: Moderate Barrels (9x) Container: Barrel or Crate Alcohol: General, using Context D 224 Mines L1 ML1-UGRP-S-10: Firepit A firepit, unused for at least a few weeks, sits here on the bank of the underground river. Scattered and empty ale bottles have been tossed nearby. To the north is a quarter of barrels; while three are empty, the fourth is open and seems to contain fresh water. ML1-UGRP-S-11: Rock Pillar While there is nothing to see here, if the PCs venture out onto the pier to the north before they investigate this area, roll on the Random Encounters table as they do. Ignore any results of NPC Encounter, and place any monsters that result from the roll here. ML1-UGRP-S-12: Production Bench All manner of bloody, visceral, fish-slaying implement rests on this bench, with baskets scattered nearby. Access Contents Bench unprotected Weapons, Light, using Context D, roll 1d4 times ML1-UGRP-S-13: Pier A sturdy pier greets you. At its entrance is a sealed barrel. Access Contents Barrel Container: Barrel or Crate Fresh Water ML1-UGRP-S-14: Pier End A tthe tip of this pier is an assortment of barrels and personal effects, a table, a chair, and a locked chest. Access Contents Barrels (5x) Container: Barrel or Crate Fish (treat as Rations & Prepared Food, size Medium, using Context D) Chest Locks: Chest, Simple Fishing Supplies AND Weapons: Ranged 225 Mines L1 Map 75: Central Storage Overview (ML1-CST-O) One square equals 5 ft. 226 Mines L1 ML1-CST-O: Central Storage Overview Overview This area was used as centralized storage for the entire Mine operation. Everything that took more than a day to reach the surface from the Mines, or to be distributed into the Mines from the surface, ended up here in transit. Theme & Purpose Although it’s a veritable hoard of potential treasure and supplies, it’s also home to a great number of beasties. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any results of “NPC Encounter” or “No Encounter” once. Areas of Interest ML1-CST-O-1: Explosives Shack This building is described in more detail in “Map 76: Central Storage: Explosives Shack (ML1-CST-EXS)” on page 227. ML1-CST-O-2: Rock Pillar A tall, but thin, needle of rock extends from the floor nearly to the ceiling here. About its base are further rods of seemingly naturally-occuring stalagmites in an arc. Upon investigating this area, roll on the Random Encounters table, ingoring any NPC Encounter results; place any monsters that result in the Stacks area to the west. ML1-CST-O-3: Stacks Please refer to “Map 77: Central Storage: Stacks (ML1-CST- STK)” on page 230 for further details. 227 Mines L1 Map 76: Central Storage: Explosives Shack (ML1-CST-EXS) One square equals 5 ft. 228 Mines L1 ML1-CST-EXS: Central Storage: Explosives Shack Overview This shed was used to store explosives, primarily for demolition purposes, to excavate and explore distant areas of the mine. Thankfully, the chaotic nature of circumstances in the wake of the Obelisk’s discovery have not led to any evildoer discovering the cache for destructive purposes. Theme & Purpose It’s a site of a major explosives cache which, if not defused, has the potential to destroy the mines later in the adventure. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll “NPC Encounter” results once. Areas of Interest ML1-CST-EXS-1: Entrance A massive set of steel double doors is locked against you. The lock mechanism appears to have been bludgeoned, but it did not yield. Wall sconces with burned-down torches flank the doors. Access Explosives Shack Doors Locks: Door, Stronghold, using Context B ML1-CST-EXS-2: Main Room Tables, crates, and debris is littered around this room, which appears to have been a common area for those manning this post. A makeshift meal is set in the table to the southwest, the food long spoiled. Two crates and a chest are stacked against the north wall. Access Contents Crates (2x) Container: Barrel or Crate General Supplies, using Context C Chest Locks: Chest, Strongbox Coin Treasure: Moderate, using Context B AND Potions: Moderate ML1-CST-EXS-3: Debris There’s a small hole in the ceiling of the shack above this area, perhaps head-sized. It seems that someone has taken the debris from the roof, paired it with miscellanous garbage and other spare supplies, and started to form a makeshift barricade. There are two odd things about this, if true: one, there is no sign of who made the obstacle; and two, the barricade faces northeast, which is inside the room, facing the reinforced door that is partially hidden behind a grey curtain. Access East Door Locks: Door, Reinforced Access Contents Sacks unprotected Rations & Prepared Food ML1-CST-EXS-4: East Storage Barrels are stacked in the south crevice in this store room. Two chests sit chaotically in the open: one is open and empty; the other is closed and locked. A door is locked against further passage to the north. Access North Door Locks: Door, Reinforced, using Context C Access Contents Chest Locks: Chest, Strongbox Gems: Semi-Precious, using Context D Barrels (5x) Container: Barrel or Crate Fresh water ML1-CST-EXS-5: Explosives Hall A chest sits in the northeast corner. A chequered floor extends narrowly to the west. Access Contents Chest Locks: Chest, Strongbox AND Traps: General, using Context B Armor: Heavy, using Context C ML1-CST-EXS-6: Explosives Three barrels sit here. There is a smell of something sulfurous that singes the nostrils. 229 Mines L1 Simple intuition may tell the PCs that they’re looking at explosive powder, but in case the olfactory clue is insufficient, any character may make a passive Skill check to conclude the nature of the barrels’ contents. Appropriate skills include Profession: Soldier, Alchemy, Nature, and so on. The GM is encouraged to have the PCs surmise correctly, so that the Quest below can be initiated. The barrels are quite heavy: it’s possible to roll them outside, particularly if the secret door right nearby is discovered, but it is not feasible to cart them about for the remainder of the adventure. The purpose of the explosives here is purely story-based; however, clever PCs wishing to make use of the powder may use the following profile. Explosive Mining Powder Value 50 gp; Weight 1 lb.; Materials gunpowder base; Nature non-magical; Aura none; Slot usable; CL n/a Depending on the nature of your campaign and its technology level, you may treat this as simple gunpowder, with all the benefits and uses that derive therefrom. For lower-tech campaigns in which that substance has not yet been discovered, or in which it’s not commonplace, treat it as a mining, excavating tool only if possible. Exposing the powder to any flame or spark will detonate it instantly. It inflicts 2d10 damage, and has an explosive range of 10’; any other doses of the powder that are within this range also detonate. Additional pounds of powder increase the damage by 2d10 points, and the range by 5’, per pound. Construction Requirements n/a It should be noted, perhaps obviously, that any ignition of the barrels, accidental or intentional, detonates all three kegs and destroys the building as well as any PCs within it instantly. Access Contents Barrels (3x) Container: Barrel or Crate, using Context C Explosive powder (50 lbs.) Quest: Things Fall Apart Summary: Defuse the demolition explosives in this shed, or risk their misuse by others later in the adventure. Rewards: 2 Reward Stars. Locations: Central Storage: Explosives Shack (ML1- CST-EXS). Key NPCs: None. Kickoff: The PCs discover the shed, and identify the barrels in Location 6 as being explosive in nature. Description: It’s possible that the PCs never encounter this building, or perhaps in exploring it they never discover the explosive barrels in Location 6. If so, no Catalyst Impact is generated, as the party has not made an intentional action. If the party does discover the barrels, however, and determine that they are filled with explosives, they have a decision to make: They may ignore the barrels, either failing to predict that they may be used for ill purpose, or seeing that possibility and shrugging it off. Alternately, they may attempt to defuse the potential bomb. This can be accomplished in a myriad of ways, both magical and mundane. The easiest way, however, and the cheapest, is to simply pour water into the barrels. There’s even some water readily available for this purpose in the room to the southeast. As for alternate approaches, the GM is left to determine whether a given attempt is successful, but is encouraged to let honest efforts succeed here. Things Fall Apart (Ignore): Chaos +2 Ignoring the potential destructive capabilities of the explosives cache results in a Catalyst Impact of Chaos +2. In order to trigger this effect, the party must discover the explosives barrels, identify them as being destructive in nature, and either fail to draw the conclusion that they might be misused, or recognize that possibility and intentionally ignore it. The effect triggers as soon as the party leaves the building without having denatured the barrels. Note that the party may trigger this impact by leaving, and then return later, and trigger the Defuse impact below. The two effects stack if triggered in this sequence. Things Fall Apart (Defuse): Law +2 Denaturing the explosive barrels at any point in the adventure generates a Catalyst Impact: Law +2. This stacks with other Catalyst Impacts for this Quest. ML1-CST-EXS-7: Secret Door This door may be discovered from either side. Access Secret Explosives Door Locks: Door, Secret, using Context C 230 Mines L1 Map 77: Central Storage: Stacks (ML1-CST-STK) One square equals 5 ft. 231 Mines L1 ML1-CST-STK: Central Storage: Stacks Overview This is the central, main area of storage for the first level of the Mines. Any supplies making their way down to other levels, or production making its way back up to the surface, will be stored here temporarily en route if its progress is not expedited. Theme & Purpose A place of vast resupply, it’s also home to a great many monsters, owing to its central location and myriad hiding opportunities. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal, and reroll “No Encounter” results once. Areas of Interest ML1-CST-STK-1: Southeast Stack A 15’-high wall of greyish-wood crates is stacked here. Access Contents Crates, Large (3x) Container: Barrel or Crate, using Context C General Supplies, using Context C, size Large Crates, Small (6x) Container: Barrel or Crate Fishing Supplies, size Medium ML1-CST-STK-2: East Entrance An entryway of sorts is formed from a gap here in the stacks. ML1-CST-STK-3: Northeast Body A dwarven corpse lies here, its limbs stretched in agony and a trail of blood leading to the south. Access Contents Dwarf Corpse unprotected Armor: Medium AND Weapons: Martial 1H AND Armor: Shields AND Potions: Moderate, using Context D ML1-CST-STK-4: Crate Wall North A 10’ tall mountain range of wooden crates is stacked here. On top is a series of smaller crates, and a locked chest. Access Contents Crates, Large (6x) Container: Barrel or Crate, using Context B Textiles, using Context D, size Large Crates, Small (3x) Container: Barrel or Crate Clothing: General, using Context B ML1-CST-STK-5: Rock Pillar A pillar of grey rock extends nearly to the ceiling here. It’s surrounded by clumps of fallen rocks. ML1-CST-STK-6: Northwest Cratewall A clump of crates sits here, forming a 10’ high ridge that flows from north to south. On top are occasional smaller crates. Note that the profile below refers to the entire “ridgeline” of crates forming the central portion here. Access Contents Crates, Large (11x) Container: Barrel or Crate, using Context B Glasses, Metals, and Woods, size Large Crates, Small (6x) Container: Barrel or Crate Rations & Prepared Food, size Medium ML1-CST-STK-7: Tiny Crate Scattering To the northwest of the main ridge of crates is a scattering of small, chest-sized containers Access Contents Crates, Tiny (9x) Container: Barrel or Crate, using Context D Books AND Writing Supplies 232 Mines L1 ML1-CST-STK-8: Ruined Containers A series of shipping crates, imported from the surface, have been smashed open here; within was a variety of foodstuffs, now long rotted. To the south is a scattering of debris, perhaps the start of a makeshift barricade against wandering monsters. ML1-CST-STK-9: Central Corpse A dwarven miner lays here, stripped of her belongings, and some weeks dead from the look of it. A trail of blood leads to the south, parallelling a line of rocks and fallen stones. The north-south line of the stones mentioned forms an important divide: if the party is positioned to its west, place any new random encounters as approaching from Location 2 to the east. Similarly, if the party is east of this line of rocks, new encounters enter from Location 13 to the west. ML1-CST-STK-10: Privy This luxurious privy has a door on it. Less luxurious is the trail of blood that leads to the north, terminating in a dead miner. ML1-CST-STK-11: Southwest Barricade A barricade of sorts has been formed here from sacks, bags, and debris. It forms a chest-high wall to fill the gap between the crate stacks; as the crates to the south are somewhat lower in height, sacks have been heaped atop those boxes to keep the height of the impromptu wall level. The bags themselves all appear to contain grain and seed, but they have been eaten and defecated on by rats for weeks. Indeed, as you approach, rats scatter from every bag, except for those that attack you. A single Rat Swarm attacks the party here as they approach within 20’. ML1-CST-STK-12: Small Stack A clump of smaller containers is piled here, forming an outcropping of sorts from the main north/south ridgeline. Access Contents Crates, Tiny (5x) Container: Barrel or Crate, using Context C Alcohol: General, using Context C ML1-CST-STK-13: Western Approach From this vantage, it almost seems as though there is nothing untoward: the Stacks appear to be a large formation of mostly wooden containers. The barricade to the south of the main wall of crates, and the thin scent of irony blood in the air, soon give lie to the facade quickly. 233 Mines L1 Map 78: Secret Mine Area North (ML1-SCTN) One square equals 5 ft. 234 Mines L1 ML1-SCTN: Secret Mine Area North Overview This was once the northernmost area of this floor of the Mines, but it was quickly abandoned once it became clear that the naturally-occuring cave produced zero yield of interest. The humidity and coolness lend themselves to the attention of monsters, however; in order to remove the risk, the entrance was sealed by demolitions a few years ago. Although it has not been discovered in the wake of the Obelisk’s unveiling, there are tiny tunnels that lead here from the surface, and as such, this area has been used over time by many monsters. Theme & Purpose This is an area of relative safety, though it cannot be used as such for very long. It’s also a good place to do some monster-hunting, if that’s what the party is looking for. Random Encounters Use the standard / default Random Encounter rules for this level. Roll half as often as normal, and reroll any monster- related encounters once. Areas of Interest ML1-SCTN-1: Entrance Only read the italicized text below if the secret is discovered. The earth and stone falls away at your touch, easily in places, and requiring brute force in others to expose a very wide passage into an enormous, seemingly naturally- occuring chamber. The air is quite cool, and yet humid too. You hear a scuttling sound in the dark ahead. Access Secret Area Door Locks: Door, Secret, using Context B, Perception only ML1-SCTN-2: Rockpile East A hip-high pile of fallen boulders and debris sits just inside the entrance. Roll on the Random Encounters table; keep rerolling until it yields a result containing only monsters of size Medium or smaller. Place the resulting beasts on the rockpile and have them attack; unless the party has taken extraordinary measures to excavate from a distance, the monsters will have the benefit of surprise. ML1-SCTN-3: Rockpile West You hear the picking of tiny claws from within this rockpile. Braced for danger, you relax when you see just a few handfuls of mice emerge and skitter away into the distance. ML1-SCTN-4: Main Chamber Cool, humid air flows about you. The icy dampness makes you think of a rock, picked up, and exposing all sorts of creepy-crawlies in the cooler earth underneath. ML1-SCTN-5: Rock Pillar Dominating the center of this room is a massive rock pillar connecting the floor to the ceiling 30’ above you. The pillar tapers to a base 50’ in circumference, with smaller rockpiles scattered about. ML1-SCTN-6: Cobweb Corner The northeast corner of the chamber consists of a smaller rock pillar than the one in the center, connected to the walls via spiderwebs. When the PCs explore this area, there is nothing to discover. However, if they have not explored this corner by the time they investigate Location 7 below, roll on the Random Encounters table and reroll until you get a monster encounter; place that encounter as emerging from this cobweb corner as the PCs check out Location 7. ML1-SCTN-7: Darkrock Patch To the north of the enormous rock pillar is a patch of bluish-black rocks surrounding a massive boulder that sticks out from the earthen floor. The air, and sounds, are calm here, as though treading lightly and carefully about this bizarre scene. The rock itself is a very, very faint echo of the substance that composes the Obelisk; aside from exuding an extremely subtle Chaotic aura, it poses no threat. What does pose a threat, however, is the potential for monsters emerging from Location 6 and/or Location 9. Random encounters placed in these areas as a result of failing to explore those areas stack, so it’s possible that the party will be attacked from both sides while exploring the 235 Mines L1 Darkrock Patch here. ML1-SCTN-8: Rockspill The ceiling is lower here, dipping to 10’ as it approaches the western cave walls. It seems quite volatile, too, based on the scatterings of boulders, rocks, and mud on the floor. ML1-SCTN-9: Spider Pillar In between the two 10’ high rock pillars is a massive floor-to-ceiling spiderweb. Strangely, there is nothing stuck in it; it is either so fresh that nothing has gotten tangled up yet, or so old that it has been picked clean. When the PCs explore this area, there is nothing to discover. However, if they have not explored this corner by the time they investigate Location 7 above, roll on the Random Encounters table and reroll until you get a monster encounter; place that encounter as emerging from this massive spiderweb as the PCs check out Location 7. ML1-SCTN-10: West Crevice The chamber narrows to a tiny crevice here, into which one might put one’s arm but little more. In the faint light, you think you see a glimmer reflected. This crevice has been used as a secret stash over the years. Access Contents Crevice unprotected Gems: Medium-Quality, using Context B AND Potions: Moderate, using Context C 236 Mines L2 Mondaria Mines: Level 2 237 Mines L2 Map 79: Mines Level 2 Overview (ML2-O) One square equals 20 ft. 238 Mines L2 Level Introduction: Mines Level 2 Summary Level 2 of the Mines has interesting and varied terrain. It’s also the first occurence of active mining that the PCs will be exposed to, mostly in the northwest and northeast corners of the mines. The lake to the southwest is a particularly interesting zone. Entrances and Exits Note that the following are typical, even secret, means of entering and exiting the level as it was designed. Other, magical means of navigating the level (for example, teleportation spells or those that grant incorporeality) are not discussed and are left to the GM to manage should they be introduced. Navigation to Mines Level 1 There are three Elevators ascending to Level 1, near locations 4, 5, and 6. Location 3 continues the tunnels underneath the basement of the Southwest Residence. Navigation to Mines Level 3 Locations 4, 5, and 6have Elevators that descend as well. Location 3 continues the tunnels underneath the basement of the Southwest Residence, which leads down the spiraling pit. Overview The bulk of this level is an enormous, single chamber, stretching hundreds of feet from the lake in the southwest to the mining areas of the northern corners, with plenty of storage and buildings in between and all connected via railway. To the southeast, in a separate zone, is the continuation of the tunnel-pits that extend beneath the residential district of the surface city. Atmosphere & Theme This, perhaps as much as any other level of the Mines, should feel like an active production center. The mining regions should feel very recently and abruptly abandoned; the buildings and storage areas should feel recently in use. Overall, a growing sense of foreboding should continue, but ultimately, this should feel as though the influence of the Obelisk has been limited to the dearth of denizens, not affecting the physical structure of anything as of yet. Default Random Encounters Some Areas of Interest within this level will describe a certain approach to Random Encounters, either by overriding the timing (e.g., “every 30 minutes), and/or by providing its own localized version of the random encounter table below. Absent such an override, roll on the following table of Default Random Encounters for every 5 minutes the party remains in this area. Table 13: Mines Level 2 Default Random Encounters D% Event Description 01-20 No Encounter Nothing interesting or specific occurs to deter the party from their overall objectives and exploration. 21-38 Trivial Encounter Roll once on Monsters: Surface, Trivial. 39-55 Light Encounter Roll once on Monsters: Surface, Light. 56-74 Average Encounter Roll once on Monsters: Surface, Average. 75-84 Advanced Encounter Roll once on Monsters: Surface, Advanced. 85-89 Elite Encounter Roll once on Monsters: Surface, Elite. 90-00 NPC Encounter Roll once on the Default NPC Encounter Table below. Default NPC Encounters Some Areas of Interest within this level will describe a certain approach to NPC Encounters, providing its own localized version of the table below. Absent such an override, when in this level, when directed to roll for a random NPC, roll on the following table. Note that if a certain circumstance mandates the presence of an NPC, you may ignore and reroll results of “No Encounter” on the table below. The GM is, as in all other aspects of the adventure, to use her common sense regarding use of this table. You should feel free to ignore or reroll results with which you don’t agree, or simply choose a result yourself to keep with the atmosphere of the adventure as experienced by your gaming group. Note, also, that any entry in the list below that has a blank (“-”) next to it for roll results means that that NPC is never normally encountered in this level. Table 14: Mines Level 2 Default NPC Encounters D% Event Description 01-05 No Encounter Despite an initial feeling, the party does not encounter any NPCs at this time. 239 Mines L2 D% Event Description 06-10 Common NPC Addicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 11-14 Common NPC Afflicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 15 Common NPC A single Bleak Mute lurches within view of the party. 16 Common NPC One Crazed Harbinger stumbles about within view of the party. 17-25 Common NPC Tainted Miners walk creepily toward the party: 2d4x 2d6x 2d8x 2d12x 26-40 Common NPC Miners approach the party suspiciously: 2d6x 2d8x 2d10x 2d12+4x 41-44 Common NPC One Mining Taskmaster walks purposefully toward the party. 45 Common NPC A terrified Munitions Wench is visible, huddled in her rags. 46 Common NPC You see a Supply Maid in tattered clothes, though you’re not sure she sees you. 47 Common NPC A horrifying Tainted Taskmaster walks about. 48 Common NPC Celebrants dance and amble toward the party: 1d4x 2d4x 2d6x 3d8x 49 Common NPC Firedancers lithely come toward the party: 1d4x 2d4x 2d6x 3d8x D% Event Description 50 Common NPC A Firedancer party approaches the PCs: 1x Campmaiden, 1d4x Firedancers, 2d4x Celebrants 1x Hearthstud, 2d4x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d6x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d8x Firedancers, 2d8x Celebrants 51 Common NPC A single Campmaiden or Hearthstud approaches the party with a twinkle in their eye. Use the sex opposite the majority of the PCs’ composition, or randomize if there is a tie. 52 Named NPC Ambling scholar Brocambe Methurzz. 53 Named NPC Beastmaster Gabharn. 54 Named NPC Blacksmith Hamfast Burrbottom. 55 Named NPC Feastmaster Frobwin Glamfork. 56 Named NPC Herbalist Innelothe. 57 Named NPC Illusionist entertainer Raekeldorr. 58 Named NPC Keeper of Records Skandern Lithutz. 59 Named NPC Keepmaster Vanarelia Riccards. 60-64 Named NPC Loremaster Dalnarok. 65-69 Named NPC Mercenary dwarf Gordsturll. 70-74 Named NPC Merenary tiefling Killarth. 75-80 Named NPC Railmaster Arranz Trevain. 81 Named NPC Tinkermaster Skandbard. 82 Named NPC Warden Imeltrude Legande. 83 Named NPC Brewmaster Glimdarffe Sudsglub. 84 Named NPC Cartographer Estarel Finequill.. 85 Named NPC Chemist Incebb Gullip.. 86 Named NPC Chief engineer Didkeln Clawhammer. 87 Named NPC Coinmaster Lugatoo. 88 Named NPC Dwarven union leader Danalin Foeslash. 89 Named NPC Elven administration leader Maresmir. 90 Named NPC Engineer Brimdog Firecleave. 91 Named NPC Foreman Belerras. 92 Named NPC Gangboss Dagbrag. 93 Named NPC Lead designer Estarel Finequill. 94 Named NPC Mayor Faenadorn. 95 Named NPC Minemaster Thrennian Lo’quee. 96 Named NPC A Mystic Seer. 240 Mines L2 D% Event Description 97 Named NPC Sage Natobbe. 98 Named NPC Stablehand Friskbik. 99 Named NPC Stablemaster Semtammi. 00 Named NPC Tribute magister Elawelle. Areas of Interest ML2-O-1: Underground Lake This area is described in more detail beginning on page 241. ML2-O-2: Skimmer’s Cache Please refer to page 250 for further details. ML2-O-3: Invaded Residence Sub- Basement Page 252 commences further information. ML2-O-4: Elevators North This region is documented starting on page 255. ML2-O-5: Elevators East Please turn to page 265 for more details. ML2-O-6: Elevators West Page 268 begins full information. ML2-O-7: Mining Area Northeast This region is described starting on page 271. ML2-O-8: Mining Area Northwest Refer to page 274 for more details. ML2-O-9: Gem Cache This region is documented commencing on page 276. ML2-O-10: Riverbank Processing Page 279 starts full details on this area. ML2-O-11: Railshed & Storage East This area is described starting on page 286. ML2-O-12: Railshed & Storage Northwest This structure and its surrounding area are documented beginning on page 292. 241 Mines L2 Map 80: Underground Lake & Island Overview (ML2-ULI-O) One square equals 5 ft. 242 Mines L2 ML2-ULI-O: Underground Lake & Island Overview Overview Originally used for fishing, this lake has been largely picked clean of life. Its bridges and piers have fallen into disrepair, and the wild flora and fauna of the damp cave has gradually taken over the region. It remains a useful place to fish, though the variety of produce and the threat increasingly posed by the native monsters make it a less and less attractive area for the miners to obtain food. Theme & Purpose This underground lake contains a variety of threats and pleasures, risks and rewards. It is an anomaly in the underground environment, however, and should be treated as a very unique region. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any “NPC Encounter” results. In addition, the lake itself is quite volatile: any PC entering it at any point prompts an automatic roll on the Random Encounters table, ignoring non-monster encounters. Critters that result from this roll should be placed at least 30’ away from the PC(s) who entered the water, preferably approaching the party from an unexplored direction. If there is no monster resulting from the above roll, or if the party stays in the water after any such monster is vanquished, roll again on the Random Encounters table as above for every full minute the party conducts aqueous activities. There is no limit to the number of encounters that the party might summon in this manner, though the GM is encouraged to limit the threat to a single active encounter at a time. Areas of Interest ML2-ULI-O-1: Northern Island Turn to page 243 for further description. ML2-ULI-O-2: Center Island Page 245 contains more information. ML2-ULI-O-3: Southern Island Please refer to page 248 for more details. 243 Mines L2 Map 81: Underground Lake Northern Island (ML2-ULI-N) One square equals 5 ft. 244 Mines L2 ML2-ULI-N: Underground Lake Northern Island Overview The northernmost of the three islands in the lake, it’s also the least used, owing to the volatility of nature to be found there. Theme & Purpose There is treasure to be had, but at what cost? Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any “No Encounter” results once. Areas of Interest ML2-ULI-N-1: Stone Bridge A massive stone bridge spans the water from the main cave floor. ML2-ULI-N-2: Island North The ground on this island is mucky and damp, as though the surrounding waters flood on occasion. Fungus grows all over in patches and groves. In the mud, you see prints and tracks of all manner of beast. ML2-ULI-N-3: Tiny Bay Crops of large rock form tiny islands in this small bay formed by a curve of the island. The water in this area flows as though along a river, from north to south. If any PC disrupts the water in this bay, either by wading into it or even by throwing a stone (or missing with a ranged weapon in combat elsewhere on the island!), roll immediately on the Random Encounters table, ignoring any non-monster results, and placing any monsters that result as emerging from the water in this bay. ML2-ULI-N-4: Fungal Grove Purplish-crimson fungus covers most of the island’s width at this central point. Clumps of it move and sway, as though sensing your presence. 1d4 Yellow Musk Creepers emerge if any of the fungi are touched or disrupted, and attack the party. ML2-ULI-N-5: Rock Cove A thin ledge of rock protrudes here, in contrast to the mud of the rest of the island. It’s surrounded on the edges by small ridges of various mushroom. These are harmless, and pose no threat. ML2-ULI-N-6: Southeast Pier This wooden structure has long fallen into disrepair, neglected and worn down by time and the elements. You see claw marks and scratches pitting the surface here and there. To the south are two barrels; one is open and empty. Access Contents Barrel Container: Barrel or Crate, using Context D Alcohol: General, using Context B ML2-ULI-N-7: Pier Terminus The long pier from the island has a 20’ gap in it, ending in this small pierlet that is effectively its own little island in the lake. On it is a duo of sealed barrels, and a treasure chest. Getting to this island is its own challenge: the water here is 10’ deep, and remember that entering or staying in the lake at any point has a chance of introducing monsters. Access Contents Barrels Container: Barrel or Crate, using Context D Glasses, Metals, and Woods, size Medium, using Context C Chest Traps: General, using Context D (chest is unlocked) Gems: High-Quality, using Context D, AND Weapons: Martial 1H, using Context C AND Potions: Moderate, using Context C 245 Mines L2 Map 82: Underground Lake Center Island (ML2-ULI-C) One square equals 5 ft. 246 Mines L2 ML2-ULI-C: Underground Lake Center Island Overview The largest of the three islands, this is also the most active, and is the only one still used for fishing. Theme & Purpose Loot and danger, in equal measure, meet the party here. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any non-monster results once. Areas of Interest ML2-ULI-C-1: North Stone Bridge This massive carved-stone structure connects the mine’s main floor to the large lake island. Despite wear and tear of perhaps a hundred years, it remains in remarkably good shape, owing to the dwarven construction you intuit from the carved runes. ML2-ULI-C-2: South Stone Bridge This leads to “Map 83: Underground Lake Southern Island (ML2-ULI-S)” on page 248. ML2-ULI-C-3: Main Island The largely earthen ground here is damp, and the air humid, but it stops short of being muddy. Your feet leave easily-visible tracks; among them you see those of other creatures, big and small, recent and old. ML2-ULI-C-4: Southeast Firepit A firepit sits here at the base of the rock pillar. It has been recently used, as in the last few days. You see some footprints in the earth surrounding the rock circle. A Survival or similar skill check at DC 15 will reveal that a mixed group of Dwarves and Elves made use of this fire a few days ago. ML2-ULI-C-5: Southern Fungal Clump The southeast corner of the island is wetter and muddier than the rest of the land. Fungus grows heavily here, waist-high in areas. It feels quiet and calm here. Although the description sounds scary, the fungus that grows here actually produces a sound-dampening effect; do not roll on the Random Encounters table while the party is exclusvely here. ML2-ULI-C-6: North Firepit A long-abandoned firepit sits on the north edge of the island. Nearby is a ridge of fungus in purple, red, and yellow hues. Disturbing the fungus here will stain clothing and flesh a dark shade of the appropriate color—a paste formed of smashed spores. The delicate spores are completely harmless, however. ML2-ULI-C-7: Storage The western edge of the island is a storage haven, consisting of crates, bags, and one chest. Access Contents Crates, Large (6x) Container: Barrel or Crate, using Context D Glasses, Metals, and Woods, size Large, using Context B Crates, Small (9x) Container: Barrel or Crate, using Context D Fishing Supplies, size Medium Chest Locks: Chest, Simple Armor: Medium AND Weapons: Simple ML2-ULI-C-8: Rock Pillar Fungus Garden The center of the island is dominated by a huge growth of multicolored fungus, sprouting in and among a vortex of rock clumps that surround a central rock pillar which stretches to the ceiling 25’ above you. Disturbing any of the fungus in this area—or setting foot on any of the rocks—prompts an immediate roll on the Random Encounters table, ignoring non-monster results. ML2-ULI-C-9: Pier Entrance Abutting the entrance to the southwest pier are clumps of empty barrels that smell of fish. ML2-ULI-C-10: Pier A long pier forms a kind of cross stretching into the 247 Mines L2 water to the southwest of the island. Barrels abound, and there is a table and two chairs for sitting and fishing should the need arise. Access Contents Barrels, Small (4x) Container: Barrel or Crate, using Context D Rations & Prepared Food, using Context D Barrels, Large (3x) Container: Barrel or Crate, using Context B Fishing Supplies, size Medium 248 Mines L2 Map 83: Underground Lake Southern Island (ML2-ULI-S) One square equals 5 ft. 249 Mines L2 ML2-ULI-S: Underground Lake Southern Island Overview Historically used for short-term storage, or to resupply fishing needs without venturing to the main Mines area, this island is now quite old and forgotten. Theme & Purpose This island is the most difficult to get to, the most dangerous, and also the most profitable from a loot perspective. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal. Ignore any non- monster results. Place any encounters that result as approaching from the northern island. Areas of Interest ML2-ULI-S-1: Stone Bridge This leads to “Map 82: Underground Lake Center Island (ML2-ULI-C)” on page 245. ML2-ULI-S-2: Main Island The ground here is a mix of grainy mud and occasional stone. Tracks and claw marks are fainter here, as though the island had seen much less recent use than its northern neighbors. ML2-ULI-S-3: Fungus Firepit A firepit sits here, unused for years yet its skeleton is unmistakable. About it grows a variety of fungus. ML2-ULI-S-4: Storage & Treasure A curving pile of barrels and crates has been placed here. A chest sits in the midst of the array, and a pile of belongings has been dumped next to a rock group. Access Contents Crate, Large Container: Barrel or Crate, using Context D Fishing Supplies, size Large Crates, Small (7x) Container: Barrel or Crate, using Context B General Supplies, size Medium Barrels (9x) Container: Barrel or Crate Rations & Prepared Food, size Medium Stacked Barrels (4x) Container: Barrel or Crate Alcohol: General, size Medium Access Contents Chest Locks: Chest, Simple, using Context D AND Traps: General, using Context B Gems: Medium-Quality, using Context B AND Weapons: Martial Ranged Treasure Pile unprotected Armor: Light AND Armor: Shields AND Weapons, Martial 1H AND Potions: Moderate AND Coin Treasure: Moderate, using Context D Upon searching this area, roll on the Random Encounters table immediately; ignore non-monster encounters. 250 Mines L2 Map 84: Skimmer’s Cache Secret South (ML2-SCS) One square equals 5 ft. 251 Mines L2 ML2-SCS: Skimmer’s Cache Secret South Overview This chamber is a naturally-occuring cave extension that has been sealed off from the main Mines area by scavengers hoping to secret gems. Theme & Purpose It’s a great source of valuables, if the party can discover it. Random Encounters Use the standard / default Random Encounter rules for this level. Roll half as often as normal. Reroll “NPC Encounter” results. Come Into My Parlor... Touching any of the spiderwebs here will prompt an immediate roll on the Random Encounters table. Ignore any non-monster results, and introduce ensuing encounters as approaching from the north, curious or enraged that the secret has been discovered. This effect only occurs the first time webs are disturbed; thereafter, the party may explore in relative peace. Areas of Interest ML2-SCS-1: Entrance Only read the italicized text if the secret is discovered. The entire wall here seems a little fishy. Veins of rock on the edges seem to disappear into a wall of a different texture and composition. Pursuing a hunch, you poke at the wall to the south here: Sure enough, the rock comes apart with some wedging. It appears that someone has stacked hundreds of rocks here, and smeared a muddy clay around them as a kind of improvisational mortal to hold the secret in place. This leads back to the main mine area as described in “Map 79: Mines Level 2 Overview (ML2-O)” on page 237. Access Skimmer’s Cache Secret Door Locks: Door, Secret, using Context C, Perception only ML2-SCS-2: Crates In the southwest corner of the chamber is a trio of secure crates, and two locked treasure chests, surrounded by spiderwebs. Access Contents Secure Crate (3x) Container: Barrel or Crate, using Context C Armor: Medium AND Weapons: Martial 2H Access Contents Chests (2x) Locks: Chest, Strongbox, using Context B Coin Treasure: Moderate, using Context B AND Gems: Semi-Precious, using Context D ML2-SCS-3: Empty Chest Sitting amidst rockpiles and spiderwebs is a large wooden chest. Its lock has been smashed to bits. Although the chest itself is empty, there are small piles of scattered gemstones on the ground nearby. Access Contents Ground Near Chest unprotected Gems: Low, size Medium ML2-SCS-4: Southeast Spiderweb Cache Underneath the shadow of an enormous spiderweb that reaches from the cave walls to a floor-to-ceiling rock pillar are two treasure chests. Access Contents Chests (2x) Locks: Chest, Simple, using Context C General Supplies AND Gems: Low AND Armor: General 252 Mines L2 Map 85: Invaded Residence Sub-Basement (ML2-IRSB) One square equals 5 ft. 253 Mines L2 ML2-IRSB: Invaded Residence Sub-Basement Overview Underneath the Residential District of the surface city is a spiraling hive of lairs, tunnels, and pits. This marks the transition from a few sub-basement levels to an actual monstrous lair of sorts. Theme & Purpose This is one of the unorthodox means of entering the lower Mine levels. Merely being here should impose a sense of creepy-crawly dread in the party. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal. Reroll any “NPC Encounter” results. Areas of Interest ML2-IRSB-1: Hole in Ceiling The hole is 20’ up from the floor, and leads to “Map 63: Residence SW Basement (MC-RSW-BM)” on page 195. ML2-IRSB-2: Slate Pile A mountain of slate and shale have been heaped here. It seems the perfect place for a large creature to stretch out and relax. Disturbing this pile in any way prompts a roll on the Random Encounters table. Ignore any non-monster results, and reroll on the appropriate sub-table until you get a Swarm result. That swarm emerges from underneath the pile. ML2-IRSB-3: Northwest Rock Pillar This massive stalagmite stretches 20’ up to the ceiling of the chamber. Piles of fallen rock lie about its base. ML2-IRSB-4: Debris Swath Splintered and flattened rock chunks litter the entire north edge of the massive chamber. It looks like some have been thrown, others scuttled and dragged. Someone or something has intentionally been accumulating the debris. Upon entering this area, if the PCs have not already investigated Location 7 to the east, roll immediately on the Random Encounters table, and ignore any non- monster results. Any encounter that ensues will emerge from Location 7. ML2-IRSB-5: Northeast Rock Pillar Another floor-to-ceiling formation of rock sits here among the rubble, this one brown, and with substantial clumps of fallen boulders about its base. ML2-IRSB-6: Guano Path Much of the north and central regions of this chamber are covered in monster feces, forming a slick and disgusting surface. Although much of the guano is months old, some is much fresher. ML2-IRSB-7: Northeast Debris Rocks, gravel, and even some pieces of wood lie here in a mangled assortment. ML2-IRSB-8: Fungal Patch Ochre fungus litters the ground here in a wide swath. It appears common in nature, and non-volatile. ML2-IRSB-9: Southeast Rock Pillar Sprouting from the ground is a thin brown rock pillar that reaches nearly to the ceiling 25’ above you. Boulders and toadstools lie about its base. From the south comes a thin, cool howl of air. ML2-IRSB-10: Corpses An assortment of dead bodies is strewn here, not quite piled, but definitely moved here intentionally. Their belongings have largely been removed, and in many places, their flesh consumed; it seems as though they have been dead a week or more. Access Contents Corpses unprotected Coin Treasure: Moderate, using Context D, Copper and Silver results only ML2-IRSB-11: Bonepiles On a ledge formed by the overhang of the ceiling 10’ above you is an assortment of piles of bones, each 254 Mines L2 one belonging to a different creature. There are some humanoid skeletons, as well as much more monstrous ones. Some piles seem to have been thrown in a heap; others are more carefully arranged. One Ettin skeleton seems as though it might simply have rotted away over the years to the bones that now lay here. There is no treasure to be found among the long-dead bodies. ML2-IRSB-12: Rounding the Corner As you traverse the narrow ledge, there is a gust of wind from the pit below. Each Medium-sized PC must make a Acrobatics check at DC 10 to keep their footing. Failure means they risk falling into the pit to the southwest; any other party member may attempt to stay their fall, attempting their own Acrobatics check at the same DC. Success means that nobody falls; failure of this second attempt means that both PCs plummet. ML2-IRSB-13: Calm Debris From this vantage point, you sense a calmness of the wind and spirit. You can see the entire chamber to the north, across the gaping chasm. You feel oddly protected by the head-high piles of stone and debris on either side fo you. The location and odd calm of this place means that no Random Encounters will take place here so long as the party does not draw attention to themselves. They may even take a long rest if they do not light a fire. ML2-IRSB-14: Pit A yawning pit lies in the south-center of the lair. It descends at least a hundred feet down from what you can tell. Falling down here is a very, very bad thing: it ends three entire mine levels down, each of which is between 30’ and 50’ in depth. For practical purposes, most unprotected falls into this pit spell certain doom for any but the most heroic PC; the GM is left to determine the lethality of blunders or combat effects that lead PCs to a fall here. ML2-IRSB-15: Hole Down A hole in the earth here leads down into the darkness. The tunnel extends at least 30’ under you; though it seems well-traveled, it is most certainly not man-made, but rather excavated by some form of creature. This leads to “Map 120: Circular Stair Pit (ML3-CSP)” on page 349. 255 Mines L2 Map 86: Elevators North Overview (ML2-ELN-O) One square equals 5 ft. 256 Mines L2 ML2-ELN-O: Elevators North Overview Overview This region is something of a stronghold, rare anywhere in the Mines for its protective wall. Sadly, although the wall stands, the doors to the west have been forced open, and monsters still run rampant. Theme & Purpose The elevators allow access above and below this level of the Mines. In addition, there is a great deal of looting and investigatory opportunity in the Operations building, which typically also contains a key NPC. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML2-ELN-O-1: Stronghold Doors These massive, 20’ steel doors which appear to be the only aperture in a similarly-tall and 8’ thick rock wall seem able to repel any intrustion... which makes it all the more unsettling to note that the doors have been smashed open. The hinges are warped, and the doors leaning on their frames; these won’t close again without a major overhaul and weeks of effort by concentrated teams. ML2-ELN-O-2: Secret Entrance Only read the italicized text below if the secret is revealed. One portion of the stone wall here has a slightly different rock pattern than the rest of the area. Prodding, you find a stone that makes an audible “click” noise as you push it. It swings outward to reveal a lock mechanism, and as you examine more closely, you can see the outline of a 5’ tall doorway in the surrounding rock. Access Secret Entrance Locks: Door, Secret, using Context B ML2-ELN-O-3: Operations Please refer to page 257 for further details on this building. ML2-ELN-O-4: Barrier Page 263 begins more information on this area. ML2-ELN-O-5: Elevator Down This leads to “Map 121: Elevators North (ML3-EN)” on page 351. ML2-ELN-O-6: Elevator Up Take this to “Map 69: Rail Switchhouse North (ML1-RSN)” on page 210. ML2-ELN-O-7: Elevator Control Please turn to page 261 for further details. 257 Mines L2 Map 87: Elevators North: Operations (ML2-ELN-LS) One square equals 5 ft. 258 Mines L2 ML2-ELN-LS: Elevators North: Operations Overview This building is the administrative nexus of this level of the Mines. It’s also been used to entertain, and as storage of valuables given the protected position behind the walls. Theme & Purpose The PCs should intuit from the massive wall that this area was a place of protection, and thus likely of valuables as well. Although much of the best loot has been culled by chaotic opportunists, this building is still rife with investigatory and monetary benefit. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll monster-related results once. Default Doors Unless otherwise specified, all doors in the building are closed, locked, and conform to the following profile: Access Default Door Locks: Door, Reinforced NPCs of Note The Cartographer is often here. Each time the PCs approach the building, he has a 60% chance of being here during all hours. Areas of Interest ML2-ELN-LS-1: North Entrance These reinforced double doors have been tampered with, but the lock still holds. ML2-ELN-LS-2: Main Hall Thick red carpets cover much of the cold cobblestone floors here. Double doors lead to the northeast, the west, and to the south; single doors lead to the east and southeast. Two open barrels of fresh water sit on either side of the main entrance to the northwest. ML2-ELN-LS-3: Storage A bounty of containers has been pushed up against every surface in this square room. Across the floor are scattered coins, perhaps from a hasty looting retreat. Access Contents Crate, Large (3x) Container: Barrel or Crate General Supplies, size Large Access Contents Crates, Small (3x) Container: Barel or Crate Rations & Prepared Food, size Medium Barrels (4x) Container: Barel or Crate Alcohol: General, size Medium Sack Pile unprotected Simple Foodstuffs, size Medium Chests (4x) Locks: Chest, Simple Armor: General AND Weapons: General Floor Coin Trail unprotected Coin Treasure: Moderate, using context D, ignore Platinum and Gold ML2-ELN-LS-4: Northeast Guestroom It’s a bit cramped in here, but mainly because so much furniture has been inserted: a small table ringed with chairs, a writing desk, a dressing desk, a privy, a wash basin filled with moldy water, a dresser cabinet, a bed, a potted plant, and a bedside table. Access Contents Dressing Desk Locks: Furniture, Simple General Supplies Writing Desk Locks: Furniture, Simple, using Context D Writing Supplies Cabinet unprotected Clothing: General, using Context B ML2-ELN-LS-5: Southeast Guestroom This room forms a slanted rectangle. Within are writing and dressing desks, a privy, small and large clothing cavinets, a potted plant, and a small table with a comfortable chair. 259 Mines L2 Access Contents Dressing Desk Locks: Furniture, Simple, using Context D Alcohol: General, using Context B Writing Desk unprotected Writing Supplies AND Coin Treasure: Moderate, using Context D Cabinet, Small unprotected Clothing: General, using Context B Cabinet, Large Locks: Furniture, Simple, using Context C Armor: Light AND Clothing: General, using Context C ML2-ELN-LS-6: Dining Hall A bit cramped, perhaps, but there’s enough room in this well-lit chamber for a fully-set banquet table, two sideboard cabinets, two food tables, two chairs, three stools, and three potted plants. Access Contents Sideboards (2x) Locks: Furniture, Simple, using Context B Alcohol: General, using Context C Food Tables (2x) unprotected Rations & Prepared Food ML2-ELN-LS-7: Secret Bedroom Door Behind the potted plant to the southwest of the dining hall is a secret door: Access Secret Bedroom Door Locks: Door, Secret ML2-ELN-LS-8: Southwest Guestroom This narrow chamber conains a large table set with rotted food, writing and dressing desks, a clothing cabinet, a wash bashin, and a privy. Access Contents Dressing Desk Locks: Furniture, Simple, using Context B Alcohol: General, using Context B AND Potions: Moderate Writing Desk Locks: Furniture, Simple Writing Supplies AND Books: General, using Context D Cabinet unprotected Clothing: General ML2-ELN-LS-9: Storage Entrance A tall set of double doors bars entry to the southern portion of the building. ML2-ELN-LS-10: Southwest Entrance Strong double doors are closed and locked here. ML2-ELN-LS-11: Southeast Entrance These doors are reinforced with iron and banded heavily; the lock is of ornate design. A massive hole has been torn in the wood, however, and the north door half has been just about torn off its hinges. You can fit through the gap made in the damage easily. ML2-ELN-LS-12: Storage East A wide avenue runs through the southern chamber, which runs the width of the building. Against the north wall are piled a large crate, a smaller crate, and various sacks and bags. The southeast of the building contains another large crate, two more smaller crates, and an octagonal table and chair. Access Contents North Large Crate Container: Barrel or Crate General Supplies, size Large North Small Crate Container: Barrel or Crate Rations & Prepared Food, size Medium North Sacks unprotected Simple Foodstuffs, size Medium South Large Crate Container: Barrel or Crate Glasses, Metals, and Woods, size Large South Small Crates (2x) Container: Barrel or Crate Glasses, Metals, and Woods, size Medium ML2-ELN-LS-13: Storage West The southwest corner of the building is rife with containers, and smells of constant use and minerals. To the north is a small crate and an array of barrels; the south holds a stack of barrels, two large crates, and two locked treasure chests. Access Contents North Small Crate Container: Barrel or Crate Textiles, size Medium North Barrels (7x) Container: Barrel or Crate Fresh water South Large Crates (2x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large South Barrels (6x) Container: Barrel or Crate Alcohol: General, size Medium Chests (2x) Locks: Chest, Simple Armor: General AND Coin Treasure: Moderate, using Context B ML2-ELN-LS-14: Storage South A locked set of double doors leads to a hemisphere- shaped chamber. Empty bottles litter the floor next to a circular table ringed with chairs. A trio of chests rests against the southwest corner, and two further chests are in the south. 260 Mines L2 Access Contents Southwest Chests (3x) Locks: Chest, Strongbox Potions: Moderate AND Coin Treasure: Moderate South Chests (2x) Locks: Chest, Strongbox AND Traps: General, using Context D Weapons: Martial 1H AND Weapons: Martial Ranged AND Gems: Low The secret door to the southeast can be discovered from either side, and has the following profile: Access Secret Exit Locks: Door, Secret 261 Mines L2 Map 88: Elevators North: Elevator Control (ML2-ELN-EC) One square equals 5 ft. 262 Mines L2 ML2-ELN-EC: Elevators North: Elevator Control Overview Under normal operations, the elevators to the south are controlled from this region. In the wake of wanton destruction, however, the switches are malfunctioning, and they must be operated manually. Theme & Purpose It’s an interesting area to explore, particularly for those wishing to understand what happened once the gate to the southwest was smashed open. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all non-monster encounters once. Areas of Interest ML2-ELN-EC-1: Ruined Wall A ruined wall stretches the width of the cave here. It varies from head-high in places to knee-high in others. Much of the damage appears to have been smashing, but there are occasional scorch and corrosive marks as well. ML2-ELN-EC-2: Northwest Rubble The northwest edge of the cave is littered with rubble. Some is spillover from the ruins of the wall and tower to the south, but other pieces consist of fallen stones from the ceiling 15’ above. Upon entering this area, roll on the Random Encounters table; ignore non-monster encounters and place any critters that result Location 5 to the northeast. If Location 5 has recently been explored by the party, place the monsters in Location 4; if that, too, has been cleared, then place the monsters as coming from the south. ML2-ELN-EC-3: North Rock Clumps Clumps of greenish-grey rock dot the floor here, as the ceiling narrows to a scant 8’ high. The air is cool and dry, and the sounds of the surrounding cave grow quiet. ML2-ELN-EC-4: Nest This cozy area is nestled between the ruined wall to the south, the earthen cave wall to the east, and an array of chest-high debris to the north. You see sticks, stones, and other material arranged in something of a nest about the space, though there are no recent signs of activity here. The nest is long abandoned. However, it can be used to avoid detection or escape monsters, as it’s large enough and concealed enough to obstruct even a large group of PCs. ML2-ELN-EC-5: Northeast Rock Pillar A rock pillar stretches all the way to the ceiling, 10’ above you. A clump of boulders can be seen to the northeast of the pillar. ML2-ELN-EC-6: Ruined Buildin This was once a guard building; it’s now a waist-high pile of circular rubble. Something very large and angry wreaked destruction upon the structure; though you see no bodies or skeletons, you suspect it was trying to annihilate those who had taken refuge here. ML2-ELN-EC-7: Malfunctioning Switch Here, then, are the control levers for the elevators a short distance to the south. They appear massively damaged, and can be moved with no resistance; you suspect that whatever mechanism to which they had been attached is no longer hooked up to these switches. 263 Mines L2 Map 89: Elevators North: Elevator Barrier (ML2-ELN-EB) One square equals 5 ft. 264 Mines L2 ML2-ELN-EB: Elevators North: Elevator Barrier Overview The northern elevators were a bit of a stronghold, where access was tightly controlled. This barrier had been a gated aperture through which all incoming and outgoing goods and personnel were gatekept; in the wake of the Obelisk’s discovery and the ensuing destruction, it is but a runed reminder of the lawfulness this region encompassed before. Theme & Purpose Coming or going via the elevators featured here, it’s likely that the party will pass through this region on their journies elsewhere in this level. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll non-monster encounters once. Areas of Interest ML2-ELN-EB-1: West Aperture Rubble to the west, and a ruined wall to the east: you envision this gap was originally for personnel and guards to enter and exit through a smaller door than that available in the main wall to the east. ML2-ELN-EB-2: West Guard Post This small building was burned to a crisp, its stone and mortar evaporated so that only dried chunks of hardened stone remain. Access Contents Rubble unprotected Armor: Shields, using Context B ML2-ELN-EB-3: East Guard Post This used to be a guard post, controlling access to the east. It’s now a knee-high pile of fused rock, icily fractured from its original configuration. Access Contents Rubble unprotected Coin Treasure: Moderate, using Context D, halve quantities ML2-ELN-EB-4: Guardwall Nearly the whole width of the cave at this point is dominated by a rubble wall. You surmise it may have been as high as 15’ before it was destroeddestroyed, though now it ranges from a few inches to 8’ of stone in varying states of destruction. ML2-ELN-EB-5: Eastern Debris Much of the eastern guardpost’s stone has been tossed here, either as part of the explosions or force that destroyed them in the first place, or by those seeking to excavate the debris. Disturbing this area (e.g., via search) may attract the attention of nearby critters; roll on the Random Encounters table and ignore non-monster results. Place any encounter that ensues as approaching from Location 1 to the west. ML2-ELN-EB-6: Front Rubble This chest-tall pile of debris seems to have been intentionally arranged, in an effort to scale the 8’ tall ruined wall at this point. You can scramble over easily, but as there is no equivalent pile on the other side, getting back the same way here would be more challenging. ML2-ELN-EB-7: Elevator Down This leads to “Map 121: Elevators North (ML3-EN)” on page 351. ML2-ELN-EB-8: Elevator Up Take this to “Map 69: Rail Switchhouse North (ML1-RSN)” on page 210. 265 Mines L2 Map 90: Elevators East (ML2-ELE) One square equals 5 ft. 266 Mines L2 ML2-ELE: Elevators East Overview This eastern region allows access above and below to the other levels of the Mines. It’s also a decently-sized waystation of supplies going in and out of the complex. Theme & Purpose It’s deserted, abruptly so, like so much else of the Mines, but its open nature and pivotal location make it a focus of friendlies and hostiles. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal. Areas of Interest ML2-ELE-1: Elevator Down This leads to “Map 123: Elevators East (ML3-EE)” on page 357. ML2-ELE-2: Elevator Up Take this operable elevator up to “Map 68: Rail Switchhouse East (ML1-RSE)” on page 208. ML2-ELE-3: Work Area A long table sits here, entirely deserted and vacant. Nicks and marks in its wood indicate that it saw a lot of duty, likely as a staging area for packing and unpacking. ML2-ELE-4: Firepit Long unused, this ring of rocks contains some months- old ashes from a companiable fire. ML2-ELE-5: Rock Pillar Boulders surround this rock pillar, which reaches 30’ up to the ceiling of the mine at this point. While in the central region of this map, introduce new monster encounters from behind this pillar, to the southeast. ML2-ELE-6: Secret Wall Entrance This door, and what lies beyond it, are described in “Map 86: Elevators North Overview (ML2-ELN-O)” on page 255. ML2-ELE-7: Railway Though it’s clear it’s seen heavy use over the years, this region of the railway is in good repair and seems quite usable. ML2-ELE-8: Fungal Patch Toadstools and mushroom caps range in size from fingertip-sized to head-sized. There is nothing volatile to be found here, however, upon disturbing any of the fungus, roll on the Random Encounters table, ignoring non-monster results and placing any encounters that ensue as approaching from the northeast. ML2-ELE-9: Crates Southwest An orderly arrangement of five large crates sit here. The wood appears pitted and dented, but the containers are intact. Access Contents Crates (5x) Container: Barrel or Crate General Supplies, size Large, using Context B ML2-ELE-10: Crates West A cluster of five large crates has been placed here, to the southwest of the down elevator. Access Contents Crates (5x) Container: Barrel or Crate Clothing, size Large ML2-ELE-11: Barrels Northwest A cluster of barrels has been placed here in a rough triangle. Four have been opened, and are empty; the remaining five are sealed. Access Contents Barrels (5x) Container: Barrel or Crate Fresh water ML2-ELE-12: Barrels Northeast An assortment of barrels have been stacked here, just to 267 Mines L2 the north of the up elevator. Access Contents Barrels (9x) Container: Barrel or Crate Alcohol: General, using Context B ML2-ELE-13: Crateline East A large spine of crates has been stacked leading from the southern portion of the up-heading elevator. The wood, nails, and seals are all substantial and sturdy. Access Contents Crates (9x) Container: Barrel or Crate, using Context C Glasses, Metals, and Woods, size Large ML2-ELE-14: Cask Stack Just north of the firepit, and northwest of the rock pillar, a neatly-stacked array of casks has been placed. Access Contents Casks (7x) Container: Barrel or Crate Alcohol: General, using Context C 268 Mines L2 Map 91: Elevators West (ML2-ELW) One square equals 5 ft. 269 Mines L2 ML2-ELW: Elevators West Overview The chaotic zone of this level of the Mines is littered with trash, feces, and debris. The elevators, however, are still functioning perfectly. Theme & Purpose It’s a good means of access to other levels of the Mine, and a solid option for those seeking to fight some monsters. Other than that, there’s not much to find here! Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal, and reroll “NPC Encounter” results once. Areas of Interest ML2-ELW-1: Path North This path leads to “Map 100: Railshed & Storage Northwest (ML2-RSS-NW)” on page 292. ML2-ELW-2: Rock Pillar A small rock pillar stands here, reaching up 20’ toward the ceiling 35’ above you. ML2-ELW-3: Guano Patch In a huge swath about the base of the rock pillar is a sheet of inches-thick guano, secreted from who-knows- how-many creatures over the past few years. The top layer is fresh, but the crunch underfoot speaks of a longer-term build-up. There’s a body lying horribly mangled amongst the feces. The PCs can walk slowly through here without difficulty; moving quickly or stopping long enough to, say, loot the body prompts a roll on the Random Encounters table, ignoring results of “NPC Encounter” and rerolling “No Encounter” results once. Any monsters that result from such a pursuit will approach from the north. Access Contents Half-Elf Corpse unprotected Armor: Light AND Weapons: Martial Ranged AND Potions: Moderate ML2-ELW-4: Barricade All manner of debris has been piled chest-high in this large makeshift barricade, intended to apparently defend against approaching threats from the north. ML2-ELW-5: Sandbag Line Just south of the huge barricade is a line of sandbags, assembled hastily from the looks of it and reaching to your thighs. Though it may have been intended as a second line of defense against the north, from the blood splatters, you suspect it was instead used to guard against enemies from the south, suggesting that whomever took a stand here had two fronts of threat to deal with. ML2-ELW-6: Fungal Growth A large patch of fungus forms the western border of the barricades. ML2-ELW-7: Elevator Down This leads to “Map 122: Elevators West (ML3-EW)” on page 354. ML2-ELW-8: Elevators Up Please refer to “Map 71: Underground River Fishery (ML1- FSH)” on page 215 for futher details about the destination here. ML2-ELW-9: Table A table and six chairs sits in between the two elevators. There is nothing on it, and no telltales in its wood to suggest what it may have been used for during normal Mine operations. This was actually a gambling table: those seated here would wager on which elevator would move next. That anyone had enough time or interest to bet on such a phenomenon speaks much as to the work ethic of those in this region. ML2-ELW-10: Guano Patch Southeast Another patch of feces spreads here, interspersed with toadstools growing from the fertilization. ML2-ELW-11: Firepit A long-unused firepit sits here, amudst a decomposing 270 Mines L2 corpse dead many months. A crate and an open and empty treasure chest sit nearby. Access Contents Crate Container: Barrel or Crate General Supplies, size Medium ML2-ELW-12: Firepit Monster Corpse A firepit, unused for months at least, sits on the southern edge of this area, near a bunch of toadstools. To the north is the rotting carcass of a monster; circling the corpse is an assortment of sacks and bags. Access Contents Sacks unprotected Simple Foodstuffs, size Large ML2-ELW-13: Barrel Line A rounded line of barrels parallels the railtracks here. Two are open and empty; the remaining five are sealed. Access Contents Barrels (5x) Container: Barrel or Crate Alcohol: General, size Medium ML2-ELW-14: Railway The railway is battered, the rails nicked and scored, and the rail bed has not been upkept at all. However, it appears stable enough if taken at cautious speeds. 271 Mines L2 Map 92: Mining Area Northeast (ML2-MNE) One square equals 5 ft. 272 Mines L2 ML2-MNE-Mining Area Northeast Overview This simple mining zone is anything but simple: overrun by monsters, this region was host to a brutal massacre among the fungus and chaos of its contents. Theme & Purpose If the PCs search thoroughly, they might find a clue as to what life was like in the Mines prior to the Obelisk’s discovery. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Areas of Interest ML2-MNE-1: Railway These tracks are unstable, warped, and generally dangerous in appearance. ML2-MNE-2: Rock Pillar An enormous, 30’ tall rock pillar stretches up to the ceiling and connects. About its broad base are cobwebs, large boulder spills, and some occasional fungus. ML2-MNE-3: Fungal Circle Patches of mushrooms have formed a circle about a group of rocks here. ML2-MNE-4: Rock Terminus At the end of the rails is a pile of boulders. It appears as though the rails were simply built to stop here, either from laziness or because the rails were unfinished. ML2-MNE-5: Barrels What may once have been an orderly stack of barrels is now spilled all over the area. Some barrels are empty and open; others are still sealed. Access Contents Barrels, Large (6x) Container: Barrel or Crate Fresh water Barrels, Small (5x) Container: Barrel or Crate Alcohol: General ML2-MNE-6: Guano Cobwebs South of a trio of huge spiderwebs is a patch of feces, produced likely by monsters long gone. ML2-MNE-7: Fungus Wall From the north wall, circling around to the cave wall to the southeast, is a huge swath of fungus in various sizes, ranging from fingertip to head-sized. A large clump somewhat in the middle reaches to your hips. 2d4 Fungal Crawlers emerge from the center area to attack if any of the fungus is disturbed. ML2-MNE-8: Dead Zone Bodies lay strewn about here, the apparent final stand of a dozen or more miners who were boxed into a corner by approaching monsters... or other miners. It’s difficult to tell, but most bodies have some sort of damage that you don’t imagine would be possible via manmade weapons. Blood indicates a fresh conflict; decomposing corposes to the north speak of a fight long past. To the east is an assortment of large crates. Access Contents Crates, Large (6x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large, using Context B Crate, Small Container: Barrel or Crate Textiles: General, size Medium, using Context C If the party searches the crates, they discover a letter among the loot; roll on the Plot Discoveries table. ML2-MNE-9: Northeast Corpses Among two hapazard crates, fungus, rocks, and spiderwebs, is an assortment of long-dead rotting corpses. It appears to be mainly dwarves, with a few elves and half-elves in the mix. One body even seems to be a half-orc. 273 Mines L2 Access Contents Crates, Large (2x) Container: Barrel or Crate General Supplies, size Large Bodies (6x) unprotected Armor: General AND Weapons: Simple ML2-MNE-10: Cratewall Small, chest-high boxes have been placed here in a rough second line of defense between the sandbags to the south and the fungus to the north. Debris of all manner is mixed in with the sandbags to form a barricade. From the chaos you spy to the northeast, it seems that such defenses were not sufficient to ward off whatever threatened the poor miners. Access Contents Crates, Small (6x) Container: Barrel or Crate Glasses, Metals, and Woods, size medium, using Context D ML2-MNE-11: Barricade Center A huge moud of supplies, broken furniture, crates, and even dead monster corpses is piled head-high here. There’s a break in the fungus to the northeast. Traveling very carefully, the party can pass through here to the northeast without disturbing the fungus. ML2-MNE-12: Monster Corpse The southeasternmost area of this region holds the thin edge of the sandbag barricade; to the south is a pile of bones and a decomposing monster corpse. 274 Mines L2 Map 93: Mining Area Northwest (ML2-MNW) One square equals 5 ft. 275 Mines L2 ML2-MNW: Mining Area Northwest Overview Once a major bustling source of mining, this area is now abandoned. Tools are scattered everywhere as though recently discarded, though in truth it has been a month or more in most cases. Theme & Purpose The area is picked-through in terms of loot and treasure, but it does lead to a secret chamber to the northeast for those persistent or observant enough to find it. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal, and reroll all results of “No Encounter” once. Areas of Interest ML2-MNW-1: Railway This part of the track is sturdy, well-repaired, and ready for stable action. ML2-MNW-2: Lumber Stack A huge pile of raw tree lumber sits here, ready for carving into whatever purpose is needed. The pile consists of mostly 5’-diameter trunks, shaved of limbs and roughly cylindrical in nature, piled 8’ high. Disturbing this pile produces a Swarm that emerges from the nooks and crannies; roll on the Random Encounters table and reroll until you get a Swarm-type monster. ML2-MNW-3: Firepit At the end of the railway is a big firepit. It looks recently used, but for a much smaller fire than it was constructed to contain. ML2-MNW-4: Mining Scaffolds Around the western and northwestern perimeter of this area are mining scaffolds. Constructed mainly out of wood, with some metal here and there, these precarious structures allow access to the full height of the rock wall via climbing; although ladders are in place here and there, in general it would take a nimble soul to make full use of these. These scaffolds are 20’ tall. ML2-MNW-6: Netting North of an abandoned firepit and amidst a huge variety of scattered tools is a massive, thick net. From the smudges here and there, you suspect it was used to wrap up larger boulders of ore if a crate was unavailable. ML2-MNW-8: Secret Chamber Access Secret Entrance Locks: Door, Secret, Perception Only, using Context D 276 Mines L2 Map 94: Gem Cache (ML2-GEM) One square equals 5 ft. 277 Mines L2 ML2-GEM: Gem Cache Overview Once a secret cache of gems, this area was used as a hiding area for miners who could not make their way out of the mining zone to the west. Theme & Purpose The miners were slaughtered by monsters. Some bodies were taken as food; others were consumed on the spot; the remaining corpses persist here still, rotting in ignored chaos. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal. Ignore any “NPC Encounter” results, and have all monster- related encounters enter from the secret entrance to the southwest. Areas of Interest ML2-GEM-1: Entrance As you pry apart the rocks and dirt used to shore up this entrance, your noses are assaulted by the smell of decay, blood, fire, and soot. It rushes out of the chamber like a wave, as though it has been pent up for months, and eager to escape its confines. ML2-GEM-2: Rock Barricade Rocks have been piled waist-high here as a first defense. It was not enough, though the monster corpse to the south indicates that the fighting was not entirely one- sided. Picking through the debris yields some loot: Access Contents Rock Barricade unprotected Armor: General, roll 1d4 times AND Weapons: Simple, roll 2d6 times ML2-GEM-3: Sandbag Barricade The second line of defense is a pile of hastily-made sandbags, among a quartet of barrels, one of which contains fresh water. ML2-GEM-4: Gem Cache A trail of coins scattered over the floor leads to an assortment of crates and treasure chests. Access Contents Crates, Small (4x) Container: Barrel or Crate Rations & Prepared Food, size Medium Access Contents Cave Floor unprotected Coin Treasure: Moderate, using Context D Chests, Large (6x) Locks: Chest, Strongbox, using Context C Gems: Semi- Precious, size Medium Chests, Small (3x) Locks: Chest, Strongbox AND Traps: General, using Context B Gems: Medium- Quality, size Medium ML2-GEM-5: Rock Debris Barricade A third line of defense is an assemblage of boulders to the west, and bounded to the east by an arc of waist-high debris, scavenged from the main mining area to the west. Access Contents Debris Barricade unprotected Armor: Light, roll 1d6 times AND Weapons: Light, roll 2d4 times ML2-GEM-6: Corpses and Rock Pillar A 20’ rock pillar is surrounded by boulders to the south and west, and to its east are four bodies in late stage of decomposition. Access Contents Corpses (4x) unprotected Armor: Medium AND Weapons: Ranged ML2-GEM-7: Rockslide A 15’ stalagmite stretches above a huge assortment of boulders here. 278 Mines L2 Access Contents Boulder Pile unprotected Potions: Moderate, using Context B AND Weapons: Martial 1H, roll 1d4 times ML2-GEM-8: Treasure Pile Hidden away behind a half-orc corpse, rocks, and sandbags is a huge pile of treasure, surrounded by scattered gemstones as though a sack had been ripped open. Access Contents Treasure Pile unprotected Gems: Semi-Precious, size Medium, using Context C AND Gems: Medium-Quality, using Context B AND Weapons: Martial Ranged AND Armor: Shields Half-Orc Corpse unprotected Armor: Heavy AND Weapons: Martial 2H Cave Floor unprotected Gems: Low, size Large 279 Mines L2 Map 95: Riverbank Processing (ML2-RIV) One square equals 5 ft. 280 Mines L2 ML2-RIV: Riverbank Processing Overview Once used for processing fish caught from the piers and islands to the west, this area has increasingly been used simply to process ore and sift through rock and silt that has been mined from the northwest and northeast of this level, supplied via the railways. Theme & Purpose There’s a fair amount of resupply available here. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML2-RIV-1: Riverbank North Pier Please refer to page 281 for more details about this area. ML2-RIV-2: Riverbank South Pier Page 284 begins more information about this region. 281 Mines L2 Map 96: Riverbank North Pier (ML2-RIV-N) One square equals 5 ft. 282 Mines L2 ML2-RIV-N: Riverbank North Pier Overview Occasionally used for fishing, the piers themselves are opportunities for respite from the gruelling work of sifting, sorting, and packing ore from the mines. Theme & Purpose A good amount of looting opportunity is here, as well as some solid defensive options for parties being pursued by overwhelming foes. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML2-RIV-N-1: North Firepit A firepit sits on the bank of the lake. To its east are two huge crates and a bloodied elf corpse. Northwest of this is a stack of casks. Access Contents Crates, Large (2x) Container: Barrel or Crate, using Context B Glasses, Metals, and Woods, size Large, using Context C Elf Corpse unprotected Armor: Light AND Weapons: Martial Ranged AND Weapons: Martial 1H Casks (5x) Container: Barrel or Crate Alcohol: General, using Context C, size Medium ML2-RIV-N-2: Pier Barricade Someone was backed onto the pier by threat, and formed a barricade at the entrance. A single sealed barrel sits at the edge of the lake; three empty ones are to the south. Access Contents Barrel Container: Barrel or Crate, using Context D Fresh water ML2-RIV-N-3: Crates and Firepit This firepit has been used in the past few weeks. To its east is a trio of large containers, atop one of which is a chest. A pile of sacks sits to the southeast of these. Access Contents Crates, Large (3x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large, using Context D Access Contents Sacks unprotected Simple Foodstuffs, size Medium Chest Locks: Chest, Simple Alcohol: General, using Context C AND Potions: Moderate, using Context B ML2-RIV-N-4: Dwarf Corpse Near a production bench littered with tools is a bloodied dwarf corpse. A blood trail leads north, and a small crate sits to the south. Access Contents Crate, Small Container: Barrel or Crate Fishing Supplies, size Medium Dwarf Corpse unprotected Armor: Heavy AND Weapons: Martial 1H AND Armor: Shields Casks (5x) Container: Barrel or Crate Alcohol: General, using Context C, size Medium Production Bench unprotected Weapons: Simple, roll 2d6 times ML2-RIV-N-5: Pier Sturdy and sure, this wooden pier is littered with empty bottles. ML2-RIV-N-6: Pier End A barrel, a half-elf corpse, and a chest can be found here, along with a circular table littered with candles and tools. Access Contents Barrel Container: Barrel or Crate Fishing Supplies, size Medium, using Context C 283 Mines L2 Access Contents Half-Elf Corpse unprotected Armor: Medium AND Weapons: Martial Ranged AND Weapons: Martial 1H AND Armor: Shields Chest Locks: Chest, Strongbox AND Traps: General, using Context D Coin Treasure: Moderate AND Gems: Semi-Precious, using context B AND Potions: Moderate Table unprotected Weapons: Simple, roll 1d4 times ML2-RIV-N-7: Railway Dented the tracks may be, and the occasional riser is missing or rotted away, but the general structure of the railway in this area seems sound. 284 Mines L2 Map 97: Riverbank South Pier (ML2-RIV-S) One square equals 5 ft. 285 Mines L2 ML2-RIV-S: Riverbank South Pier Overview The southern pier sees no more fishing use than its northern neighbor, but the area is still used for ore processing and packaging. Theme & Purpose There’s information to be obtained here in addition to a bit of loot. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML2-RIV-S-1: Pier The boards creak and moan under your weight, but do not flex noticeably; the structure seems safe enough. ML2-RIV-S-2: Corpse Terminus The north fork of the pier ends in a chair and barrel. South of the octagonal table littered with tools are two empty barrels, two sealed barrels, a chair, and a dwarven corpse, dead some weeks from the look of things. Access Contents Barrels (3x) Container: Barrel or Crate Fishing Supplies, size Medium, using Context C Dwarven Corpse unprotected Armor: Light AND Weapons: Ranged AND Weapons: Light AND Armor: Shields, using Context C Table unprotected Weapons: Simple, roll 1d4 times In addition, a scrap of paper can be found on the dwarf’s body: roll on the Plot Discoveries table. ML2-RIV-S-3: Rocks, Barrels, and Body A dwarven body, riddled with slashes and pierced holes, lies here, stripped of its belongings, amidst a series of boulders. To their north is a trio of sealed barrels. Access Contents Barrels (3x) Container: Barrel or Crate Rations & Prepared Meals, size Medium, using Context B ML2-RIV-S-4: Stone Bridge This leads to “Map 82: Underground Lake Center Island (ML2-ULI-C)” on page 245. ML2-RIV-S-5: Production Table South An assortment of tools and lightly-rusted weapons is scattered here on this table, scored heavily and darkened with soot from use. Access Contents Production Table unprotected Weapons: Simple, roll 2d6 times ML2-RIV-S-6: Railway Damaged but usable, is the appearance of these tracks. ML2-RIV-S-7: Production Tables North These heavily-dented tables are rickety and seem about to collapse. A single dagger sits atop each one. 286 Mines L2 Map 98: Railshed & Storage East (ML2-RSS-E) One square equals 5 ft. 287 Mines L2 ML2-RSS-E: Railshed & Storage East Overview This building was once a railshed, used primarily for storage. It is now the domain of the Tribute Magister, who has partnered with a Wandering Prostitute to establish a business much in demand in the wake of the Obelisk’s chaos. Both can only be found in the building, as they have developed (perhaps justly so!) an overwhelming fear of the Mines themselves. Theme & Purpose Loot, social contact, and the opportunity to explore what may have happened in the Mines: this is a valuable region to explore. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML2-RSS-E-1: Railshed Please refer to page 294 for more detail on this building. ML2-RSS-E-2: Railway Very sturdy, sound, and in good upkeep, these rails are. ML2-RSS-E-3: Northwest Storage Three clusters of barrels sit here, amidst an enormous amount of trash formed roughly into piles. The cluster to the northeast has six open barrels, of which four are empty and two have fresh water; the remaining three barrels in that cluster are sealed. In the center of the area is a huge half-orc corpse, quite decomposed. To the southwest are two more bodies, one in advanced decay and the other, a dwarf, somewhat recent, with a blood trail that leads to the entrance to the house to the northeast. Access Contents Barrels, Small (5x) Container: Barrel or Crate General Supplies, size Medium Barrels, Large (10x) Container: Barrel or Crate Alcohol: General, size Medium, using Context B Barrels, Large (3x) Container: Barrel or Crate Fresh Water Half-Orc Corpse unprotected Armor: Heavy AND Weapons: Exotic AND Weapons: Martial 1H AND Armor: Shields, using Context C Access Contents Decomposed Corpse unprotected Armor: Light AND Weapons: Ranged AND Weapons: Simple Dwarf Corpse unprotected Armor: Heavy AND Weapons: Martial 2H AND Weapons: Light ML2-RSS-E-4: Southwest Storage There is a single half-elf corpse, killed within weeks, amidst a blood trail that leads from the north to the south of the building. To the southwest is an assortmen tof small containers, smashed furniture, and a trio of sacks. Access Contents Crates, Small (4x) Container: Barrel or Crate Glasses, Metals, and Woods, size Medium Half-Elf Corpse unprotected Armor: Light AND Weapons: Martial Ranged Sacks (3x) unprotected Simple Foodstuffs ML2-RSS-E-5: Tables and Barrels To the southeast of the railshed, a duo of elven corpses lies bloodied among a huge mess of barrels and two tables ringed with chairs. Access Contents Barrels (8x) Container: Barrel or Crate Alcohol: General, using Context B, size Medium Elf Corpses (2x) unprotected Armor: Light AND Weapons: Martial 2H 288 Mines L2 ML2-RSS-E-6: Northeast Debris In between the forks of the railway is a pile of waist-high boulders. Southwest of that is a field of broken tables and chairs. ML2-RSS-E-7: Main Storage West Five huge crates are piled here amidst a bunch of broken furniture to the east. Smaller crates and one treasure chest are piled on top, and a big assortment of bags and sacks lies to the south. Access Contents Crates, Large (5x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crates, Small (6x) Container: Barrel or Crate General Supplies, size Medium, using Context B Chest Locks: Chest, Simple Potions: Moderate Sack Pile unprotected Simple Foodstuffs, size Large 289 Mines L2 Map 99: Railshed & Storage East: Shed Detail (ML2-RSS-E-S) One square equals 5 ft. 290 Mines L2 ML2-RSS-E-S: Railshed & Storage East: Shed Detail Overview Once a means of keeping an eye on the railway, this building has been turned into a gambling den and place of ill repute, run by the openly corrupt Tribute Magister and staffed for nefarious purpose by a Wandering Prostitute. Theme & Purpose Much information can be gleaned from the Magister, and there are Quests to discover and resolve throughout the building. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll monster-related results once; place any beasties that do arise as approaching from the west, outside the building. NPCs of Note Of note, both the Tribute Magister and the Wandering Prostitute are nearly always here. Each has a 90% chance of being here during all hours. Default Doors Unless otherwise indicated, all doors in the building are closed and locked, and derive from the following profile: Access Default Door Locks: Door, Simple Areas of Interest ML2-RSS-E-S-1: Prostitute’s Entrance Lit torches sit in sconces to either side of ornate wooden double doors. If the PCs approach and knock, the Wandering Prostitute will open the door, greet them, and invite them inside, unless they make it clear they are uninterested in her services. Access Prostitute’s Entrance Locks: Door, Reinforced, using Context C ML2-RSS-E-S-2: Prostitute’s Den This room is well and romantically lit via dozens of candles. A huge bed with ample down-filled pillows and blankets is to the northeast; a wash basin filled with rose petals and water is to its west. A small table with chairs sits to the east, atop of which sits a platter of fresh fruit. Potted and well-tended plants sit in each of the four corners, and five enormous pillow-chairs sit in all areas. Spiced incense assaults your nostrils, though you cannot locate a burning substance to blame. Note that it’s quite possible to set this room ablaze from any number of activities that bump candles the wrong way, including activities for which this room has been composed intentionally. The circular table to the west of the bed hides a secret panel underneath, in the hollow of which the Wandering Prostitute keeps her valuables. Access Contents Secret Table Panel Locks: Furniture, Strong AND Traps: General, using Context C Use Locks: Door, Secret, Perception only to discover Potions: Moderate, using Context C AND Gems: High-Quality, using Context B AND Coin Treasure: Moderate AND Weapons: Light, using Context C Half- Elf Corpse unprotected Armor: Light AND Weapons: Martial Ranged There are two secret doors to discover, allowing the Prostitute discreet access to other areas of the building. ML2-RSS-E-S-3: Secret Door to Gambling Den This door is used by the Prostitute to escape volatile clients, or by the Magister to secret clients away to deal with his colleague. Access Gambling Den Secret Door Locks: Door, Secret, using Context B ML2-RSS-E-S-4: Secret Door to Magister’s Chamber This is used for liaisons between the Magister himself and the Prostitute. It operates both ways, so that either may call 291 Mines L2 upon the other. Access Magister’s Chamber Secret Door Locks: Door, Secret, using Context C ML2-RSS-E-S-5: South Entrance Double doors banded with steel greet you amidst lit wall sconces. Access South Entrance Locks: Door, Reinforced ML2-RSS-E-S-6: Gambling Den Three tables are spaced evenly throughout this room, ringed with chairs and set with fresh food. To the south is a potted plant and a sideboard cabinet; to the east are two large food cabinets, and two stoves in the northeast corner. Sets of double doors lead out to the west, and to another chamber northwards. Access Contents Sideboard Locks: Furniture, Simple Weapons: Simple, roll 1d4 times Food Cabinets (2x) unprotected Simple Foodstuffs, size Medium Tables (3x) unprotected Rations & Prepared Meals, using Context C ML2-RSS-E-S-7: Stoves These stoves are hot, and ready to cook. It looks like a meal is in some stage of assembly here. Access Contents Stoves (2x) unprotected Simple Foodstuffs ML2-RSS-E-S-8: Banquet Hall A huge banquet table sits on an equally enormous rug occupying much of this room. Comfortable chairs, potted plants, three sideboards, and two storage cabinets ring the perimeter. To the west is a set of reinforced double doors leading outside; to the east is a simple single wooden door. Access Contents Sideboards (2x) Locks: Furniture, Simple Alcohol: General, using Context C Cabinets (2x) unprotected Rations & Prepared Meals, using Context C ML2-RSS-E-S-9: Northwest Entrance Ornate carvings feature heavily in this otherwise simple wooden double door. To the north and south are lit torches fitted in sconces against the brick. ML2-RSS-E-S-10: Drawing Room Used as an informal meal room as well as a place to simply relax, this room has terrific views of the mine via the nearly floor-to-ceiling windows that feature on the north and eastern walls. Six bookshelves are interspersed with potted plants and comfortable chairs about the perimeter. Two tables are present as well, set with delicious-looking food. A single door leads to the west, and a very heavily-reinforced door to the south. Access Contents Bookshelves (6x) unprotected Books: General Tables (2x) unprotected Rations & Prepared Meals, using Context C Access Magister’s Chamber Door Locks: Door, Reinforced, using Context C AND Traps: General, using Context B ML2-RSS-E-S-11: Magister’s Chambers The smell of incense is strong here. Large quarters have been afforded to the Tribute Magister, which include three potted plants, an enormous down-filled bed, a bookshelf, a dressing desk with chair, two comfortable sitting chairs, a small table ringed with chairs, a privy, and a wash basin filled with fresh water. Underneath the bed, in the mattress itself and accessible only from underneath (or by ripping the bed apart!), is a secret cache of wealth. Access Contents Bookshelf unprotected Books: General, using Context C Dressing Desk Locks: Furniture, Simple Writing Supplies, using Context C Under- Bed Secret Storage unprotected Use Locks: Door, Secret, Perception only to spot Coin Treasure: Moderate, using Context C AND Gems: High-Quality AND Gems: Medium-Quality, using Context C ML2-RSS-E-S-12: Railway Secure, strong, and able, these tracks appear. 292 Mines L2 Map 100: Railshed & Storage Northwest (ML2-RSS-NW) One square equals 5 ft. 293 Mines L2 ML2-RSS-NW: Railshed & Storage Northwest Overview A major nexus of transportation leading from the north and eastern regions of this level of the Mines to the northwest and south, this railshed also serves as a repository of information and records. Theme & Purpose As a result of its ancillary purpose, the Railshed is rife with valuable information. Random Encounters Use the standard / default Random Encounter rules for this level. NPCs of Note It’s possible to discover the Keeper of Records in this zone. Each time the PCs approach this area, there is a 40% likelihood of placing the Keeper in the Railshed. Areas of Interest ML2-RSS-NW-1: Path East This leads to “Map 86: Elevators North Overview (ML2- ELN-O)” on page 255. ML2-RSS-NW-2: Path South Take this path to “Map 91: Elevators West (ML2-ELW)” on page 268. ML2-RSS-NW-3: Railway Nexus This solid junction joins rails from the east and north. Heading north along railway or path leads to “Map 93: Mining Area Northwest (ML2-MNW)” on page 274. ML2-RSS-NW-4: Railshed Please refer to page 294 for further details. 294 Mines L2 Map 101: Railshed & Storage Northwest: Shed Detail (ML2-RSS-NW-S) One square equals 5 ft. 295 Mines L2 ML2-RSS-NW-S: Railshed & Storage Northwest: Shed Detail Overview This railshed doubles as an information repository. Theme & Purpose This may be the area holding the single largest opportunity for gathering information in the entire Mines. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any monster-related encounters once. Vital Information Every single bookshelf in the building has a chance of containing something of interest to researching PCs. There is a a 5% chance, per bookshelf, that among the books and scrolls is a a scrap of paper of interest: roll on the Plot Discoveries table. Default Doors Unless otherwise described, all doors in this building conform to the following profile: Access Default Door Locks: Door, Simple, using Context C Areas of Interest ML2-RSS-NW-S-1: East Entrance Simple wooden double doors bar your way here. To either side is an unlit wall sconce with decrepit torch. ML2-RSS-NW-S-2: South Entrance The wood on these double doors has worn down considerably, but it’s still functional. And, it’s still locked against your passage. ML2-RSS-NW-S-3: Worktable In the southwest corner of this reading room is a lab table with all manner of gadgets, tubes, and piping. Treat this as an alchemist’s lab. ML2-RSS-NW-S-4: Reading Room A long table occupies the center of this room; atop it are scattered all manner of books large and small. To the southeast is a square table similarly adorned. Double doors are placed in the northeast and the south; to the northwest is a single wooden door. The two sets of northern doors are each partially obstructed by a thick grey curtain. Access Contents Center Table unprotected Books: General, using Context B, size Medium Southeast Table unprotected Books: General, size Medium ML2-RSS-NW-S-5: Records Library The favorable scent of leather, wood, paper, and dust wafts toward you as you enter this serene chamber. Row upon row of bookcase are arranged here. To the southeast is a reading table heaped with books. Double doors are situated to the east, south, and west; the latter two sets have thick grey curtains dampening the sound. To the north is a simple wooden door. Access Contents Bookshelves (29x) unprotected Each has only a 15% chance of having something interesting. If so: Books: General, using Context B Reading Table unprotected Books: General, size Medium, using Context C ML2-RSS-NW-S-6: Keeper’s Quarters These private chambers are ringed with bookshelves. A washbasin, two potted plants, bed, writing desk, dressing table, privy, and a reading table complete the furniture. Double doors lead eastward; to the south and west are single doors. Finally, there is a small stove nestled into the northeast corner. These are the personal quarters of the Keeper of Records. 296 Mines L3 Access Contents Bookshelves (5x) unprotected Books: General, using Context B Reading Table unprotected Books: General, size Medium, using Context C Writing Desk unprotected Writing Supplies, using Context C AND Roll on the Plot Discoveries table 1d4 times Dressing Desk Traps: General Weapons: Light, using Context C ML2-RSS-NW-S-7: North Entrance A simple, yet secure, single door leads into the building at this point. ML2-RSS-NW-S-8: West Entrance This door has been colored similarly to the greyish-white stone that composes most of the building; it’s almost difficult to make out. ML2-RSS-NW-S-9: Railway Solid, stable, and secure, this railway junction appears to be in tip-top order. 297 Mines L3 Mondaria Mines: Level 3 298 Mines L3 Map 102: Mines Level 3 Overview (ML3-O) One square equals 20 ft. 299 Mines L3 Level Introduction: Mines Level 3 Summary The three zones of Chaos, Law, and Love have up until now been largely accessible, one from the other. This is the first level in which the three regions are segregated from one another. This likely involves backtracking and navigating from one path to the other for completionist parties. The good news is that no matter which path the PCs take down into this level, they may proceed further in a number of different ways. Entrances and Exits Note that the following are typical, even secret, means of entering and exiting the level as it was designed. Other, magical means of navigating the level (for example, teleportation spells or those that grant incorporeality) are not discussed and are left to the GM to manage should they be introduced. Navigation to Mines Level 2 There are three Elevators ascending to Level 2, near locations 11, 12, and 13. Location 10 continues the tunnels underneath the basement of the Southwest Residence. Navigation to Mines Level 4 Locations 11, 12, and 13 have Elevators that descend as well. Location 1 has a hole in the floor that leads down. Location 10 continues the tunnels underneath the basement of the Southwest Residence, which leads down the spiraling pit. Overview To the north is a completely isolated region dedicated to Law. Chaos’ influence persists in the West, and owing to that region’s nature, there are two secret paths from the publicly- visible elevators and mining area. To the south, a secret wall leads to a monster lair, beneath which is a hole in the floor leading down further into the Mines. To the east is a secret passage which marries the west of Chaos to the east of Love. Love’s dedicated region is to the east, where the Loremaster’s domicile may be found. Atmosphere & Theme This is a region of isolation, dank, and dark mining. The floors are more strewn with debris, the floors are darker and more soot-strewn, and the ceilings less tall and grand: the party should get the definite sense that they are descending further and further underground beneath the enormous mountain on the surface. Default Random Encounters Some Areas of Interest within this level will describe a certain approach to Random Encounters, either by overriding the timing (e.g., “every 30 minutes), and/or by providing its own localized version of the random encounter table below. Absent such an override, roll on the following table of Default Random Encounters for every 5 minutes the party remains in this area. Table 15: Mines Level 3 Default Random Encounters D% Event Description 01-20 No Encounter Nothing interesting or specific occurs to deter the party from their overall objectives and exploration. 21-38 Trivial Encounter Roll once on Monsters: Surface, Trivial. 39-55 Light Encounter Roll once on Monsters: Surface, Light. 56-72 Average Encounter Roll once on Monsters: Surface, Average. 72-84 Advanced Encounter Roll once on Monsters: Surface, Advanced. 85-89 Elite Encounter Roll once on Monsters: Surface, Elite. 90-00 NPC Encounter Roll once on the Default NPC Encounter Table below. Default NPC Encounters Some Areas of Interest within this level will describe a certain approach to NPC Encounters, providing its own localized version of the table below. Absent such an override, when in this level, when directed to roll for a random NPC, roll on the following table. Note that if a certain circumstance mandates the presence of an NPC, you may ignore and reroll results of “No Encounter” on the table below. The GM is, as in all other aspects of the adventure, to use her common sense regarding use of this table. You should feel free to ignore or reroll results with which you don’t agree, or simply choose a result yourself to keep with the atmosphere of the adventure as experienced by your gaming group. Note, also, that any entry in the list below that has a blank (“-”) next to it for roll results means that that NPC is never normally encountered in this level. 300 Mines L3 Table 16: Mines Level 3 Default NPC Encounters D% Event Description 01-05 No Encounter Despite an initial feeling, the party does not encounter any NPCs at this time. 06-10 Common NPC Addicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 11-14 Common NPC Afflicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 15 Common NPC A single Bleak Mute lurches within view of the party. 16 Common NPC One Crazed Harbinger stumbles about within view of the party. 17-25 Common NPC Tainted Miners walk creepily toward the party: 2d4x 2d6x 2d8x 2d12x 26-40 Common NPC Miners approach the party suspiciously: 2d6x 2d8x 2d10x 2d12+4x 41-44 Common NPC One Mining Taskmaster walks purposefully toward the party. 45 Common NPC A terrified Munitions Wench is visible, huddled in her rags. 46 Common NPC You see a Supply Maid in tattered clothes, though you’re not sure she sees you. 47 Common NPC A horrifying Tainted Taskmaster walks about. 48 Common NPC Celebrants dance and amble toward the party: 1d4x 2d4x 2d6x 3d8x 49 Common NPC Firedancers lithely come toward the party: 1d4x 2d4x 2d6x 3d8x D% Event Description 50 Common NPC A Firedancer party approaches the PCs: 1x Campmaiden, 1d4x Firedancers, 2d4x Celebrants 1x Hearthstud, 2d4x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d6x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d8x Firedancers, 2d8x Celebrants 51 Common NPC A single Campmaiden or Hearthstud approaches the party with a twinkle in their eye. Use the sex opposite the majority of the PCs’ composition, or randomize if there is a tie. 52 Named NPC Ambling scholar Brocambe Methurzz. 53 Named NPC Beastmaster Gabharn. 54 Named NPC Blacksmith Hamfast Burrbottom. 55 Named NPC Feastmaster Frobwin Glamfork. 56 Named NPC Herbalist Innelothe. 57-59 Named NPC Illusionist entertainer Raekeldorr. 60 Named NPC Keeper of Records Skandern Lithutz. 61 Named NPC Keepmaster Vanarelia Riccards. 62-69 Named NPC Loremaster Dalnarok. 70-74 Named NPC Mercenary dwarf Gordsturll. 75-79 Named NPC Merenary tiefling Killarth. 80 Named NPC Railmaster Arranz Trevain. 81 Named NPC Tinkermaster Skandbard. 82 Named NPC Warden Imeltrude Legande. 83 Named NPC Brewmaster Glimdarffe Sudsglub. 84 Named NPC Cartographer Estarel Finequill.. 85 Named NPC Chemist Incebb Gullip.. 86 Named NPC Chief engineer Didkeln Clawhammer. 87 Named NPC Coinmaster Lugatoo. 88 Named NPC Dwarven union leader Danalin Foeslash. 89 Named NPC Elven administration leader Maresmir. 90 Named NPC Engineer Brimdog Firecleave. 91 Named NPC Foreman Belerras. 92 Named NPC Gangboss Dagbrag. 93 Named NPC Lead designer Estarel Finequill. 94 Named NPC Mayor Faenadorn. 95 Named NPC Minemaster Thrennian Lo’quee. 96 Named NPC A Mystic Seer. 301 Mines L3 D% Event Description 97 Named NPC Sage Natobbe. 98 Named NPC Stablehand Friskbik. 99 Named NPC Stablemaster Semtammi. 00 Named NPC Tribute magister Elawelle. Areas of Interest ML3-O-1: Pit Down This leads to “Map 127: Pit Up/Down (ML4-PIT)” on page 369. ML3-O-2: Secret Passage Please refer to “Map 104: Secret Passage (ML3-SP)” on page 304 for further details. ML3-O-3: Mining West This area is described in more detail in “Map 105: Mining West Overview (ML3-MW-O)” on page 307. ML3-O-4: Mining Love West Turn to “Map 109: Mining Love West Overview (ML3- MLW-O)” on page 318 for more details. ML3-O-5: Mining Love East For more details, please refer to “Map 111: Mining Love East Overview (ML3-MLE-O)” on page 324. ML3-O-6: Mining Law North Please refer to “Map 113: Mining Law North Overview (ML3-MLN)” on page 330. ML3-O-7: Mining Law South Description for this region can be found in “Map 115: Mining Law South Overview (ML3-MLS-O)” on page 336. ML3-O-8: Cave-In Please turn to “Map 118: Cave-In (ML3-CIN)” on page 344 for more details. ML3-O-9: Lair Turn to “Map 119: Lair (ML3-LAR)” on page 346. ML3-O-10: Circular Stair Pit Please refer to “Map 120: Circular Stair Pit (ML3-CSP)” on page 349. ML3-O-11: Elevators North Refer to “Map 121: Elevators North (ML3-EN)” on page 351. ML3-O-12: Elevators West Please turn to “Map 122: Elevators West (ML3-EW)” on page 354. ML3-O-13: Elevators East These are described in more detail in “Map 123: Elevators East (ML3-EE)” on page 357. 302 Mines L3 Map 103: Pit Down (ML3-PD) One square equals 5 ft. 303 Mines L3 ML3-PD: Pit Down Overview This is a naturally-occuring gap in the floor of the lair, through which enterprising PCs may traverse to the next level down in the Mines. Theme & Purpose To get to this point, the PCs will have fought their way through the Lair itself, and faced its denizens. They should greet this opportunity with a fair amount of trepidation given that! In addition, the massive amount of debris littered here makes it challenging to face foes in this environment. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll results of “No Encounter” or “NPC Encounter” once. Areas of Interest ML3-PD-1: Pit Down This leads down to “Map 127: Pit Up/Down (ML4-PIT)” on page 369. The pit is about 40’ down, so the PCs will need some means of descending safely and/or slowly to avoid taking damage. ML3-PD-2: Northeastern Approach Foothills of spilled rock pile higher as you move toward the southwest of the lair. Soon, boulders of grey, brown, and in between are piled shoulder-high. This is the most likely avenue by which the party will approach the area. ML3-PD-3: Rock Pillar A stalagmite here reaches all the way to the top of the ceiling 20’ above you. About its base is an assortment of boulders and debris. Hiding in this area grants a +6 circumstance bonus to all Stealth checks. ML3-PD-4: Southwest Debris Clearing The boulder spill in this region is comparatively low: rocks pile only to your knees at most. If the PCs enter this area without having first checked Location 3 above, roll immediately on the Random Encounters table, ignoring “No Encounter” results and rerolling all “NPC Encounter” results. Place any monsters that ensue as emerging from the rock piles in Location 3. ML3-PD-5: South Debris About a rock pillar in the south of this area is an assortment of rocks and boulders. This is the safest approach: entering the area from the southeast, and arcing up through this region, causes no wandering monsters to spawn. ML3-PD-6: Southeast Approach This area is comparatively barren of rocks and debris. To the northwest, a clump of spiderwebs clings to a rock pillar. So long as the party continues their progress to the Pit to the northwest, do not roll on the Random Encounters table while in this area. ML3-PD-7: Volatile Rocks As you climb and scramble over these rocks, you hear a scuttling and the clicking of claws on stone. Upon entering this area, roll immediately on the Random Encounters table; reroll until you get a result consisting of monsters of size Small or smaller. Place the critters as emerging from underneath the party from within the hollows in the rocks they’re crawling over. 304 Mines L3 Map 104: Secret Passage (ML3-SP) One square equals 5 ft. 305 Mines L3 ML3-SP: Secret Passage Overview This passage caved in from the west side; those on the eastern side intentionally blocked off their side as well to prevent intrusion from the west. Theme & Purpose The only indicator that this region contains a secret passage is that it’s exceedingly rare for a corner in the Mines to not contain something interesting on its own. Functionally, this is the only means of accessing the western and eastern regions in this map without going to another Mine level and coming back via a different elevator. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML3-SP-1: Rock Pillar Northwest An enormous, broad-based stalagmite stretches to the ceiling 30’ above you. About its base is a thick cluster of boulders and fungus. ML3-SP-2: Rock Pillar Southwest Smaller than its northern neighbor, this stalagmite reaches only 20’ tall, short of the 30’ high ceiling. To the north is a cluster of toadstools. If this area is not searched prior to discovering the secret in Location 3 to the east, upon entering the secret passage, roll on the Random Encounters table; reroll until you get a result that contains monsters of only Small size or smaller. Place the resulting encounter as emerging from the fungus patch in this area. ML3-SP-3: Secret Passage West Only read the italicized text if the secret is discovered. As you examine the wall here more closely, you discover it’s actually just a cave-in: boulders and loose rocks fallen from the ceiling. They’re easy to pry away; as you do so, you reveal a huge passage leading east. Access Secret Passage West Locks: Door, Secret, Perception only ML3-SP-4: Rock Pillar East A narrow stalagmite stretches 20’ tall, well short of the 40’ tall cave ceiling at this point. About its base is a cluster of fungus. If this area is not searched prior to discovering the secret in Location 5 to the west, upon entering the secret passage, roll on the Random Encounters table; reroll until you get a result that contains monsters of only Small size or smaller. Place the resulting encounter as emerging from the fungus patch in this area. ML3-SP-5: Secret Passage East Only read the italicized text if the secret is discovered. Climbing over the piles of boulders interspersed along this wall, you pick at the earth and stone, seeking a secret. Your effort is soon rewarded: the wall is actually an intentionally-composed canvase of rock and soot, packed together to resemble a naturally-occuring obstacle. Prying the stuff away reveals a large passage leading west. Access Secret Passage West Locks: Door, Secret, using Context C, Perception only ML3-SP-6: Corpse East This poor dwarven lass has been decomposing for quite some time, an apparent victim of falling rocks from overhead. Nearby is a pile of treasure; coins are scattered loosely about her. Access Contents Dwarf Corpse unprotected Armor: Heavy, using Context C AND Weapons: Martial 2H AND Weapons: Martial Ranged AND Potions: Moderate, using Context D Cave Floor unprotected Coin Treasure: Moderate, halve quantities 306 Mines L3 ML3-SP-7: Corpse West A skeleton marks the place where a dwarven miner passed away long ago. Treasure is piled to his northeast, and coins lay scattered about him. Access Contents Dwarf Corpse unprotected Armor: Medium, using Context B AND Weapons: Martial 1H AND Armor: Shields Cave Floor unprotected Coin Treasure: Moderate, using Context D, halve quantities 307 Mines L3 Map 105: Mining West Overview (ML3-MW-O) One square equals 5 ft. 308 Mines L3 ML3-MW-O: Mining West: Overview Overview This zone encompasses the entire western edge of the map, and includes all three major mining regions in the Chaos area of this level of the Mines. Theme & Purpose Loot, danger, and... well, that’s really about it: a mix of loot and monsters. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all NPC Encounter results, and reroll results of “No Encounter” once. Areas of Interest ML3-MW-O-1: Mining West: North Please refer to page 309 for more details. ML3-MW-O-2: Mining West: Center Page 312 contains more information about this region. ML3-MW-O-3: Mining West: South Turn to page 315 for details about this zone. 309 Mines L3 Map 106: Mining West: North (ML3-MW-N) One square equals 5 ft. 310 Mines L3 ML3-MW-N: Mining West: North Overview The least disturbed and disrupted of the three mining regions in the west of this floor of the Mines. Theme & Purpose Everything here looks as though the miners simply walked away from their work one day. Little is disturbed or destroyed. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML3-MW-N-1: Railway These rails are notched but sturdy. ML3-MW-N-2: Northeast Mining Scaffolds allow access to all 25’ of the rock wall to the north. Fresh water barrels stand nearby—one empty, another full. Piles of sacks are scattered here, perhaps from disruption of a once-orderly pile. A large washbasin sits to the west of a narrow rock pillar that reaches 15’ up from the cave floor. Access Contents Sack Pile unprotected Simple Foodstuffs, size Large ML3-MW-N-3: North Central Mining A large scaffold reaches 30’ from floor to ceiling. A water trough full of murky water sits nearby. To the west is a trio of large sacks. Access Contents Sacks (3x) unprotected Glasses, Metals, and Woods, size Medium, using Context D ML3-MW-N-4: North Wood Store A wheelbarrow sits near a water trough, both to the north of a stack of wood. Scaffolding reaches 25’ from the cave floor. ML3-MW-N-5: Northwest Crevice An array of precarious scaffolding reaches 15’ to the ceiling of this corner of the mining area. A duet of heavy, soot-stained bags sits nearby, as do two fresh water barrels. If this area is not explored prior to the party either exploring Locations 6 and 7, or leaving the area, upon the party entering those locations or trying to leave this region, roll on the Random Encounters table and reroll until you get a monster encounter. Place the resulting creatures as emerging from this crevice. Access Contents Sacks (2x) unprotected Rations & Prepared Foodstuffs, size Medium, using Context D ML3-MW-N-6: North-Northwest Mining An array of rusty scaffolds abut each other in this area, reaching 25’ to the ceiling. Water barrels, most of them empty, spot the region, and three stacks of grimy bags lay on the floor. Access Contents Sacks (3x) unprotected Weapons: Simple, roll 1d4 times ML3-MW-N-7: Grain Store Sacks of food are stored neatly here, at the foot of scaffolds that reach 25’ upward. Access Contents Sacks (10x) unprotected Simple Foodstuffs, using Context B ML3-MW-N-8: Barrels & Netting Just south of the curve of the railway is a long stretch of heavy knotted netting, stained black and grey from long use hauling chunks of ore. To either side of the net is an array of barrels: one is full of fresh water, and three are empty. 311 Mines L3 Access Contents Barrels (9x) Container: Barrel or Crate Glasses, Metals, and Woods, size Medium, using Context B ML3-MW-N-9: Hidden Treasure Secreted in a hollow formed by a ring of chest-high boulders is a locked treasure chest. Access Contents Chest Locks: Chest, Strongbox Weapons: Martial 1H AND Armor: General, both using Context C ML3-MW-N-10: Ore Storage Crates are strewn in a clump to the south of a 20’ tall rock pillar. Atop one is a treasure chest. To the south of these containers is a cask stand. Access Contents Crates, Large (6x) Container: Barrel or Crate, using Context C Glasses, Metals, and Woods, size Large, using Context C Crates, Small (3x) Container: Barrel or Crate, using Context C General Supplies, size Medium Chest Locks: Chest, Strongbox AND Traps: General, using Context D Potions: Moderate, size Medium AND Coin Treasure: Moderate, using Context B Casks (5x) Container: Barrel or Crate Alcohol: General, using Context B ML3-MW-N-11: Southwest Mining An array of sturdy-looking scaffolds stretches along this length of 25’ high rock wall. Empty barrels and scattered supplies are everywhere. 312 Mines L3 Map 107: Mining West: Center (ML3-MW-W) One square equals 5 ft. 313 Mines L3 ML3-MW-W: Mining West: Center Overview This bizarre mining area suffered massive casualties in the rush of monsters that followed the Obelisk’s discovery. Mutant fungus has taken over the majority of the area, and makeshift barricades did little to stay the creatures that sought the miners’ blood. Theme & Purpose Those seeking experience points are well served by hanging out in this area. Beyond that, however, there is rich loot to be had if the PCs can weather the threats. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all results of “No Encounter” or “NPC Encounter”. Areas of Interest ML3-MW-W-1: Railway These tracks are dented here and there, but appear quite serviceable. ML3-MW-W-2: Blood Trail A thin trail of days-old blood leads from the fungus- encrusted rock pillar to the east, across the tracks, to the mining area to the west. ML3-MW-W-3: Dwarf Corpse North A blood trail from the east ends in a days-old dwarven corpse. This miner has been slashed to bits, her equipment largely in place but her flesh partially consumed in places. Access Contents Dwarf Corpse unprotected Armor: Heavy AND Weapons: Martial 1H AND Potions: Moderate ML3-MW-W-4: Corpse Line A line of weeks-old bodies have been arranged here amidst a field of dried, caked blood. Access Contents Dwarf Corpses (4x) unprotected Armor: Medium AND Weapons: Martial 1H AND Weapons: Light ML3-MW-W-5: Sandbag Wall An “L” shape of thigh-high sandbags has been formed here, as a deterrent against assaults from the northeast. From the blood splattered nearby, it seems unlikely that such defenses were successful. ML3-MW-W-6: Debris Barricade A chest-tall mound of trash stands here as a means of defense against attacks from the east. Digging in the debris yields loot; however it also attracts attention. When finding the below treasure, roll secretly on the Random Encounters table; randomize the direction from which resulting encounters enter (north, east, and south options). Access Contents Debris unprotected Gems: Low, using Context D ML3-MW-W-7: Massacre Five bodies lay amidst an obvious scuffle, with weeks- old crusted blood everywhere. The corpses are mangled, slashed, and pierced, with chunks of flesh visibly missing. Access Contents Dwarf Corpses (4x) unprotected Armor: General AND Weapons: General (roll twice) ML3-MW-W-8: Mining Equipment In contrast to the bloody areas to the north, this region is comparatively peaceful. It looks as though miners simply dropped their equipment and left the area. Here and there, you see signs of a rapid scuffle, but neither blood nor body lays about. Treat the mining equipment as an array of two-handed weapons, as follows: 314 Mines L3 Access Contents Equipment unprotected Weapons: Martial 2H, roll 2d6 times ML3-MW-W-9: Fungus Patch About the base of a 15’ tall rock pillar is a spray of fungus. From the middle of the fungus leads a blood trail heading to the west. Disturbing this fungus prompts an eruption of monsters from within: roll on the Random Encounters table, and reroll until you get a result consisting of monsters of Small size or smaller. Do this only once, the first time the PCs disturb the mushrooms. ML3-MW-W-10: Fungus Explosion The entire cave wall along this region has been consumed by fungus of a yellowish-grey hue. Caps in sizes ranging from hand-sized to 4’ across are sprayed on every surface. There is no truly safe means of traversing this area. Disturbing any portion of this fungus prompts an eruption of monsters from within: roll on the Random Encounters table, and reroll until you get a result consisting of monsters of Small size or smaller. At any given moment, only one group of monsters can be here as a result of this process; however, once the first such group has been dispatched, after 2 minutes, any additional disturbance will prompt a similar eruption of monsters. Hidden among the fungus, underneath the caps on the cave floor, is some treasure: Access Contents Mushroom Cave Floor unprotected Coin Treasure: Moderate 315 Mines L3 Map 108: Mining West: South (ML3-MW-S) One square equals 5 ft. 316 Mines L3 ML3-MW-S: Mining West: South Overview The southwestern corner of this level of the Mines contains a variety of monsters and abandoned equipment. Theme & Purpose It’s almost essential for the PCs to pass through this area on their way to the secret Lair to the south. In addition, on its own merit, there is some fair amount of loot to be discovered. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll “NPC Encounter” results once. Areas of Interest ML3-MW-S-1: Railway Sturdy rails and fresh wooden railties make this a reliable-seeming stretch of rails. ML3-MW-S-2: Mining Northwest Two barrels of fresh water sit among 25’ tall scaffolds and a variety of abandoned mining equipment. ML3-MW-S-3: Mining Center-West Two barrels of fresh water sit near a crevice of fallen boulders. It appears that the miners were in the midst of excavating the boulders to further the mining effort westward when the catastrophe hit. Hidden among the boulders is a tiny cache of secreted belongings, only discoverable if the PCs intentionally search the area: Access Contents Boulder Stash unprotected Coin Treasure: Moderate, using Context B ML3-MW-S-4: Mining Southwest A pile of sacks and a huge variety of shovels and picks sit to the north of this region. Rusty yet well-constructed scaffolding is arranged along the 20’ tall cave walls to the south and west. Access Contents Sack Pile unprotected Rations & Prepared Food, size Large ML3-MW-S-5: Mining South 25’ high scaffolds allow access to the southern cave wall here. Wheelbarrows, pickaxes, and other tools lay abandoned in the soot and dirt. Access Contents Abandoned Tools unprotected Weapons: Simple, roll 2d4 times ML3-MW-S-6: Mining Southeast Wood piles and a long-unlit brazier form the southeastern edge of the mining zone. ML3-MW-S-7: Central Production This area was rife with activity before the calamity: two water barrels abut a cluster of boulders that falls just shy of the rail tracks. A table ringed with chairs shows a good amount of nicks and scars, and two cleavers sit in the middle. A brazier, lit in the past few days, sits to the north, just westward of a cluster of barrels, one of which contains fresh water and a second of which is empty. Piles of uncut lumber sit in various stages of carving and whittling, ready for use in scaffolding or anything else. Access Contents Barrels (3x) Container: Barrel or Crate Alcohol: General, using Context B Table unprotected Weapons: Simple (roll twice) ML3-MW-S-8: Southeast Storage A trio of huge containers sits here. Atop one is a pile of grain sacks; the other two each hold a treasure chest. To the east is a brazier, lit in the past few days. Access Contents Crates, Large (3x) Container: Barrel or Crate, using Context C Glasses, Metals, and Woods, size Large, using Context B Sack Pile unprotected Simple Foodstuffs, size Medium 317 Mines L3 Access Contents Chests (2x) Locks: Chest, Simple, using Context D Weapons: Light, roll 1d4 times ML3-MW-S-9: Sackpile An enormous pile of grain sacks has been placed here in a haphazard manner. Some of these may have been taken for use in sandbag defenses to the northwest. A wood-chopping block sits to the south of the pile; to the northeast is a long-unused brazier. Access Contents Sack Pile unprotected Simple Foodstuffs, size Large ML3-MW-S-10: Guano In the southwestern shadow of a 20’ tall rock pillar, this region is covered in a light film of monstrous feces. It’s unclear precisely what monster or monsters produced this mess, but it looks weeks old. ML3-MW-S-11: Cave-In Secret This leads to “Map 118: Cave-In (ML3-CIN)” on page 344. 318 Mines L3 Map 109: Mining Love West Overview (ML3-MLW-O) One square equals 5 ft. 319 Mines L3 ML3-MLW-O: Mining Love West: Overview Overview A wide oval perimeter of abandoned mining equipment surrounds ore storage and a large building now used for entertainment. Theme & Purpose Owing to the relative isolation of this zone, it’s somewhat safe, at least for short periods. The Illusionist Entertainer’s residence is particularly safe. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll monster-related encounters once. NPCs of Note Given that it includes his residence, this region is almost guaranteed to contain the Illusionist Entertainer. He has a 90% chance of being somewhere in this region. Areas of Interest ML3-MLW-O-1: Illusionist Entertainer’s Hut Please refer to page 321 for further details. ML3-MLW-O-2: Railway This long, looping oval of track has nearly-new tracks, and long-rotted wooden ties; it seems as though it would provide a smooth, though risky, ride. ML3-MLW-O-3: Northeast Mining 25’ tall scaffolds form an “L” shaped perimeter to this area, which includes a scattering of equipment, spiderwebs, and three stacks of casks. Access Contents North Barrels (3x) Container: Barrel or Crate Alcohol: General, using Context B Center Barrels (3x) Container: Barrel or Crate Fresh water Southwest Barrels (3x) Container: Barrel or Crate Alcohol: General, using Context D ML3-MLW-O-4: North-Central Mining Abandoned tools litter the cave floor here, south of a complex stretch of 20’ tall rusty scaffolding. To the west is a stand of barrels. Access Contents Barrels (6x) Container: Barrel or Crate Alcohol: General, using Context D Abandoned Tools unprotected Weapons: Simple, roll 2d6 times ML3-MLW-O-5: Northwest Mining Spiderwebs stretch from the 20’ tall, scaffolded cave walls to the floor-to-ceiling rock pillar to the west. To the north of the rock pillar is a barrel of fresh water. Monsters enjoy abiding here: roll on the Random Encounters tableabcv until you get a monster result; place that result here, as being dormant and asleep until the PCs disturb it/them. ML3-MLW-O-6: West-Northwest Mining To the west of the rock pillar is a trio of sealed barrels. Nearer the 20’ tall scaffolding against the western cave wall is a duet of fresh water barrels. Abandoned equipment lies strewn everywhere. Access Contents Barrels (3x) Container: Barrel or Crate Alcohol: General, using Context B Abandoned Tools unprotected Weapons: Simple, roll 2d4 times ML3-MLW-O-7: Central Ore Storage A massive, 35’ tall, floor-to-ceiling rock pillar sits here, encircled by storage from the mining operations. A huge cluster of bags is arranged to its northeast; large crages sit to the northwest; another group of crates is south of the pillar; and a stack of wood stands beyond that. 320 Mines L3 Access Contents Bag Pile unprotected Simple Foodstuffs, size Large Northwest Crates (5x) Container: Barrel or Crate, using Context C Glasses, Metals, and Woods, size Large, using Context C South Crates (5x) Container: Barrel or Crate, using Context C Glasses, Metals, and Woods, size Large, using Context B ML3-MLW-O-8: South Mining 20’ tall scaffolding simply stops here, as though nothing of interest might be in the walls at this point. Five barrels sit to the north of a muddy water trough; two are empty. Access Contents Barrels (3x) Container: Barrel or Crate Fresh water ML3-MLW-O-9: Netting To the southeast of the building is an array of stained netting, used for hauling ore quickly over rough surfaces. ML3-MLW-O-10: Elevator Down This elevator leads to “Map 141: Elevators North Overview (ML4-ENL-O)” on page 402. 321 Mines L3 Map 110: Mining Love West: Illusionist Entertainers’ Hut (ML3-MLW-ES) One square equals 5 ft. 322 Mines L3 ML3-MLW-ES: Mining Love West: Illusionist Entertainer’s Hut Overview This building has been freshly-constructed over the past few months as a residence for the Illusionist Entertainer. Even—one might say especially—in an environment of chaos and destruction, entertainment is essential to keep one’s sanity. Theme & Purpose There may be no better place to safely meet a large number of NPCs than this building. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal. Ignore all monster- related encounters. NPCs of Note There is always a 90% chance that the Illusionist Entertainer will be in residence. Popular Establishment Prior to the PCs entering the building, roll 2d4 times on the Random NPC Encounters table to determine which NPCs are present here already. Areas of Interest ML3-MLW-ES-1: Entrance A set of wooden double doors stands here, with lit torches in wall sconces to either side and potted, well- tended plants on the outside of those. These doors are never locked. ML3-MLW-ES-2: Spectators This room has clearly been intended for entertainment. Around the perimeter are all manner of cushions; potted plants sit in every corner. A sideboard sits just to the east of the doors to the north; a small table ringed with chairs has been placed to the west of the doors. A single wooden door leads to the east, obscured by a red velvet curtain; a similar door-and-curtain arrangement leads to the southeast. Access Contents Sideboard unprotected Rations & Prepared Food, using Context C Access Illusionist’s Quarters Door Locks: Door, Simple, using Context C ML3-MLW-ES-3: Stage and Bar The center portion of the room serves as both stage and bar: a large “L” shape formed of tables, and ringed with comfortable, cushioned chairs, describes a square-shaped stage. To the south are two sideboards. Access Contents Sideboards (2x) Locks: Furniture, Simple Weapons: Light ML3-MLW-ES-4: Kitchen This compact room is clearly the kitchen: a stove burns to the northeast; beneath it is a food prep table that has seen better days. Two chests have been shoved in the northwest corner; to the southeast is an array of sacks. Finally, a large food storage cabinet sits against the southwest corner. Access Contents Food Prep Table unprotected Weapons: Simple, roll 1d4 times Chests (2x) Locks: Chest, Simple Potions: Moderate, using Context B Sacks (4x) unprotected Simple Foodstuffs, size Medium Food Storage Cabinet Locks: Furniture, Simple Rations & Prepared Food, using Context C, size Medium AND Potions: Moderate, using Context B ML3-MLW-ES-5: Illusionist’s Quarters These posh digs are surely the personal quarters of the Entertainer master. Piles of clothes of all manner have been tossed unceremoniously on the floor atop a plush carpet. To the northeast is a large clothing cabinet; a privy and washbasin sit to its south. Against the north 323 Mines L3 wall are three bookcases and a dressing desk. To the west is a large bed with down comforter. Against the south wall are two cabinets and a workbench, atop which is arrayed all manner of scarves, pots, and other paraphrenalia used in the act. Access Contents Floor unprotected Clothing: General, using Context C, size Large Northeast Cabinet unprotected Clothing: General, size Medium Bookshelves (3x) unprotected Books: General, using Context D South Cabinets (2x) Locks: Furniture, Simple Clothing: General, using Context C AND Armor: Light, using Context C AND Weapons: Light Dressing Desk Locks: Furniture, Simple Coin Treasure: Medium, using Context B AND A letter is within: roll on the Plot Discoveries table. ML3-MLW-ES-6: South Door To the southeast of the personal quarters is a simple wooden door. Access Storage Door Locks: Door, Reinforced, using Context B AND Traps: General, using Context C ML3-MLW-ES-7: Storage This room smells musty, and somehow of incense as well. Four chests are scattered against the southwest wall; two small crates sit to the southeast. Bags have been placed in the east. Access Contents Chests (4x) Locks: Chest, Simple, using Context C Armor: General AND Gems: Semi-Precious AND 20% chance of a letter within: roll on the Plot Discoveries table. Crates (2x) Container: Barrel or Crate Textiles: General, using Context C, size Medium Sacks (2x) unprotected Potions: Moderate, using Context B ML3-MLW-ES-8: Railway North Sturdy and ready, these tracks seem. ML3-MLW-ES-9: Rock Pillar Southeast This stalagmite reaches 20’ of the way toward the 35’ high ceiling. ML3-MLW-ES-10: Rock Pillar West 35’ high, the ceiling is here: this narrow spire reaches all the way to the top, though it seems quite precarious. ML3-MLW-ES-11: Railway South These tracks appear well-used and sturdy. 324 Mines L3 Map 111: Mining Love East Overview (ML3-MLE-O) One square equals 5 ft. 325 Mines L3 ML3-MLE-O: Mining Love East Overview Overview This northwestern region is home to a great deal of mining, plenty of monsters, and the Chemist’s House, a place of solid threat and ample equipment. Theme & Purpose This region has a good deal of value for all manner of party: monsters, information, and loot. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal, and reroll results of “No Encounter” once. NPCs of Note The Chemist is nearly always in the Chemist’s House; upon entering that area, there is a 90% chance of this. Areas of Interest ML3-MLE-O-1: Chemist’s House Please refer to page 327 for more details on this building. ML3-MLE-O-2: Fungus Bloom About the base of an absolutely enormous rock pillar that reaches 40’ straight up to the ceiling above you, a similarly impressive fungal bloom has taken root. This fungus has a variety of effects. At the end of every 2 full rounds spent in any square with any fungus in it, roll on the following table separately for each character who does so: Table 17: Fungal Bloom Effects D% Sample Effect 01-30 No effect. 31-50 You suddenly get desperately thirsty. For 24 hours, you suffer from the Nauseated condition. 51-60 Swallowing becomes an effort as your throat tenses up. It feels as though you’ve eaten a huge ladleful of honey or similarly viscous substance. You recover 1 hp if you were not already at full health; if you were, the effect creates a sweet, favorable taste in your mouth, but has no mechanical effect. 61-70 Bile surges from your innards; you throw up. D% Sample Effect 71-80 Nothing happens for a moment. Then, for a split second, the entire world appears to be black and white. You shake your head, and everything is back to normal. You’re not entirely sure you didn’t hallucinate the effect. 81-90 You are absolutely certain that you have been posioned by the fungal spores. Evil permeates your skin, and seeps into your brain. You can feel death calling for you in an eerie voice, both hideous and tempting. For 24 hours, you suffer from the Shaken condition. 91-99 Your vision blurs. You see double of nearly everthing that is more than 10’ away from you. For 1d4 hours, you suffer from the Dazed condition. 00 You have a violent urge to throw up. Just as you are struggling to remain upright, however, the sickness passes, and you feel much better. All of your Ability Scores gain a +1 benefit for 24 hours. ML3-MLE-O-3: Northwest Mining Clusters of scaffolding reach 25’ up into the cave ceiling in this area. Troughs of blackish, silt-ridden water sit interspersed with barrels of fresh water. ML3-MLE-O-4: Spiderweb Debris A 20’ tall stalagmite is encircled by spiderwebs and trash. Disturbing any of these webs prompts attention: roll on the Random Encounters table, ignoring results of “NPC Encounter”. Place any monsters that result as 326 Mines L3 coming from the spiderwebs to the south. ML3-MLE-O-5: Spiderwebs East Massive, overlapping spiderwebs are strung here across the floor and between clumbs of rock and debris. Disturbing any of these webs prompts attention: roll on the Random Encounters table, ignoring results of “NPC Encounter”. Place any monsters that result as coming from the spiderwebs to the south. ML3-MLE-O-6: Spiderweb Center Amidst a huge circle of spiderwebs is a central clearing devoid of threads. In this area is a gruesome collection of bones, bodies, and freshly-killed corpses in various stages of decay. You spy a half-orc, three dwarves, and two elves. Access Contents Half-Orc Corpse unprotected Armor: Heavy AND Weapons: Martial 2H Dwarf Corpses (3x) unprotected Armor: Medium AND Weapons: Martial 1H AND Armor: Shields Elf Corpses (2x) unprotected Armor: Light AND Weapons: Martial Ranged AND Weapons: Light ML3-MLE-O-7: Mining West-Northwest Scaffolds reach 25’ to the ceiling in this region. A murky trough and a fresh water barrel can be found here as well. ML3-MLE-O-8: Mining North-Northwest A trio of empty barrels smells like rotted fish, though there is nothing inside. Wood planks sit ready to be shaped into anything needed. Two sealed barrels can be found to the east of this region. Scaffolding reaches to the 20’ high ceiling. Access Contents Barrels (3x) Container: Barrel or Crate Fresh water ML3-MLE-O-9: Mining West-Northwest Spiderwebs, a barrel of fresh water, and a trough filled with a vile blackish-grey substance are arranged about a stalagmite. Several mining tools can be found scattered on the ground. The 20’ tall cave wall can be accessed via rickety scaffolding. Access Contents Mining Tools unprotected Weapons: Simple, roll 2d4 times ML3-MLE-O-10: Mining East The 20’ tall eastern cave wall here contains an assortment of scaffolding, spiderwebs, and boulder piles. Some rocks appear to have been pried from the mining wall in the past few weeks. When the PCs enter this area, roll on the Random Encounters table, ignoring results of “NPC Encounter”. Place any monsters that result from this roll as approaching from the railway tracks to the southwest, from the “12” marking Location 12. ML3-MLE-O-11: Mining Southeast The 25’ tall cave wall in these parts can be accessed by a number of scaffolds. Wheelbarrows, tools, and boulders can be found scattered about. Access Contents Mining Tools unprotected Weapons: Simple, roll 1d4 times ML3-MLE-O-12: Mining South Waist-high piles of boulders dot the base of the 25’ tall cave wall here. Rusty scaffolds have seen better days, but seem up to the task of offering support. Fresh water barrels are spaced evenly across the area. ML3-MLE-O-13: Railway These rails seem in great condition, though to the south a large wheelbarrow has been placed across the tracks. To the west of the arc is an assortment of crates. If the party is traveling via railcar, they will have to stop here to remove the wheelbarrow in order to continue. When they disembark, roll on the Random Encounters table, ignoring results of “NPC Encounter”. Place any monsters that result from this roll as approaching from Location 5 to the west. Access Contents Crates, Large (2x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crates, Small (2x) Container: Barrel or Crate General Supplies, size Medium 327 Mines L3 Map 112: Mining Love East: Chemist’s House (ML3-MLE-C) One square equals 5 ft. 328 Mines L3 ML3-MLE-C: Mining Love East Chemist’s House Overview This was, and remains, the residence of the Chemist, a character of some bizarre quirks and curious focus whose idiosyncracies have only gotten worse with the chaos resulting from the Obelisk’s discovery. Theme & Purpose A bounty of loot and information is available here, if the PCs wish to brave the danger. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll monster-related encounters once, and place any that do ensue as approaching from outside this map, to the east. NPCs of Note The Chemist is nearly always here: there is a 90% chance. Areas of Interest ML3-MLE-C-1: Massive Rock Pillar This is described in “Map 111: Mining Love East Overview (ML3-MLE-O)” on page 324. ML3-MLE-C-2: Fungal Bloom This is also described on page 324. In short, any PC walking through the fungus is subject to random effects. ML3-MLE-C-3: Railway Sturdy and sure, these tracks appear ready for use. ML3-MLE-C-4: Entryway Lab A single, simple wooden door gives access to this room from the outside. A long rectangular table occupies the center of the room; it’s littered with all manner of alchemy tools and ingredients. Potted plants of bizarre hue lurk in three corners; the northwest contains a chest surrounded by large, strange-smelling sacks. To the north a single wooden door leads further into the building. Access Contents Lab Table unprotected Weapons: Simple AND Alchemy Lab Chest Locks: Chest, Simple AND Traps: General, using Context D Potions: Moderate, size Medium Sacks (5x) unprotected Simple Foodstuffs Access South Entrance Locks: Door, Reinforced North Door Locks: Door, Simple ML3-MLE-C-5: Main Chamber Bookshelves, potted plants, chairs, and a stove ring the perimeter of this oddly-shaped room with a perfect view of the rockspire and fungal bloom to the east. In the center is a dining table set with chairs and fresh food. A single wooden door leads to the northwest. Access Contents Lab Table unprotected Alchemy Lab with additional +1 circumstance bonus to Alchemy checks AND Potions: Moderate, using Context B Bookshelves (3x) unprotected Books: General, using Context B Access Chemist’s Quarters Door Locks: Door, Reinforced AND Traps: General, using Context C Secret Door West Locks: Door, Secret (Perception) / Locks: Door, Reinforced (to open) ML3-MLE-C-6: Observation Nestled in the northeast corner of the main chamber is an array of comfortable chairs facing out the windows to the east, two bookshelves, and a variety of laboratory equipment stacked with reagents and vessels. 329 Mines L3 Access Contents Lab Table unprotected Weapons: Simple, using Context B AND Potions: Moderate, using Context B Bookshelves (2x) unprotected Books: General ML3-MLE-C-7: Chemist’s Quarters This “L” shaped room forms the personal quarters of the Chemist. Two cabinets, a small table, dressing desk, privy, washbasin, and a bed form the furniture; to the southeast of the bed is a treasure chest. Access Contents Cabinets (2x) unprotected Clothing: General Dressing Desk Locks: Furniture, Simple Writing Supplies AND Weapons: Simple, using Context C Chest Locks: Chest, Strongbox AND Traps: General, using ContextB Potions: Moderate, using Context C, size Medium AND A half-burnt scrap of paper can be found in this chest: roll on the Plot Discoveries table. ML3-MLE-C-8: Storage Entrance A trail of days-old blood approaches these steel double doors from the northwest. Coins are scattered about the cave floor nearby. To the northeast is a trio of barrels, two of which are open and empty; just outside the doors is a single sealed barrel. Access Contents Barrels (2x) Container: Barrel or Crate Alcohol: General, using Context C Cave Floor unprotected Coin Treasure: General, using Context B, halve quantities Access Storage Entrance Locks: Door, Stronghold, using Context C ML3-MLE-C-9: Elf Corpse A grisly scene meets your eyes: an elven body lies crumped and bloody, dead not but a few days. Coins and blood form a trail from the north, outside the main doors to this chamber. Access Contents Elf Corpse unprotected Armor: Light AND Weapons: Martial 1H AND Potions: Moderate, all using Context C Cobblestone Floor unprotected Coin Treasure: General, using Context C, halve quantities ML3-MLE-C-10: Storage This shed contains a great deal of containers, all of which seem particularly well-made and upkept. Two large crates in the southwest, two small crates, two treasure chests, five large barrels, three smaller casks, and a large pile of sacks comprise the contents. Access Contents Crates, Large (2x) Container: Barrel or Crate, using Context C Glasses, Metals, and Woods, size Large, using Context C Crates, Small (2x) Container: Barrel or Crate, using Context C Potions: Moderate, size Large Chests (2x) Locks: Chest, Strongbox Gems: Medium Quality Barrels, Large (5x) Container: Barrel or Crate, using Context C Alcohol: General, using Context C Casks, Small (3x) Container: Barrel or Crate, using Context C Alcohol: General, using Context C; roll twice and pick the more expensive result Sack Pile unprotected Simple Foodstuffs, size Large 330 Mines L3 Map 113: Mining Law North Overview (ML3-MLN) One square equals 5 ft. 331 Mines L3 ML3-MLN: Mining Law North Overview Overview This region is rife with mining, but of particular note, contains the Loremaster’s Shack. Theme & Purpose Gather information, is the primary reason for being here. There’s not much loot to be found. Random Encounters Use the standard / default Random Encounter rules for this level. NPCs of Note The Loremaster is of course in the Loremaster’s Shack quite often ( 90% chance). Areas of Interest ML3-MLN-1: Loremaster’s Shack Find more information about this building on page 333. ML3-MLN-2: Railway Nicked and grooved and scarred from fire, these rails nevertheless seem serviceable. ML3-MLN-3: Woodpile Near a set of boulders and a rock pillar is a pile of uncut wooden logs. Within the logs, only discovered if searched intentionally, is a small cache from a paranoid (and now long dead) miner: Access Contents Woodpile unprotected Coin Treasure: Moderate, using Context D ML3-MLN-4: Dwarf Corpse Lying partly across the railway is a dwarven corpse, dead a few weeks at least. Access Contents Dwarf Corpse unprotected Armor: Medium AND Weapons: Martial 2H ML3-MLN-5: Dwarf Corpse Woodpile South of a stack of lumber is another dwarven body, this one dead at least a month from the state of decomposition. It appears to have been hacked to death viciously. Access Contents Dwarf Corpse unprotected Armor: Medium AND Weapons: Martial 2H ML3-MLN-6: Drained Corpse This body, lying amidst abandoned tools and broken equipment, is so dessicated it’s tough to tell even the race of the victim. You suspect half-elf, though. Scaffolding nearby reaches 20’ tall. Access Contents Half-Elf Corpse unprotected Armor: Light AND Weapons: Martial 2H ML3-MLN-7: Mining Northeast 20’ tall scaffolding towers over an assortment of abandoned and enormous pickaxes and other tools. While the party is exploring in this corner, roll on the Random Encounters table until you get a monster result; place the critter(s) as waiting in Location 2 until the PCs venture southward again. Access Contents Abandoned Tools unprotected Weapons: Martial 2H, roll 2d4 times, using Context D ML3-MLN-8: Northeast Crevice The mining walls and ceiling narrow to a scant 10’ tall; scaffolding barely has to do anything here to reach the ceiling. Spiderwebs and a barrel of fresh water flank a pile of boulders. The boulder pile hides some particularly interesting ore that has gone unmoved as of yet; it is only discoverable if intentionally searched. 332 Mines L3 Access Contents Boulder Pile unprotected Glasses, Metals, and Woods, using Context C, size Medium ML3-MLN-9: Mining Northeast 20’ scaffolds reach to the ceiling here. Two barrels of fresh water are at hand to quench thirst or to assist in quenching fires. To the west is a dwarven corpse, dead several weeks. Access Contents Dwarf Corpse unprotected Armor: Light AND Weapons: Martial 2H AND Potions: Moderate, using Context B ML3-MLN-10: Mining East A huge variety of sacks and bags has been piled here. Netting has been left to the southwest; it seems to have been used to haul ore. Spiderwebs coat the entire eastern cave wall, against which scaffolding has been erected to reach all the way to the 25’ ceiling. Mining tools lay abandoned everywhere. Access Contents Sack Pile unprotected Simple Foodstuffs, size Large Cave Floor unprotected Weapons: Simple, roll 2d6 times, using Context B ML3-MLN-11: Mining Southeast 20’ high scaffolds stand against the web-encrusted cave walls here. Fresh water barrels are spaced evenly. To the west, the railway appears to parallel the curve of the wall that has been mined. 333 Mines L3 Map 114: Mining Love North: Loremaster’s Shack (ML3-MLN-LM) One square equals 5 ft. 334 Mines L3 ML3-MLN-LM: Mining Law North: Loremaster’s Shack Overview The Loremaster held quarters here, and is still here much of the time. Theme & Purpose This is one of the best potential sources of information about the Mines, their operation, and what truly happened here in the entire complex. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll Monster Encounters once. NPCs of Note The Loremaster is nearly always ( 90% chance) here. Areas of Interest ML3-MLN-LM-1: Entrance Two steel doors bar your entrance here. To either side are lit torches hanging in wall sconces against the brick. Potted plants, well-tended, have been placed outside those on either side. Access Entrance Locks: Door, Reinforced, using Context C ML3-MLN-LM-2: Reception Hall This well-furnished hall has chequered wood floors and is dominated by a huge banquet table set with fresh snacks. Flourishing potted plants are spaced at intervals about the perimeter. A sideboard sits against the north wall; chairs are spaced around the room. To the south, a set of simple wooden doors allows entry further into the house; a second set of doors leads eastward. Access Contents Sideboard unprotected Rations & Prepared Food, size Medium Both sets of doors mentioned have no lock. ML3-MLN-LM-3: Kitchen / Pantry A stove sits against the western wall. About the edges of the room are scattered a variety of foodstuffs and containers, including several food-prep stations. A chest sits to the north of the stove. Access Contents Chest Locks: Chest, Simple Potions: Moderate, size Medium Food Prep Tables (3x) unprotected Simple Foodstuffs, size Medium Cabinets (2x) unprotected Rations & Prepared Food, size Medium Sack Pile unprotected Simple Foodstuffs, size Large ML3-MLN-LM-4: Drawing Room This cozy, triangular room is littered with comfortable- looking chairs, most facing east and south outside against the windows overlooking the railway. Sideboards and bookshelves line the north and west walls. A door leads to the northeast. Access Contents Sideboards (2x) Locks: Furniture, Simple A note can be found here: roll on the Plot Discoveries table. Bookshelves (4x) unprotected Each has a 40% chance to contain a scroll containing in- formation from the Plot Discoveries table. Access Loremaster’s Quarters Door Locks: Door, Reinforced, using Context C AND Traps: General, using Context B 335 Mines L3 ML3-MLN-LM-5: Loremaster’s Quarters A beautiful room has large windows facing the eastern and southeastern cavern areas. The bed faces eastward, to provide a better view upon first waking up. A dressing desk, privy, washbasin, cabinet, writing desk, and several comfortable chairs complete the arrangement. To the northwest is a set of double doors leading westerward; to the south of this, a single steel door also leads to the west. Access Contents Dressing Desk unprotected Weapons: Simple, using Context D Cabinet unprotected Clothing: General, using Context C Writing Desk unprotected Writing Supplies Access Closet Doors Traps: General, using Context B (no lock) Storage Door Locks: Door, Stronghold AND Traps: General, using Context B ML3-MLN-LM-6: Closet Library What would normally be a closet for the bedroom is instead a library and laboratory, perhaps fitting for a Loremaster of a giant mining complex. Bookshelves form a light maze of corridors, leading to a lab bench and a reading nook. Access Contents Bookshelves (12x) unprotected Each has a 30% chance to contain a scroll containing information from the Plot Discoveries table. In addition, each has a separate, 25% chance to contain a useful book: Books, General Lab Bench unprotected Weapons: Simple AND Potions: Moderate, using Context C ML3-MLN-LM-7: Storage Vault This musty room smells of oil and ore. Three treasure chests, a small crate, and piles of uncut gems lay scattered here. Atop the crate is an open book. Access Contents Crate, Small Container: Barrel or Crate Glasses, Metals, and Woods, using Context C, size Medium Access Contents Chests (3x) Locks: Chest, Strongbox Potions: Moderate, using Context C AND Coin Treasure: Moderate, using Context B Gem Pile unprotected Gems: Low, size Medium, using Context ML3-MLN-LM-8: Railway Study and curving, these rails look ready for safe use. 336 Mines L3 Map 115: Mining Law South Overview (ML3-MLS-O) One square equals 5 ft. 337 Mines L3 ML3-MLS-O: Mining Law South Overview Overview A previously orderly area, this region has fallen into disrepair of late in the wake of the Obelisk’s discovery. Of note, it contains the Sage’s Shack. Theme & Purpose The Sage is one of the best sources of information in the adventure. In addition, there is a fair amount of loot to be had. Random Encounters Use the standard / default Random Encounter rules for this level. NPCs of Note Of note, the Sage can oft be found in the Sage’s Shack 90% of the time. Areas of Interest ML3-MLS-O-1: Sage’s Shack Please refer to page 339 for more details about this building. ML3-MLS-O-2: Woodpiles and Fungus A set of two large woodpiles sits to the north of the rail tracks. To the north and northwest of these is a broad array of fungus. Two large containers are in the southeast of this region. Access Contents Crate, Large (3x) Container: Barrel or Crate Glasses, Metals, and Woods, using Context C, size Medium Chests (3x) Locks: Chest, Strongbox Potions: Moderate, using Context C AND Coin Treasure: Moderate, using Context B Gem Pile unprotected Gems: Low, size Medium, using Context ML3-MLS-O-3: Mining Southwest A long-unused firepit lies among a variety of mining equipment and abandoned tools. Scaffolding in this area looks well-worn but usable, and reaches up to the top fo the 25’ tall mining cave walls. As the party enters this area, roll on the Random Encounters table and reroll until you get a monster encounter. Place the resulting critter(s) as approaching from Location 2. ML3-MLS-O-4: Mining Southeast Scaffolds here are rusty and reach 20’ tall. Troughs of murky, disgusting water are spaced acorss the area. A firepit sits here, long unfired. Raw logs sit in a stack, ready to be shaped for further use. ML3-MLS-O-5: Mining South-Southeast A quarter of barrels marks the southern portion of this area. Fresh water lies in a barrel. Scaffolds stretch 30’ tall. The curve of the mining wall mirrors the curve of the railway. Access Contents Barrels (4x) Container: Barrel or Crate Alcohol: General, Using Context B ML3-MLS-O-6: Mining East The rusted and creaking scaffolds here reach 30’ high. Four casks sit in a row, on their sides. There’s an assortment of abandoned tools. Access Contents Barrels (4x) Container: Barrel or Crate Alcohol: General Abandoned Tools unprotected Weapons: Martial 2H, roll 2d6 times ML3-MLS-O-7: Mining Northeast The mine wall, 25’ tall, narrows to a corner here among piles of boulders and the occasional outcropping of toadstools. A ridge of barrels sits to the west; one contains fresh water, and two are empty. 338 Mines L3 Access Contents Barrels (4x) Container: Barrel or Crate Alcohol: General, using Context D ML3-MLS-O-8: Fungus Railway & Storage A huge crop of mushrooms has taken root and grown atop the rails and the railbeds here. To the west of the rails, a line of heavy containers has been placed. An unused firepit sits to the east of the rails and fungus. Access Contents Crates, Large (6x) Container: Barrel or Crate, using Context B Glasses, Metals, and Woods, size Large As the party enters this area, roll on the Random Encounters table and reroll until you get a monster encounter. Place the resulting critter(s) as approaching from Location 7. Ignore this effect if the party has already explored Location 7 before entering this area. ML3-MLS-O-9: Funal Rock Pillar A large stalagmite reaches 30’ to the ceiling in this area. It’s surrounded by a huge variety of mushroom sizes. To the northwest is a duo of wood chopping piles. Disturbing the fungus in this area prompts a roll on the Random Encounters table. Reroll monster-related results once. Place any encounters that result as approaching from the southwest, west of Location 2. 339 Mines L3 Map 116: Mining Law South: Sage’s Shack (ML3-MLS) One square equals 5 ft. 340 Mines L3 ML3-MLS: Mining Law South: Sage’s Shack Overview This is the home and operations of the Sage. Typically, the Sage is called for or summoned, and so there has not been a great deal of cause for others to intrude into the domicile. Theme & Purpose It’s a great opportunity to loot and gain information, if the Sage can be dealt with in a savory manner. Random Encounters Use the standard / default Random Encounter rules for this level. NPCs of Note Of note, the Sage can oft be found in the Sage’s Shack 90% of the time. Areas of Interest ML3-MLS-1: Entrance A simple-looking door bars your way here. A lit torch rests in a wall sconce just to the north of the door itself. Access Entrance Locks: Door, Simple, using Context C ML3-MLS-2: Seance Library This room has the feel of a library, with bookshelves lining all but the west wall. However, the thick smell of incense in the air, and the somewhat dark conditions, make you think of a ceremony, a seance, or other kind of scrying opporunity. A set of double doors leads north; to the south, a single door bars entry. Access Contents Bookshelves (7x) unprotected 20% chance of useful book: Books: General AND 15% chance of an infor- mative note: roll on the Plot Discoveries table. Access Bedroom Doors Locks: Door, Simple, using Context C AND Traps: General, using Context B Kitchen Door Locks: Door, Weak ML3-MLS-3: Kitchen This room contains a stove in the east, and a variety of food sacks in the west. Access Contents Food Sacks (6x) unprotected Simple Foodstuffs, size Medium ML3-MLS-4: Sage’s Chambers A bookshelf sits just inside the door to the east; a bed to the north of it. A privy is wedged just north of the bed, immediately to the west of a large worktable littered with notes and equipment. A dressing desk sits against the southeast wall. Finally, a sideboard rests against the northeast corner. Access Contents Bookshelf unprotected Books: General, using Context C Dressing Desk Locks: Furniture, Strong Potions: Moderate AND Gems: Semi-Precious ML3-MLS-5: Secret Cache Door Only read the italicized text if the secret is discovered. Behind the sideboard, the brick of the north wall is disfigured slightly. Prying with a blade, you discover a crease. After some careful poking and prodding, you find a lock hidden to match the brick facade. Access Secret Cache Door Locks: Door, Secret, using Context B, Perception AND Locks: Door, Stronghold, using Context D (to open) 341 Mines L3 ML3-MLS-6: Secret Cache This small room at the north of the building holds a variety of containers: a pile of sacks in the southwest, two treasure chests, and a small crate in the northeast. A recently-used firepit and cauldron sit in the northwest corner. Access Contents Sack Pile unprotected Rations & Prepared Food, using Context C, size Medium Chests (2x) Locks: Chest, Strongbox Weapons: General, using Context C AND Armor: General, using Context C Crate, Small Container: Barrel or Crate Glasses, Metals, and Woods, size Medium, using Context C ML3-MLS-7: Rock Pillar To the southwest of the building is a floor-to-ceiling stalagmite whose northern outcropping nearly touches the southwest wall of the Sage’s Shack. ML3-MLS-8: Railway This section of the railway appears solid and well- balanced, able to support a heavy load if necessary. 342 Mines L3 Map 117: Cave-In: Entire Chamber (ML3-CIN-C) One square equals 5 ft. 343 Mines L3 ML3-CIN-C: Cave-In: Entire Chamber Overview This region is a large natural cavern, formed from water erosion from the trickly that once fell from above via the underground river in other Mine levels. The trickly has long since been plugged, but the natural cave remains. It was once connected to the main Mine area to the north, but a massive cave-in severed the connection. Fearing that the cave-in was a harbinger of further disasters due to unsafe structure, Mondaria City decided not to excavate the cave-in. Theme & Purpose Logistically, it’s one of the few unorthodox means of descending to Mines Level 4. In addition, there is some significant monster-related challenge to be found here. Random Encounters Use the standard / default Random Encounter rules for this level. Ignore “NPC Encounter” results, and reroll results of “No Encounter” once. Areas of Interest ML3-CIN-C-1: Pit Down Turn to page 302 for further details. ML3-CIN-C-8: Cave-In Page 344 holds more details about this region. ML3-CIN-C-9: Lair This creepy location is described starting on page 346. 344 Mines L3 Map 118: Cave-In (ML3-CIN) One square equals 5 ft. 345 Mines L3 ML3-CIN: Cave-In Overview This is the actual area caved in via fallen rocks decades ago. The occasional rogue miner will poke and prod here, but ultimately, all fear further disasters more than they are curious, and the region has gone largely untouched. Theme & Purpose This is the only real means of entering the Cave-In region to the south, and what it invovles. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML3-CIN-1: Railway The railbed is somewhat rotted, and the rails a bit corroded, but you feel as though these rails can still safely hold cars. ML3-CIN-2: Cave-In Boulders At the GM’s discretion, nearly every NPC—named or otherwise—who inhabits this level of the Mines should know about the cave-in and would tell the PCs if they inquire about interesting features or happenings or a related topic. Such knowledge would allow the party to ignore the Perception check involved. Access Cave-In Boulders Locks: Door, Secret, using Context D, Perception AND Locks: Door, Stronghold, using Context B, Strength-related only (to pass through) ML3-CIN-3: Western Boulder Cluster Amidst a huge pile of boulders and loose rocks is a nook surrounded on most sides by spiderwebs. Boulders pile up to the ceiling to the south; it is not possible to pass through in that direction from here. If the party does not investigate this area before moving through the center passage, roll on the Random Encounters table, rerolling until you get a monster- related encounter, and placing it here. ML3-CIN-4: Eastern Boulder Cluster Fallen rocks block passage south, but form a little alcove in the easternmost region of the cave-in. While the party is in this alcove, roll on the Random Encounters table, rerolling until you get a monster- related encounter, and placing it as approaching from Location 5. ML3-CIN-5: Rock Pillar A squat and thick stalagmite lurks in the south of the cave-in. Spiderwebs blanket the sides. 346 Mines L3 Map 119: Lair (ML3-LAR) One square equals 5 ft. 347 Mines L3 ML3-LAR: Lair Overview A spacious, natural cave in a mine rich in life and interesting minerals... such a location would never remain vacant for long. Theme & Purpose The first location that contains a true showdown-style, large- environment, massively challenging monster battle, the Lair also contains a fair amount of reward for those willing to undertake the challenge. Random Encounters Until the Lair Monster(s) (see below) are defeated, suspend Random Encounter rolls. After that point, use the standard / default Random Encounter rules for this level, but roll twice as often as normal, and reroll all results that do not contain one or more monsters. Lair Monsters As the PCs approach this area, roll on the Monsters: Mines, Advanced table, using Context C. Place the resulting monster(s) in Location 10. The GM is encouraged to be creative with how to play this encounter. Walking boldly into what should obviously be a lair should demand an appropriately deadly reaction; sneaking up, spying from afar, gathering information, or other more cautious approaches should bear fruit. This fight, if fight indeed it is to be, should likely be the centerpiece of the gaming session it takes place in. Areas of Interest ML3-LAR-1: Bloody Approach Slews of recently-spilled blood splotches mark the approach to the lair from the northwest. A dwarven skeleton lies to the north. ML3-LAR-2: Northwest Approach Patches of oddly-colored rock formations form a waist- high barrier of sorts here. Five corpses in varying stages of rot are scattered carelessly here among the boulders; four are dwarves and one is a half-orc. Access Contents Dwarven Corpses (4x) unprotected Armor: Heavy AND Weapons: Martial 1H AND Armor: Shields Half-Orc Corpse unprotected Armor: Medium AND Weapons: Martial 2H, using Context C ML3-LAR-3: Corpse Pit A slight depression in the cave floor here has been filled to chest-height with skeletons, corpses, and freshly-slain bodies not a week old. Many are dwarves; others are half-orcs and humans. There are several large monsters here as well. From the equipment and varying ages of the bodies’ rot, you suspect this is what has befallen a series of adventurers or miners who have found their way into this chamber somehow and have attempted to slay the denizens. The monster bodies are likely critters who have wandered here, or those who sought to take the lair over and failed. Access Contents Dwarven Corpses (3x) unprotected Armor: Heavy AND Weapons: Martial 1H AND Armor: Shields Half-Orc Corpses (2x) unprotected Armor: Medium AND Weapons: Martial 2H, using Context C Human Corpse unprotected Armor: Heavy AND Weapons: Martial 2H ML3-LAR-4: Barricade An enormous amount of trash and debris has been piled here in a semicircle facing to the northwest. Near as you can tell, some adventurers came upon the lair when it was unoccupied, and defended it against the return of its occupant... unsuccessfully. ML3-LAR-5: Bones Bones and more bones abound here: bone piles, skeletons, and skull piles. There is, however, a pile of treasure to the southeast of this region. 348 Mines L3 Access Contents Treasure Pile unprotected Potions: Moderate AND Coin Treasure: Moderate AND Weapons: Light ML3-LAR-6: Treasure Hoard South A huge variety of gems and coins from all manner of lands in the Realm are scattered here, coating the floor as though someone intentionally wanted as much of it covered in shiny trinkets as possible. Corpses are here and there, and there is a small pile of collected belongings in the center of the area. Access Contents Cave Floor unprotected Coin Treasure: Moderate, size Large AND Gems: Low, size Large AND Gems: Semi-Precious, size Medium AND Gems: Medium-Quality, using Context D Treasure Pile unprotected Potions: Moderate, using Context D, size Medium AND Weapons: Simple AND Armor: General ML3-LAR-7: Treasure Hoard North Amidst odd-looking rocks of all style and color, coins and gems are scattered everywhere. Most appear dented and dinged, but shiny nevertheless. A treasure pile of collected belongings, some singed and some clawed but functional, rests in the north of this region. Access Contents Cave Floor unprotected Coin Treasure: Moderate, size Large AND Gems: Low, size Medium AND Gems: Semi-Precious, size Medium, all using Context D Treasure Pile unprotected Potions: Moderate, AND Weapons: General AND Armor: General, all using Context B ML3-LAR-8: Treasure Pile Northwest A large collection of adventuring gear has been piled here at the base of the rock pillar that reaches 30’ to the ceiling. Access Contents Treasure Pile unprotected General Supplies AND Rations & Prepared Food AND Clothing: General, roll 1d4 times AND Armor: General, roll 1d4 times AND Weapons: General, roll 1d4 times ML3-LAR-9: Barricade North This line of debris and garbage reaches from the north base of the rock pillar to the northern portion of the cave wall in this region. An empty treasure chest sits here, with a pile of clothing and coins scattered across the floor. Access Contents Cave Floor unprotected Coin Treasure: Moderate, size Medium, using Context B Clothing Pile unprotected Clothing: General, size Large, using Context D ML3-LAR-10: Lair Central The vast expanse of earthen and stone cave floor here is interrupted only by the occasional rock. It is otherwise smoothed, with slight depressions here and there, as though something large and vile had made its home here. 349 Mines L3 Map 120: Circular Stair Pit (ML3-CSP) One square equals 5 ft. 350 Mines L3 ML3-CSP: Circular Stair Pit Overview This pit continues the descent of the tunnels underneath the Residential District in the surface city. Theme & Purpose There should be a slightly rising temperature, more humidity, and a greater sense that the PCs are descending down, down, down, into the murky unknown. If the party is entering the Mines for the first time via this route, they should be scared of the unknown; PCs who have already traversed the mines should still be wary and afraid, as this pit clearly leads to a region thye have likely not yet encountered. Random Encounters Use the standard / default Random Encounter rules for this level. Ignore all “NPC Encounter” results. All monsters enter the area from the exit opposite where the PCs entered from: that is, if the PCs are going down, then critters come from Location 5, and if the party is coming up, monsters enter from Location 1. Areas of Interest ML3-CSP-1: Crawlspace Up This leads to “Map 85: Invaded Residence Sub-Basement (ML2-IRSB)” on page 252. ML3-CSP-2: Southern Path A warm wind blows gently from the yawning pit to your north. There’s plenty of room on this path, but it still makes you uneasy. Roll on the Random Encounters table. If you get a monster result, place the monster in Location 4, across the chasm; the party can likely see the critter(s) from across the pit. ML3-CSP-3: Fungus Cluster The eastern edge of the descending circular path is infested with a variety of mushrooms. There is no threat here. ML3-CSP-4: Northern Path The spiralling path takes a steeper descent here as it approaches a crawlspace to your southwest. ML3-CSP-5: Crawlspace Down This leads to “Map 139: Circular Stair Pit (ML4-CSP)” on page 397. 351 Mines L3 Map 121: Elevators North (ML3-EN) One square equals 5 ft. 352 Mines L3 ML3-EN: Elevators North Overview The only means of entering or leaving the large northern chunk of this level of the Mines, these elevators are rich with plunder... and with threat. Theme & Purpose This will be the first thing the PCs encounter on their way into this region, regardless of their means of entry. It should be somewhat chaotic, yet welcoming. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML3-EN-1: Elevator Down In order to use this elevator, the party must spend 10 minutes cleaning the thick layer of spiderwebs off of its surface. Once cleaned, it is functional, and leads to “Map 141: Elevators North Overview (ML4-ENL-O)” on page 402. ML3-EN-2: Elevator Up This leads to “Map 86: Elevators North Overview (ML2- ELN-O)” on page 255. ML3-EN-3: Elevator Central Storage Between the two elevator platforms, a wide array of containers has been placed. Four large crates, atop which rest three chests; four small crates; an array of sacks and bags... and a variety of spiderwebs cling to everything. Access Contents Crates, Large (4x) Container: Barrel or Crate, using Context C Glasses, Metals, and Woods, size Large Crates, Small (4x) Container: Barrel or Crate, using Context C General Supplies, size Large Chests (3x) Locks: Chest, Simple, using Context C Rations & Prepared Food, using Context C AND Weapons: Simple, using Context B, roll 1d4 times Sack Pile unprotected Simple Foodstuffs, size Large ML3-EN-4: Spider Trash This array of debris and spiderwebbing appears to be the result of enormous webs capturing trash that has been flung about over a long period of time. ML3-EN-5: Railway Webbing This section of the tracks has been webbed over by thick strands of aged spiderwebbing. It appears impassable in its current state. To clear these rails, the PCs must spend 5 minutes clearing the spiderwebs. ML3-EN-6: Rock Pillar A 20’ tall stalagmite falls short of the 35’ tall ceiling above. About its base is a huge array of spider webs, some reaching 20’ tall. Amidst the boulders and webbing four corpses, sucked dry and dead many weeks from the looks of it. Access Contents Dwarven Corpses (4x) unprotected Armor: General AND Weapons: General, both using Context B ML3-EN-7: Storage West The normal serenity of these web-coated crates and sacks contrasts with the carnage about its base: two bodies, slain amidst wide swathes of blood that date their demise at days, not weeks. To the north is an array of barrels, one of which is empty and a second of which contains fresh water. Access Contents Dwarven Corpses (2x) unprotected Armor: General AND Weapons: General Crates, Large (2x) Container: Barrel or Crate, using Context C Glasses, Metals, and Woods, size Large 353 Mines L3 Access Contents Crates, Small (3x) Container: Barrel or Crate Textiles: General Sack Pile unprotected Rations & Prepared Food, using Context D, size Large Barrels (4x) Container: Barrel or Crate, using Context B Alcohol: General, using Context D ML3-EN-8: Campfire A large campfire, used not a few days ago, is surrounded by two halfling corpses and four bedrolls. To the southwest is a stack of casks partially covered in spiderwebs. Access Contents Halfling Corpses (2x) unprotected Armor: Light AND Weapons: Ranged Bedrolls (4x) unprotected General Supplies Barrels (5x) Container: Barrel or Crate Fresh water ML3-EN-9: Southeast Webbing This array of spiderwebs appears to have been successful: three dessicated corpses lay nearby, presumedly victims of the spinners. Access Contents Human Corpses (3x) unprotected Armor: Medium AND Weapons: Light AND Armor: Shields, all using Context B ML3-EN-10: Railway South Sturdy and functional, this railway appears ready for use, though spattered with blood here and there. ML3-EN-11: Railway North Dented and a bit rusty, these rails nevertheless look ready to bear weight and speed. 354 Mines L3 Map 122: Elevators West (ML3-EW) One square equals 5 ft. 355 Mines L3 ML3-EW: Elevators West Overview This is one of the means of entry and egress from this level of the Mines... and it’s also one of the deadliest regions in the Mines. Theme & Purpose Although by nature, the PCs will wish to loot everything here, only the foolish or immensely prepared will be able to weather the storm of assault from all directions. Random Encounters Instead of using Random Encounter rules, use the “Perpetual Assault” rule below. NPCs of Note There is always a single Crazed Harbinger here, muttering insanely to herself and wandering among the carnage. Perpetual Assault Thriving with chaos and the blood of those it has claimed, this region is steeped in carnage and bad influence. Every 5 minutes, roll on the Random Encounters table, rerolling all “NPC Encounter” results. Note that although it’s therefore possible for a given roll to result in nothing at all, the need to roll is not suspended simply by having a monster in play: it’s possible to have multiple encounters in play at once. Randomize the direction from which the threat comes by rolling a D8: D8 Entry Direction 1 North 2 Northeast 3 East 4 Southeast 5 South 6 Southwest 7 West 8 Northwest Areas of Interest ML3-EW-1: Elevator Up This leads to “Map 91: Elevators West (ML2-ELW)” on page 268. ML3-EW-2: Elevator Down Take this to “Map 140: Elevators West (ML4-EWC)” on page 399. ML3-EW-3: Crate Stack Southeast Crates of all size and construction have been tossed here, erected into a makeshift barricade. Spiderwebs connect most crates together; there are sacks about the base of some boxes as well. Barrels sit haphazardly to the southwest and southeast. Access Contents Crates, Large (9x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crates, Small (6x) Container: Barrel or Crate, using Context B General Supplies, size Medium Sack Piles (3x) unprotected Simple Foodstuffs, size Medium Barrels (5x) Container: Barrel or Crate Alcohol: General, using Context D, size Medium ML3-EW-4: Treasure East A half-elven corpse lies, a week or two gone at most, among a scattering of coins, blood, and weapons. Barrels and boulders add to the confusion. Access Contents Half-Elf Corpse unprotected Armor: Light AND Weapons: Martial Ranged AND Weapons: Light Cave Floor unprotected Coin Treasure: General, using Context D AND Weapons: General, roll 1d6 times AND Gems: Low, using Context D Barrels (4x) Container: Barrel or Crate Alcohol: General, using Context D, size Medium 356 Mines L3 ML3-EW-5: Coin Carnage A half-orc corpse, dead a few days at most, lies bloody and gashed among a mess of bloody coins and gemstones. Two open treasure chests to the east may explain the chaotic spill. To the north is a large stack of treasure; to the northeast is a makeshift barricade formed of barrels and crates and sacks. Access Contents Half-Orc Corpse unprotected Armor: General AND Weapons: Martial 2H Cave Floor unprotected Gems: Low, using Context D AND Coin Treasure: Moderate, using Context D Treasure Stack unprotected Armor: General, roll 1d4 times AND Weapons: General, roll 1d4 times AND Potions: Moderate, roll 1d4 times, all using Context D Crates, Large (3x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crate, Small Container: Barrel or Crate General Supplies, size Medium Barrels (8x) Container: Barrel or Crate Alcohol: General, using Context B Sack Pile unprotected Simple Foodstuffs, size Medium ML3-EW-6: Railway North The rails appear dented but usable; however, someone has constructed a makeshift wall of trash and debris here. To use the rails, the PCs would have to spend 10 minutes clearing junk off of the track here. ML3-EW-7: Railway South A massive, 8’ tall pile of sacks and bags has been piled here atop the tracks. It would take at least an hour to clear the tracks so that they are usable. Access Contents Sack Pile unprotected Simple Foodstuffs, size Large, roll 2d6 times ML3-EW-8: Crate Barricade Northwest Crates, barrels, and sacks have been placed together here in a very frenzied attempt to provide protection. A dwarven corpse sits in a splash of blood to the south. Access Contents Crates, Large (3x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crates, Small (2x) Container: Barrel or Crate General Supplies, size Medium Barrels (7x) Container: Barrel or Crate Alcohol: General, using Context D Dwarven Corpse unprotected Armor: General AND Weapons: Martial 2H AND Potions: Moderate, using Context B Sack Piles (2x) unprotected Simple Foodstuffs, size Large ML3-EW-9: Barricade West Crates and a huge vareity of sack have been placed here to ward off assaults from the west. Access Contents Crate, Large Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crate, Small Container: Barrel or Crate General Supplies, size Medium Barrels (3x) Container: Barrel or Crate Alcohol: General, using Context D Sack Pile unprotected Simple Foodstuffs, size Large, all quantities doubled ML3-EW-10: Barricade Southwest The improvised western barricade ends here, with a gap filled oddly by a pile of firewood and a stack of treasure. Access Contents Crate, Large Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crate, Small Container: Barrel or Crate General Supplies, size Medium Barrels (3x) Container: Barrel or Crate Alcohol: General, using Context D Sack Pile unprotected Simple Foodstuffs, size Large Cave Floor unprotected Coin Treasure: Moderate AND Gems: Low, both using Context D Treasure Stack unprotected Weapons: General AND Armor: General, roll 1d4 times AND Potions: Moderate, roll 1d4 times, all using Context B 357 Mines L3 Map 123: Elevators East (ML3-EE) One square equals 5 ft. 358 Mines L3 ML3-EE: Elevators East Overview Orderly and proper, the Law-aligned region of this level of the Mines has a fitting entry point and organization for its central storage. Theme & Purpose A decent means of acquiring loot, this zone is by no means safe. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML3-EE-1: Elevator Up This leads to “Map 90: Elevators East (ML2-ELE)” on page 265. ML3-EE-2: Elevator Down The party may take this to “Map 145: Elevators East (ML4- EEL)” on page 411. ML3-EE-3: Railway Sturdy and sure, these rails have seen, and yet are ready for, a lot of action. ML3-EE-4: Storage Northeast Crates and barrels in orderly stacks and rows can be found here among the boulders of the cave floor. Access Contents Crates, Large (2x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Large Barrels (7x) Container: Barrel or Crate Alcohol: General, using Context B Small Barrels (3x) Container: Barrel or Crate Fresh water ML3-EE-5: Storage Northwest An octagonal table sits here, ringed with chairs and empty on top, overlooking both the elevators and the railway. To the north is a triangle formation of barrels and two large containers. Access Contents Crates, Large (2x) Container: Barrel or Crate General Supplies, size Large Large Barrels (6x) Container: Barrel or Crate Fresh water ML3-EE-6: Sacks Southwest You’ve never seen such neat and orderly stacking of sacks, even in a sandbag wall. Access Contents Sack Pile unprotected Simple Foodstuffs, size Large, double quantities ML3-EE-7: Crates South Seven crates lurk to the south of the elevators. Access Contents Crates, Large (7x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large ML3-EE-8: Tables South Directly to the south of the elevators is a rectangular table, ringed with chairs and set with a long-rotted meal for three. To its east is a long table which carries a small arsenal of weaponry. Access Contents Long Table unprotected Weapons: General, roll 3d6 times 359 Mines L4 ML3-EE-9: Storage East A large cluster of large and small crates sits just to the southeast of the railway curve here. On top and neary are four treasure chests. Access Contents Crates, Large (3x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crates, Small (7x) Container: Barrel or Crate Textiles: General, size Medium, using Context B Chests (4x) Locks: Chest, Simple Coin Treasure: Moderate, using Context D, halve quantities 360 Mines L4 Mondaria Mines: Level 4 361 Mines L4 Map 124: Mines Level 4 Overview (ML4-O) One square equals 20 ft. 362 Mines L4 Level Introduction: Mines Level 4 Summary Perhaps the most distinctive and unique of the Mine levels, Level 4 consists almost entirely of an underground city. Entrances and Exits Note that the following are typical, even secret, means of entering and exiting the level as it was designed. Other, magical means of navigating the level (for example, teleportation spells or those that grant incorporeality) are not discussed and are left to the GM to manage should they be introduced. Navigation to Mines Level 3 There are three Elevators ascending to Level 3, near locations 10, 11, and 12. Location 9 leads back up to the tunnels underneath the basement of the Southwest Residence. Location 1 leads back up to the Lair found in the previous Mine level. Navigation to Mines Level 5 Locations 10, 11, and 12 have Elevators that descend as well. Location 1 has a hole in the floor that leads down. Location 9 continues the tunnels underneath the basement of the Southwest Residence, which leads down the spiraling pit. Overview The Underground City is ruined, destroyed and brought low by all manner of monster. To the southwest is a large region containing a massive Lair, the true home of the monster(s) that made temporary home above. To the southeast is a continuation of the spiraling descent underneath the Residential District on the surface; however, it hides a secret area to its northwest. Atmosphere & Theme The Underground City was once a nexus of social activity and commerce in the depths of the Mine. Dwarf and Elf saw conflict, true, but it was one of the few places where one and the other could rub shoulders without much of a secondary reason to do so. In the wake of the Obelisk’s chaos, however, the ruined city is now a macabre reminder of the degree to which the entire Mine complex has fallen asunder. Default Random Encounters Some Areas of Interest within this level will describe a certain approach to Random Encounters, either by overriding the timing (e.g., “every 30 minutes), and/or by providing its own localized version of the random encounter table below. Absent such an override, roll on the following table of Default Random Encounters for every 5 minutes the party remains in this area. Table 18: Mines Level 4Default Random Encounters D% Event Description 01-20 No Encounter Nothing interesting or specific occurs to deter the party from their overall objectives and exploration. 21-34 Trivial Encounter Roll once on Monsters: Surface, Trivial. 35-49 Light Encounter Roll once on Monsters: Surface, Light. 50-64 Average Encounter Roll once on Monsters: Surface, Average. 65-81 Advanced Encounter Roll once on Monsters: Surface, Advanced. 82-89 Elite Encounter Roll once on Monsters: Surface, Elite. 90-00 NPC Encounter Roll once on the Default NPC Encounter Table below. Default NPC Encounters Some Areas of Interest within this level will describe a certain approach to NPC Encounters, providing its own localized version of the table below. Absent such an override, when in this level, when directed to roll for a random NPC, roll on the following table. Note that if a certain circumstance mandates the presence of an NPC, you may ignore and reroll results of “No Encounter” on the table below. The GM is, as in all other aspects of the adventure, to use her common sense regarding use of this table. You should feel free to ignore or reroll results with which you don’t agree, or simply choose a result yourself to keep with the atmosphere of the adventure as experienced by your gaming group. Note, also, that any entry in the list below that has a blank (“-”) next to it for roll results means that that NPC is never normally encountered in this level. 363 Mines L4 Table 19: Mines Level 4 Default NPC Encounters D% Event Description 01-05 No Encounter Despite an initial feeling, the party does not encounter any NPCs at this time. 06-10 Common NPC Addicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 11-14 Common NPC Afflicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 15 Common NPC A single Bleak Mute lurches within view of the party. 16-17 Common NPC One Crazed Harbinger stumbles about within view of the party. 17-19 Common NPC Tainted Miners walk creepily toward the party: 2d4x 2d6x 2d8x 2d12x 20-21 Common NPC Miners approach the party suspiciously: 2d6x 2d8x 2d10x 2d12+4x 22-23 Common NPC One Mining Taskmaster walks purposefully toward the party. 24 Common NPC A terrified Munitions Wench is visible, huddled in her rags. 25 Common NPC You see a Supply Maid in tattered clothes, though you’re not sure she sees you. 26 Common NPC A horrifying Tainted Taskmaster walks about. - Common NPC Celebrants dance and amble toward the party: 1d4x 2d4x 2d6x 3d8x - Common NPC Firedancers lithely come toward the party: 1d4x 2d4x 2d6x 3d8x D% Event Description - Common NPC A Firedancer party approaches the PCs: 1x Campmaiden, 1d4x Firedancers, 2d4x Celebrants 1x Hearthstud, 2d4x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d6x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d8x Firedancers, 2d8x Celebrants - Common NPC A single Campmaiden or Hearthstud approaches the party with a twinkle in their eye. Use the sex opposite the majority of the PCs’ composition, or randomize if there is a tie. 27 Named NPC Ambling scholar Brocambe Methurzz. 28 Named NPC Beastmaster Gabharn. 29 Named NPC Blacksmith Hamfast Burrbottom. 30 Named NPC Feastmaster Frobwin Glamfork. 31 Named NPC Herbalist Innelothe. 32 Named NPC Illusionist entertainer Raekeldorr. 33 Named NPC Keeper of Records Skandern Lithutz. 34 Named NPC Keepmaster Vanarelia Riccards. 35 Named NPC Loremaster Dalnarok. 36-37 Named NPC Mercenary dwarf Gordsturll. 37-38 Named NPC Merenary tiefling Killarth. 39 Named NPC Railmaster Arranz Trevain. 40 Named NPC Tinkermaster Skandbard. 41 Named NPC Warden Imeltrude Legande. 42-50 Named NPC Brewmaster Glimdarffe Sudsglub. 51 Named NPC Cartographer Estarel Finequill.. 52 Named NPC Chemist Incebb Gullip.. 53-60 Named NPC Chief engineer Didkeln Clawhammer. 61-65 Named NPC Coinmaster Lugatoo. 66-70 Named NPC Dwarven union leader Danalin Foeslash. 71-75 Named NPC Elven administration leader Maresmir. 76 Named NPC Engineer Brimdog Firecleave. 77-82 Named NPC Foreman Belerras. 83-89 Named NPC Gangboss Dagbrag. 90 Named NPC Lead designer Estarel Finequill. 91 Named NPC Mayor Faenadorn. 92 Named NPC Minemaster Thrennian Lo’quee. 93 Named NPC A Mystic Seer. 364 Mines L4 D% Event Description 94 Named NPC Sage Natobbe. 95 Named NPC Stablehand Friskbik. 96 Named NPC Stablemaster Semtammi. 97-00 Named NPC Tribute magister Elawelle. Areas of Interest ML4-O-1: Pit Up/Down Please turn to page 369 for further details. ML4-O-2: Ledge Page 371 holds more information. ML4-O-3: Treasure Hoard Please go to page 373 for a complete description. ML4-O-4: Rock Wall Boulders This range of fallen boulders that shook free during the Obelisk’s awakening forms a “spine” of destruction, bisecting the city laterally. Other than forming a difficult terrain obstacle that one needs to scale, there is no location-specific information about this terrain feature. ML4-O-5: Mess Hall This destroyed building is described starting on page 376. ML4-O-6: Ruined Temple This massive complex is explored beginning on page 379. ML4-O-7: Elder Tower Husk This once-magnificent building and its surrounding area is described on page 392. ML4-O-8: Nest Turn to page 395 for further details. ML4-O-9: Circular Stair Pit Page 397 holds more information. ML4-O-10: Elevators West Please refer to page 399 for further details. ML4-O-11: Elevators North Turn to page 402 for further details. ML4-O-12: Elevators East Page 411 commences a full description. ML4-O-13: Dreadslimed Miner Barracks This macabre structure is described starting with page 414. ML4-O-14: Dwarven Union Leader Formerly a place of political power, this ruined building can be found described starting on page 414. ML4-O-15: Elven Administration Leader These buildings are somewhat intact, but inside are rotted and trashed; find more description on page 424. ML4-O-16: Administration Building A neutral location of leadership for many aspects of the Mines, this building is described starting on page 427. 365 Mines L4 Map 125: Ruined City Overview (ML4-RCO) One square equals 20 ft. 366 Mines L4 ML4-RCO: Ruined City Overview Overview It’s a busy, complex place to keep track of, but all the more important for being so. Theme & Purpose A pervading sense of loss, of destruction, and of wonder at what this place must have once looked like, months ago before the Obelisk unleashed its chaos and forces. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML4-RCO-4: Rock Wall Boulders This range of fallen boulders that shook free during the Obelisk’s awakening forms a “spine” of destruction, bisecting the city laterally. Other than forming a difficult terrain obstacle that one needs to scale, there is no location-specific information about this terrain feature. ML4-RCO-5: Mess Hall This destroyed building is described starting on page 376. ML4-RCO-6: Ruined Temple This massive complex is explored beginning on page 379. ML4-RCO-7: Elder Tower Husk This once-magnificent building and its surrounding area is described on page 392. ML4-RCO-10: Elevators West Please refer to page 399 for further details. ML4-RCO-11: Elevators North Turn to page 402 for further details. ML4-RCO-12: Elevators East Page 411 commences a full description. ML4-RCO-13: Dreadslimed Miner Barracks This macabre structure is described starting with page 414. ML4-RCO-14: Dwarven Union Leader Formerly a place of political power, this ruined building can be found described starting on page 414. ML4-RCO-15: Elven Administration Leader These buildings are somewhat intact, but inside are rotted and trashed; find more description on page 424. ML4-RCO-16: Administration Building A neutral location of leadership for many aspects of the Mines, this building is described starting on page 427. 367 Mines L4 Map 126: Pit Ledge Overview (ML4-PIT-O) One square equals 5 ft. 368 Mines L4 ML4-PIT-O: Pit Ledge Overview Overview A lair above, a lair below... this ledge area also contains a lair, and treasure too. It’s easy to miss, however, if you’re simply falling down the hole from above; one must scale intentionally to the landing in Location 1 below in order to disembark, so to speak. Theme & Purpose Dark, dank, and smelling of monster: this is a natural cavern filled with danger and reward. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all results of “NPC Encounter”. Areas of Interest ML4-O-1: Pit Up/Down Please turn to page 369 for further details. ML4-O-2: Ledge Page 371 holds more information. ML4-O-3: Treasure Hoard Please go to page 373 for a complete description. 369 Mines L4 Map 127: Pit Up/Down (ML4-PIT) One square equals 5 ft. 370 Mines L4 ML4-PIT: Pit Up/Down Overview This is the entry to, and exit from, the Pit Ledge area. Theme & Purpose Rocks cast shadows, hinting at the unknown... careful with your step in these parts! Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any results of “NPC Encounter”. Areas of Interest ML4-PIT-1: Pit Up and Down PCs who are simply falling will miss this level entirely, as the pit goes straight up and down for three levels (one above, this one, and one below). Those who are scaling via rope, or descending via a controlled method such as flying, may stop here as they wish. Up, this leads to “Map 103: Pit Down (ML3-PD)” on page 302. Down, this descends on to “Map 164: Ceiling Hole (ML5- HOL)” on page 463. ML4-PIT-2: Boulder Crescent A spill of boulders from the cave ceiling 20’ above you forms a crescent with you at the “mouth”, facing east. The analogy makes you a bit wary. ML4-PIT-3: Southwest Webbing The rock pillar here reaches all the way, thinly, to the ceiling. ML4-PIT-4: Northeast Webbing Another rock pillar; this one reaches 15’ to the ceiling with a massive spiderweb connecting it to the northern cavewall. ML4-PIT-5: Path East Something or someone has worn a path eastward. This leads to “Map 128: Ledge (ML4-LED)” on page 371. If the party heads eastward without investigating Locations 3 and 4, roll on the Random Encounters table for each of these unvisited locations. Reroll each until it results in a monster encounter; place the resulting critter(s) in the location for which you rolled. This means that if the PCs investigated neither location, they will have two monster encounters approaching from behind! 371 Mines L4 Map 128: Ledge (ML4-LED) One square equals 5 ft. 372 Mines L4 ML4-LED: Ledge Overview A naturally-occuring, large alcove off of the path to the south, this region is a good hiding home for all manner of lesser creatures seeking the unwanted discards of their master’s feasting. Theme & Purpose Ideally, the PCs venture into this region, slay the monsters found, and pat themselves on the back for a job well done, ignoring the true danger in the cavern below them. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any “NPC Encounter” results. Areas of Interest ML4-LED-1: Southwest Approach Small boulders and rocks litter the ground irregularly all about the earthen cave floor here. A path has been worn from the south, arcing around in a semicircle back down to the south to your east. You hear a scuttling in the dark distance ahead. As the PCs approach from here, roll on the Monsters: Mines, Light table, placing the result in Location 3. Then, roll on the Monsters: Mines, Average table, and put the ensuing creature(s) in Location 4. ML4-LED-2: Rock Pillar South An enormous stalagmite reaches 25’ to the ceiling above you here. About its base is a realm of darkened boulders and rockspill. ML4-LED-3: Rock Pillar Northwest This rock pillar reaches up thinly, topping off 5’ shy of the 20’ cave ceiling. ML4-LED-4: Webbed Rock Pillar Cobwebs and spiderwebs blanket the eastern side of this stalagmite, which reaches 10’ up toward the ceiling. ML4-LED-5: Southeast Approach The worn path in the cave floor leads to the south, and eastward, from this area. If the PCs somehow enter the Ledge region from this side instead of from Location 1, perform the same “setting up the monsters” activity as you would have done in Location 1 as the party approaches from here. 373 Mines L4 Map 129: Treasure Hoard (ML4-TRH) One square equals 5 ft. 374 Mines L4 ML4-TRH: Treasure Hoard Overview Between the lair-like areas on the mine levels above and below this ledge, the most threatening denizens of this zone have mainly left this alternate cozy resting place alone. Theme & Purpose This should look and feel like the abandoned hoard and lair of a monster long slain. The party may very well feel as though they have vanquished a major encounter, even though the true challenge lies in wait beneath them! Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any “NPC Encounter” results. Areas of Interest ML4-TRH-1: Approach It’s calm, and quiet, here. You detect no scuttling, no beat of wings: nothing stirs, here. There’s a trickle of water, somewhere, elsewhere in the caverns, but it sounds far away, as though miles from here. The air is warm, but not humid; it’s quite comfortable. ML4-TRH-2: Treasure West The earthen cave floor is littered with a sparse coating of coins, taken from all regions and geographies of the Realm. Three treasure chests sit against the base of a huge rock pillar which reaches 25’ to the ceiling. A few pieces of pottery and a bundle of clothing complete the hoard. Access Contents Cave Floor unprotected Coin Treasure: Moderate, using Context D Chests (3x) Locks: Chest, Simple Potions: Moderate AND Weapons: General, using Context D Clothing Pile unprotected Clothing: General, using Context C AND Armor: Light ML4-TRH-3: Treasure Southwest A big pile of loot sits here, unprotected and amidst only a scattering of gems and coins. A second, smaller pile of treasure sits ot the northeast, in roughly the center of this huge chamber. Access Contents Cave Floor unprotected Coin Treasure: Moderate, using Context D, halve quantities AND Gems: Low, using Context D Treasure Pile Southwest unprotected Potions: Moderate, roll 2d4 times AND Weapons: General, roll 1d4 times AND Armor: General, roll 1d4 times Treasure Pile Northeast unprotected Clothing: General, using Context C AND Armor: Light AND Weapons: Ranged ML4-TRH-4: Treasure Southeast An open chest and several bags sit amongst a scattering of uncut and nicked gemstones. Access Contents Cave Floor unprotected Coin Treasure: Moderate AND Gems: Low, both using Context B ML4-TRH-5: Treasure West A small pile of treasure sits south of two treasure chests, at the base of a stalagmite that reaches nearly to the ceiling 25’ above you. Access Contents Cave Floor unprotected Textiles: General, using Context C AND Weapons: General AND Armor: Shields, using Context C 375 Mines L4 Access Contents Chests (2x) Locks: Chest, Simple AND Traps: General, using Context D Potions: Moderate AND Gems: Medium-Quality, using Context D AND Weapons: General, using Context C ML4-TRH-6: Treasure Northeast A massive pile of coins and gems sits to the east of a huge boulder pile and the rock pillar. An open treasure chest sits to the northwest; coins and gems from it have spilled everywhere about the floor here. Access Contents Cave Floor unprotected Coin Treasure: Moderate, using Context D, halve quantities AND Gems: Low, using Context B Treasure Pile unprotected Coin Treasure: Moderate, size Large AND Gems: Semi-Precious, both using Context B 376 Mines L4 Map 130: Mess Hall (ML4-MSH) One square equals 5 ft. 377 Mines L4 ML4-MSH: Mess Hall Overview This was used as a dining hall for all manner of miners, though in truth it was most frequented by the rank-and-file dwarven crew. Theme & Purpose Once a place of camraderie, this this ruined establishment is a thorough reminder of how much the city has fallen. Random Encounters Use the standard / default Random Encounter rules for this level. NPCs of Note There’s a 60% Brewmaster may be found here. Areas of Interest ML4-MSH-1: Entrance Masonry from a fallen arch indicates that this western wall used to be an entrance. ML4-MSH-2: Barricade A makeshift barricade has been assembled here from all manner of food sack, debris, and trash. From the carnage you see to the east inside, however, these defenses appeared to be insufficient. Searching the food bags yields some unspoiled wares: Access Contents Food Bags unprotected Simple Foodstuffs, size Large ML4-MSH-3: Mess Hall West Once a dining area for all manner of staff, this large room’s furniture has been destroyed. Bodies, dwarven, litter the slave floor, as does their blood. Access Contents Dwarven Corpses (3x) unprotected Armor: Light AND Weapons: Simple ML4-MSH-4: Kitchen West Smokestacks reach up from this destroyed hut. Bodies, dead months, have been stacked here, perhaps to stall the impact of decay. Their belongings have been stripped from them, presumably to aid others still alive and defending. ML4-MSH-5: Pantry West The scent of food still lingers here, despite the presence of a pile of monster skulls on the floor. Perhaps the defenders took tropies and kept them here as a prize? ML4-MSH-6: Kitchen East A second kitchen area also holds bodies. One of these is fresher in rot than the others, and yet has possessions. Access Contents Half-Elf Corpse unprotected Armor: Light AND Weapons: Martial Ranged AND Weapons: Light ML4-MSH-7: Pantry East A second pantry contains a great deal of rubble and debris. You see a small chest in the northwest, and the glint of coin buried amidst the trash. Access Contents Cave Floor unprotected Coin Treasure: Moderate, using Context D, halve quantities Chest Locks: Chest, Simple, using Context C Potions: Moderate, using Context B AND Writing Supplies ML4-MSH-8: Mess Hall East Smashed furniture and debris litters the floor here. In the northeast are a few sacks; just south of the pantry is a gnomish corpse. Access Contents Sacks (2x) unprotected Simple Foodstuffs 378 Mines L4 Access Contents Gnome Corpse unprotected Clothing: General AND Weapons: Simple, both using Context D ML4-MSH-9: Officer’s Mess Although smashed like everything else, the furniture here appears to have been a bit higher-quality than its western neighbors. A dead elf lies on the floor next to a scattering of coins, a pile of treasure, a chest, and three barrels, two of which are empty. Access Contents Cave Floor unprotected Coin Treasure: Moderate AND Gems: Low AND Weapons: Light AND Armor: Light Barrel Container: Barrel or Crate Alcohol: General, using Context C Elf Corpse unprotected Armor: Light AND Weapons: Martial 1H, both using Context C AND The body contains a letter: roll on the Plot Discover- ies table. ML4-MSH-10: Debris Corner You hear the scuttling of rats from somewhere underneath the trash and fallen wall in this corner, but you see nothing. ML4-MSH-11: Alley This alley between the two ruined buildings is largely clear of rocks, but has been webbed over by giant spiders in the past months. 379 Mines L4 Map 131: Ruined Temple Overview (ML4-RNT-O) One square equals 5 ft. 380 Mines L4 ML4-RNT-O: Ruined Temple Overview Overview The center of the Underground City was a massive, polytheistic temple reserved for all who wished to worship. Few of the rank-and-file possessed true belief; in practice, this was a ceremonial central location in which to collect Tribute. Theme & Purpose It’s important to remember that the PCs may explore the Underground City in a nearly endless variety of paths. As a result, they may get to the Temple via any of its outskirt regions. The first time they enter this area, they should feel a sense of serene calm, of peace... but with a cliched undercurrent of being too quiet. The absence of sound should be a warning, not a prompt to relax. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal. NPCs of Note Given that the Temple was a place of collecting Tribute, the Tribute Magister is often times ( 40%) seen here. Areas of Interest ML4-RNT-O-1: Ruined Temple Northeast Please turn to page 381 for further details. ML4-RNT-O-2: Ruined Temple Southeast This quadrant is described starting on page 383. ML4-RNT-O-3: Ruined Temple Southwest Page 385 commences details of this area. ML4-RNT-O-4: Ruined Temple Northwest Refer to page 387 for more information. ML4-RNT-O-5: Center Temple Please refer to page 389 for more details. 381 Mines L4 Map 132: Ruined Temple Northeast (ML4-RNT-NE) One square equals 5 ft. 382 Mines L4 ML4-RNT-NE: Ruined Temple Northeast Overview Most of the outer areas surrounding the Temple center are ceremonial entrances or paths to connect the Temple proper to other areas. Theme & Purpose Depending on how the PCs choose to explore the Underground City, this may be their entry point, or their final area of exploration. The first time they enter this area, they should feel a sense of serene calm, of peace... but with a cliched undercurrent of being too quiet. The absence of sound should be a warning, not a prompt to relax. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal. NPCs of Note Given that the Temple was a place of collecting Tribute, the Tribute Magister is often times ( 40%) seen here. Areas of Interest ML4-RNT-NE-1: Fallen Entrance Arch This fallen rock archway led north. A well-worn path can be found beneath the rock and debris that leads southward. ML4-RNT-NE-2: Sackpile Sacks are spewed everywhere in this region. It looks as though a large stack of foodsacks was toppled amidst a great deal of fighting. To the south are two small crates. Access Contents Sacks unprotected Simple Foodstuffs, size Large Crates, Small (2x) Container: Barrel or Crate General Supplies, size Medium ML4-RNT-NE-3: Debris North This alcove contains a huge spiderweb overhanging a large mound of trash and destroyed wall. A single large crate rests against the north wall. Access Contents Crates, Large (2x) Container: Barrel or Crate Textiles, General, using Context C, size Large ML4-RNT-NE-4: Northeast Corner A massive monster corpse rests here amidst the stones and fallen walls. Access Contents Monster Corpse unprotected Gems: Semi-Precious ML4-RNT-NE-5: Rock Pillar Bodies A narrow stalagmite reaches 20’ high here, well short of the 35’ high ceiling above you. Two bodies rest amidst a trail of blood that leads southeast. Access Contents Half-Elf Corpse unprotected Armor: General AND Weapons: General AND Potions: Moderate Elf Corpse unprotected Armor: Light, using Context C AND Weapons: Light 383 Mines L4 Map 133: Ruined Temple Southeast (ML4-RNT-SE) One square equals 5 ft. 384 Mines L4 ML4-RNT-SE: Ruined Temple Southeast Overview Most of the outer areas surrounding the Temple center are ceremonial entrances or paths to connect the Temple proper to other areas. Theme & Purpose Depending on how the PCs choose to explore the Underground City, this may be their entry point, or their final area of exploration. The first time they enter this area, they should feel a sense of serene calm, of peace... but with a cliched undercurrent of being too quiet. The absence of sound should be a warning, not a prompt to relax. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal. NPCs of Note Given that the Temple was a place of collecting Tribute, the Tribute Magister is often times ( 40%) seen here. Areas of Interest ML4-RNT-SE-1: Fallen Tower This tower reaches 20’ tall; however, much of its height is destroyed. Among the rubble inside you find a treasure chest and some odd bits of ceremonial pottery. Access Contents Chest Locks: Chest, Strongbox Writing Supplies AND Gems: Semi-Precious, using Context C ML4-RNT-SE-2: Fallen Entry Arch The thick fringe of well-masoned stones, and the well- worn path that leads southeast, indicates that this archway used to be a major point of entry to the Temple area. ML4-RNT-SE-3: Debris Pile Amidst a huge mound of destroyed wall and lumber, you find some ceremonial urns and pottery, as well as a weeks-dead elven noble. Access Contents Urns unprotected Coin Treasure: Moderate, using Context D, halve quantities Access Contents Elf Corpse unprotected Armor: Light AND Weapons: Martial 1H AND Weapons: Martial Ranged AND Potions: Moderate, all using Context C ML4-RNT-SE-4: Corpses Three half-elf corpses lay here amidst a trail of blood that leads south and then northeast. To the north, next to ceremonial pottery, is a duet of crates. Access Contents Half-Elf Corpses unprotected Armor: General AND Weapons: Light AND Armor: Shields Crate, Large Container: Barrel or Crate Rations & Prepared Food, size Large Crate, Small Container: Barrel or Crate Clothing: General, using Context C, size Medium 385 Mines L4 Map 134: Ruined Temple Southwest (ML4-RNT-SW) One square equals 5 ft. 386 Mines L4 ML4-RNT-SW: Ruined Temple Southwest Overview Most of the outer areas surrounding the Temple center are ceremonial entrances or paths to connect the Temple proper to other areas. Theme & Purpose Depending on how the PCs choose to explore the Underground City, this may be their entry point, or their final area of exploration. The first time they enter this area, they should feel a sense of serene calm, of peace... but with a cliched undercurrent of being too quiet. The absence of sound should be a warning, not a prompt to relax. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal. NPCs of Note Given that the Temple was a place of collecting Tribute, the Tribute Magister is often times ( 40%) seen here. Areas of Interest ML4-RNT-SW-1: Destroyed Tower At the southern foot of an utterly destroyed tower is a trio of corpses and small crate. Access Contents Elf Corpse (3x) unprotected Armor: Medium AND Weapons: Martial 2H Crate, Small Container: Barrel or Crate Rations & Prepared Food, using Context C, size Large ML4-RNT-SW-2: Webbed Debris Much of the structure of the tower to the northeast seems to have fallen here during its destruction. Most of it has been webbed over by giant spiders. Searching the rubble will take a bit of time; automatically roll on the Random Encounter table and ignore “NPC Encounter” results. Access Contents Debris unprotected Gems: Low, using Context D, halve quantities ML4-RNT-SW-3: Huge Web Corner This corner consists of a huge pile of fallen masonry, covered entirely by a massive spiderweb. To the east is a trio of barrels and a corpse. Searching the rubble will take a bit of time; automatically roll on the Random Encounter table and ignore “NPC Encounter” results. Access Contents Debris unprotected Weapons: Simple, using Context D Dwarf Corpse unprotected Armor: Heavy AND Weapons: Martial 2H ML4-RNT-SW-4: Fallen Barrels Six large barrels appear to have toppled from a previously well-organized arrangement; to the south, two empty barrels remain. Amidst shattered pottery is a human body, not but a few days perished. Access Contents Human Corpse unprotected Armor: Medium AND Weapons: Ranged Barrels (6x) Container: Barrel or Crate Alcohol: General, using Context B, size Large ML4-RNT-SW-5: Rock Pillar This big stalagmite nearly reaches the ceiling 30’ above you. At its base is a big assortment of trash, a skeleton, and an elven corpse several weeks dead. Access Contents Elf Corpse unprotected Armor: General AND Weapons: General, both using Context C 387 Mines L4 Map 135: Ruined Temple Northwest (ML4-RNT-NW) One square equals 5 ft. 388 Mines L4 ML4-RNT-NW: Ruined Temple Northwest Overview Most of the outer areas surrounding the Temple center are ceremonial entrances or paths to connect the Temple proper to other areas. Theme & Purpose Depending on how the PCs choose to explore the Underground City, this may be their entry point, or their final area of exploration. The first time they enter this area, they should feel a sense of serene calm, of peace... but with a cliched undercurrent of being too quiet. The absence of sound should be a warning, not a prompt to relax. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal. NPCs of Note Given that the Temple was a place of collecting Tribute, the Tribute Magister is often times ( 40%) seen here. Areas of Interest ML4-RNT-NW-1: Battle Massacre The middle of this region appears to have been the site of a major conflict. A large monster corpse dominates the scene; amidst it is an array of bodies several weeks dead. Access Contents Halfing Corpse unprotected Armor: Light AND Weapons: Light AND Armor: Shields Dwarf Corpses (2x) unprotected Armor: Heavy AND Weapons: Martial 1H AND Armor: Shields Elf Corpse unprotected Armor: Medium AND Weapons: Martial Ranged ML4-RNT-NW-2: Pottery Ceremonial pottery seems to have been stashed here; perhaps the battle to the west was to guard it, as the urns are untouched amidst the otherwise rampant destruction. Access Contents Urns (4x) unprotected Gems: Semi-Precious, using Context B ML4-RNT-NW-3: Fall Entry Arch These beautiful, carved stones indicate a major point of entry for the outskirts of the ruined temple. 389 Mines L4 Map 136: Ruined Temple: Center Temple (ML4-RNT-C) One square equals 5 ft. 390 Mines L4 ML4-RNT-C: Ruined Temple Center Overview Most of the outer areas surrounding the Temple center are ceremonial entrances or paths to connect the Temple proper to other areas. Theme & Purpose Depending on how the PCs choose to explore the Underground City, this may be their entry point, or their final area of exploration. The first time they enter this area, they should feel a sense of serene calm, of peace... but with a cliched undercurrent of being too quiet. The absence of sound should be a warning, not a prompt to relax. Random Encounters Do not roll for Random Encounters while the PCs are in the temple center. Instead, use the Defend the Temple Quest below. NPCs of Note Given that the Temple was a place of collecting Tribute, the Tribute Magister is often times ( 40%) seen here. Areas of Interest ML4-RNT-C-1: Entryway Destroyed timbers, singed masonry, and blood partially obstruct the western entrance to the temple center. Heaps of skulls, a mixture of races and monsters and sizes, are piled about the path. Skeletons, bits of bone, and a recently-slain elf warrior lying in a pool of days- old blood complete the macabre visage. Access Contents Elf Corpse unprotected Armor: Light AND Weapons: Martial Ranged AND Weapons: Martial 2H AND Potions: Moderate, all using Context C ML4-RNT-C-2: Destroyed Tower This was once a tall tower, now laid low by what looks like a mixture of fire and acid. ML4-RNT-C-3: Southeast Carnage Another elf warrior lays here, not but a few days slain. More skeletons of older-dead elves lay nearby, along with piles of monster skulls. Access Contents Elf Corpse unprotected Armor: Light AND Weapons: Martial Ranged AND Weapons: Martial 2H, all using Context C ML4-RNT-C-4: Webbed Debris This corner contains a pile of fallen masonry, webbed over from giant spiders months ago. You see glass vials and sealed tubes laying among the trash. Access Contents Debris unprotected Potions: Moderate, using Context C, size Large ML4-RNT-C-5: Bonepile An elven warrior lies slain to the east of a large pile of bones. They appear to mostly be from destroyed monsters. Access Contents Elf Corpse unprotected Armor: Medium AND Weapons: Martial 2H AND Potions: Moderate, all using Context C ML4-RNT-C-6: Center Temple This highly ceremonial stone dais has been largely untouched by the destruction that afflicts all other aspects of this region. As you set foot on the hallowed steps, the scuttle of claws from the west disturbs the serenity. Quest Defend the Temple Summary: Survive escalating waves of monster attack. 391 Mines L4 Rewards: 3 Reward Stars. Locations: Ruined Temple Center. Key NPCs: None. Kickoff: One or more PCs steps in the temple center. Description: A few rounds after the PCs enter the temple center proper, roll on the Monsters: Mines, Average FlexContent table. Place the result as approaching from the west. Five rounds after that, roll on the Monsters: Mines, Advanced FlexContent table, with similar placement. Finally, five rounds following the second wave, roll on the Monsters: Mines, Elite FlexContent table, with the same placement. In between waves of assault, the PCs should be encouraged to scavenge supplies from the three corners of the temple, each of which contains useful supplies. Surviving all three waves of attack grants all party members 3 Reward Stars. Defend the Temple (Survive): Law +3 Merely by surviving the attacks produces a Catalyst Impact of Law +3. 392 Mines L4 Map 137: Elder Tower Husk (ML4-ETH) One square equals 5 ft. 393 Mines L4 ML4-ETH: Elder Tower Husk Overview The Elder Tower was once the loftiest spire in the Underground City. The area surrounding it was used for many purposes, but was primarily a social center. Theme & Purpose The sense of loss, of destruction, and of ruins should persist here; that such a huge building has been razed should resonate with most characters. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML4-ETH-1: Pathways Rubble lies strewn everywhere. Much of it is masonry and wood; occasionally you see shattered glass from windows as well. Debris and fallen buildings make the well-worn social paths carved into the earthen cave floor pointless. ML4-ETH-2: Northeast Tower Most of the walls of this circular tower have been reduced to rubble. Within, someone has stashed a fair amount of treasure. Access Contents Treasure Pile unprotected Coin Treasure: Moderate AND Gems: Semi-Precious AND Weapons: General, all using Context B ML4-ETH-3: Desecrated Shrine This shrine has been desecrated; feces from all ilk of creature have been smeared and dropped upon it. Carven reliefs of the deity it served have been smashed, dulled, or filed off, so that it’s impossible to even tell which god was worshipped here. This shrine suffers from a Desecration Aura: Desecration Aura Non-Evil creatures within 10’ of a desecrated shrine in the Mines must pass a Constitution check at the following DCs, or suffer the Frightened effect (-2 penalty on all attack rolls, saving throws, skill checks, and ability checks) for an hour. Leaving the affected area does not remove the effect of a failed save, and creatures must make a new check each time they approach the affected area, regardless of previous successes or failures. DC 12 DC 15 DC 18 DC 22 Hidden beneath a piece of stone that moves freely once examined is a stash of wealth: Access Contents Shrine Stash unprotected Gems: Medium-Quality, using Context B ML4-ETH-4: Southeast Passage This well-worn path arcs from southwest to northeast. Occasional fallen boulders and rockspill dots the ground. ML4-ETH-5: Fallen Archway Ornate stones have crumbled and been smashed here, marking what must have been a previously beautiful crossing point between the western and eastern regions around this wall. ML4-ETH-6: Northern Commons This expansive area appears to have been a place of frequent usage by the population of the city. The ridge of fallen boulders arcs around to the north, and to the southwest is an absolutely massive, floor-to-ceiling rock pillar that stretches high to the 35’ tall cavetop above. Upon entering this area for the first time, roll on the Random Encounter table and ignore “NPC Encounter” results. Any monsters that ensue should be placed as approaching from Location 9 to the southwest. This effect applies regardless of whether Locations 9 and/or 10 have already been explored by the party. 394 Mines L4 ML4-ETH-7: Northwest Repository This building is so damaged and overgrown with moss and algae that you can’t tell its original purpose before the ruination. It might have been a place of communal storage, or it may have been a shop. Regardless, the debris strewn everywhere occupies much of the space inside; there is a small stash of supplies just inside the northern entry point. Access Contents Treasure Pile unprotected Weapons: Light AND Armor: Light AND Armor: Shields AND Gems: Low, using Context D ML4-ETH-8: Ruined Tower This tower must have been quite tall, to have generated so much debris in the surrounding area. Inside is a pile of coins and clothing. Access Contents Treasure Pile unprotected Coin Treasure: Moderate, using Context B AND Clothing: General, using Context B ML4-ETH-9: Southwest Commons Several boulders have fallen from the ceiling during some seismic disruption; they speckle the landscape across this vast region. To the north is the spine of fallen rock; to the south is a mostly-intact but heavily-damaged wall. Upon entering this area for the first time, roll on the Random Encounter table and ignore “NPC Encounter” results. Any monsters that ensue should be placed as approaching from Location 6 to the northeast. This effect applies regardless of whether Locations 6 and/or 10 have already been explored by the party. ML4-ETH-10: Elder Tower To the east of this area is the fallen Elder Tower: it must have risen nearly to the top of the cave ceiling, such is the girth of its base. Inside is a treasure chest, alone atop the patterned slate floor. Access Contents Chest Locks: Chest, Strongbox AND Traps: General, using Context C Potions: Moderate AND Weapons: Exotic, both using Context C 395 Mines L4 Map 138: Nest (ML4-NST) One square equals 5 ft. 396 Mines L4 ML4-NST: Nest Overview This hidden area is a naturally-made offshoot of the pitlike spiral to the east. Over the years, it’s been home to all manner of cave-dwelling critter. Theme & Purpose Although this nest is home to quite a challenging array of critters, the reward (other than experience!) is likely to disappoint treasure-seeking PCs. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal, and reroll any results of “NPC Encounter”. Lair As the party enters this area, roll on the Monsters: Mines, Advanced FlexContent table to determine the monster(s) to which this nest is home currently. Place the ensuing beasties in Location 4. Next, roll twice on the Monsters: Mines, Average FlexContent table; place the results in Locations 2 and 3. Areas of Interest ML4-NST-1: Entry You make your way past the dirt-clogged entry wall. Inside is a vast chamber, cool and clammy and smelling of moist earth, like the underside of a newly-exposed rock. You hear scuttling and clacking from the north and west. ML4-NST-2: Southwest Alcove This cozy corner is littered with animal detritus. To the southeast is a 20’ tall rock pillar that connects floor to ceiling; spiderwebs connect it to the cave wall to the south and boulders are piled about its base. ML4-NST-3: Northwest Alcove In the shadow of a floor-to-ceiling stalagmite that reaches 20’ above you is a natural alcove that appears to be home to some manner of beast. ML4-NST-4: Northeast Lair Rocks of all manner and size dot the earthen floor here. Despite the presence of the creature(s) identified at the start of exploring this region, there is no treasure to be found here. 397 Mines L4 Map 139: Circular Stair Pit (ML4-CSP) One square equals 5 ft. 398 Mines L4 ML4-CSP: Circular Stair Pit Overview [...] Theme & Purpose [...] Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML4-CSP-1: Crawlspace Up This leads to “Map 120: Circular Stair Pit (ML3-CSP)” on page 349. ML4-CSP-2: Secret Wall Only read the italicized text below if the secret is discovered. Some of the mushrooms against the wall here appear trodden upon; unusual with such a wide path to the south. Pressing and prodding, you discover the earthen wall to be loosely-packed clumps of dung and dirt, easily removed even if it is a bit disgusting to do so. You swiftly reveal a wide passage to the west. Access Secret Wall Locks: Door, Secret, using Context B, Perception only ML4-CSP-3: Southwest Path The air that blows up from the pit to your north is warm, more humid than it has been until this point. You hear faint noises from below, which could be whispers, screams, the scrape of claws and feet across rock, or maybe it’s just the sound of water rushing along. ML4-CSP-4: Southeast Path If the party has reached this point without a random encounter, trigger one now: roll on the Random Encounter table and ignore “NPC Encounter” results. Place any resulting monsters as approaching from Location 5 to the north. ML4-CSP-5: Crawlspace Down This heads down to “Map 164: Ceiling Hole (ML5-HOL)” on page 463. 399 Mines L4 Map 140: Elevators West (ML4-EWC) One square equals 5 ft. 400 Mines L4 ML4-EWC: Elevators West Overview The southwest corner of the Underground City holds one of the three entry/exit points of the complex, as well as a great deal of treasure potential. Theme & Purpose Some areas of the City are so damaged, their original purpose is unclear: this entire region is such a location. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML4-EWC-1: Elevator Down This leads to “Map 160: Elevators West (ML5-EWC)” on page 452. ML4-EWC-2: Elevator Up Take this to head to “Map 122: Elevators West (ML3-EW)” on page 354. ML4-EWC-3: Elevator Storage Between the two elevator mechanisms is a line of crates; a sack pile lays to the north and on top of a southern crate is a treasure chest. Access Contents Crates, Large (2x) Container: Barrel or Crate General Supplies, size Large Crates, Small (3x) Container: Barrel or Crate Glasses, Metals, and Woods, size Medium Sack Pile unprotected Rations & Prepared Food, size Medium Chest Locks: Chest, Simple Armor: Heavy ML4-EWC-4: Northeast Passage A well-worn path leads to the northeast. ML4-EWC-5: Southeast Passage A corpse lies, not but a few days slain, in a wide spatter of blood that leads westward. Access Contents Dwarf Corpse unprotected Armor: Light AND Weapons: Simple ML4-EWC-6: Ruined Tower This tower was expansive in size. Inside, on the cobblestone floor, is a dead half-elf, surrounded by blood, coins, and treasure. Access Contents Half-Elf Corpse unprotected Armor: Light AND Weapons: Ranged Sacks (2x) unprotected Simple Foodstuffs, size Medium Chest Locks: Chest, Strongbox, using Context B Rations & Prepared Food AND Potions: Moderate ML4-EWC-7: Blood Trail A thick blood trail, a week or so old, leads north-to-south in this area, culminating in a half-orc body to the south. Two sealed barrels have been placed against the mostly- intact wall to the south. Access Contents Half-Orc Corpse unprotected Armor: Medium AND Weapons: Martial 2H AND Weapons: Light Barrels (2x) Container: Barrel or Crate Alcohol: General ML4-EWC-8: Northwest Entry Arch A well-wrought archway of stone has toppled here. Nearby, a dead gnome lies in a pool of days-old blood. Two casks sit against the wall to the northeast. Access Contents Gnome Corpse unprotected Weapons: Simple 401 Mines L4 Access Contents Casks (2x) Container: Barrel or Crate, using Context C Alcohol: General, using Context C ML4-EWC-9: Cold Cellar Though the top of this hutch has crumbled, partially obstructing what was the entrance to the east, you can make your way past the rubble, down steps about 8’ to a naturally cool place carved into the earthen floor. Inside is a dead human, a chest, a small treasure pile, a stack of bags, and two casks. Access Contents Human Corpse unprotected Weapons: Light AND Weapons: Ranged Chest Locks: Chest, Simple AND Traps: General, both using Context D Potions: Moderate, using Context C AND Gems: Low Casks (2x) Container: Barrel or Crate, using Context B Fresh water Sack Pile unprotected Rations & Prepared Food ML4-EWC-10: Southwest Alley There is a wide space between the southwest wall that seems to box in this region, and the cave wall that encloses the entire underground city. Rocks and boulders are scattered here and there from falls. Roll twice as often for Random Encounters here as you would otherwise. ML4-EWC-11: Northern Tower Debris from this tower has fallen to the west, forming a massive, head-high pile. There are no ground-level entry points to the tower here; you can climb up and across the ruin however and drop in from above. Inside is a large pile of gemstones. Access Contents Gemstone Pile unprotected Gems: Low AND Gems: Semi-Precious, using Context B 402 Mines L4 Map 141: Elevators North Overview (ML4-ENL-O) One square equals 5 ft. 403 Mines L4 ML4-ENL-O: Elevators North Overview Overview This is the region surrounding the Law-affiliated elevators leading up and down from this level of the Mines. Theme & Purpose A major form of entry and egress for this level, the ruins in this area also comprise a great deal of loot and adventure opportunity. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML4-ENL-O-1: Elevators North - East Please turn to page 404 for further details. ML4-ENL-O-2: Elevators North - Northwest Page 407 begins more detail on this area. ML4-ENL-O-3: Elevators North - Southwest Refer to page 409 for a complete description. 404 Mines L4 Map 142: Elevators North: East (ML4-ENL-E) One square equals 5 ft. 405 Mines L4 ML4-ENL-E: Elevators North: East Overview This is the region surrounding the northern up elevator. Theme & Purpose Thickly populated by indicators of past glory, this zone is rife with collapsed buildings and loot. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML4-ENL-E-1: Northeast Passage Rubble and fallen debris lines this broad passage. ML4-ENL-E-2: Fallen Archway East Ornate, rune-carved stones have fallen from this former archway leading south. ML4-ENL-E-3: Fallen Archway West Ornate, rune-carved stones have fallen from this former archway leading south. This archway fell still containing an unsprung trap set up by the defenders: roll on the Traps: General FlexContent table to determine the effect. ML4-ENL-E-4: Barricade A final, desperate stand was taken here by defenders holding position against an attack from the north. Sacks of sand, smashed furniture, and other debris forms a pathetic waist-high fence that stretches long across the space here. From the elven body lying near the bags, it seems unsuccessful. Access Contents Elf Corpse unprotected Armor: Light AND Weapons: Martial Ranged AND Weapons: Simple ML4-ENL-E-5: Elevator Up This leads to “Map 121: Elevators North (ML3-EN)” on page 351. ML4-ENL-E-6: Northeast Tower Rubble though its perimeter may be, its interior has suffered little damage. On the cobblestones is a dead dwarf, a chest, and smashed furniture, all awash in week-old blood. Access Contents Dwarf Corpse unprotected Armor: Heavy AND Weapons: Light AND Armor: Shields Chest Locks: Chest, Strongbox, using Context D Potions: Moderate, using Context C AND Gems: Low ML4-ENL-E-7: Eastern Alley Rubble and debris are strewn across the path here. ML4-ENL-E-8: Southeast Ruined Tower This compact tower has been razed to the earth; very little of its walls remain and you can simply step over any part that does. Inside is an open and empty chest, and a stash of treasure. Access Contents Treasure Stash unprotected Armor: General AND Clothing: General, using Context C AND Coin Treasure: Moderate, using Context D ML4-ENL-E-9: Southeast Casks A quartet of casks is stacked here. To their northeast is a bloodied half-elf corpse. Access Contents Half- Elf Corpse unprotected Armor: Light AND Weapons: Simple Casks (4x) Container: Barrel or Crate Alcohol: General, using Context B 406 Mines L4 ML4-ENL-E-10: Southeast Rubble A mountain of rubble is piled waist-high at the foot of an array of walls. To the west is a spiderweb connecting the debris to fallen boulders. ML4-ENL-E-11: Alcove of the Dead Nestled bewteen the head-high wall remnant to the north and a chest-high ridge of boulders to the south is this macabre alcove. The shadows of spiderwebs fall upon a dead tiefling and an array of carefully collected and stacked bonepiles. Access Contents Tiefling Corpse unprotected Armor: Medium AND Weapons: Exotic AND Weapons: Martial Ranged ML4-ENL-E-12: Southwest Tower Massive spiderwebs tower 15’ above the remnants of a guard tower. At its base is a broken table and a battered but still locked treasure chest. Access Contents Chest Locks: Chest, Simple AND Traps: General Potions: Moderate AND Coin Treasure: Moderate ML4-ENL-E-13: Crates The fruit of the mines smells strongly from within these crates. Access Contents Crates, Large (4x) Container: Barrel or Crate, using Context C Glasses, Metals, and Woods, size Large, using Context C Crate, Small Container: Barrel or Crate General Supplies, size Medium ML4-ENL-E-14: Battle Bloodsplash Two dwarven miners lie here, hacked apart by some long-departed foe. Their clothing is in tatters, but their equipment remains. Access Contents Dwarf Corpses (2x) unprotected Gems: Low, halve quantities AND Weapons: Martial 2H 407 Mines L4 Map 143: Elevators North: Northwest (ML4-ENL-NW) One square equals 5 ft. 408 Mines L4 ML4-ENL-NW: Elevators North: Northwest Overview Consisting almost entirely of rubble, this is one of the most heavily-damaged areas in the entire Underground City. Theme & Purpose There is ample opportunity for looting, if one is brave enough to face the threats. Random Encounters Use the standard / default Random Encounter rules for this level. Roll twice as often as normal, and reroll results of “NPC Encounter” or “No Encounter” once. Areas of Interest ML4-ENL-NW-1: Elevator Down This leads to “Map 156: Elevators North Overview (ML5- ENL-O)” on page 442. ML4-ENL-NW-2: Barrels Three barrels sit empty near a pile of rubble. They smell of rotted flesh, but you see nothing inside. ML4-ENL-NW-3: Ruined Storage This appears to have been a dry, above-ground cellar; the ground is paved over and cool. In the midst of the rubble you find a pile of clothing, some small sacks, and a chest. Access Contents Clothing Pile unprotected Clothing: General, size Medium, using Context B Sacks unprotected Simple Foodstuffs Chest Locks: Chest, Simple Coin Treasure: Moderate, using Context B ML4-ENL-NW-4: North Rubble Spiderwebs cling to rubble from fallen towers and walls here. To the south, a pile of debris escalates up 10’ to peek over the remnants of the wall to the southeast. ML4-ENL-NW-5: Northwest Rubble It must have been a mighty tower indeed to the south, for so much debris to have been generated from its destruction. This pile surrounds the tower itself on all western sides. When exploring this area, there is nothing of true interest to find; however, roll on the Random Encounters table and ignore any “NPC Encounter” results. Place monsters that result as approaching from the northeast, regardless of the manner in which the party has been exploring. ML4-ENL-NW-6: Ruined Tower You can see the remains of a carved-stone spiral staircase inside this large tower. It’s serene and calm within, despite the presence of two half-elf corpses lying in week-old blood. A chest and a few boulders complete the scene. Access Contents Half-Elf Corpses (2x) unprotected Armor: Light AND Weapons: Simple AND Armor: Shields Chest Locks: Chest, Simple Potions: Moderate ML4-ENL-NW-7: Storage South A fallen arch to the north indicates one of the former entrances to the fallen tower. In this area, there is a large crate, a small crate, a quarter of stacked casks, an assortment of sacks, and to the northeast, close to the elevator, a battered dwarf body not a few days dead. Access Contents Crate, Large Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crate, Small Container: Barrel or Crate Rations & Prepared Food, size Medium Casks (4x) Container: Barrel or Crate Alcohol: General, using Context D Dwarf Corpse unprotected Armor: General AND Weapons: General ML4-ENL-NW-8: Southwest Debris A cascade of trash, fallen timbers, and ruined masonry form an enormous 12’ tall pile here. There is nothing of interest to be found here. 409 Mines L4 Map 144: Elevators North: Southwest (ML4-ENL-SW) One square equals 5 ft. 410 Mines L4 ML4-ENL-SW: Elevators North: Southwest Overview The most debris-laden and bleak of the locations surrounding the norhtern elevators, this region is relatively safe, owing to its abandoned and uninteresting nature. Theme & Purpose This is one of the exceedingly rare places of solace and rest in this floor of the Mines. Random Encounters Use the standard / default Random Encounter rules for this level. Note that while hunkering down in Location 5, Random Encounters are suspended entirely, allowing the party to take a full rest if they so wish. Areas of Interest ML4-ENL-SW-1: Ruined Tower This tower is half-destroyed; its remanant reaches 12’ tall. Within, however, is nothing but a mass of fallen debris and huge spiderwebs. ML4-ENL-SW-2: Path North This region is dotted with rocks and pebbles, but seems otherwise calm. ML4-ENL-SW-3: Treasure Stash In the shadow of an “L” shaped wall segment is a dead dwarven miner. Though her body is weeks decayed, you can tell the cause of death: acid, which ate away nearly half her body. Nearby is an assortment of bones in neat piles, and a large stash of loot. Access Contents Dwarf Corpse unprotected Armor: Heavy AND Weapons: General Treasure Stash unprotected Gems: Semi-Precious AND Coin Treasure: Moderate, using Context D AND Potions: Moderate ML4-ENL-SW-4: Boulder Spine This spine of boulders is 8’ tall in this region—passable, but only by a sturdy climb. ML4-ENL-SW-5: Safe Depression This depression in the earth is bordered on all sides by safe, 8’ tall wall remnants or boulders. So long as you don’t have a problem sharing it with the weeks-dead elf corpse and six barrels, you feel as though you can rest safely here without fear of discovery. Access Contents Elf Corpse unprotected Armor: General AND Weapons: Simple Barrels (6x) Container: Barrel or Crateq Fresh water ML4-ENL-SW-6: Debris Stack Fallen walls have formed an enormous, 15’ tall triangle of rubble here. ML4-ENL-SW-7: Boulder Ridge The boulders in this area are only hip-height, but massive. Careful searching reveals a glint amidst the stone: Access Contents Boulders unprotected Potions: Moderate, using Context C ML4-ENL-SW-8: Destroyed Tower Spiderwebs are all that remains of the contents of this ruined tower, which appears to have been destroyed by a combination of bludgeoning and fire. 411 Mines L4 Map 145: Elevators East (ML4-EEL) One square equals 5 ft. 412 Mines L4 ML4-EEL: Elevators East Overview This region contains the largest concentration of storage and mundane loot that is available on this level of the Mines. Theme & Purpose As one of the means of entry to and egress from this floor of the Mines, and as a major area of storage, this region is likely to be something the PCs run across in their journey. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML4-EEL-1: Eastern Alley The eastern outskirts of the underground city form a cold, bleak, narrow path to navigate. Upon entering this alley from either direction, roll on the Random Encounter table and ignore “NPC Encounter” results. Any monsters that result should be placed as entering from the opposite end of the alley. ML4-EEL-2: Northeast Entry Arch Fallen rune-carved stones form the remnants of a previously-ornate entry point for the courtyard to the west. ML4-EEL-3: Northeast Carnage Two elven corpses lay in a spattered blood trail that leads south to the barricade. Trash and debris lies scattered and heaped against every wall and wall remnant. To the northeast is a shattered guardpost that has been nearly razed to the ground. Access Contents Elf Corpses (2x) unprotected Armor: Light AND Weapons: Martial 1H Guard Post unprotected Gems: Low, using Context D, halve quantities ML4-EEL-4: Northeast Barricade Sacks, bags, trash, battered furniture, and bedding have been piled shoulder-high here in an unsuccessful attempt to block intruders. A dwarven corpse lies amidst a trail of blood that leads southward across the courtyard. Access Contents Dwarf Corpse unprotected Armor: Heavy AND Weapons: Ranged AND Weapons: Simple ML4-EEL-5: Ruined Tower East This demolished tower has elements of what was once a circular staircase still in place, though the steps reach only 10’ high. Amidst the rubble and spiderwebs is a chest and an assortment of spilled coins. Access Contents Chest Locks: Chest, Simple Potions: Moderate Cobblestone Floor unprotected Coins: Moderate, using Context D, halve quantities ML4-EEL-6: Smashed Guardpost East A guardpost once stood here; it has now been reduced to little more than a burnt wooden shell. The post is empty within, though the PCs are welcome to waste time searching. ML4-EEL-7: Courtyard Southeast The southern and eastern walls here are mostly intact. Against the south wall is a head-high stack of barrels. The southeast corner contains a spiderwebbed stack of bags; to their north, a column of wooden crates lines the inside of the wall. The trail of blood leading from the north and west intersects a human corpse in the east of this region. Access Contents Barrels (9x) Container: Barrel or Crate Fresh water Sack Pile unprotected Simple Foodstuffs, size Large Crates, Large (5x) Container: Barrel or Crate General Supplies, size Large 413 Mines L4 Access Contents Human Corpse unprotected Armor: Light AND Weapons: Ranged ML4-EEL-8: Elevator Up This leads to “Map 123: Elevators East (ML3-EE)” on page 357. ML4-EEL-9: Elevator Down The PCs may take this to “Map 161: Elevators East (ML5- EEL)” on page 455. ML4-EEL-10: Dead Elf Treasure An elven warrior has been slain here, amidst a splash of coins. Access Contents Elf Corpse unprotected Armor: Medium AND Weapons: Martial Ranged, using Context C Cave Floor unprotected Coins: Moderate, using Context D, halve quantities ML4-EEL-11: Rock Pillar A stalagmite here reaches 20’ into the air, a bit short of the 30’ ceiling in this area. About its western base is a small gap between spire and wall, in which can be found a spill of coins. Access Contents Cave Floor unprotected Coin Treasure: Moderate, using Context B ML4-EEL-12: Ruined Guardpost West This guardpost has been destroyed, except for the northwest wall, which adjoins the nearby tower. This wall is mostly intact, and it holds a control switches, presumably for the elevators. The switches here can be used to remotely activate either elevator. ML4-EEL-13: Gnome Corpse & Barrels Thick spiderwebs lay like a macabre tarpaulin over two clusters of barrels. To the south is some smashed furniture and a dead gnome who appears to have been nearly decapitated from a bladed attack. Access Contents Barrels (9x) Container: Barrel or Crate, using Context D Alcohol: General, using Context D Gnome Corpse unprotected Armor: Heavy AND Weapons: Ranged AND Weapons: Light ML4-EEL-14: North Courtyard Seven large containers have been stacked here, at the foot of a chimneyed wall segment. To the west of these, a trail of spilled coins and gemstones encircles a large pile of loot; a trail of blood and coin leads north to a ruined tower. Access Contents Crates, Large (7x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Treasure Pile unprotected Gems: Low AND Coin Treasure: Moderate AND Weapons: General AND Armor: General Cave Floor unprotected Gems: Low, using Context D, halve quantities AND Coin Treasure: Moderate, using Context D, halve quantities 414 Mines L4 Map 146: Dreadslimed Miner Barracks (ML4-DMB) One square equals 5 ft. 415 Mines L4 ML4-DMB: Dreadslimed Miner Barracks Overview Once the barracks and social nexus for nearly all dwarven miners, this building is now a ruined husk, refuge for all sorts of semi-sentient miners and wandering monsters. Theme & Purpose It should be made clear that this was once a barracks, laid quite low and dismal by the catastrophe and chaos that has taken place. That said, rubble hides a great many supplies and treasure for those willing to brave the Dreadslimed Miner population (see below). Random Encounters Use the standard / default Random Encounter rules for this level. Reroll “NPC Encounter” or “No Encounter” results once. NPCs of Note Perhaps unsurprisingly, this complex almost always has Dreadslimed Miners about. Each time the PCs enter this region, there is a 90% chance of there being 3d6 Dreadslimed Miners wandering about in a semi-mindless clump. Areas of Interest ML4-DMB-1: Fallen Eastern Entrance This entrance to the barracks consisted of a set of elaborately-carved stones, which now lie on the ground to the east. ML4-DMB-2: Ruined Western Entrance Runes have been passionately carved on these stones, which sadly have fallen and been smashed from a formerly-ornate entryway. ML4-DMB-3: Northwest Tower The walls of this tower are largely intact, except for rubble-strewn holes to the south and northwest. Inside is a duo of barrels, an urn, and a pile of coins and gems. Access Contents Barrels (2x) Container: Barrel or Crate Alcohol: General, using Context C Treasure Stash unprotected Coin Treasure: Moderate AND Gems: Low ML4-DMB-4: Northeast Tower All of the walls are intact in this tower. The entrance to the south has been filled with sandbags and smashed furniture in an attempt to defend against intrusion. Inside is a dead dwarf, a treasure chest, and a pile of loot. Access Contents Dwarf Corpse unprotected Armor: General AND Weapons: Simple Treasure Stash unprotected Coin Treasure: Moderate AND Gems: Semi-Precious AND Potions: Moderate ML4-DMB-5: Leader Chamber This building is mossed over, but underneath the growth you can tell it was lovingly and ornately carved with dwarven runes aplenty. It must have been something related to leadership of the miner population. Inside is a sad assortment of algae, demolished furniture, and a small stash of treasure. Access Contents Treasure Pile unprotected Armor: General AND Weapons: Exotic AND Armor: Shields, all using Context C ML4-DMB-6: Destroyed Chapel Shattered stone pillars indicate this was once a multicultural, multi-god place of worship for the dwarven miner population. Enough remains of the miners’ minds that they alert to threats to this structure. If any PCs step into this area, any Dreadslimed Miners in the complex will seek them out and attack immediately. If no Dreadslimed Miners have been defined in the complex, spawn 3d6 Dreadslimed Miners as approaching Location 2. 416 Mines L4 ML4-DMB-7: Southwest Tower This tower has rubble-strewn breaches to the east, west, and north. Within can be found a trio of small casks, a locked chest, and a pile of loot. Access Contents Barrels (3x) Container: Barrel or Crate Alcohol: General, using Context C Chest Locks: Chest, Simple AND Traps: General Weapons: Exotic, using Context C Treasure Pile unprotected Coin Treasure: Moderate AND Gems: Semi-Precious ML4-DMB-8: Southeast Tower The walls to this tower are undestroyed, but damaged. Rubble forms a waist-high obstacle to entering via the doorless entryway to the west. Inside the tower is an assortment of sacks, a treasure chest, a chair, and a barrel. Outside, to the west, is a dead dwarf and two large crates. Access Contents Sacks unprotected Rations & Prepared Food, size Medium Chest Locks: Chest, Strongbox Potions: Moderate, size Medium, using Context C Barrel Container: Barrel or Crate Coin Treasure: Moderate AND Gems: Semi-Precious Dwarf Corpse unprotected Armor: Heavy AND Weapons: Martial 2H Crates, Large (2x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large ML4-DMB-9: Corpse Courtyard The western courtyard contains a fair amount of bodies. Corpses are strewn throughout the entire courtyard, but all have been stripped of their belongings: down to their tunics or underclothes. All bodies have been slain many months based on their state of decomposition. 417 Mines L4 Map 147: Dwarven Union Leader Overview (ML4-DUL-O) One square equals 5 ft. 418 Mines L4 ML4-DUL-O: Dwarven Union Leader Overview Overview Once the centerpiece of the workers’ influence, this is now a sad and bloody testament to how much destruction has been wrought upon the city. Theme & Purpose Surprisingly, this area contains one of the rare safe spots in the Mines: the southeast corner (Location 6) may be used for resting without incident. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll “No Encounter” results once. NPCs of Note The Dwarven Union Leader is nearly always here. Each time the party approaches this zone, roll; there is a 85% chance. Additionally, this area always has Dreadslimed Miners patrolling, searching, and just standing there, staring into what was once their sane, sentient past. Each time the PCs enter this region, there will be 2d8 Dreadslimed Miners wandering about in a single group. Areas of Interest ML4-DUL-O-1: Dwarven Union Leader: West Turn to page 422 for further details about this half of the complex. ML4-DUL-O-2: Dwarven Union Leader: East This half of the building is described commencing on page 420. ML4-DUL-O-3: North Alley A massive cluster of smashed furniture and seed-filled sacks has been piled head-high against the wall to the south. This must have been an attempt by those within barricade themselves inside the complex against assault. ML4-DUL-O-4: Northeast Alley These spiderwebs are enormous, and coat the entirety of the passage for 20’. Cleansing the area of these webs will take at least 5 minutes; regardless of how the timing aligns with the Random Encounters timer in general, when the party begins cleaning, roll on the Random Encounter table, rerolling “No Encounter” and “NPC Encounter” results. Place ensuing monsters as approaching from the end of the alley opposite that which the party has entered from. ML4-DUL-O-5: Northeast “T” Two alleys converge here, forming a “T” intersection. Spiderwebs connect most walls to each other, but at sufficient height and with sufficiently low volume that you can pass among them without difficulty. ML4-DUL-O-6: Southeast Corner This is the southeasternmost point of the Underground City; it feels lonely and desolate in comparison to even the ruined buildings in the destroyed metropolis itself. There are no claw marks or footprints in the earthen cave floor that you can make out. Perhaps unintuitively, this corner is completely safe: while the party is here, suspend all Random Encounter rules; the party may take a long rest without worry of interruption. ML4-DUL-O-7: Southeast Alley Spiderwebs cling to the walls in this region, stretching 20’ above you, nearly all the way to the 30’ ceilings. ML4-DUL-O-8: South Alley Spiderwebs here are light, but plentiful; it’s hard to navigate without touching at least a few. Regardless of which direction the PCs are coming from, when they pass these squares, roll on the Random Encounter table, ignoring “NPC Encounter” indicators. Place any resulting monsters as approaching from Location 10 in the west. ML4-DUL-O-9: Southwest Alley Spiderwebs here are light in number and volume... but they appear to be pink. Disbelieving your eyes, you look closer: the webs appear to have been sprayed with a 419 Mines L4 shower of blood in the past week or so, rendering their translucent milkiness a reddish hue. Other than being quite ominous and ghastly, there is nothing of interest to these webs. ML4-DUL-O-10: Southwest Corner To the south of a large, trash-ridden tower base is the entrance to a long, dark, and narrow alley leading east. The tower is easily accessible from any direction, as the walls have been razed down to hip height. Access Contents Tower Debris unprotected Weapons: Simple, roll 1d4 times ML4-DUL-O-11: Northeast Alley A wide alley here separates the complexes to the south and north. It’s a relatively open expanse of earthen cave floor, dotted by the occasional rock, and with a trail of splashed blood leading east. ML4-DUL-O-12: East Approach It’s almost calm, this wide and open terrain approaching the building to the east. There’s little in the way of debris or ichor, and the rock pillar in the center of the area reaches thinly all the way to the 35’ ceilings above you. 420 Mines L4 Map 148: Dwarven Union Leader: East (ML4-DUL-E) One square equals 5 ft. 421 Mines L4 ML4-DUL-E: Dwarven Union Leader East Overview The eastern half of the Dwarven Union Leader complex, this was primarily used for ceremonies and storage. Theme & Purpose Loot is somewhat plentiful, but less so than danger. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML4-DUL-E-1: Formal Dining Hall Perhaps a bit compact to be called a “hall”, this rectangular building holds a similarly-shaped table within. Chairs and stools are placed haphazardly about it; cutlery and plates have been tossed, dropped, or smashed everywhere on the floor. The table is set with rotted food, weeks past being edible. ML4-DUL-E-2: Ceremonial Platform From the runes and design, you conclude that this pillared platform appears to have served no gods, and indeed was somewhat bare in its appearance before it was wrecked. Based on its placement in this large, open courtyard, you conclude it was likely used for ceremonies, speeches, and the like. It’s tethered to the northern wall—largely intact, and reaching 20’ tall—by an absolutely massive spiderweb. ML4-DUL-E-3: Southwest Passage This passage reaches around the dining hall to the north. It’s covered by spiderwebs and half-filled with trash and debris; the smell is awful. ML4-DUL-E-4: South Guard Tower The walls here are somewhat preserved, and between 5’ and 15’ tall still. Within are a pair of urns, a smashed table, and an open and empty treasure chest. ML4-DUL-E-5: Southeast Storage This corner appears to have been used for storage. Three large crates, a small crate, one treasure chest, an orderly stack of barrels, and a spilled pile of casks are all arranged around a pile of fallen masonry in the corner. Access Contents Crates, Large (3x) Container: Barrel or Crate, using Context C Glasses, Metals, and Woods, using Context C, size Large Access Contents Crate, Small Container: Barrel or Crate Textiles, using Context C, size Medium Chest Locks: Chest, Strongbox Coin Treasure: Moderate, using Context C Barrels (12x) Container: Barrel or Crate Alcohol: General, using Context C ML4-DUL-E-6: Northeast Tower A tall tower has been brought low: the walls are shambles, and masonry and splintered wood fills most floor surfaces. Inside, nearly hidden amongst the rubble, is a single treasure chest. Access Contents Chest Locks: Chest, Strongbox AND Traps: General Potions: Moderate AND Weapons: Exotic, both using Context C 422 Mines L4 Map 149: Dwarven Union Leader: West (ML4-DUL-W) One square equals 5 ft. 423 Mines L4 ML4-DUL-W: Dwarven Union Leader West Overview This is the western half of the miners’ union complex. Storage of communal tools and supplies is one function of this area; a place to congregate socially was its main use. Of course, in the wake of the Obelisk’s discovery, this, like so much of the Underground City, was a defensive solace where brave miners fought to the last. Theme & Purpose S bit of loot, and a great deal of atmosphere, can be found here. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML4-DUL-W-1: North Tower This was more of a silo than a tower: a huge and squat cylinder of stone, it measured but 20’ tall with no windows on the top area. Most walls are intact, still; those on the outside measure 15’ tall and interior walls are but 5’. Inside is a duo of crates, smashed furniture, a treasure chest, a pile of sacks, and three barrels, two of which are empty and one of which holds fresh water. Access Contents Crates, Small (2x) Container: Barrel or Crate Rations & Prepared Food, size Medium Chest Locks: Chest, Strongbox Weapons: Martial 1H AND Armor: Shields, both using Context C Sack Pile unprotected Simple Foodstuffs, size Large ML4-DUL-W-2: East Courtyard Blood trails lead to the northeas, west, and southwest from this area. Well-worn paths connect these directions in similar manner. ML4-DUL-W-3: West Courtyard Three empty barrels sit at the foot of a triangle of rubbage. A fourth, still sealed, barrel sits nearby. The blood trail from the eastern courtyard ends here in a dwarven corpse. Access Contents Barrel Container: Barrel or Crate Fresh water Access Contents Dwarf Corpse unprotected Weapons: Martial 1H AND Armor: Shields AND Armor: Heavy ML4-DUL-W-4: West Tower This tower is nearly intact; only its eastern walls have been razed, providing easy access. Within, however, is a morass of debris: trash, splintered wood, fallen masonry; it’s hard to tell what this was supposed to be other than a compost heap or maybe just the results of cleaning up debris from elsewhere in the complex. A few canvas sacks are among the rubbage. Access Contents Sacks unprotected Rations & Prepared Food, size Medium, using Context D ML4-DUL-W-5: South Debris A dwarven body, dead a few weeks from the smell of it, lies here at the end of a trail of blood, to the west of a mountain of refuse at the foot of a mostly-destroyed wall segment. Access Contents Dwarf Corpse unprotected Armor: Medium AND Weapons: Martial 2H AND Weapons: Ranged ML4-DUL-W-6: Southeast Passage This passage connects the western and eastern courtyards. Within is a macabre scene: a pile of five mostly-decomposed dwarven bodies, and a row of casks. Access Contents Casks (6x) Container: Barrel or Crate Alcohol: General, using Context B, size Medium 424 Mines L4 Map 150: Elven Administration Leader (ML4-EAL) One square equals 5 ft. 425 Mines L4 ML4-EAL: Elven Administration Leader Overview A major nexus of control and administration for the entire Mines, this set of buildings is nearly a small city unto itself. Theme & Purpose This is a great place to meet surviving NPCs of interest, and to scavenge some useful information. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll monster-related results once. Flow of Information Each time the party searches the corpse of an elf or half- elf in this region, there is a 20% chance the body has a letter or note on it that contains valuable information: roll on the Plot Discoveries table. NPCs of Note Three NPCs have a habit of frequenting this area: The Elven Administration Leader, of course, is here 90% of the time. The Foreman is also here much ( 65%) of the time. Finally, the Gangboss is often ( 90%) here. Areas of Interest ML4-EAL-1: Northeast Entrance Arch This ornate, elven-runed masonry indicates a major point of entry through the outer wall in this area. ML4-EAL-2: North Courtyard Three elven bodies lie here, dead many months by the look of it. Access Contents Elf Corpse (3x) unprotected Armor: Medium AND Weapons: Martial 2H AND Weapons: Martial Ranged ML4-EAL-3: Northeast Ruin Just south of the entrance is a rectangular building that’s nearly vacant inside but for a small stash of equipment and a weeks-dead elf. Access Contents Treasure Chest Locks: Chest, Strongbox, using Context C Weapons: Martial 1H, roll 1d4 times Elf Corpse unprotected Armor: General AND Weapons: General ML4-EAL-4: Northeast Webs The alley that extends to the east of this building has been blanketed by spiderwebs. It’s difficult to pass without clearing them out. ML4-EAL-5: Northwest Residence The innards of this mostly-intact structure have been cleared out, leaving a small chest, an elf corpse, and a pile of grain sacks that has been mounted shin-high at the door. Access Contents Treasure Chest Locks: Chest, Strongbox, using Context B Armor: General AND Coin Treasure: Moderate Grain Sack Pile unprotected Simple Foodstuffs, size Medium ML4-EAL-6: Central West Building This small structure has a well-to-do flagstone floor, and two elven corpse. Access Contents Elf Corpse (2x) unprotected Armor: General AND Weapons: General, both using Context C 426 Mines L4 ML4-EAL-7: South Building This large building was once a nexus of administration. It’s now been cleared out inside, and contains only a large pile of treasure and two half-elven warriors. Access Contents Treasure Pile unprotected Coin Treasure: Moderate AND Potions: Moderate Half-Elf Corpses (2x) unprotected Armor: Light AND Weapons: Light AND Armor: Shields ML4-EAL-8: Southwest Building A makeshift barricade partially obstructs the entrance to this Spartan interior, consisting of two elf bodies and a small pile of equipment. Access Contents Elf Corpse (2x) unprotected Armor: Light AND Weapons: Simple Treasure Pile unprotected Coin Treasure: Moderate, using Context D ML4-EAL-9: Southwest Tower This solid-looking tower has been partially demolished. Inside the spiderweb-strewn interior is a pile of loot. Access Contents Treasure Pile unprotected Gems: Low AND Potions: Moderate ML4-EAL-10: Southeast Tower All of the walls are still intact to a height of 10’ in this damaged tower. Inside is a half-elf corpse, and a pile of gems in an open treasure chest. Access Contents Half-Elf Corpse unprotected Armor: Light AND Weapons: Ranged Gem Pile unprotected Gems: Low ML4-EAL-11: South Courtyard Elven runes decorate these fallen stone blocks, indicating a former entry arch to the south. In the courtyard itself are two elf guards. Access Contents Elf Corpses (2x) unprotected Armor: Medium AND Weapons: Martial Ranged AND Weapons: Light ML4-EAL-12: East Tower Webs coat most surfaces in this half-destroyed guard tower. It’s possible to climb over the 5’ tall pile of rubble at the entrance and discover a pile of clothing and a half- elf body within. Access Contents Half-Elf Corpse unprotected Armor: Light AND Weapons: Simple Clothing Pile unprotected Clothing: General AND Textiles: General ML4-EAL-13: Center Courtyard As the party crosses through this point, roll on the Random Encounter table and ignore “NPC Encounter” results. Any ensuing monsters are to be placed at Location 1 to the northeast and approach the party. 427 Mines L4 Map 151: Administration Building Overview (ML4-ADB-O) One square equals 5 ft. 428 Mines L4 ML4-ADB-O: Administration Building Overview Overview This northeastern region used to be the main center of operations and administration for the entire mining operation. Theme & Purpose This area is completely destroyed, with rubble everywhere. Combat in this zone will be particularly challenging in terms of movement. For those wishing to brave the danger, however, there is ample possibility of reward, in terms of loot, experience, and information. Random Encounters Use the standard / default Random Encounter rules for this level. NPCs of Note Four NPCs have a habit of frequenting this area: The Chief Engineer is here 50% of the time. The Coinmaster is also here sometimes ( 30%). Sometimes ( 30%) the Blacksmith can be found here. Finally, there’s a 50% chance that the Warden is here. Administrative Duties Each time the party searches a corpse in this region, there is a 10% chance the body has a letter or note on it that contains valuable information: roll on the Plot Discoveries table. Areas of Interest ML4-ADB-O-1: Admin North Please turn to page 429 for more information. ML4-ADB-O-2: Admin South Page 432 begins more details. ML4-ADB-O-3: Admin East Refer to page 434 for additional information. 429 Mines L4 Map 152: Administration Building North (ML4-ADB-N) One square equals 5 ft. 430 Mines L4 ML4-ADB-N: Administration Building North Overview A complex jumble of debris and chaos, there’s no telling what the PCs might encounter here. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML4-ADB-N-1: Northeast Entry Gate This gate has been destroyed, its pillars ruptured and stones fallen. A barricade of debris has been erected hastily to the south. ML4-ADB-N-2: Eastern Storage Beneath a canopy of huge spiderwebs lie three dwarven corpses. To their north is a trio of barrels, two large crates, and a treasure chest. Access Contents Dwarf Corpses (3x) unprotected Armor: General AND Weapons: General Barrels (3x) Container: Barrel or Crate, using Context D Fresh water Crates, Large (2x) Container: Barrel or Crate General Supplies, size Large Treasure Chest Locks: Chest, Simple Coin Treasure: Moderate, using Context B ML4-ADB-N-3: Center Courtyard Three dwarven bodies lie bloodied and bludgeoned, not a few days dead, in this area. There’s a mountain of fallen masonry to the north. Access Contents Dwarf Corpses (3x) unprotected Armor: Heavy AND Weapons: Martial 1H ML4-ADB-N-4: Center Storage Building This narrow rectangle of 8’ leveled debris appears to have been used for storage. A half-orc whose arms have been ripped off and taken elsewhere (or presumably eaten) guards an assortment of crates, a treasure chest, and two empty barrels. Access Contents Half-Orc Corpse unprotected Armor: Heavy AND Weapons: Martial 2H Access Contents Crates, Large (2x) Container: Barrel or Crate General Supplies, size Large Crates, Small (3x) Container: Barrel or Crate Textiles: General, size Medium Treasure Chest Locks: Chest, Strongbox Coin Treasure: Moderate AND Gems: Semi-Precious ML4-ADB-N-5: Southwest Tower This guard tower has been leveled to about 10’ tall. Inside is an assortment of debris, webbing, a human body slain a few weeks ago, and a treasure chest. Access Contents Human Corpse unprotected Armor: Medium AND Weapons: Martial Ranged Treasure Chest Traps: General (unlocked) Potions: Moderate ML4-ADB-N-6: Southeast Tower All walls in this tower have been leveled to about 8-15’ tall by a scorching and smashing force. It’s accessible from the south by climbing over the debris there. Inside are five barrels and a dead halfling. Access Contents Barrels (5x) Container: Barrel or Crate Fresh water Halfling Corpse unprotected Weapons: Simple ML4-ADB-N-7: Northwest Alley A trail of viscous blood ends in the body of a decapitated gnome. From the small, sharp stones nearby, it 431 Mines L4 seems that someone hacked the head off with blunt instruments. Access Contents Gnome Corpse unprotected Weapons: Light ML4-ADB-N-8: Northwest Pantry This appears to have been used as general storage for the administration. Inside are a horde of spiderwebs and a single, locked treasure chest. Access Contents Treasure Chest Locks: Chest, Simple AND Traps: General Potions: Moderate AND Fishing Supplies ML4-ADB-N-9: North Debris North of the administration complex is a wide alley; in this region of it, there is a huge pile of debris. ML4-ADB-N-10: North Alley A huge pile of head-high debris adjoins the northern side of this wall, which is mostly intact. ML4-ADB-N-11: Spiderweb Alley Between the intact western wall of the complex and the storage building is a nest of spiderwebs that makes passage difficult. Clearing this area takes about 5 minutes; regardless of the state of the Random Encounter timer, roll on the Random Encounter table and ignore “NPC Encounter” results, placing any monsters that ensue as approaching from Location 1. ML4-ADB-N-12: South Courtyard A trail of blood connects the building to the north to the passage to the northeast. The connection point is the body of an elven noble. Access Contents Elf Corpse unprotected Clothing: General, using Context C AND Weapons: Exotic ML4-ADB-N-13: Garbage Pile Debris is piled high here; much of it in the surrounding areas is masonry and splintered wood, but here it is mixed with feces and discarded, rotting food. Access Contents Garbage Pile unprotected Weapons: Martial 1H, using Context C 432 Mines L4 Map 153: Administration Building South (ML4-ADB-S) One square equals 5 ft. 433 Mines L4 ML4-ADB-S: Administration Building South Overview Cluttered with rocks and debris, this is one of the most difficult to navigate locations in the Mines. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML4-ADB-S-1: Northeast Spider Alley Spiderwebs blanket the entrance to this alley. ML4-ADB-S-2: Blood Trail A thin trail of days-old, crusted blood leads south from this area. ML4-ADB-S-3: Human Body This human was slashed to bits by something bladed or clawed. Access Contents Human Corpse unprotected Armor: Light AND Weapons: Simple ML4-ADB-S-4: Barrel Chaos Amidst a huge pile of boulders and fallen rocks is an assortment of barrels. Access Contents Barrels (10x) unprotected Alcohol: General, using Context B ML4-ADB-S-5: Spiderweb Cache Nestled underneath a canopy of giant spiderwebs is a small cache of useful items you never would have seen without intentionally searching. Access Contents Cache unprotected Weapons: Martial 1H AND Armor: Shields ML4-ADB-S-6: Southwest Debris A head-high triangle of fallen masonry is wedged in between two mostly-intact walls at this point. 434 Mines L4 Map 154: Administration Building East (ML4-ADB-E) One square equals 5 ft. 435 Mines L4 ML4-ADB-E: Administration Building East Overview While this region may appear to be little more than a glorified alley, it’s one of the richer regions in the Underground City. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML4-ADB-E-1: South Spiderwebs Spiderwebs blanket the entire width of this area. During the time it takes to clear through the webs, roll on the Random Encounter table and ignore “NPC Encounter” results. Any monsters that result, place them as approaching from Location 4 to the north. ML4-ADB-E-2: Alley This stretch of empty alley seems quite out of place compared to the deep debris elsewhere in the area. ML4-ADB-E-3: Ruined Circular Tower The walls of this circular guard tower have all but been destroyed, measuring a scant 5-8’ tall. Inside is a half-elf corpse, tons of sacks, and a treasure chest. Access Contents Half-Elf Corpse unprotected Armor: Light AND Weapons: Simple Sacks unprotected Rations & Prepared Food Treasure Chest Locks: Chest, Simple Potions: Moderate ML4-ADB-E-4: Northeast Rubble The fallen masonry and splintered wood in this area is quite high, reaching head-tall in places. ML4-ADB-E-5: North Debris Debris here scattered loosely when stepped upon. You think you can manage safely. ML4-ADB-E-6: Sack Cache Nestled amongst a great deal of rubble is an assortment of bags and sacks. Access Contents Sacks unprotected Simple Foodstuffs AND Coin Treasure: Moderate, using Context D ML4-ADB-E-7: North Square Tower Accessible easily from the west, and from the east only by climbing in and dropping down from the head-high rubble to the east, is a webbed-over tower than contains only a dead gnome and a treasure chest. Access Contents Gnome Corpse unprotected Clothing: General AND Weapons: Simple Treasure Chest (unlocked) Rations & Prepared Food 436 Mines L4 437 Mines L5 Mondaria Mines: Level 5 438 Mines L5 Map 155: Mines Level 5 Overview (ML5-O) One square equals 20 ft. 439 Mines L5 Level Introduction: Mines Level 5 Summary Level 5 is deeply segregated in a manner unlike the prior levels. There is no way, mundane or secret, to traverse among the three mining areas of Law, Chaos, and Love. The entire southern region consists of the culmination of the massive tunnel complex that has been leading down all the way from the Residential District on the surface. Entrances and Exits Note that the following are typical, even secret, means of entering and exiting the level as it was designed. Other, magical means of navigating the level (for example, teleportation spells or those that grant incorporeality) are not discussed and are left to the GM to manage should they be introduced. Navigation to Mines Level 4 There are three Elevators ascending to Level 4, near locations 1, 3, and 2. Location 4 has a hole in the ceiling that leads back up to the tunnel spiral that has been descending from the basements of the Residential District. Location 6 leads back up to the Pit Up/Down found in the previous Mine level. Navigation to Mines Level 6 Locations 1, 2, and 3 have Elevators that descend as well. Overview This level of the Mines is difficult to cover completely. Unless the party has a surplus of time and/or resources, it’s likely they will only traverse one of the four major segments of the caverns on their way deeper into the mountain. Atmosphere & Theme It’s more humid, more hazy, and tangibly more chaotic and evil, the further the party descends. Level 5 marks the turning point of it feeling less like the cool underside of an exposed rock, and more like a sauna approaching a level of unwanted warmth. Default Random Encounters Some Areas of Interest within this level will describe a certain approach to Random Encounters, either by overriding the timing (e.g., “every 30 minutes), and/or by providing its own localized version of the random encounter table below. Absent such an override, roll on the following table of Default Random Encounters for every 5 minutes the party remains in this area. Table 20: Mines Level 5 Default Random Encounters D% Event Description 01-20 No Encounter Nothing interesting or specific occurs to deter the party from their overall objectives and exploration. 21-34 Trivial Encounter Roll once on Monsters: Surface, Trivial. 35-49 Light Encounter Roll once on Monsters: Surface, Light. 50-64 Average Encounter Roll once on Monsters: Surface, Average. 65-81 Advanced Encounter Roll once on Monsters: Surface, Advanced. 82-89 Elite Encounter Roll once on Monsters: Surface, Elite. 90-00 NPC Encounter Roll once on the Default NPC Encounter Table below. Default NPC Encounters Some Areas of Interest within this level will describe a certain approach to NPC Encounters, providing its own localized version of the table below. Absent such an override, when in this level, when directed to roll for a random NPC, roll on the following table. Note that if a certain circumstance mandates the presence of an NPC, you may ignore and reroll results of “No Encounter” on the table below. The GM is, as in all other aspects of the adventure, to use her common sense regarding use of this table. You should feel free to ignore or reroll results with which you don’t agree, or simply choose a result yourself to keep with the atmosphere of the adventure as experienced by your gaming group. Note, also, that any entry in the list below that has a blank (“-”) next to it for roll results means that that NPC is never normally encountered in this level. Table 21: Mines Level 5 Default NPC Encounters D% Event Description 01-05 No Encounter Despite an initial feeling, the party does not encounter any NPCs at this time. 06-10 Common NPC Addicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 440 Mines L5 D% Event Description 11-14 Common NPC Afflicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 15 Common NPC A single Bleak Mute lurches within view of the party. 16-17 Common NPC One Crazed Harbinger stumbles about within view of the party. 17-19 Common NPC Tainted Miners walk creepily toward the party: 2d4x 2d6x 2d8x 2d12x 20-21 Common NPC Miners approach the party suspiciously: 2d6x 2d8x 2d10x 2d12+4x 22-23 Common NPC One Mining Taskmaster walks purposefully toward the party. 24 Common NPC A terrified Munitions Wench is visible, huddled in her rags. 25 Common NPC You see a Supply Maid in tattered clothes, though you’re not sure she sees you. 26 Common NPC A horrifying Tainted Taskmaster walks about. - Common NPC Celebrants dance and amble toward the party: 1d4x 2d4x 2d6x 3d8x - Common NPC Firedancers lithely come toward the party: 1d4x 2d4x 2d6x 3d8x - Common NPC A Firedancer party approaches the PCs: 1x Campmaiden, 1d4x Firedancers, 2d4x Celebrants 1x Hearthstud, 2d4x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d6x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d8x Firedancers, 2d8x Celebrants D% Event Description - Common NPC A single Campmaiden or Hearthstud approaches the party with a twinkle in their eye. Use the sex opposite the majority of the PCs’ composition, or randomize if there is a tie. 27 Named NPC Ambling scholar Brocambe Methurzz. 28 Named NPC Beastmaster Gabharn. 29 Named NPC Blacksmith Hamfast Burrbottom. 30 Named NPC Feastmaster Frobwin Glamfork. 31 Named NPC Herbalist Innelothe. 32 Named NPC Illusionist entertainer Raekeldorr. 33 Named NPC Keeper of Records Skandern Lithutz. 34 Named NPC Keepmaster Vanarelia Riccards. 35 Named NPC Loremaster Dalnarok. 36-37 Named NPC Mercenary dwarf Gordsturll. 37-38 Named NPC Merenary tiefling Killarth. 39 Named NPC Railmaster Arranz Trevain. 40 Named NPC Tinkermaster Skandbard. 41 Named NPC Warden Imeltrude Legande. 42-50 Named NPC Brewmaster Glimdarffe Sudsglub. 51 Named NPC Cartographer Estarel Finequill.. 52 Named NPC Chemist Incebb Gullip.. 53-60 Named NPC Chief engineer Didkeln Clawhammer. 61-65 Named NPC Coinmaster Lugatoo. 66-70 Named NPC Dwarven union leader Danalin Foeslash. 71-75 Named NPC Elven administration leader Maresmir. 76 Named NPC Engineer Brimdog Firecleave. 77-82 Named NPC Foreman Belerras. 83-89 Named NPC Gangboss Dagbrag. 90 Named NPC Lead designer Estarel Finequill. 91 Named NPC Mayor Faenadorn. 92 Named NPC Minemaster Thrennian Lo’quee. 93 Named NPC A Mystic Seer. 94 Named NPC Sage Natobbe. 95 Named NPC Stablehand Friskbik. 96 Named NPC Stablemaster Semtammi. 97-00 Named NPC Tribute magister Elawelle. Areas of Interest ML5-O-1: Elevators North Please refer to page 442 for further details. ML5-O-2: Elevators West Page 452 commences a full description of this area. 441 Mines L5 ML5-O-3: Elevators East Turn to page 455 for further details. ML5-O-4: Jail Cell Refer to page 457 for additional description. ML5-O-5: Lair Please refer to page 460 for a full depiction. ML5-O-6: Ceiling Hole This region is described in detail starting with page 463. ML5-O-7: Mining Southwest Page 465 describes this area in detail. ML5-O-8: Mining Northwest Please turn to page 468 for a complete description. ML5-O-9: Mining North-Northwest Turn to page 470 commences full details. ML5-O-10: Mining North-Northeast A complete description is laid out starting on page 472. ML5-O-11: Mining Northeast Please refer to page 475 for full details. ML5-O-12: Mining Southeast Page 478 begins a full description. ML5-O-13: Admin Building This structure is described in full starting with page 481. ML5-O-14: Treasure Hoard Please turn to page 484 for complete details. ML5-O-15: Lair Guardians This region is depicted in detail on page 486. ML5-O-16: Lair Approach Turn to page 488 for full details. ML5-O-17: Mayor’s House Page 490 has a full description of this building. 442 Mines L5 Map 156: Elevators North Overview (ML5-ENL-O) One square equals 5 ft. 443 Mines L5 ML5-ENL-O: Elevators North Overview Overview Overgrown a bit with fungus, this region remains usable according to its original design: a residence and workspace for the Lead Designer, and a storage nexus for the Law- oriented aspect of this floor of the Mines. Theme & Purpose In addition to housing one the Elevators—which are the only way in and out of this northwestern chamber of Mines Level 5—this area also holds the Designer’s House, a building rich in information and loot potential. Random Encounters Use the standard / default Random Encounter rules for this level. NPCs of Note Of note, the Lead Designer is usually in the Designer’s House. There’s a 90% chance of this each time the party approaches this area. Areas of Interest ML5-ENL-O-1: Designer’s House North Please refer to page 445 for more details. ML5-ENL-O-2: Designer’s House Middle Page 448 commences a detailed description. ML5-ENL-O-3: Designer’s House South Turn to page 450 for a complete descripton of this building. ML5-ENL-O-4: Elevator Up This leads to “Map 141: Elevators North Overview (ML4- ENL-O)” on page 402. ML5-ENL-O-5: Elevator Down This elevator has been nearly entirely obscured by a massive overgrowth of fungus. Although the mushrooms themselves appear benign, it’s clear the elevator itself will not function until the mess is cleared up. Clearing the elevator for use takes about 10 minutes; in the midst of this process, roll on the Random Encounter table and ignore “NPC Encounter” results, placing ensuing beasts as approching from Location 12 to the northwest. This elevator leads down to “Map 178: Elevator North Up (ML6-ENU)” on page 500. ML5-ENL-O-6: Fungus Nest A huge clump of head-sized mushroom caps infests this region to the south of the down-leading elevator. Touching the mushrooms in this area—specifically, any mushrooms that are not strictly part of the cleanup effort to unveil the Elevator Down to the north—spawns a Yellow Musk Creeper which attacks the party. ML5-ENL-O-7: Designer’s Entrance There is just enough room here to walk to the entrance to the massive building without touching any fungus. The door and entrance are described in greater detail in “Map 157: Elevators North: Designer’s House North (ML5- ENL-DSN)” on page 445. ML5-ENL-O-8: South Secret Door This door is described as part of “Map 159: Elevators North: Designer’s House South (ML5-ENL-DSS)” on page 450. ML5-ENL-O-9: South Fungal Patch Massive, out-of-control blooms of fungus have taken over the tracks in this area. Scraping the mushrooms off the track so as to enable travel takes about 8 minutes, during which time the party should be quite tense, but no additional effects occur. Note that depending on the status of the Random Encounters timer, you may still need to make a roll on the Random Encounter table as normal. ML5-ENL-O-10: Railway Tracks The tracks are sturdy and sure, and the railbed is secure—these tracks would be fit for purpose if it wasn’t for all of the fungal infestation around! ML5-ENL-O-11: Rockspire 35’ straight up, this stalagmite reaches, all the way to the ceiling above you. About its base is a cluster of fallen rock and giant, head-sized mushroom caps. 444 Mines L5 ML5-ENL-O-12: Discarded Tools A firepit, wheelbarrow, and woodpiles sit to the west of a 20’ tall stalagmite in this area. Mining and woodworking tools lie abandoned everywhere, as though they were tossed down by workers who fled or were otherwise compelled to leave the area. Access Contents Abandoned Tools unprotected Weapons: Simple, roll 2d4 times, using Context D ML5-ENL-O-13: Sack Disarray An enormous volume of sacks has toppled here, spilling to the south and west. Access Contents Sack Piles unprotected Rations & Prepared Food, size Large, double quantities ML5-ENL-O-14: Storage A large grid of crates is stored here, nestled in the curve of the railway. To the south are two treasure chests. Access Contents Crates, Large (8x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crates, Small (6x) Container: Barrel or Crate General Supplies, size Medium Chests (2x) Locks: Chest, Strongbox, using Context B Glasses, Metals, and Woods, using Context C 445 Mines L5 Map 157: Elevators North: Designer’s House North (ML5-ENL-DSN) One square equals 5 ft. 446 Mines L5 ML5-ENL-DSN: Elevators North: Designer’s House North Overview The entryway, and main functional area, of the Lead Designer’s residence. Theme & Purpose This is perhaps the most high-class, high-quality, and elitely- decorated establishment remaining in the Mines. It’s a rich source of information, both in terms of facts and history as well as for the possibility of interacting with NPCs. Default Doors Unless otherwise specified, all doors are locked when first encountered and derive from the following profile: Access Default Door Locks: Door, Simple, using Context C Random Encounters Use the standard / default Random Encounter rules for this level. Reroll monster-related results once. NPCs of Note Of note, the Lead Designer is usually in the Designer’s House. There’s a 90% chance of this each time the party approaches this area. Areas of Interest ML5-ENL-DSN-1: Entrance Empty flowerpots flank steel-reinforced doors. To either side of the doors is a wall sconce containing a lit torch. Access House Entrance Locks: Door, Reinforced ML5-ENL-DSN-2: Foyer This quiet chamber houses a handful of comfortable chairs and a sideboard. Simple wooden double doors which lack a lock lead north. Access Contents Sideboard unprotected Rations & Prepared Food, using Context C ML5-ENL-DSN-3: Dining Hall This long, expansive chamber houses a banquet table atop a massive and expensive-looking rug. To either side of the banquet table is a smaller table, unset and ringed with chairs. Comfortable sitting chairs are spaced evenly thorughout. Against the east wall is a sideboard. To the northwest, southeast, and southwest are double doors partially hidden by purple curtains; the set to the northwest is steel-reinforced; the southern sets bear no lock. Access Contents Sideboard Locks: Furniture, Simple Rations & Prepared Food, using Context C AND Potions: Moderate ML5-ENL-DSN-4: Designer’s Chambers This appears to be the personal chambers of the owner of this building. A big double bed, a lab table, bookcases, sideboards, plenty of tables and chairs with fresh food set upon them, sitting chairs, a privy, a washbasin, freshly-maintained potted plants, and a clothes cabinet are all in exceptional order and upkeep. Access Contents Bookshelves unprotected Each has a 20% chance of containing a book in Books: General AND Each has a 25% chance of prompting a roll on the Plot Discoveries table Sideboards (2x) Locks: Furniture, Strong Writing Supplies, using Context C AND Potions: Moderate Clothes Cabinet Locks: Furniture, Simple Clothing: General, using Context C, size Medium ML5-ENL-DSN-5: Secret Door Only read the italicized text below if the secret is discovered. Though the description is written assuming the party is approaching from the west, the door is accessible from either side. 447 Mines L5 Against the western wall, obscured behind the potted plant, is a niche in the wood that seems suspicious. Prodding, you discover a lock mechanism, and trace the outline of a door leading westward. Access Secret Door Locks: Door, Secret (Perception only, to discover) AND Locks: Door, Reinforced (to open) ML5-ENL-DSN-6: Guestroom A This westernmost guest room has well-crafted, high- quality furniture: a potted plant, a washbasin, a clothing cabinet, writing and dressing desks, a bed, and a stool. Access Contents Cabinet Locks: Furniture, Simple Clothing: General Writing Desk unprotected Writing Supplies Dressing Desk Locks: Furniture, Simple Textiles: General ML5-ENL-DSN-7: Guestroom B This guestroom is nearly identical to its neighbors, but is narrower. Access Contents Cabinet unprotected Clothing: General, using Context B Writing Desk unprotected Writing Supplies, using Context C Dressing Desk Locks: Furniture, Simple Weapons: Simple ML5-ENL-DSN-8: Guestroom C A bit wider than its western counterparts, this guestroom also features a table in the southeast corner. Access Contents Cabinet Locks: Furniture, Simple Clothing: General, using Context C Writing Desk Locks: Furniture, Simple Writing Supplies, using Context C AND Weapons: Light Dressing Desk unprotected Gems: Low ML5-ENL-DSN-9: Guestroom D The largest of the four guestrooms, this one has pretty much the same contents as its neighbors, but contains a bit more space. Access Contents Cabinet Locks: Furniture, Simple Clothing: General, using Context C Writing Desk Locks: Furniture, Simple Writing Supplies, using Context C AND Gems: Low Dressing Desk unprotected Armor: Light, using Context C ML5-ENL-DSN-10: Guestroom Hallway This “L”-shaped hallway connects the guestrooms to the kitchen in the southeast. ML5-ENL-DSN-11: Kitchen A small stove sits against the east wall; sacks of food are on the west side. To the north and south are unlocked, simple wooden double doors; those to the north are hidden by curtains. Access Contents Food Sacks unprotected Simple Foodstuffs, size Medium ML5-ENL-DSN-12: Sitting Room A large, rectangular room similar in size to the banquet hall is home to a number of sitting chairs, potted plants, and four sideboards. Simple, unlocked wooden double doors lead to the northeast and northwest; to the south is a massive set of steel doors. Access Contents Sideboards (4x) Locks: Furniture, Simple Rations & Prepared Food, using Context C Access Library Door Locks: Door, Stronghold 448 Mines L5 Map 158: Elevators North: Designer’s House Middle (ML5-ENL-DSM) One square equals 5 ft. 449 Mines L5 ML5-ENL-DSM: Elevators North: Designer’s House Middle Overview This is the Library section of the building complex. Theme & Purpose Most definitely, this zone is of particular interest to those seeking valuable information. Default Doors Unless otherwise specified, all doors are locked when first encountered and derive from the following profile: Access Default Door Locks: Door, Stronghold Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all monster-related results. Quiet, Please The above Random Encounter rules mean that this zone is a safe place to rest for any amount of time. Repository of Knowledge Each of the dozens of bookcases in this library has the same chance of bearing loot when searched: Access Contents Library Bookshelf unprotected Each has a 10% chance of containing a book in Books: General AND Each has a 15% chance of prompting a roll on the Plot Discoveries table NPCs of Note Of note, the Lead Designer is usually in the Designer’s House. There’s a 90% chance of this each time the party approaches this area. Areas of Interest ML5-ENL-DSM-1: North Hall A quiet, vast chamber smells strongly of dust, wood, and paper. It’s a library, no question: the interior structure is formed by bookshelf upon bookshelf, forming three long columns of navigation that stretch the entire length of the room. The parquet floor is softened by enormous, exceptionally-crafted rugs with thick pile. ML5-ENL-DSM-2: Reading Table In the exact center of the chamber is a simple wooden table ringed with well-worn chairs. To the east is a fireplace; to the west, a large, floor-to-ceiling window looking out into the Mine floor, flanked by comfortable chairs and potted plants. ML5-ENL-DSM-3: South Hall Your footsteps echo as you traverse the south hall. ML5-ENL-DSM-4: Northwest Stacks The hallway formed of bookshelves ends in a thin purple rug. ML5-ENL-DSM-5: Northeast Stacks The northeast corner of bookshelves ends abruptly in a blank stone wall to the north. ML5-ENL-DSM-6: Southwest Stacks This corner leads to the south portion of the main, center corridor via a small gap in the bookshelf stacks. ML5-ENL-DSM-7: Southeast Stacks This corridor of shelves forms an “L” shape, connecting back to the center alley. Upon reaching this corner, roll on the Random Encounter table and ignore monster-related results. Place any NPCs that ensue as approaching from Location 1 in the north. ML5-ENL-DSM-8: South Library Door These massive, steel doors bar your entry further to the south. 450 Mines L5 Map 159: Elevators North: Designer’s House South (ML5-ENL-DSS) One square equals 5 ft. 451 Mines L5 ML5-ENL-DSS: Elevators North: Designer’s House South Overview A slanted continuation of the Library to the north, containing wares of slightly less interest and value. Theme & Purpose Still a rich source of information potential, it also connects to the storage in the south. Default Doors Unless otherwise specified, all doors are locked when first encountered and derive from the following profile: Access Default Door Locks: Door, Stronghold Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all monster-related results. Quiet, Please The above Random Encounter rules mean that this zone is a safe place to rest for any amount of time. Repository of Knowledge Each of the dozens of bookcases in this library has the same chance of bearing loot when searched: Access Contents Library Bookshelf unprotected Each has a 5% chance of containing a book in Books: General AND Each has a 10% chance of prompting a roll on the Plot Discoveries table Areas of Interest ML5-ENL-DSS-1: Entrance To either side of the north door is a table and a few chairs or stools, and a potted plant. The tables are empty, with deep indentations from long use as reading tables. ML5-ENL-DSS-2: West Hall The bookshelves here are groaning under the weight of their charges; some look prone to collapse. ML5-ENL-DSS-3: East Hall This hall contains a great many shelves; the wood in a few cases appears to be rotted. ML5-ENL-DSS-4: Storage This large pantry smells even mustier and dustier than the library chambers to the north. Odds and ends litter every surface. Access Contents Crate, Large Container: Barrel or Crate Glasses, Metals, and Woods, size Large, using Context C Treasure Chests (2x) Locks: Chest, Strongbox AND Traps: General Potions: Moderate AND Writing Supplies, using Context C Reading Tables (3x) unprotected Each has a 30% chance of containing a book in Books: General AND Each has a 25% chance of prompting a roll on the Plot Discoveries table Barrel, Sealed Container: Barrel or Crate Alcohol: General, using Context C Barrels, Open unprotected Alcohol: General, using Context C Access Storage Door Locks: Door, Secret (to identify) AND Locks: Door, Stronghold (to open) ML5-ENL-DSS-5: South Door To the west of the massive locked door leading south is another reading table; a smaller, circular table sits near a potted plant to the east. 452 Mines L5 Map 160: Elevators West (ML5-EWC) One square equals 5 ft. 453 Mines L5 ML5-EWC: Elevators West Overview These elevators lead to the domain of Chaos within the Mines. Their current condition reflects this nature! Theme & Purpose This is the only way into and out of the western chamber of Mines Level 5. It’s not rich in loot, but certainly is in danger. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all results of “NPC Encounter” once. Diamonds in the Rough Each of the debris piles in Locations 3, 4, and 5 require a good deal of time to search, and may or may not be worth it. Searching any one of these piles of debris will take a bit of time; automatically roll on the Random Encounter table and ignore “NPC Encounter” results. Any creatures that result will approach from Location 6 to the west. Areas of Interest ML5-EWC-1: Elevator Up It appears that someone erected a makeshift barricade about the south, east, and west edges of this elevator shaft. Hip-high stacks of sandbags have been piled high, and to each of the four corners is a toppled pillar. To the west is a former guardpost, burnt to a crisp; rubble from various sources has been piled all about. The elevator leads to “Map 140: Elevators West (ML4- EWC)” on page 399. Whenever the PCs set foot on this elevator—including if they first descend to this level via it—roll on the Monsters: Mines, Light FlexContent table; place the results as approaching from the north. Repeat three additional times for encounters approaching from the east, south, and west, respectively. All four batches of beast enter play simultaneously. ML5-EWC-2: Elevators Down An repellant mixture of guano and blood litters the elevator here. It appears to remain functional, but unpleasant. A half-orc corpse has been slain to the north. This leads down to “Map 181: Elevators Southwest (ML6- ESW)” on page 507. Access Contents Half-Orc Corpse unprotected Weapons: Exotic, using Context B ML5-EWC-3: Northeast Debris An enormous volume of debris and trash has been gathered and shoved up against the cave walls in this expansive corner. To the southwest of the debris, the looping swirl of a blood trail connects with a half-elven body that was torn apart a few weeks ago. Access Contents Debris Pile unprotected Gems: Low, using Context D Half-Elf Corpse unprotected Weapons: Martial Ranged AND Weapons: Light ML5-EWC-4: South Debris This pile of destroyed and removed masonry piles head- high in places. Access Contents Debris Pile unprotected Weapons: Simple, roll 1d4 times ML5-EWC-5: Southeast Debris In addition to an absolutely staggering pile of garbage and splintered wood here, there is a cluster of two large crates and a treasure chest to the north, and a somewhat substiantial pile of treasure to the southwest, with coins littered everywhere amid two dwarven corpses. Access Contents Crate, Large (2x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large, using Context D Chest Locks: Chest, Simple Weapons: Martial Ranged 454 Mines L5 Access Contents Dwarf Corpses (2x) unprotected Armor: Heavy AND Weapons: Martial 2H AND Weapons: Ranged Cave Floor unprotected Coin Treasure: Moderate, using Context D ML5-EWC-6: Dirt Swath From the base of a 25’ tall stalagmite that reaches all the way to the ceiling, a spread of dirt and mud ponds about in clumps to the southeast. ML5-EWC-7: Southwest Debris The scent of garbage, rot, and filth fills your nostrils as you step near this area. To the east is a pile of sacks, and an elf body that appears to have been mauled by acid a month or so ago. Access Contents Sacks unprotected Simple Foodstuffs, size Medium Elf Corpse unprotected Weapons: Martial Ranged AND Potions: Moderate ML5-EWC-8: North Barren Patch This region appears to have been burnt horribly. The cave floor is melted in places; boulders are scorched, and the whole place reeks of soot and cinders. Clusters of singed, empty barrels stand just shy of the curve of the railway in the northeast. ML5-EWC-9: Railway These rails are sturdy, but the rail ties have seen better days. It would be safe to travel here, only if the going was slow. To the northeast of the tracks, a stack of intact casks has been arranged. Access Contents Casks (5x) Container: Barrel or Crate Alcohol: General, using Context B 455 Mines L5 Map 161: Elevators East (ML5-EEL) One square equals 5 ft. 456 Mines L5 ML5-EEL: Elevators East Overview These Elevators are the only way in or out of the northeast, Law-oriented region of Mines Level 5. Theme & Purpose There’s a fair amount of loot potential here Random Encounters Use the standard / default Random Encounter rules for this level. Reroll “NPC Encounter” results once. Areas of Interest ML5-EEL-1: Railway There’s a fairly major breach in the rails here, just north of the elevators. A railcar could never jump the gap; it would have to go back all the way around until it’s repaired. ML5-EEL-2: Elevator Down Spatters of blood leave a trail heading from south to northwest of this elevator; in the middle of the trail is a dwarven miner who has been hacked to pieces a few weeks ago from the condition of rot. The elevator itself leads down to “Map 182: Elevators East (ML6-EEL)” on page 509. Access Contents Dwarf Corpse unprotected Armor: Heavy AND Weapons: Martial 2H, both using Context D ML5-EEL-3: Elevator Up The PCs likely took this from “Map 145: Elevators East (ML4-EEL)” on page 411. ML5-EEL-4: Western Storage A well-ordered assortment of crates has been stashed here, to the south of a firepit. Amidst it all, a piel of coins and gems has been placed atop a splatter of blood. Access Contents Crates, Large (7x) Container: Barrel or Crate, using Context C Glasses, Metals, and Woods, size Large Crates, Small (6x) Container: Barrel or Crate Rations & Prepared Food, size Medium Sack Piles (3x) unprotected Simple Foodstuffs, size Medium Access Contents Barrels (3x) Container: Barrel or Crate Alcohol: General, using Context B Treasure Pile unprotected Coin Treasure: Moderate, using Context B AND Gems: Low Crate Top unprotected Books: General, using Context D ML5-EEL-5: North Tables In the north is a trio of tables; atop each one is a treasure chest. The easternmost one has been forced open with not much skill, and is empty. In between the center and east tables is a trio of empty barrels that reek of whisky. Access Contents Chests (2x) Locks: Chest, Strongbox, using Context B Weapons: Martial 1H AND Potions: Moderate, both using Context D ML5-EEL-6: Southeast Storage Two clusters of four crates each have been arranged here. To their south is a long table with two baskets and an empty cask that smells of mead. Access Contents Crates, Small Northeast (4x) Container: Barrel or Crate General Supplies, size Medium Crates, Small Southwest (4x) Container: Barrel or Crate Rations & Prepared Food, size Medium ML5-EEL-7: Table A simple table, ringed with chairs, has knife marks all atop it, and a trail of blood leads north. 457 Mines L5 Map 162: Jail Cell (ML5-JLC) One square equals 5 ft. 458 Mines L5 ML5-JLC: Jail Cell Overview The spiraling tunnels leading down from the Residential District all the way on the surface of Mondaria City culminates in this simple jail cell, used to store prisoners to be used as meals for the denizens of the caves to the east and north. Theme & Purpose PCs who have made their way down to this level from the surface are in for a surprise, though by this point they should have no illusions as to the nature of the tunnels they have been chasing. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Symbiotic Gaoler There’s a somewhat symbiotic relationship that has been formed here, though neither party is quite aware of that relationship, or indeed even of the other party! The formidable creature(s) that make their lair to the east ensures a steady supply of captives to be stored in this jail. Lesser creatures dwell in the jail itself, in Location 9. These lesser creatures serve as an escape deterrent; anyone attempting to leave this chamber is attacked immediately. So long as no escape is attempted, these creatures will not attack anybody wandering about in the chamber. The lesser beasts will occasionally eat a prisoner, but only to satsify their need. As the PCs enter this area for the first time, roll on the Monsters: Mines, Average FlexContent table, and place the results in Location 9. This creature(s) will only attack the party if the PCs attack it, or if the party makes any attempt to leave the chamber (via either Location 2 or 1). Areas of Interest ML5-JLC-1: Entryway You scuttle along the narrow, cramped passage on all fours, bumping your head occasionally in the murky dark. Spiderwebs, mud, and filth soon coat your extremities, and you wonder at the wisdom of traveling through this area in the first place. It’s unpleasant, but there is no danger in traversing this zone. ML5-JLC-2: Ceiling Hole This hole leads up to “Map 120: Circular Stair Pit (ML3- CSP)” on page 349. ML5-JLC-3: Entrance This chamber reeks of feces, rot, and sweaty horror. It’s bleak, moist, and just unpleasant to be in; despite the large size of the room, you feel penned in, claustrophobic, and as though escape is impossible. ML5-JLC-4: South Fungal Patch In the bleak moisture of the chamber, a huge assortment of mushrooms has blossomed. ML5-JLC-5: Northeast Fungus This entire curved corner has been overtaken by fungus. Some caps are hand-sized; others are as large as one’s torso. ML5-JLC-6: Guano North This entire region is slick with guano. From the appearance, the floor is actually a thick crust of the stuff, formed from the excretions of dozens of various species. ML5-JLC-7: Slimebank North On the bank of the small ugly pond is a filmy ooze of brownish oil. This is a Grey Ooze, which will attack the party if approached to within 10’. ML5-JLC-8: Slimebank South A greasy puddle of translucent ichor lies here on the edge of the pond. This is a Slime Mold, which will attack the party if approached to within 10’. 459 Mines L5 ML5-JLC-9: Gaoler’s Island Against the far west of the chamber is an island of sorts in the pond. It’s covered in boulders and thick spiderwebs. ML5-JLC-10: Ichor Pond This shallow pond appears to barely delve 4’ under the cave floor. It’s filled with a disgusting mixture of feces, oil, liquified soot, and other, more toxic residues, perhaps from the ore in the mines. It smells of burnt oil and musty turnips. Although absolutely disgusting, there is no physical danger posed by the pond. 460 Mines L5 Map 163: Lair (ML5-LAR) One square equals 5 ft. 461 Mines L5 ML5-LAR: Lair Overview This is the lair of the beast(s) that inhabit this deep level of natural caves above. Theme & Purpose The main purpose is to terrify the PCs and pose a truly formidable challenge to them. A secondary goal here would be to reward the party with significant treasure. Random Encounters Until the creature(s) identified in the “Denizens of the Deep” rule (see below) are defeated, there are no Random Encounters to be found here. An hour after the Denizens of the Deep are defeated, resume random encounters here: use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Denizens of the Deep As the PCs approach this area, roll on the Monsters: Mines, Elite FlexContent table. Place the resulting beast(s) as slumbering in Location 5. Perhaps moreso than in any other location in the entire adventure, your skill here as a GM is critical. This lair is meant to pose a significant, but not insurmountable, challenge to the party. On the plus side, they may have come from the spiral stair tunnels directly above this lair; in that scenario, they are likely quite well-rested and well-equipped, as they have bypassed four entire layers of the Mines and are somewhat fresh from the surface, so to speak. If they came from the north, via the Lair Approach, they are much more likely to be depleted, wounded, and in need of repreieve. Use your judgment as a GM as to what level of challenge is appropriate here; the goal is not to set up a Total Party Kill (TPK). It’s also worth remembering—for yourself, as well as the players!—that this entire region is completely optional; wounded and weak players should size things up upon seeing the Denizens and flee or backtrack as necessary to avoid destruction. Areas of Interest ML5-LAR-1: Approach A grim calm settles over the cavern as you head southward. Rocks and boulders grow in size; the cave floor darkens and deepens in hue. ML5-LAR-2: Guano East The northeast of this chamber is coated in slick feces from a number of cave creatures. Skeletons of humanoids and monsters alike dot the cave floor about a floor-to-ceiling rock pillar 25’ in height. ML5-LAR-3: Guano West Excrement coats the cave floor in the northwest of the lair. Monster corpses rest among the feces, making for quite the aroma of putrescent decay. ML5-LAR-4: Corpses East Corpses of a multitude of humanoid races lie here, tossed to the floor. Possessions seem to have been stripped and thrown in a heap in the center. Access Contents Treasure Pile unprotected Armor: General (roll 2d6 times) AND Weapons: General (roll 2d4 times) AND Coin Treasure: Moderate, using Context B AND Gems: Semi-Precious ML5-LAR-5: Mudrock This huge rock is unusual in texture and shape. It seems to have been molded over time through erosion. ML5-LAR-6: Sludgepond To the south of the lair is a pond of viscous, dirty sludge. It’s not a source of fresh water; it might be another reservoir of excrement. About the north shore of this 6’ deep lake, skulls of all manner have been piled. ML5-LAR-7: Treasure Southeast A large hoard of possessions, and a vast assortment of bodies in all stages of rot, lay here. 462 Mines L5 Access Contents Treasure Pile unprotected Armor: General (roll 2d6 times) AND Weapons: General (roll 2d4 times) AND Clothing: General (roll 1d8 times) AND Coin Treasure: Moderate AND Gems: Low AND Potions: Moderate ML5-LAR-8: Skeletons South The bodies in this region are older, dead longer, and in greater stages of decay; many are merely skeletons. Amidst them is a spill of gems and coins surrounding another cloud of possessions stripped from the hapless intruders. Access Contents Treasure Pile unprotected Armor: General (roll 1d4 times) AND Weapons: General (roll 1d6 times) AND General Supplies, size Large ML5-LAR-9: Skeletons Southwest These are the oldest, most decomposed corpses in the lair; nearly all are dessicated skeletons. There is no treasure to speak of, unless one places value on dozens of bodies from years past. ML5-LAR-10: Secret Passage Only read the italicized text below if the secret is discovered. Amidst the rotted corpses and horribly mangled skeletons in the southwest of the lair is an earthen wall with pieces of bone embedded in it. Poking around, you discover the earth comes away easily, revealing a low, moist, crawlspace-like passage to the west. Access Jail Secret Locks: Door, Secret (Perception only) 463 Mines L5 Map 164: Ceiling Hole (ML5-HOL) One square equals 5 ft. 464 Mines L5 ML5-HOL: Ceiling Hole Overview Coming from Mines Level 3, this is another, alternate means of accessing the Lair region to the east. This is the primary way the Lair’s denizen(s) enter and exit the complex. Theme & Purpose PCs who skipped the “smaller lair” on Mines Level 4 above on their way down to this level may be primed for a significant fight, and they are correct. If instead the party investigated the lair on Level 4, they may consider the challenge over when coming to this area. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Areas of Interest ML5-HOL-1: Ceiling Crevice This crack in the ceiling of the cavern is 25’ from the floor. It’s surrounded by a myriad of rubble, fallen from the cave top. It seems that this hole in the ceiling was caused by some sort of seismic activity. This leads back up to “Map 127: Pit Up/Down (ML4-PIT)” on page 369. ML5-HOL-2: Southeast Rubble A ridge of shoulder-high rubble forms a natural alcove to the southeast of this region. There’s nothing of real interest to be found within, however. If the party searches this area, roll on the Random Encounter table and ignore “NPC Encounter” results. Any monsters that ensue should be placed as approaching from Location 5 to the northeast. ML5-HOL-3: Southwest Rubble This region of the cave is narrower and taller than its neighbors; from here, you can see easily to the west end of the chamber. As the party enters this area, roll on the Random Encounter table, and reroll until you get a monster- related result. Place the ensuing critters in Location 5, however, the party can see them from this vantage point, and has the option of waiting for a few minutes (during which normal Random Encounter rules are suspended); if they do, the monster(s) introduced will wander away, never to be heard from against. ML5-HOL-4: North Rubble To the east of a 20’ tall floor-to-ceiling rockspire is a cluster of boulders fallen from the ceiling. ML5-HOL-5: East Path A wide, well-worn path leads eastward. There appear to be all manner of marks in confusing scuffles in the earthen cave floor. 465 Mines L5 Map 165: Mining Southwest (ML5-MSW) One square equals 5 ft. 466 Mines L5 ML5-MSW: Mining Southwest Overview One of the major areas of focused mining on this level, this expansive region was one of the most productive in the Mines. Theme & Purpose This is a busy place, filled with interesting loot and the evidence of former events. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll “NPC Encounter” results once. Areas of Interest ML5-MSW-1: Eastern Approach 20’ high scaffolding reaches most areas of the southern cave wall here. Barrels of fresh water are spaced evenly. Piles of wood sit here, ready to be shaped. A dwarven miner has been slain here just south of the rail tracks. Access Contents Dwarf Corpse unprotected Weapons: Simple ML5-MSW-2: Woodpiles Four large woodpiles hold uncut, shaved timbers. ML5-MSW-3: North Mining Tools lie abandoned haphazardly in this zeon, which also contains two dwarven miner corpses to the north and west, dead at least a few weeks from the look of them. Wheelbarrows, throughs of murky water, and rusty scaffolding reaching 20’ tall complete the arrangement. Access Contents Dwarven Corpses (2x) unprotected Armor: Light AND Weapons: Light Abandoned Tools unprotected Weapons: Simple, roll 1d4 times ML5-MSW-4: Northwest Mining These scaffolds reach 20’ tall to the ceiling of the western cave wall. Fresh water sits in barrels spaced evenly throughout the region. Access Contents Abandoned Tools unprotected Weapons: Simple, roll 1d4 times ML5-MSW-5: West Mining Two dwarves were slain here, apparently from blunt trauma to their skulls, which are both caved in. Their belonging, and those of several other miners whose bodies are absent, lie scattered nearby. Access Contents Dwarven Corpses (2x) unprotected Armor: Medium AND Weapons: Simple Abandoned Tools unprotected Weapons: Simple, roll 1d6 times ML5-MSW-6: Southwest Mining Scaffolding reaches 25’ tall, to the ceiling of the curved cave wall in this area. On the floor is scattered a small fortune in coins, which have apparently been spilled from a large, and open, treasure chest. A dead elf sits here, apparently hacked to pieces by a multitude of pickaxes, which lay nearby, bloodied. Access Contents Elf Corpse unprotected Armor: Light AND Weapons: Martial Ranged AND Weapons: Martial 1H, all using Context C Abandoned Tools unprotected Weapons: Simple, roll 2d4 times Coin Treasure unprotected Coin Treasure: Moderate, double quantities ML5-MSW-7: Southeast Mining Scaffolds reach 20’ tall in this area, which contains a plethora of wheelbarrows and two fresh water barrels. 467 Mines L5 ML5-MSW-8: Animal Pen This is what appears to be a pen formed of wooden stakes hammered into the earthen cave floor. A trail of blood leads into the pen, which contains a half-elf who has been stabbed and lacerated to death at least a few weeks ago. Access Contents Half-Elf Corpse unprotected Armor: Medium AND Weapons: Light ML5-MSW-9: Barricade An enormous quantity of grain sacks and sandbags has been piled onto the tracks here. It would take hours, if not a day or more, to remove everything so as to make the railway passable again. The bags couldn’t have formed a defensive barricade, as the chest-high mound doesn’t seem to face any direction; the only possible motivation for this structure must have been to stop the railway from being used. ML5-MSW-10: Abandoned Tools Amidst a rope tarpaulin, a washing bin, and several clusters of rock is an assortment of mining tools. Access Contents Mining Tools unprotected Weapons: Simple, roll 2d6 times ML5-MSW-11: Railway The rails themselves are sturdy and sure, and the railbed seems well-kept... but the obstacle to the west seems to prevent normal use of this railway. 468 Mines L5 Map 166: Mining Northwest (ML5-MNW) One square equals 5 ft. 469 Mines L5 ML5-MNW-Mining Northwest Overview Although set up for it, this area was used very lightly for actual mining, as the cave walls were quickly deemed to hold much less in the way of interest than other regions on this level. Theme & Purpose Unfit for purpose as a mining zone, this area was transitioned to storage soon after its establishment. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll “NPC Encounter” results once. Areas of Interest ML5-MNW-1: Rockspire A 30’ tall pillar of rock, encircled by spiderwebs, reaches all the way to the ceiling here. To the east is a rope tarpaulin for dragging ore. ML5-MNW-2: North Mining These 25’ tall scaffolds are pristine, and seem to have seen little actual use. The wheelbarrow and water troughs nearby are similarly clean. ML5-MNW-3: Northwest Mining 20’ tall scaffolds show very little rust or wear in this area. Spiderwebs of varying size and thickness of strand blanket many of the structures. To the east, an assortment of mining tools lie abandoned. Access Contents Mining Tools unprotected Weapons: Simple, roll 2d4 times ML5-MNW-4: Mining Southwest These shiny metal scaffolds stand 20’ tall. Two water barrels and a water trough are spaced around here. To the northwest is another fresh water barrel, a murky- water trough, and a sealed barrel. Access Contents Barrel Container: Barrel or Crate Alcohol: General, using Context B ML5-MNW-5: Mining South This corner of the cavern is hunched over, with a 15’ ceiling at most. Spiderwebs blanket the southern corners. ML5-MNW-6: Central Storage Roughly in the middle of this region is an assortment of containers: crates in varying sizes, and atop one a treasure chest; a trio of casks; and a neatly-arranged line of four barrels. Access Contents Crates, Large (3x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crates, Small (4x) Container: Barrel or Crate General Supplies, size Medium Chest Locks: Chest, Simple, using Context D Coin Treasure: Moderate, using Context D, halve quantities Casks (3x) Container: Barrel or Crate Alcohol: General, using Context C Barrels (4x) Container: Barrel or Crate Fresh water ML5-MNW-7: Railway These tracks are smooth and appear nearly unused. ML5-MNW-8: East Mining 20’ tall scaffolds reach the ceiling, but little actual digging appears to have been done here by the abandoned mining tools on the floor. Access Contents Mining Tools unprotected Weapons: Simple, roll 1d6 times 470 Mines L5 Map 167: Mining North-Northwest (ML5-MNNW) One square equals 5 ft. 471 Mines L5 ML5-MNNW: Mining North-Northwest Overview Used a bit for mining, but also for storage, this area suffered a huge amount of fighting and corruption when the Obelisk was discovered. Theme & Purpose There’s some solid opportunity for loot to be had, here. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll “NPC Encounter” results once. Areas of Interest ML5-MNNW-1: West Railway These rails are sturdy and sound... but the obstacle to the northwest appears to render that quality moot! ML5-MNNW-2: Rockspire This thick stalagmite reaches all the way to the ceiling, 30’ above you. About its base is a muddy, moist zone of dirt and soot, covered in places by fallen boulders. ML5-MNNW-3: Sandbag Obstacle A huge quantity of sandbags has been tossed here to form a head-high mound of barricade. As it has no real direction to speak of, it must have been placed here to hinder use of the railway in either direction. It would take hours, at least, to remove sufficient bags to enable progress on these rails. ML5-MNNW-4: Mining Northwest 20’ tall scaffolds enable access to the entire mining wall in this area. Where fresh water would normally sit, all of the evenly-spaced barrels are empty. Water troughs are filled, but the water within them is brackish, soot- stained, and smells foul. ML5-MNNW-5: Mining North A small pile of coins and gems sits in an open chest to the south of this 20’ cave wall. Further south, an assortment of storage containers has been haphazardly strewn, leading all the way nearly to the rockspire to the southeast. Access Contents Coin Treasure unprotected Coin Treasure: Moderate, using Context B AND Gems: Low Access Contents Crates, Large (2x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crates, Small (7x) Container: Barrel or Crate, using Context B Rations & Prepared Foods, using Context D, size Medium ML5-MNNW-6: Mining Northeast The cave wall mining surface is 25’ tall in this area; the rusty scaffolds easily reach to the entire length. More scattered small boxes are here, to the north and south of the railway. Access Contents Crates, Small (3x) Container: Barrel or Crate, using Context B Textiles: General, using Context D, size Medium ML5-MNNW-7: East Railway These rails are smooth and sure... but you see some scuff marks here and there, as though someone speeding along had noticed the barricade to the west, and applied the brakes swiftly in an effort to halt rapidly. 472 Mines L5 Map 168: Mining North-Northeast (ML5-MNNE) One square equals 5 ft. 473 Mines L5 ML5-MNNE: Mining North-Northeast Overview Perhaps the area of richest ore on this level of the Mines, this zone was also used for storage. Theme & Purpose There’s plenty of treasure and supplies to be found... but also, owing to the region’s importance and prominence, a great deal of carnage to find as well. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll “NPC Encounter” results once. Areas of Interest ML5-MNNE-1: Railway Blood greases the tracks nearly the entire circumference of this region. The fluid is a week or so old, crusted and mostly dried. You’re not sure if corpses leaking blood were being transported here, or if several miners were slain as they stood on the tracks or tried to escape along them... it’s unclear precisely what occured. What is clear is that a massacre of some sort took place here, to account for the sheer volume and surface area covered by the substance. ML5-MNNE-2: Western Storage A triangle of barrels sits near two small crates, a treasure chest, a wheelbarrow, a pile of debris, and an orderly stack of casks. Access Contents Crates, Small (5x) Container: Barrel or Crate Fishing Supplies, size Medium Barrels (5x) Container: Barrel or Crate Alcohol: General, using Context D Barrels (7x) Container: Barrel or Crate Fresh water Chest Locks: Chest, Simple, using Context C Potions: Moderate, using Context B ML5-MNNE-3: Mining Northwest The sturdy and well-kept scaffolds in this area reach all the way to the 25’ ceilings. Debris and trash are scattered everywhere. To the southwest is a dead dwarven miner. Access Contents Dwarf Corpse unprotected Weapons: Martial 2H ML5-MNNE-4: Mining North 25’ tall scaffolds allow access to the entire cave wall surface. A dead dwarf lies amidst her own blood, with tools scattered nearby. Access Contents Dwarf Corpse unprotected Armor: Medium AND Weapons: Martial 1H ML5-MNNE-5: Barrel Scatter Barrels are scattered here, across the tracks. To the northwest, amidst the trail of blood, is a half-orc warrior, slain by pickaxes and hammers from the look of it. East of the barrels, on the other side of the railway tracks, is a second half-orc, slain in similar manner. Access Contents Half-Orc Corpses (2x) unprotected Armor: Heavy AND Weapons: Martial 1H AND Armor: Shields Barrels (6x) Container: Barrel or Crate Alcohol: General, using Context B ML5-MNNE-6: Central Storage Against the eastern face of a big stalagmite is an assortmet of storage containers. A pile of trash sits to the south of these. Access Contents Crates, Large (4x) Container: Barrel or Crate, using Context B Glasses, Metals, and Woods, size Large, using Context B Crates, Small (6x) Container: Barrel or Crate Clothing: General, size Large 474 Mines L5 ML5-MNNE-7: Storage Southeast An array of chests sit upon a series of pallets here. Coins are scattered all about, likely spilled from the giant and open treasure chest south of the pallets. A huge mound of trash sits to the east, near a big stalagmite. Access Contents Chests (4x) Locks: Chest, Strongbox, using Context B Coin Treasure: Moderate, using Context C, halve quantities Cave Floor unprotected Coin Treasure: Moderate ML5-MNNE-8: Mining East 25’ tall scaffolds grant access to the walls for mining. Trash, debris, boulders, and splintered wood all lie scattered across the area. Two dwarf bodies have been sliced to pieces a week or two ago. Access Contents Dwarf Corpses (2x) unprotected Weapons: Ranged AND Weapons: Simple 475 Mines L5 Map 169: Mining Northeast (ML5-MNE) One square equals 5 ft. 476 Mines L5 ML5-MNE: Mining Northeast Overview This zone was used commonly from mining; it also holds a good deal of the fruits of that labor, pending transport elsewhere. Theme & Purpose This should feel like a formerly busy area, and the sheer quantity of corpses should make it feel empty, desolate, and too big, in a way. Random Encounters Use the standard / default Random Encounter rules for this level. Common Bodies Unless otherwise specified in the description for that area, the corpses in this region have had their possessions stripped from them. Areas of Interest ML5-MNE-1: Mining Northeast Two dwarven bodies lay bloodied and slain in this region. Scaffolding reaches 20’ to the cave wall ceiling. Access Contents Dwarf Corpses (2x) unprotected Weapons: Martial 2H ML5-MNE-2: Mining East The ceiling is about 25’ tall in this region; rusty scaffolds enable full access. To the west of a niche heavily encrusted with rockspill and spiderwebs is a dwarven body. To the west is a trio of small crates and one large one. An intentional search of the boulder niche yields some results: Access Contents Boulder Niche unprotected Gems: Semi-Precious, halve quantities Crate, Large Container: Barrel or Crate Rations & Prepared Food, size Large Crates, Small (3x) Container: Barrel or Crate Textiles: General, size Medium ML5-MNE-3: Northwest Storage An orderly array of boxes has been webbed over and bundled with copious amounts of trash. Access Contents Crates, Large (5x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large ML5-MNE-4: Central Carnage There are bodies strewn everywhere, not but a week slain in a variety of nasty-looking ways. Dwarf, half-elf, and half-orc alike were victims of whatever occured. To the north is a trio of small crates; to the northeast, a triangle of barrels, three of which are empty. Access Contents Crates, Small (3x) Container: Barrel or Crate General Supplies, size Medium Barrels (3x) Container: Barrel or Crate Alcohol: General, using Context B ML5-MNE-5: Garbage Pillar This stalagmite stretches 30’ to the ceiling, and has been buttressed by a hip-high volume of foul-smelling trash. To the east, across the tracks, is a trio of small crates. Access Contents Crates, Small (3x) Container: Barrel or Crate Clothing: General, size Medium ML5-MNE-6: South Storage Crates and barrels are organized in an orderly fashion; to the south is an array of containers not so well laid out. Access Contents Barrels (7x) Container: Barrel or Crate Fresh water Crates, Large (7x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large 477 Mines L5 Access Contents Crates, Small (3x) Container: Barrel or Crate Fishing Supplies, size Medium ML5-MNE-7: Mining Southeast A long, narrow crevice stretches to the east here, strewn with boulders and covered in spiderwebs. Three dwarf miner bodies have bene hacked apart here. To the northwest is a small crate. Access Contents Boulder Niche unprotected Glasses, Metals, and Woods, using Context C Crate, Small Container: Barrel or Crate Rations & Prepared Food, size Medium Dwarf Corpses (3x) unprotected Weapons: Light ML5-MNE-8: Rockspire Southwest The 30’ ceiling is scraped by this enormous stalagmite, about the base of which isare piled mounds of boulders. 478 Mines L5 Map 170: Mining Southeast (ML5-MSE) One square equals 5 ft. 479 Mines L5 ML5-MSE: Mining Southeast Overview Heavy mining occured here; it was also quite a busy zone for storage and transport. Theme & Purpose Massive carnage occured here; Location 2 contains one of the greatest concentrations of corpses in the entire adventure. There’s also a good deal of loot to be found, particularly in Location 7. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll “NPC Encounter” results once. Areas of Interest ML5-MSE-1: North Approach A trail of blood leads south; a dead dwarven miner lies in a thickened pool of it. Access Contents Dwarf Corpse unprotected Armor: Light AND Weapons: Light ML5-MSE-2: Railway Massacre Atop and around the tracks here is massive carnage. A dozen corpses, all dead about two week’s time, lie in a crusty, thickened pool of blood. To the west is a large crate and an assortment of four barrels. Access Contents Corpses unprotected Weapons: Simple (roll 3d8 times) Barrels (4x) Container: Barrel or Crate Alcohol: General, using Context D ML5-MSE-3: Mining Northeast Rusty, dented scaffolds reach 20’ to the ceiling. A dead dwarf sits in a muddy pool of blood at the foot of one such structure. Access Contents Dwarf Corpse unprotected Armor: Heavy AND Weapons: Ranged ML5-MSE-4: Storage A dead half-elf lies amidst a few scattered tools, to the south of a stack of crates and a treasure chest. Access Contents Half-Elf Corpse unprotected Armor: Light AND Weapons: Martial Ranged AND Weapons: Exotic Crates, Large (3x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Chest Locks: Chest, Strongbox, using Context B AND Traps: General, using Context D Potions: Moderate, using Context C ML5-MSE-5: Mining Southeast A slain half-orc enforcer, fully armed and armored still, lies at the base of 15’ tall scaffolds. To the west is a duo of crates and a chest. Access Contents Half-Orc Corpse unprotected Armor: Heavy AND Weapons: Exotic AND Weapons: Light AND Armor: Shields Crates, Small (2x) Container: Barrel or Crate General Supplies Chest Locks: Chest, Simple Coin Treasure: Moderate, using Context D ML5-MSE-6: South Coinspill To the south of the curve of the railway at this spot, a trail of spilled coins leads southward. Two dwarf bodies lie in a muddy depression; they appear to have been sliced and bled to death, presumably while held, or perhaps while they were already unconscious. 480 Mines L5 Access Contents Cave Floor unprotected Coin Treasure: Moderate Dwarf Corpses (2x) unprotected Weapons: Simple (roll twice) ML5-MSE-7: Treasure Niche To the south of a moist zone of dirt, in a depression in the cave floor, a treasure pile has been stashed. Neary, an open and empty chest sits to the north, and a locked chest to the east. As the party enters this region, secretly roll on the Random Encounter table, and repeat until you get a monster result. Ensuing critters are to be placed in Location 8 to the northwest. Access Contents Cave Floor unprotected Coin Treasure: Moderate Treasure Pile unprotected Potions: Moderate AND Gems: Semi-Precious AND Weapons: Martial Ranged Chest Locks: Chest, Strongbox Armor: Heavy AND Armor: Shields AND Weapons: Exotic, all using Context C ML5-MSE-8: Railway Sturdy rails and rotted ties are what you see in this area. The occasional boulder has fallen on the track, and would have to be moved if this were to be used by a railcar. 481 Mines L5 Map 171: Admin Building (ML5-AB) One square equals 5 ft. 482 Mines L5 ML5-AB: Admin Building Overview One of, if not the main, administrative focal points of the entire complex, the Admin Building is also home to many visting elites and internal staff looking for a well-to-do place to stay. Theme & Purpose The poshness, cleanliness, and lack of chaos of this structure should be almost shocking to any party who has been through the prior Mine levels. It’s also an excellent opportunity for information and loot. Administrative Nexus Each bookshelf has 20% chance of prompting a roll on the Plot Discoveries table. Random Encounters Do not roll for Random Encounters unless the party is in the Courtyard (Location 13). NPCs of Note There’s a good ( 60%) chance of spotting the Keepmaster here. Default Doors Unless otherwise described, all doors in this building are locked and closed when first encountered, and derive from the following profile: Access Default Door Locks: Door, Reinforced, using Context B Areas of Interest ML5-AB-1: Entrance A set of double doors with ornate elvish carvings bars your entrance here. To either side are lit torches in wall sconces. Access Entrance Locks: Door, Reinforced, using Context C ML5-AB-2: Reception This square room has comfortable chairs and potted plants. ML5-AB-3: Entry South of a large table is a waist-high doorway bearing no lock. To the south and west are locked doors. ML5-AB-4: Southesat Hallway Doors sprinkle the passage to the east and west. The simple double doors to the west are unlocked. ML5-AB-5: North Hallway Two doors are spaced evenly against the north wall. At the very end to the west is another door. ML5-AB-6: Guestroom A This room has a large meeting table, set with half-rotted food. To the southwest is a bookcase; a potted plant sits in the northwest corner. There is a sideboard against the north wall, in between expansive floor-to-ceiling windows; in the northeast corner is a writing desk and stool. South of that is a clothing cabinet, atop which sits a chest; in the southeast corner is a bed and a dressing desk with chair. Access Contents Bookshelf unprotected 15% chance to roll on Books: General Sideboard Locks: Furniture, Simple Weapons: Simple AND Alcohol: General, using Context C Dressing Desk unprotected Textiles: General Clothes Cabinet unprotected Clothing: General Writing Desk Locks: Furniture, Simple Writing Supplies AND Gems: Low, halve quantities Chest Locks: Chest, Strongbox, using Context B Potions: Moderate ML5-AB-7: Guestroom B Please refer to Guestroom A’s description, as this room is nearly identical in terms of furniture content and layout. 483 Mines L5 Access Contents Bookshelf unprotected 15% chance to roll on Books: General Sideboard unprotected Alcohol: General, using Context C Dressing Desk unprotected Textiles: General, using Context C Clothes Cabinet Locks: Furniture, Simple Clothing: General, using Context C Writing Desk Locks: Furniture, Simple Writing Supplies, using Context C Chest Locks: Chest, Strongbox Weapons: Exotic ML5-AB-8: Keepmaster’s Quarters This ornate room must be the Keepmaster’s. The furniture is much thes ame as the other rooms, but is of a higher quality, and has carved elven runes over much of their surface. The corner placement gives a lot of visibility out of the four huge windows. Access Contents Bookshelf unprotected 35% chance to roll on Books: General Sideboard Locks: Furniture, Simple Alcohol: General, using Context C, roll twice Dressing Desk Locks: Furniture, Simple Textiles: General, using Context C Clothes Cabinet Locks: Furniture, Simple Clothing: General, using Context C, roll twice Writing Desk Locks: Furniture, Simple Writing Supplies, using Context C AND Gems: Medium-Quality, halve quantities Chest Locks: Chest, Strongbox AND Traps: General, using Context C Weapons: Exotic AND Gems: High-Quality, halve quantities AND Potions: Moderate, all using Context C ML5-AB-9: Guestroom C This compact guestroom is still roomy enough to house a bookshelf, sideboard, writing and dressing desks and stool, small clothing cabinet, bed, and even a small circular conference table ringed with chairs. Access Contents Bookshelf unprotected 10% chance to roll on Books: General Sideboard unprotected Alcohol: General Dressing Desk unprotected Textiles: General Clothes Cabinet Locks: Furniture, Simple Clothing: General, using Context C Access Contents Writing Desk Locks: Furniture, Simple Writing Supplies ML5-AB-10: Guestroom D Please refer to the descripton of Guestroom C, as the layout is nearly identical. Access Contents Bookshelf unprotected 10% chance to roll on Books: General Sideboard unprotected Alcohol: General, using Context B Dressing Desk Locks: Furniture, Simple Textiles: General, using Context C Clothes Cabinet Locks: Furniture, Simple Clothing: General, roll twice Writing Desk Locks: Furniture, Simple Writing Supplies AND Weapons: Simple ML5-AB-11: West Hallway The simple wooden double doors to the east bear no lock. Two reinforced doors lead to the west; in the southeast, there is a steel door. ML5-AB-12: Storage This long, narrow chamber has murky windows that look out into the courtyard to the north. You can barely see out of them. All manner of storage container is to be found here; there’s even an assortment of privies to the northwest. Access Contents Sack Piles (2x) unprotected Simple Foodstuffs, size Large Barrels (3x) Container: Barrel or Crate Alcohol: General, using Context C Crates, Small (4x) Container: Barrel or Crate Glasses, Metals, and Woods, using Context C, size Medium Chests (2x) Lock: Chest, Strongbox Coin Treasure: Moderate AND Gems: Semi-Precious ML5-AB-13: Courtyard This area has no roof and is open to the ceiling 30’ above. There’s not much to look at, but still, it’s a nice effect. Potted plant urns are placed in all four corners; the southeast urn is empty. ML5-AB-14: Fountain In the center of the courtyard is an ornate fountain. It’s not functional, and the water is brackish and soot- stained, but it’s one of the very few decorations you’ve seen in the complex. 484 Mines L5 Map 172: Treasure Hoard (ML5-TH) One square equals 5 ft. 485 Mines L5 ML5-TH: Treasure Hoard Overview This alcove is where all of the “trash” collected by the Lair’s denizens is tossed when they are done with the meat. Theme & Purpose Perhaps obviously, this is one of the greatest stashes of loot on the level. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Areas of Interest ML5-TH-1: Southwest Web Massive spiderwebs blanket the rocks in this region. ML5-TH-2: Trash Wall Rubbage of all manner has been piled here, waist-high overall and head-high in places. Torn clothing, shredded light armor; it’s all useless to beast and person alike. ML5-TH-3: Skeletons Dessicated corpses of long-deceased adventurers and intruding monsters alike have been thrown here to rot. ML5-TH-4: Treasure Pile A shining, sparkling beacon among the dirt and grime: a huge pile of belongings and treasure has been piled here in the corner. When searching this area for loot, roll on the Random Encounter table, rerolling any “NPC Encounter” results. Any monsters that ensue are to be placed in Location 1 to the west. Access Contents Treasure Pile unprotected Armor: General, size Large AND Weapons: General, size Large AND Coin Treasure: Moderate, all using Context B Clothing Pile unprotected Clothing: General, using Context C, size Large AND Textiles: General, using Context C, size Medium Cave Floor unprotected Gems: Low AND Gems: Semi-Precious, using Context D ML5-TH-5: Rock Alcove In the shade of this enormous boulder, you feel calm and serene. The party may rest here for any length of time undisturbed; suspend the Random Encounter rules if all PCs are hidden behind this rock. 486 Mines L5 Map 173: Lair Guardians (ML5-LRG) One square equals 5 ft. 487 Mines L5 ML5-LRG: Lair Guardians Overview This expansive chamber is the domain of a few symbiotic threats who have come to form the major line of defense for the lair’s true denizens. Theme & Purpose Depending on the party’s composition and abilities, this area may prove a more challenging encounter than the true Lair to the south! Use your best judgment, here. Weakened parties whom you wish to see succeed might face only one or two rolls in “The Lair Guardians”, below, instead of all four. Similarly, for powerful parties who are mopping up the critters in this area, you might choose to introduce them prematurely to the Lair Denizen(s) to the south, who wander north to join the fray! Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. The Lair Guardians As the PCs approach this area, roll on the Monsters: Mines, Advanced FlexContent table and place the results at Location 6. Next, roll twice on the Monsters: Mines, Average FlexContent table, and deploy the results at Locations 4 and 7. Finally, roll on the Random Encounter table and ignore “NPC Encounter” results; add any ensuing monsters at Location 9. Note that while these creatures remain a threat, you may still roll for Random Encounters as normal! Areas of Interest ML5-LRG-1: Western Approach You see a vast cavern open up in front of you. The ceilings are 40’ tall, and you even catch a glimpse of a big underground lake. ML5-LRG-2: Southweset Rock Pillar This enormous, fat stalagmite reaches all the way to the ceiling. It’s buttressed by boulders and enormous spiderwebs about the base. ML5-LRG-3: Northwest Skeleton Gap A big monster skeleton lies discarded a few yards off from the northwest shore of the lake. ML5-LRG-4: Spiderweb Alcove This region is entirely infested with massive spiderwebs of thick strand. It’s difficult to even see through them to the area behind the rock pillar to the west. ML5-LRG-5: Mucklake This large pool of disgusting liquid seems to be a mixture of mud, water seepage, ichor, blood, and other, less savory bodily fluids from a number of different species and monsters. It’s barely 6’ deep in its center, little more than a filled-in depression in the cave floor. ML5-LRG-6: South Shore Bones Feet from the south shore of the lake is an assortment of skeletons, monster corpses, and bone piles in various forms of decay. ML5-LRG-7: Webbed Stalagmite This stalagmite stops a few yards shy of the 35’ tall ceiling above it. About its base, it’s lashed to the eastern cave wall with dozens of spiderwebs; the strands are wrist-thick in places. ML5-LRG-8: South Rock Pillar This stalagmite only reaches 20’ tall, well short of the 30’ ceiling. About its base are rocks and small webs. ML5-LRG-9: Southeast Path A thick, deep swathe of dirty muck makes progress in this direction challenging and unpleasant, but possible. 488 Mines L5 Map 174: Lair Approach (ML5-LRA) One square equals 5 ft. 489 Mines L5 ML5-LRA: Lair Approach Overview This zone connects the entryway to the west with the Treasure Hoard and the Lair Guardians regions to the east. Theme & Purpose Either as an approach, or as an escape, it’s generally necessary to traverse this area as part of experiencing the Lair. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Lesser Nuisances As the PCs approach this area, roll 1d4 times on the Monsters: Mines, Trivial FlexContent table and place the results at Location 7, and if applicable, Locations 6, 3, and 8. Note that while these threats are in play, you may still roll as normal for Random Encounters. Areas of Interest ML5-LRA-1: Western Approach The wide path through the huge cavern leads west here. ML5-LRA-2: Southwest Webs Huge strands of spiderwebbing connect the rock pillar and boulders of the north with the cave wall to the south. ML5-LRA-3: Mudpatch A zone of inches-deep mud stretches here between the rock pillars of the south. Boulders peek out of the mud here and there. ML5-LRA-4: Northwest Webbing A myriad of thin-stranded webbing connects the rocks in this area to the northern cave wall at shin level. ML5-LRA-5: Rock Pillar Webbing A massive stalagmite stretches all the way to the top of the 30’ high ceiling here; about its base is a formidable buttress of thick-stranded spiderwebs and rockfall. ML5-LRA-6: North Webbing There’s nothing back here: not even bones or dessicated corpses. Odd, for such a protected and webbed region; perhaps any victims of creatures in this area were taken elsewhere? ML5-LRA-7: Northeast Webbing Huge quantities of spiderwebs blanket the rocks and walls in this area. ML5-LRA-8: Webbed Boulders The rockfall and boulders in this area barely reach your thighs, but they’ve been webbed over extensively in the past few months. ML5-LRA-9: Southeast Path This leads to ”Map 172: Treasure Hoard (ML5-TH)” on page 484. 490 Mines L5 Map 175: Mayor’s House (ML5-MAY) One square equals 5 ft. 491 Mines L5 ML5-MAY: Mayor’s House Overview The city, and the Mines, need a single point of leadership, and although many are the factions that vie for power within the mountain, there is but one official Mayor. Theme & Purpose As the Mayor is really more of a political figurehead and connection back to the Druid Enclave than a day-to-day leader of operations in the Mines, the Mayor’s House is rich with information, but only a little in the way of loot. Random Encounters Use the standard / default Random Encounter rules for this level. NPCs of Note Both the Mayor ( 60%) and the Mining Taskmaster ( 55%) have a likelihood of being in residence here. Default Doors Unless otherwise described, all doors in this building are locked and closed when first encountered, and derive from the following profile: Access Default Door Locks: Door, Reinforced, using Context B Areas of Interest ML5-MAY-1: Entrance Iron double doors are locked against your entry. To either side, a lit torch blazes from a wall sconce in the stone facade. Access Default Door Locks: Door, Reinforced, using Context C ML5-MAY-2: Banquet Hall It seems a bit odd to have a dining hall be the very first room in a residence, but from the scuff marks on the rug and floor, you get the impression that this is a multipurpose room, and that the banquet table occupying the center of things is moved about as needed so as to open the space up for parties, receptions, and the like. To the north and south are sideboards; the southern wall also holds two bookcases and a food-preparation table. To the west, a set of reinforced wooden double doors is closed and locked. Access Contents Sideboards (2x) Locks: Furniture, Simple Alcohol: General, using Context C AND Weapons: Simple Bookshelves (2x) unprotected 60% chance to roll on Books: General, using Context C Food Prep Table unprotected Rations & Prepared Food AND Simple Foodstuffs, both using Context C ML5-MAY-3: North Hallway A narrow hallway leads north-to-south in the center of the building. Double doors open to the northeast and southeast; to the northwest, a single reinforced door is locked. A single door also leads southward from thsi area. ML5-MAY-4: Mayor’s Quarters This large and vaguely “L” shaped room contains high- quality, yet simple, furniture. Two potted plants, a privy, a washbasin, dressing and writing desks, a trio of comfortable sitting chairs which face the expansive windows, two clothing cabinets, a small yet luxurious bed, and a circular table ringed with chairs and set with fresh food all make for a comfortable and relaxing environment. Access Mayor’s Quarters Door Locks: Door, Reinforced, using Context C 492 Mines L5 Access Contents Circular Table unprotected Rations & Prepared Food AND Simple Foodstuffs, both using Context C Clothes Cabinets (2x) Locks: Furniture, Strong Clothing: General AND Armor: Light AND Weapons: Martial 1H, all using Context C Dressing Desk unprotected Textiles: General, using Context C Writing Desk Locks: Furniture, Simple Writing Supplies AND Gems: Low, halve quantities ML5-MAY-5: South Hallway A long, winding hallway abuts the southern cave wall. Two sets of double doors and a single door are locked in the northern wall to the west. To the east, one set of double doors and a single door bar entry to other rooms. On either side is a window, a potted plant, and a sitting chair. ML5-MAY-6: Storage This stone-floored room is cool and dusty, and smells of all manner of supplies, oil, and ore. Crates of arious sizes, treasure chests, sacks, and barrels are tucked against the three walls. Access Contents Crate, Large Container: Barrel or Crate Rations & Prepared Food, size Large, using Context C Crates, Small (2x) Container: Barrel or Crate General Supplies, size Medium, using Context C Chests (2x) Locks: Chest, Strongbox Potions: Moderate, using Context C Sack Piles (3x) unprotected Simple Foodstuffs, using Context C, size Medium Barrels (2x) Container: Barrel or Crate Fresh water Casks (3x) Container: Barrel or Crate Alcohol: General, using Context C, size Medium ML5-MAY-7: Guestroom A This rectangular room is well-appointed and furnished, and holds a dressing desk, two clothing cabinets, a sitting chair, a bed with soft feather mattress, washbasin and privy, potted plant, and a small circular table ringed with chairs. Access Contents Clothing Cabinets (2x) Locks: Furniture, Simple Clothing: General Dressing Desk Locks: Furniture, Simple Gems: Low, using Context D ML5-MAY-8: Guestroom B This corner guestroom as several expansive windows with views to the mines to the north and west. Inside the room is a dressing desk and stool, washbasin and privy, two plant urns (one of which contains a plant), and a small table with chairs. Access Contents Clothing Cabinet Locks: Furniture, Simple, using Context B Clothing: General AND Armor: Light Dressing Desk unprotected Writing Supplies ML5-MAY-9: Meeting Room West This chamber is sparsely furnished with two potted plants in the western corners, sideboards against the north and eastern walls, a large rectangular table ringed with chairs in the center, and two chairs. Double doors lead westward to the hallway; a single door leads tot he southern hallway. Access Contents Sideboards (2x) Locks: Furniture, Simple, using Context C Alcohol: General, using Context C AND Weapons: Simple ML5-MAY-10: Meeting Room East This meeting room bears an octagonal table with six chairs atop an elaborate rug. To the north and west are sideboards; comfortable sitting chairs are in the northeast and southwest corners. Empty plant urns sit in the other two corners. Double doors open to the south. Access Contents Sideboards (2x) unprotected Alcohol: General, using Context B ML5-MAY-11: Railway The rails and railbed in this area are well-maintained and shiny. Given all of the windows in the Mayor’s House, you suspect that much attention and care was given to maintaining the tracks just outside! 493 Mines L5 Map 176: Lair Overview (ML5-LR-O) One square equals 5 ft. 494 Mines L5 ML5-LR-O: Lair Overview Overview The various subregions of the Lair that comprises the entire southern zone of Mines Level 5 have been described in detail elsewhere; this depiction is for reference and scale. Areas of Interest ML5-LR-O-4: Jail Cell Please turn to page 457 for further details. ML5-LR-O-5: Lair A complete description can be found beginning on page 460. ML5-LR-O-6: Ceiling Hole Turn to page 463 for a full depiction. ML5-LR-O-14: Treasure Hoard Refer to page 484 for a more thorough representation. ML5-LR-O-15: Lair Guardians Page 486 begins a full description of this area. ML5-LR-O-16: Lair Approach Starting on page 488 is a complete commentary on this region. 495 Mines L6 Mondaria Mines: Level 6 496 Mines L6 Map 177: Mines Level 6 Overview (ML6-O) One square equals 20 ft. 497 Mines L6 Level Introduction: Mines Level 6 Summary The PCs are closer than ever to the Obelisk, whose influence begins to be felt at this point. Just prior to the catastrophe, this level and deeper were the ones primarily being used for digging and extraction. Thus the regions dedicated to mining are bit less abandoned, a bit more extensive, than those of shallower levels. Entrances and Exits Note that the following are typical, even secret, means of entering and exiting the level as it was designed. Other, magical means of navigating the level (for example, teleportation spells or those that grant incorporeality) are not discussed and are left to the GM to manage should they be introduced. Navigation to Mines Level 5 There are three Elevators ascending to Level 5, near locations 1, 4, and 5. Navigation to Mines Level 7 Locations 2, 4, and 5 have Elevators that descend. Overview These realms are beyond what might naturally occur in the caverns: three massive mining chambers have been carved into the underbody of the mountain deeps, dedicated to and ruled by the forces of Law, Chaos, and Love. Elevators are the only means into and out of this level, and deeper; gone are the spiraling pits and crumbled ceilings from shallower levels. Secrets abound: all three regions are connected via secret passages, if the party is diligent enough to find them. Of particular note, there are two Dark Obelisks to be found in this level: one is a false Obelisk (at Location 11), constructed to quell the masses and encite violence in a general manner. The other is a true shard of Dark Obelisk, worshipped and tapped in secret in Location 6. Atmosphere & Theme The air is thicker, more humid and warmer than in previous levels. There’s almost a haze, a soot-stained fog, to the caverns in this level, as though the raw heat and tainted evil of something deeper within the mountain has started to seep into these regions... ...which is precisely the case. Default Random Encounters Some Areas of Interest within this level will describe a certain approach to Random Encounters, either by overriding the timing (e.g., “every 30 minutes), and/or by providing its own localized version of the random encounter table below. Absent such an override, roll on the following table of Default Random Encounters for every 5 minutes the party remains in this area. Table 22: Mines Level 6 Default Random Encounters D% Event Description 01-05 No Encounter Nothing interesting or specific occurs to deter the party from their overall objectives and exploration. 06-15 Trivial Encounter Roll once on Monsters: Mines, Trivial. 16-25 Light Encounter Roll once on Monsters: Mines, Light. 26-59 Average Encounter Roll once on Monsters: Mines, Average. 60-79 Advanced Encounter Roll once on Monsters: Mines, Advanced. 80-89 Elite Encounter Roll once on Monsters: Mines, Elite. 90-00 NPC Encounter Roll once on the Default NPC Encounter Table below. Default NPC Encounters Some Areas of Interest within this level will describe a certain approach to NPC Encounters, providing its own localized version of the table below. Absent such an override, when in this level, when directed to roll for a random NPC, roll on the following table. Note that if a certain circumstance mandates the presence of an NPC, you may ignore and reroll results of “No Encounter” on the table below. The GM is, as in all other aspects of the adventure, to use her common sense regarding use of this table. You should feel free to ignore or reroll results with which you don’t agree, or simply choose a result yourself to keep with the atmosphere of the adventure as experienced by your gaming group. Note, also, that any entry in the list below that has a blank (“-”) next to it for roll results means that that NPC is never normally encountered in this level. Table 23: Mines Level 6 Default NPC Encounters D% Event Description 01-05 No Encounter Despite an initial feeling, the party does not encounter any NPCs at this time. 498 Mines L6 D% Event Description 06-10 Common NPC Addicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 11-16 Common NPC Afflicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 17 Common NPC A single Bleak Mute lurches within view of the party. 18-19 Common NPC One Crazed Harbinger stumbles about within view of the party. 20-21 Common NPC Tainted Miners walk creepily toward the party: 2d4x 2d6x 2d8x 2d12x 22-24 Common NPC Miners approach the party suspiciously: 2d6x 2d8x 2d10x 2d12+4x 25-26 Common NPC One Mining Taskmaster walks purposefully toward the party. 27 Common NPC A terrified Munitions Wench is visible, huddled in her rags. 28 Common NPC You see a Supply Maid in tattered clothes, though you’re not sure she sees you. 29 Common NPC A horrifying Tainted Taskmaster walks about. 30-39 Common NPC Celebrants dance and amble toward the party: 1d4x 2d4x 2d6x 3d8x 40-49 Common NPC Firedancers lithely come toward the party: 1d4x 2d4x 2d6x 3d8x D% Event Description 50-59 Common NPC A Firedancer party approaches the PCs: 1x Campmaiden, 1d4x Firedancers, 2d4x Celebrants 1x Hearthstud, 2d4x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d6x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d8x Firedancers, 2d8x Celebrants 60-63 Common NPC A single Campmaiden or Hearthstud approaches the party with a twinkle in their eye. Use the sex opposite the majority of the PCs’ composition, or randomize if there is a tie. 64 Named NPC Ambling scholar Brocambe Methurzz. 65 Named NPC Beastmaster Gabharn. 66 Named NPC Blacksmith Hamfast Burrbottom. 67 Named NPC Feastmaster Frobwin Glamfork. 68 Named NPC Herbalist Innelothe. 69 Named NPC Illusionist entertainer Raekeldorr. 70 Named NPC Keeper of Records Skandern Lithutz. 71 Named NPC Keepmaster Vanarelia Riccards. 72 Named NPC Loremaster Dalnarok. 73 Named NPC Mercenary dwarf Gordsturll. 74 Named NPC Merenary tiefling Killarth. 75 Named NPC Railmaster Arranz Trevain. 76 Named NPC Tinkermaster Skandbard. 77 Named NPC Warden Imeltrude Legande. 78 Named NPC Brewmaster Glimdarffe Sudsglub. 79 Named NPC Cartographer Estarel Finequill.. 80 Named NPC Chemist Incebb Gullip.. 81 Named NPC Chief engineer Didkeln Clawhammer. 82 Named NPC Coinmaster Lugatoo. 83 Named NPC Dwarven union leader Danalin Foeslash. 84 Named NPC Elven administration leader Maresmir. 85 Named NPC Engineer Brimdog Firecleave. 86 Named NPC Foreman Belerras. 87 Named NPC Gangboss Dagbrag. 88 Named NPC Lead designer Estarel Finequill. 89 Named NPC Mayor Faenadorn. 90 Named NPC Minemaster Thrennian Lo’quee. 91-96 Named NPC A Mystic Seer. 499 Mines L6 D% Event Description 97 Named NPC Sage Natobbe. 98 Named NPC Stablehand Friskbik. 99 Named NPC Stablemaster Semtammi. 00 Named NPC Tribute magister Elawelle. Areas of Interest ML6-O-1: Elevator North Up Please refer to page 500 for further details. ML6-O-2: Elevator North Down Turn to page 503 for a complete description. ML6-O-3: Pit Trap Secret Passage Page 505 holds full details. ML6-O-4: Elevators Southwest Refer to page 507 for a complete description. ML6-O-5: Elevators East Starting on page 509, this region is described in full. ML6-O-6: True Obelisk Shard Secret This region is fully described beginning on page 512. ML6-O-7: Secret Passage South Please turn to page 515 for full details. ML6-O-8: Admin Building Page 517 commences details about this structure. ML6-O-9: Firedancer Camp This complex is described starting on page 525. ML6-O-10: Seer Tents Refer to page 536 for details. ML6-O-11: False Obelisk This region is depicted in greater detail starting with page 548. ML6-O-12: Mining North Page 552 commences a description on this region. ML6-O-13: Rockpile Please refer to page 558 for more information. ML6-O-14: Mining East Turn to page 560 for full details. ML6-O-15: Mining South This area is described starting on page 569. ML6-O-16: Sludgelake Refer to page 578 for more information. 500 Mines L6 Map 178: Elevator North Up (ML6-ENU) One square equals 5 ft. 501 Mines L5 ML6-ENU: Elevator North Up Overview This is the first instance in the Mines where the up, and down, elevators in a particular region have been split apart. This region contains only the Up elevator. Theme & Purpose This is a very useful zone: in addition to being one of the three ways the party will enter this level to begin with, there’s plenty of loot to be found, as well as a secret to the southeast that leads very rapidly to the true Obelisk Shard. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML6-ENU-1: Elevator Up A trail of blood leads to the southeast. This leads to “Map 156: Elevators North Overview (ML5- ENL-O)” on page 442. ML6-ENU-2: Elevator Storage The region surrounding the elevator contains a number of orderly boxes and a big pile of sacks. There is also a locked treasure chest. Access Contents Crates, Large (7x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crates, Small (6x) Container: Barrel or Crate General Supplies, size Medium Sack Pile unprotected Simple Foodstuffs, size Large Chest Locks: Chest, Simple AND Traps: General Potions: General, size Medium ML6-ENU-3: Blood Barrels Spatters of dried and crusty blood sit underneath elven corpses here; a trail of blood connects the two bodies. Two orderly stacks of barrels can be found here; four barrels appear to have spilled from their stack. From the northeastern body, a trail of spilled coins leads northwest. Access Contents Elf Corpses (2x) unprotected Armor: Light AND Weapons: Martial Ranged AND Weapons: Light Access Contents Barrels Northeast (7x) Container: Barrel or Crate Fresh water Barrels West (7x) Container: Barrel or Crate Alcohol: General, using Context D, size Medium Barrels Southwest (4x) Container: Barrel or Crate Alcohol: General, size Medium ML6-ENU-4: Rock Pillar Treasure A massive stalagmite reaches all the way up to the 30’ high ceiling here. At its base are spills of boulders. To the west, lying among a trail of gems and coins, is a small stash of personal belongings. Access Contents Treasure Pile unprotected Armor: General AND Weapons: General AND Potions: Moderate Cave Floor unprotected Coin Treasure: Moderate AND Gems: Low ML6-ENU-5: Murky Lake This tiny lake, barely 3’ deep at its center, appears to be little more than sludge and cave drippings from moisture accumulated in the ceilings and fallen to the ground, pooled in a natural depression in the earthen cave floor. The hazy, greenish-black translucency of the liquid makes you feel quite apprehensive about drinking it, but it doesn’t seem to be volatile so long as it’s not ingested. ML6-ENU-6: Barrel Stack To the east of the railway here is an orderly arrangement of barrels, two of which are empty and reek of booze. To 502 Mines L5 the south is a bloodless corpse, long slain from the look of it. Access Contents Barrels (8x) Container: Barrel or Crate Alcohol: General, using Context D, size Medium Half-Elf Corpse unprotected Weapons: Simple ML6-ENU-7: Railway Smooth rails and well-kept ties and beds describe this region of the railway. ML6-ENU-8: Southeast Obelisk Secret Only read the italicized text below if the secret is discovered. The trail of blood that led from the elevators culminates in a dead dwarf. Curious that a miner would go so far out of her way. The smooth surface of the cave wall to the southeast has a few scratches in it. At first, you dismissed them as perhaps resulting from whatever conflict produced the dead body nearby, but as you examine it, you see the scratches actually describe the outline of a door. Access Obelisk Secret Door Locks: Door, Secret (Perception only) Access Contents Dwarf Corpse unprotected Armor: Heavy AND Weapons: Martial 1H 503 Mines L6 Map 179: Elevator North Down (ML6-END) One square equals 5 ft. 504 Mines L6 ML6-END: Elevator North Down Overview This is the descending elevator component in the northern, Law-focused region. This area also contains a secret passage south which connects to the Chaos-infused mining area. Theme & Purpose As the influence of the Obelisk grows the deeper one traverses, chaos has taken hold here, leading to a quite hapazard and dangerous landscape. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML6-END-1: Elevator Down This leads down to “Map 215: Elevator Up, Law (ML7- EUL)” on page 585. ML6-END-2: Guano Corner Feces from various cave-dwelling species is piled here, inches thick in parts and going back months from the consistency of things. The cave ceiling is only 20’ tall here, with no room to roost, so you wonder at what might have produced all of this guano. ML6-END-3: Northeast Approach Splintered bones litter the cave floor along this path, culminating in a monster corpse to the southwest. ML6-END-4: Fungal Explosion An enormous growth of mushrooms coats the landscape in this region. The rail tracks are likely unusable until the fungus is cleared off. Clearing the fungus takes time; automatically roll on the Random Encounter table and ignore “NPC Encounter” results. Place any ensuing monsters as approaching from the north. ML6-END-5: Trash Barricade An extensive mound of debris and refuse has been piled here, shoulder-high in places, and extending over the track. It appears that whomever forged this barricade was defending from onslaught form the northeast. ML6-END-6: Carnage Blood and scorch marks scour the cave floor and walls here. Nine bodies have been sliced apart, burnt, or otherwise savaged. Access Contents Corpses (9x) unprotected Armor: General AND Weapons: Ranged AND Weapons: Light ML6-END-7: Secret Doors Only read the italicized text below if the secret is discoverd. Amongst the soot stain of the scorched cave wall here to the south, you detect a bit of textural variation. Picking at the residue with your knife, you discover the outline of a massive set of double doors; the lock mechanism appears quite challenging. Access Secret Doors Locks: Door, Secret (Perception only to discover) AND Locks: Door, Strongold (to open) 505 Mines L6 Map 180: Pit Trap Secret Passage (ML6-PTS) One square equals 5 ft. 506 Mines L6 ML6-PTS: Pit Trap Secret Passage Overview This secret passage connects the Law-oriented zone to the north with the Chaos region to the south. Theme & Purpose This is a good, time-saving means of navigating the complete Mine level. It also contains one of the more annoying traps in the adventure. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Areas of Interest ML6-PTS-1: Door North This leads from “Map 179: Elevator North Down (ML6- END)” on page 503. ML6-PTS-2: Door South This door is not hidden for PCs approaching from the north. From either direction, it must be unlocked or forced open, however. Access Secret Doors Locks: Door, Secret (Perception only to discover, if coming from the south) AND Locks: Door, Strongold (to open) ML6-PTS-3: North Approach A big, barren, nearly empty cubic chamber greets you. A few skeletons and boulders are scattered on the outskirts of the room. ML6-PTS-4: Pit Trap This trap is triggered when three or more PCs traverse any of the squares the trap covers. When it triggers, all PCs touching a pit trap square are affected. Pit Trap Type Mechanical; Trigger Touch; Reset Manual Perception DC 20; Disable Device DC 24 Effect fall; 2d6 bludgeoning Perception DC 22; Disable Device DC 26 Effect fall; 3d6 bludgeoning Perception DC 24; Disable Device DC 28 Effect fall; 3d8 bludgeoning Perception DC 26; Disable Device DC 30 Effect fall; 3d10 bludgeoning ML6-PTS-5: South Approach Read the same text as for ML6-PTS-3: North Approach, above, if the party is coming via the south door. 507 Mines L6 Map 181: Elevators Southwest (ML6-ESW) One square equals 5 ft. 508 Mines L6 ML6-ESW: Elevators Southwest Overview These elevators are the primary means of entering, and leaving, the southwest, Chaos-aligned zone of Mines Level 6. Theme & Purpose This is a busy, congested area of great carnage. There’s unfortunately quite little in the way of loot, but a lot in the way of challenge, to be found here. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML6-ESW-1: Elevator Down This elevator is covered in boulders and a series of recently-slain corpses; two have been burnt so badly they’re little more than charred skeletons. Blood is spattered everywhere. You’re not sure if the mechanism will function if the bodies aren’t moved to the side. This elevator leads down to “Map 217: Elevator Up, Chaos (ML7-ELC)” on page 590. Clearing the bodies from the elevator attracts attention: roll on the Random Encounter table and ignore “NPC Encounter” results. Place ensuing monsters as approaching from Location 7 to the southwest. Access Contents Corpses (4x) unprotected Armor: General AND Weapons: Ranged ML6-ESW-2: Elevator Up This leads up to “Map 160: Elevators West (ML5-EWC)” on page 452. ML6-ESW-3: Railway Rockslide Massive boulders are piled on the tracks here; you’re not certain whether they’ve fallen from the ceiling 35’ above you, or if they were moved here intentionally. In either case, traversing the rails at this point is impossible. Two half-elf corpses have been smashed almost unrecognizably on top of the boulders. Access Contents Half-Elf Corpses (2x) unprotected Armor: Light AND Weapons: Martial 2H ML6-ESW-4: Northwest Barrel Barricade A series of barrels has been moved here, erected as a makeshift barricade to defend against enemies from the northwest. Most are empty. Access Contents Barrels, Large (7x) Container: Barrel or Crate Fresh water Barrels, Small (4x) Container: Barrel or Crate Alcohol: General, using Context B, size Medium ML6-ESW-5: Northeast Approach Splintered wood from pallets and furniture is located to the east here. Towards the elevator, surrounding it in a semicircle, is a mishmash of destroyed furniture, sandbags, trash, and other debris, arranged in a makeshift barricade, defending against the northeast. From the corpses and blood covering the down elevator, you judge the effort unsuccessful. ML6-ESW-6: Barricade South Sandbags, boulders, and splintered wood form a thigh- high obstacle here. A monster corpse speaks of a battle months ago. ML6-ESW-7: Boulderfall Tumbled from the ceiling amidst some substantial seismic activity is a morass of boulders and rocks which make any form of railway use here impossible. 509 Mines L6 Map 182: Elevators East (ML6-EEL) One square equals 5 ft. 510 Mines L6 ML6-EEL: Elevators East Overview These are the only unhidden means of entering, or escaping from, the eastern, Love-aligned region of this level of the Mines. Theme & Purpose This was also used for some light storage. More recently, in the wake of the Obelisk’s chaos, it has been home to giant spiders. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll “NPC Encounter” results once. Clearing the Webs Several locations here mention the need to clear webs. Regardless of the location or condition, clearing webs here takes 5-10 minutes; amidst this activity, roll on the Random Encounter table and ignore “NPC Encounter” results. Place any ensuing monsters as approaching from Location 9 to the northeast. Areas of Interest ML6-EEL-1: Elevator Up This leads up to “Map 161: Elevators East (ML5-EEL)” on page 455. ML6-EEL-2: Elevator Down Thick strands of webbing coat the corners of this elevator, which must be removed prior to successful descent. A dessicated corpse with possessions intact lays atop the elevator, as though asleep. Access Contents Dwarf Corpse unprotected Armor: Light AND Weapons: Simple ML6-EEL-3: Railway Webbing This stretch of railway has been webbed over by giant spiders. In their webs, three dead dwarven miners have been tied up. Although their possessions are intact, it will take a few minutes at least to clear the webbing enough to loot their bodies. Access Contents Dwarf Corpses (3x) unprotected Armor: Light AND Weapons: Light ML6-EEL-4: Storage East This assortment of crates has been heavily webbed over by thick strands. To the north, mostly free of webbing, is a treasure chest. Access Contents Crates, Large (5x) Container: Barrel or Crate Glasses, Metals, AND Woods, size Large Crates, Small (2x) Container: Barrel or Crate Rations & Prepared Food, size Medium Chest Locks: Chest, Simple Coin Treasure: Moderate, using Context D, halve quantities ML6-EEL-5: Southeast Boulders This region contains a huge pile of boulders, two tables, and a treasure chest. All but the chest are webbed over with thin and viscous strands. Access Contents Chest Locks: Chest, Simple Gems: Low ML6-EEL-6: Elevator Crates Between the two elevators is a short row of large storage containers; they appear battered and worn but still intact. They’re lashed to the western cave wall by thick strands of spiderwebbing, in which two dessicated corpses have been hung. Access Contents Crates, Large (3x) Container: Barrel or Crate Glasses, Metals, AND Woods, size Large Dwarf Corpses (2x) unprotected Armor: General AND Weapons: General ML6-EEL-7: Northwest Storage Two trios of small crates have been arranged here; each 511 Mines L6 cluster is webbed over with thick strands that connect the boxes to nearby boulders. The western cave wall here contains more thick webbing, in which a dwarven corpse can be found hanging. Note that each cluster of crates must be uncovered, as must the corpse, in order to loot (see “Clearing the Webs”, above). Access Contents Crates, Small (5x) Container: Barrel or Crate General Supplies, size Medium Dwarf Corpse unprotected Armor: Heavy AND Weapons: Martial 1H AND Armor: Shields ML6-EEL-8: Northwest Obelisk Secret Only read the italicized text below if the secret is discovered. The webbing in this area adheres oddly to a region of western cave wall. Investigating, you see that it has been stretched back and forth, likely as the result of the wall moving. Poking around further, you discover a huge secret door with a complicated lock mechanism. Access Obelisk Secret Door Locks: Door, Secret (Perception to discover) AND Locks: Door, Stronghold, using Context B (to open) ML6-EEL-9: Rockspire Just to the east of the railway at this point is a rockspire that stretches thinkly all the way to the 35’ tall ceiling. Its trunk is connected to the boulder pile to the west via thick webbing that also lays across the railway tracks; to traverse the rails in either direction would require clearing the webs off. 512 Mines L6 Map 183: True Obelisk Shard Secret (ML6-TOS) One square equals 5 ft. 513 Mines L6 ML6-TOS: True Obelisk Shard Secret Overview This secret chamber contains a chunk of actual Obelisk shard ore. The influence here is palpable (see Obelisk Taint, below). Theme & Purpose This should be a foreboding, horrid zone, particularly for Lawfully-aligned characters. In particular, it’s a huge roleplaying opportunity for Clerics whose deity is Law- based, and especially for Paladins. Random Encounters Use the standard / default Random Encounter rules for this level, except reroll all “NPC Encounter” results, and reroll monster encounters once. Obelisk Taint Those within 50’ of the True Obelisk Shard (Location 9) are prone to Minor Obelisk Taint. (p 16). Within 10’, creatures are subject to Major Obelisk Taint. Areas of Interest ML6-TOS-1: North Entrance This leads to “Map 178: Elevator North Up (ML6-ENU)” on page 500. Note that all three secret entrances to this region are clearly visible and passable without unlocking from the inside. ML6-TOS-2: East Entrance This leads to “Map 182: Elevators East (ML6-EEL)” on page 509. ML6-TOS-3: South Entrance This leads to the southwest region as depicted in the overview map on page 496. ML6-TOS-4: Dreadslime Pools A bubbling, gurgling patch of acidic-looking goo sits here. As you watch, it seems to move, undulating within itself as though a self-contained ocean; the peaks of the fingernail-sized wavelets seem to reach, to bubble up at their apex, in an attempt to yearnfully gain purchase on the nearest organic matter. It looks like nothing so much as a glob of purplish, gooey slime, stuck amidst the process of coming to life. Thankfully, dreadslime is not an actual ooze-based monster; it has no intelligence, and more importantly, no mobility. That said, however, it can still pose a significant obstacle, particularly if its danger is overlooked. Treat dreadslime patches as a trap, with the following profile. Stepping into, or across, any square containing a dreadslime patch will automatically cause damage unless an Acrobatics check is passed. A PC may attempt the Acrobatics check first, and thereafter the Dexterity check if that is failed. Dreadslime Patch Type Organic; Trigger Touch; Reset Automatic Perception DC 12 / automatic; Disable Device n/a Effect 2d8 acid (Dexterity DC 20 halves; Acrobatics DC 22 negates) Detecting a dreadslime patch is automatic under full light. Under darkened conditions, dreadslime grows darker, and is more challenging to detect. If encountered outside during full daylight hours, assume the PCs see the dreadslime; indoors, or at dusk or night, the Perception check above applies. Within the context of this adventure, there is no solvent or other useful means of getting rid of a patch of dreadslime; it is merely an obstacle that must either be suffered, or preferably, avoided. ML6-TOS-5: Dreadslime Vat This pool of purplish slime is huge compared to the others. Scuff marks against the cave floor suggest that people might have stepped up and into the vat. Treat this as another patch of Dreadslime (see above), except that it is larger. And, presumably, of vile purpose. ML6-TOS-6: Worship Bench In the center of the chamber is a long, simple wooden bench. Well-worn grooves in the wood indicate frequent use, even though the bench itself appears to have been crafted somewhat recently. ML6-TOS-7: Cave Floor Read this as the party approaches the chamber to the west, 514 Mines L6 no matter how they entered this region. The entire Mine complex is underneath a mountain, but this chamber has a deep, inescapable feeling of within. Dark, humid, foggy, and vile: this chamber is difficult to walk through. The very air seems viscous, as though a malevolent ooze had been liquefied and now floats about you with grim intent. The cave floor is dark with soot and black rock and dirt. In patches here and there, a hardened crust of lava appears to have spilled forth from underneath. ML6-TOS-8: Lava Crust The darker, blacker crusts of hardened lava that permeate this chamber here turn to a tangibly warm and somewhat iridescent reddish glow. It’s not lava, not quite, and not magma; you’re not sure if this is strictly a natural phenomenon. As you approach the chunk of rock to the west, you feel a growing sense of dread, and the influence of chaos and evil. ML6-TOS-9: Dark Obelisk Shard A wagon-sized, ovoid, and 15’ tall chunk of purplish-black crystal sits here, surrounded by the iridescent magma you noted on your approach. A fine purplish mist seems to exude from the surface of the rock, only visible out of the corner of your eye: when you try to focus on it directly, it vanishes. Your heart beats stronger and faster as you approach; your veins tense and you feel a pressure all about your head as a phantom, nameless pain seeps into your consciousness. 515 Mines L6 Map 184: Secret Passage South (ML6-SPS) One square equals 5 ft. 516 Mines L6 ML6-SPS: Secret Passage South Overview This naturally-occuring crevice connects the southwest, Chaos-aligned region of this level of the Mines to the eastern, Law-aligned zone. Theme & Purpose This may be one of the more improbable-to-discover secrets in the Mines, simply because short of explicitly seeking a connection point between these two major areas, there’s little reason to be exploring here. Random Encounters Use the standard / default Random Encounter rules for this level. Ignore all “NPC Encounter” results, and reroll “No Encounter” results once. Areas of Interest ML6-SPS-1: Western Approach In the shadows of a cavespire that stretches all the way to the 25’ tall, stalactite-enrusted ceiling is a depressed area of mud and grit. Access Secret Cavern Locks: Door, Secret (Perception only) ML6-SPS-2: Western Cavern Only read the italicized text below if the PCs are entering from the west. The cave wall falls away at your touch, revealing a cavern leading eastward. It’s not very tall, requiring larger creatures to stoop; it’s also clear that it’s not been used in some years. Boulders, soot, and grime cake the floor, and the walls and ceiling are murky earth. ML6-SPS-3: Spiderweb Lattice A thick lattice of brittle spiderwebs blocks this area. Within, you think you see a bit of a glint. It takes 5 minutes to clear this area of webbing sufficiently to proceed through the passage. The glint is unfortunately merely the reflection of whatever light the party brings with them reflected off of moisture on the webbing. ML6-SPS-4: Eastern Cavern Read the italicized text from Western Cavern, above, and add the following only if the party is entering the passage from the east: Immediately before you, your way is blocked by spiderwebs. ML6-SPS-5: Eastern Approach This corner of the railway sits in a depressed region of muddy filth and grime. 517 Mines L6 Map 185: Admin Building Overview (ML6-ADM-O) One square equals 5 ft. 518 Mines L6 ML6-ADM-O: Admin Building Overview Overview This is one of the major focal points of administration and management for the entire Mines complex. Theme & Purpose As a result of its function, it remains an important location for investigating information and for connecting with prominent NPCs. Random Encounters Use the standard / default Random Encounter rules for this level. NPCs of Note Several major NPCs can often be found here. Roll for each NPC separately, each time the party approaches this region. • Beastmaster ( 30% of the time) • Minemaster ( 60% of the time) • Stablemaster ( 40% of the time) • Stablehand ( 65% of the time) • Tinkermaster ( 30% of the time) • Trademaster ( 40% of the time) Take care when “populating” this building using the above probabilities. Although this structure was, and remains, a prominent location for significant characters, making it too “busy” with alive characters may detract from the overall feel and atmosphere of an abandoned, demolished, and chaotic evil mine. Areas of Interest ML6-ADM-O-1: Admin Building North Please refer to page 519 for further details. ML6-ADM-O-2: Admin Building South Page 522 commences full details of this region. ML6-ADM-O-3: Stonebridge North Over a river of slimy goop, this massive stone structure allows easy passage. The bridge seems ancient, and impossible to destroy. ML6-ADM-O-4: Stonebridge South This stone bridge spans the trail of slime flowing slowly and darkly from north to south. It’s carved, simply, using a mixture of elven and dwarven symbols. It’s quite possible to walk over it, though the majority of space on its surface is dedicated to the railway which traverses the river at this point. 519 Mines L6 Map 186: Admin Building North (ML6-ADM-N) One square equals 5 ft. 520 Mines L6 ML6-ADM-N: Admin Building North Overview The northern component of the Administration Building is dedicated to residences and a banquet hall. Theme & Purpose There’s good information to be found here, and likely several NPCs to interact with. Random Encounters Use the standard / default Random Encounter rules for this level. Default Doors Unless otherwise indicated, all doors in this building derive from the following profile: Access Default Door Locks: Door, Reinforced, using Context B Areas of Interest ML6-ADM-N-1: Foyer A set of solid-looking reinforced doors stands before you. To either side is a wall sconce containing a lit torch, casting wiry shadows here and there in the cavelight. A trail of bloody prints leads within. Inside is an entry foyer, nicely appointed with comfortable chairs, a small table, and a well-maintained potted plant. The blood trail spatters over an otherwise expensive-looking rug, and leads both southeast and northwest out of the room, past unlocked, simple, double doors. Access Entry Doors Locks: Door, Reinforced ML6-ADM-N-2: North Hallway This long corridor features a blood-spattered rug and a large north-facing window. The trail of thick, viscous blood leads east and west along the hall. Simple, unlocked wooden double doors lead east and west. ML6-ADM-N-3: West Hallway This north-south hallway contains two reinforced doors along the western wall, two reinforced doors along the eastern wall, and a set of simple wooden double doors along the northeast wall. There is also as set of double doors leading northeast to the hallway there; to the south, a reinforced door is locked. The trail of blood that leads from the north snakes into the door to the southwest. ML6-ADM-N-4: Northwest Quarters This beautiful room contains simple but well-made furniture: a circular table ringed with chairs and set with a fresh and simple meal, a soft feather bed, dressing desk with comfortable chair, clothes cabinet, writing desk, potted plant, and wash basin. Exploring this room, there is a 35% chance information will be uncovered; roll on the Plot Discoveries table if so. Access Contents Dressing Desk Locks: Furniture, Simple Textiles: General AND Gems: Low, halve quantities Writing Desk unprotected Writing Supplies, using Context B Clothes Cabinet Locks: Furniture, Simple, using Context D Clothing: General ML6-ADM-N-5: Southwest Quarters This is a beautiful room. Or, at least, it would be, were it not for the elf corpse, killed in the last few days, whose body lays between two ornate rugs besmirched from the bloodspray. From the trail of blood leading out of the room and along the north and west hallways, you suspect this hapless man was slain elsewhere and dragged here, presumably by his assailants. His belongings have been stripped from him, leaving him in only a rich tunic. The room itself is nicely furnished, with a feather bed, table and chairs with a week-spoiled meal, clothes cabinet, wash basin filled with algae-encrusted water, writing and dressing desks, and a potted plant. 521 Mines L6 Access Contents Dressing Desk unprotected Weapons: Simple Writing Desk unprotected Writing Supplies Clothes Cabinet Locks: Furniture, Simple Clothing: General ML6-ADM-N-6: Dining Room This room is barren and blank, save for the dining table set for sixteen and two small, poorly-tended plants. Double doors lead west; to the southeast is a small wooden door that bears no lock. ML6-ADM-N-7: Kitchen This narrow, cramped chamber is clearly the kitchen, meant to serve the dining room to the north. A food prep table sits in the southwest corner; to its north is a stove. Simple, lockless wooden doors lead north and south. ML6-ADM-N-8: North-Center Guestroom This small interior guestroom holds a variety of simple, functional furniture: a bed,an empty washbasin, dressing and writing desks, a small table, several chairs and stools, and a clothing cabinet. Exploring this room, there is a 30% chance information will be uncovered; roll on the Plot Discoveries table if so. Access Contents Dressing Desk unprotected Textiles: General, using Context D Writing Desk unprotected Writing Supplies, using Context B Clothes Cabinet Locks: Furniture, Simple, using Context D Clothing: General ML6-ADM-N-9: South-Center Guestroom A narrow room, this holds two tables, each with a variety of simple yet fresh foodstuffs; writing and dressing desks, and a bed. Access Contents Dressing Desk Locks: Furniture, Simple Textiles: General, using Context C Writing Desk unprotected Writing Supplies Clothes Cabinet Locks: Furniture, Simple Clothing: General AND Armor: Light ML6-ADM-N-10: Eastern Hallway A thin trail of blood stains the entire length of this hallway. To the north, it heads underneath the wooden double doors; to the south, it snakes under a single reinforced door. ML6-ADM-N-11: Pantry Containers of all sorts occupy this small alcove, which smells richly of foodstuffs. Access Contents Crate, Small Container: Barrel or Crate Rations & Prepared Food, using Context C, size Medium Barrel, Small Container: Barrel or Crate Alcohol: General, using Context C, size Medium Sacks unprotected Simple Foodstuffs, using Context C, size Medium Chest Locks; Chest, Simple, using Context D Simple Foodstuffs, using Context C, size Medium AND Alcohol: General, using Context C ML6-ADM-N-12: Western Privy This area is cooler than the building proper to the north. Alone amidst the stone walls and slate floor is a single privy. ML6-ADM-N-13: Eastern Privy Only read the italicized text belwo if the party searches the privy. To the east of a nicely-maintained potted plant is a single privy. A trail of blood leads from the hallway door to the east and ends here. Digging in the foul, hardened muck of the privy, you find a severed forearm and hand. On the ring finger is a ring bearing a very beautiful gemstone. Access Contents Privy unprotected Gems: High-Quality, single quantitiy only 522 Mines L6 Map 187: Admin Building South (ML6-ADM-S) One square equals 5 ft. 523 Mines L6 ML6-ADM-S: Admin Building South Overview The southern portion of the Administration Building contains a railway throughpass as well as a great deal of storage. Theme & Purpose Loot and possible information are likely outcomes of exploring in this region. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML6-ADM-S-1: Railway Passthrough This unusual area features a piece of the minecar railway which passes through the center of the building via the gaps in the eastern and western wall. Two half-elven corpses, slain within a week, lie on the tracks, which are spattered with blood. To the southwest of this area, three barrels sit in the corner; one is open and empty. The trail of blood from the tracks leads south, through the doors that are locked. Access Contents Half-Elf Corpses (2x) unprotected Armor: Light AND Weapons: Martial 1H, both using Context C Barrels (2x) Container: Barrel or Crate Fresh water ML6-ADM-S-2: Storage Entryway Reinforced double doors bar your entry here. Once inside, you find a spacious room with two barrels, two crates, a chest, a pile of sacks... and an elf corpse, slain not a few days ago. To the west is a steel door; to the east, a set of reinforced double doors. Access Storage Entrance Locks: Door, Reinforced West Door Locks: Door, Stronghold East Doors Locks: Door, Reinforced, using Context C Access Contents Crate, Large Container: Barrel or Crate General Supplies, size Large Crate, Small Container: Barrel or Crate Rations & Prepared Food, size Medium, using Context C Access Contents Barrels (2x) Container: Barrel or Crate Alcohol: General, using Context C, size Medium Chest Locks: Chest, Strongbox Weapons: Exotic AND Potions: Moderate, both using Context C Sack Pile unprotected Simple Foodstuffs, size Large ML6-ADM-S-3: Secure Storage A trail of spilled coins culminates in a pile of treasure amidst some sacks. In the southeast is a stack of crates, atop one of which is a chest. Access Contents Treasure Pile unprotected Weapons: General AND Armor: General AND Clothing: General AND Coin Treasure: Moderate Crate, Large Container: Barrel or Crate Textiles: General, using Context C, size Large Crate, Small Container: Barrel or Crate Glasses Metals, and Woods, using Context C, size Medium Chest Locks: Chest, Strongbox AND Traps: General Gems: Medium-Quality Sack Pile unprotected Simple Foodstuffs, size Medium ML6-ADM-S-4: Eastern Storage This expansive chamber smells of dust and soot. Against the north and south walls are substantial containers, leaving a narrow path through in roughly the middle. 524 Mines L6 Access Contents Barrels (7x) Container: Barrel or Crate Alcohol: General, size Medium Crates, Large (3x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crates, Small (4x) Container: Barrel or Crate Simple Foodstuffs, size Medium, using Context C ML6-ADM-S-5: Eastern Treasure Stash In the far eastern alcove of the storage area is a stash of treasure amidst piles of sacks and a spill of coins. Access Contents Treasure Pile unprotected Weapons: General, roll 1d4 times AND Armor: General, roll 1d4 times AND Potions: Moderate AND Coin Treasure: Moderate Sack Pile unprotected Simple Foodstuffs, size Medium 525 Mines L6 Map 188: Firedancer Camp Overview (ML6-FDC-O) One square equals 5 ft. 526 Mines L6 ML6-FDC-O: Firedancer Camp Overview Overview This is, by a wide margin, the most vibrant and thriving region in the Mines. This may be because the Firedancer community had already been ruled by Chaos by its very nature, far before the Obelisk was uncovered. Theme & Purpose The Camp is a place to refresh, to resupply, to interact... it’s not an escape from the evils of the Mines, to be sure; monsters attacking in this region might lead to quite the entertaining and complex-to-orchestrate conflicts. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll monster encounters once. NPCs of Note Several major NPCs can often be found here. Roll for each NPC separately, each time the party approaches this region. • Feastmaster ( 30% of the time) • Firedancers ( 80% of the time, 2d6x) • Firedancer Campmaiden ( 60% of the time, 1d4x) • Firedancer Hearthstud ( 50% of the time) • Firedancer Celebrant ( 40% of the time) • Herbalist ( 45% of the time) Unlike other areas, this region is supposed to feel populated, alive, and vibrant, as one would expect given the context. So it’s okay if there are many different NPCs populating this area. Areas of Interest ML6-FDC-O-1: Camp Northeast Please refer to page 527 for more details. ML6-FDC-O-2: Camp Southeast Page 530 holds more information. ML6-FDC-O-3: Camp Southwest This area is fully detailed starting on page 532. ML6-FDC-O-4: Camp Northwest Turn to page 534 for full information. 527 Mines L6 Map 189: Firedancer Camp Northeast (ML6-FDC-NE) One square equals 5 ft. 528 Mines L6 ML6-FDC-NE: Firedancer Camp Northeast Overview Common to all regions of the Firedancer Camp, the northeast quardrant is a melange of residences, campfires, and shops. Theme & Purpose Like much of the area, this zone is a good place to resupply, interact, and take a bit of possible refuge from monsters. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML6-FDC-NE-1: Food Shop A Firedancer manages this kiosk, which offers a variety of rations. They’re spruced up, arranged prettily, and the shopkeep tries to put on airs, but your trained adventuring eye can tell a generic ration when it sees one. This store has all manner of rations available for purchase. ML6-FDC-NE-2: Bonfire This enormous fire is lit to a slow burn; its light spreads across the entire camp, casting dancing shadows that echo the spirits of the denizens within. ML6-FDC-NE-3: Clothing Shop Two Firedancers keep shop here, vending textiles of all manner. Some appear stained, as though hastily cleaned from a less-than-savory origin, but as far as you can tell, it’s all quite high-quality. This store has all manner of textiles ready for sale. ML6-FDC-NE-4: Firedancer Residence This appears to be a somewhat makeshift, though also somewhat long-term, residence for a member of the Camp. The furniture within is rudimentary: a bed, two stools, a chair, a writing desk and dressing desk, and a small clothing cabinet. Access Contents Writing Desk unprotected Writing Supplies, using Context D Dressing Desk Locks: Furniture, Simple Gems: Low Clothes Cabinet unprotected Clothing: General ML6-FDC-NE-5: Campfire Northeast This homey campfire is down to embers as you approach, with ad-hoc campsites scattered about it as though a half-dozen transients just dumped their gear and went on their way. Note that these all belong to someone—at the GM’s discretion, they may belong to someone who is partaking of a Campmaiden’s or Hearthstud’s services at the moment, or someone who has taken off adventuring and has perished and will not be returning to see if anyone has stolen their possessions. Access Contents Campsite Equipment (4x) unprotected Armor: General AND Weapons: Light ML6-FDC-NE-6: Campmaiden’s Tent This cozy chamber contains warm, soft, candlelit and favorable light. Cushions abound, transforming the earthen cave floor into the boudoir of pleasures this is clearly meant to be. There is a 20% chance that a Campmaiden and/or a Hearthstud is in the act of conducting business with at least one client when the PCs happen upon this tent. Under the bed is a secret compartment containing possessions. Access Secret Compartment Locks: Door, Secret, Perception only to find Access Contents Secret Compartment Locks: Furniture, Strong AND Traps: General, both using Context B Weapons: Simple AND Gems: Medium- Quality 529 Mines L6 ML6-FDC-NE-7: Food Kiosk This area smells wonderful, though it could simply be that it’s been a while since you had prepared food that wasn’t spoiled or weeks-rotten. Use the below to determine what is for sale here. Remember to adjust the prices due to the rules described earlier in the book. Access Contents Food Kiosk Sale Rations & Prepared Food AND Simple Foodstuffs, both size Medium ML6-FDC-NE-8: Supply Wagon This large wheelbarrow contains a variety of general-use supplies. Access Contents Supply Wagon unprotected General Supplies, size Medium 530 Mines L6 Map 190: Firedancer Camp Southeast (ML6-FDC-SE) One square equals 5 ft. 531 Mines L6 ML6-FDC-SE: Firedancer Camp Southeast Overview Common to all regions of the Firedancer Camp, the southeast quardrant is a melange of residences, campfires, and shops. Theme & Purpose Like much of the area, this zone is a good place to resupply, interact, and take a bit of possible refuge from monsters. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML6-FDC-SE-1: Firedancer Residence A spartan and clean assemblage of functional furniture within an open tent, this appears to be quarters for one of the Firedancers. Within is a bed, a small table with chairs, a dressing desk, stool, and clothing cabinet. Access Contents Dressing Desk unprotected Writing Supplies, using Context D Clothes Cabinet unprotected Clothing: General, using Context B ML6-FDC-SE-2: Utility Fire & Ore Cart This fire appears to be used primarily for utility, nor warmth or camraderie. Irons have been placed within, and it seems that people cook here as well as the need presents. Nearby is a wheelbarrow laden with the fruit of the mining effort. Access Contents Ore Cart unprotected Glasses, Metals, and Woods, size Medium ML6-FDC-SE-3: Shelter Hut Northeast This small hut bears no furniture, and in any event would be insufficient for rest. It’s enclosed with a thin, but opaque, curtain; it seems as though this hut’s sole purpose is to hide within. It could also be used as a very temporary shelter; there is space on the ground to lay one’s bedroll and supplies if need be. ML6-FDC-SE-4: Rockspire This broad stalagmite reaches up 25’, nearly to the 30’ ceiling above you. At its base is a pile of splintered wood and some boulders. ML6-FDC-SE-5: Shelter Hut South This appears to be a simple hut; someone’s bedroll and rucksack have been left here. Access Contents Campsite unprotected Weapons: Simple AND Coin Treasure: Moderate, using Context D, halve quantities ML6-FDC-SE-6: Shelter Hut West A simple, tiny hut enclosed by a thin opaque brown curtain, it appears to have been used recently from the look of the ground. ML6-FDC-SE-7: Fishing Kiosk A pleasant, yet desperate-seeming, Firedancer holds shop here. This hut sells, and buys, all manner of fishing supplies. 532 Mines L6 Map 191: Firedancer Camp Southwest (ML6-FDC-SW) One square equals 5 ft. 533 Mines L6 ML6-FDC-SW: Firedancer Camp Southwest Overview Common to all regions of the Firedancer Camp, the southwest quardrant is a melange of residences, campfires, and shops. Theme & Purpose Like much of the area, this zone is a good place to resupply, interact, and take a bit of possible refuge from monsters. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML6-FDC-SW-1: Campfire This large campfire burns brightly but low, as though its tenders wish to create warmth and light, but not to atttract undue attention. ML6-FDC-SW-2: Leadership Tent This colorful tent has seen some wear and tear; the hues are faded and bland in some areas, vibrant in others, as though painted over from time to time to keep the colors fresh. Within is a pair of thronelike chairs, draped in the colors of the dancers; ringed about the dual hemispheres of the tent to the north and south are chairs and stools. There is always a Celebrant and 2d4 Firedancers here. In addition, there is a good ( 60%) chance of there being a Campmaiden and a fair ( 40%) chance of a Hearthstud being in attendance. ML6-FDC-SW-3: Food Vendor A venerable firedancer woman tends this shop, which has barrels and boxes filled with foodstuffs. This vendor sells and buys any manner of Simple Foodstuffs or Rations. ML6-FDC-SW-4: Campsite Southwest This campfire has belongings piled around it; the owners are not to be seen. Access Contents Campsite Equipment (4x) unprotected General Supplies AND Armor: Light AND Fishing Supplies ML6-FDC-SW-5: Shelter Hut South This tiny hut has barely enough space to lay a bedroll— which you know, because there is an unoccupied bedroll lying here. ML6-FDC-SW-6: Shelter Hut West This hut has space sufficient for two bedrolls. It’s empty at the moment, however. ML6-FDC-SW-7: Shelter Hut North This hut is perched just on the outskirts of the ring of well-used earth surrounding the campfire to the west. Its ground is warm; you see a small pile of belongings tucked in a corner. Access Contents Belongings unprotected Fishing Supplies AND Clothing: General ML6-FDC-SW-8: Campfire North This campfire has only boulders surrounding it. To the south is a utility cart laden with rusty mining tools. Access Contents Utility Cart unprotected Weapons: Simple, roll 1d6 times ML6-FDC-SW-9: Campmaiden Tent West This candlelit tent is simple as can be: it holds only a bed. It’s not currently in use, but you can guess as to the intended function. 534 Mines L6 Map 192: Firedancer Camp Northwest (ML6-FDC-NW) One square equals 5 ft. 535 Mines L6 ML6-FDC-NW: Firedancer Camp Northwest Overview Common to all regions of the Firedancer Camp, the northwest quardrant is a melange of residences, campfires, and shops. Theme & Purpose Like much of the area, this zone is a good place to resupply, interact, and take a bit of possible refuge from monsters. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML6-FDC-NW-1: Clothing Tent Two Firedancers, who appear to be twins, own this shop. Flamboyant as the owners and much of their wares may be, this shop vends and purchases all manner of clothing. ML6-FDC-NW-2: Campmaiden’s Tent This intimate tent contains a huge bed, cushions, and an enormous quantity of candles. ML6-FDC-NW-3: Campsite Piles of belongings have been tossed here; some have a thick layer of dust from many weeks’ passage. Access Contents Campsite Equipment (4x) unprotected Rations & Prepared Food AND Weapons: Simple ML6-FDC-NW-4: Pleasure Tent This tent contains a small table, four cushions, and a large comfortable bed, with candles everywhere. As the PCs come across this tent, a Campmaiden is in the process of providing services to a Firedancer. If pressed, she will explain this as “practice” for true customers, a way to pass the time until a paying client arrives. ML6-FDC-NW-5: Textiles Kiosk Bolts of warm, bright tones are laden in this kiosk, staffed by a sprightly young Firedancer. All manner of textiles are available for purchase or sale here. 536 Mines L6 Map 193: Seer Tents Overview (ML6-SRT-O) One square equals 5 ft. 537 Mines L6 ML6-SRT-O: Seer Tents Overview Overview This is a mysterious zone, refuge to all manner of scholar. Some were present from the origins of the Mines, taken on staff to provide needful intelligence on the depths under the mountain. Others came more recently, leading up to the discovery of the Obelisk, when it became clear that something of significance was about to be discovered. A few came even more recently than that, since the catastrophe, as part of adventuring groups, or in the hopes of finding fortune or notoriety. Theme & Purpose This is a great place to gather information, despite the danger. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll monster encounters once. NPCs of Note Several NPCs can often be found here. Roll for each NPC separately, each time the party approaches this region. • Mystic Seer ( 80% of the time) • Ambling Scholar ( 70% of the time) Areas of Interest ML6-SRT-O-1: Western Seance Tent This tent is described on page 538. ML6-SRT-O-2: Mystic Seer’s Tent Please turn to page 540 for further information. ML6-SRT-O-3: Eastern Seance Tent Page 542 contains more details. ML6-SRT-O-4: Secret Door This is described starting on page 505. ML6-SRT-O-5: Dining Tent Refer to page 544 for additional information. ML6-SRT-O-6: Thought Hut This structure is defined beginning with page 546. ML6-SRT-O-7: Campfire & Hut South The campfire here seems flickering, waning, as though it single-handedly is fighting back the darkness to the south. To its east is a small hut, ringed by an opaque and greasy curtain, empty within. ML6-SRT-O-8: Campfire & Hut North This campfire is vibrant and alive, throwing a bold orange-yellow light to the entire surroundings. To its west is a small hut containing only a few mundane and empty bedrolls. ML6-SRT-O-9: Elevator Up This leads to “Map 156: Elevators North Overview (ML5- ENL-O)” on page 442. 538 Mines L6 Map 194: Seer Tents: Western Seance Tent (ML6-SRT-WST) One square equals 5 ft. 539 Mines L6 ML6-SRT-WST: Seer Tents: Western Seance Tent Overview This tent contains a Mystic Seer, who will give a seance for a fee. Note that such ceremonies are simply for show, and provide no actual insight or magical visions. Theme & Purpose Seances and similar ceremonies of dubious quality and pointless intent have arisen in this area, as a means of generating income from guillible adventurers and interlopers. Random Encounters Use the standard / default Random Encounter rules for this level. NPCs of Note A Mystic Seer is nearly always ( 85%) here. Areas of Interest ML6-SRT-WST-1: Entrance A boulder sits to the south side of this velvet-curtained aperture, which is also flanked to either side by a cluster of lit candles stuck into the cave floor dirt. ML6-SRT-WST-2: Interior Candles light this room; the balance between light and shadow andacross distance give the impression that the tent simply fades into infinity, in that the light gives out to blackness just before the tent walls. The center of the room is a simple wooden table wringed ringed with chairs. To the northwest is a comfortable bed; benches sit to either side of the entrance. Cushions are positioned to the outside fo the benches. To the south is a small clothes cabinet, a writing and a dressing desk. To the southwest is a wash basin, a privy, and a work table. Access Contents Writing Desk unprotected Writing Supplies, using Context C Dressing Desk unprotected Weapons: Simple Clothing Cabinet unprotected Clothing: General ML6-SRT-WST-3:Work Table Scattered across this unkempt table are all manner of notes, scribblings, and writing supplies, and parchment. Most of them you can’t make any sense of; they appear to be the scrawlings of someone trying to make it seem as though their writings are mystical or important. Access Contents Work Table unprotected Among the fake mystical writings is a note of true import: roll on the Plot Discoveries table. 540 Mines L6 Map 195: Seer Tents: Mystic Seer’s Tent (ML6-SRT-MST) One square equals 5 ft. 541 Mines L6 ML6-SRT-MST: Seer Tents: Mystic Seer’s Tent Overview This tent contains a Mystic Seer, who will give a seance for a fee. Note that such ceremonies are simply for show, and provide no actual insight or magical visions. Theme & Purpose Seances and similar ceremonies of dubious quality and pointless intent have arisen in this area, as a means of generating income from guillible adventurers and interlopers. Random Encounters Use the standard / default Random Encounter rules for this level. NPCs of Note A Mystic Seer is nearly always ( 95%) here. Areas of Interest ML6-SRT-MST-1: Entrance A richly-detailed, thick velvet curtain denotes access to this complex of tents. ML6-SRT-MST-2: Entryway This foyer of sorts is marked by two octagonal tables, each ringed with candles. Embroidered cushions are placed to the interior of these. ML6-SRT-MST-3: Waiting Chamber Almost an extension of the foyer is this simple chamber, vacant but for two benches against the northwest wall. Simple, opaque curtains lead to the northeast and southwest. ML6-SRT-MST-4: Ceremony Room This is clearly a room for ceremony: cushions are placed around the perimeter, but the center is dominated by a rectangular table coated with candles and ringed by simple chairs. A knife sits at the head of the table. ML6-SRT-MST-5: Personal Chambers These are the simple, spartan personal chambers of the Seer: a writing and dressing desk with simple stool, a clothes cabinet, wash basin, privy, and bed. Access Contents Writing Desk Locks: Furniture, Simple AND Traps: General, using Context B Writing Supplies, using Context C AND Gems: Semi-Precious Dressing Desk unprotected Textiles: General AND Roll on the Plot Discoveries table Clothing Cabinet Locks: Furniture, Simple Clothing: General, using Context C AND Armor: Light AND Weapons: Simple 542 Mines L6 Map 196: Seer Tents: Eastern Seance Tent (ML6-SRT-EST) One square equals 5 ft. 543 Mines L6 ML6-SRT-EST: Seer Tents: Eastern Seance Tent Overview This tent contains a Mystic Seer, who will give a seance for a fee. Note that such ceremonies are simply for show, and provide no actual insight or magical visions. Theme & Purpose Seances and similar ceremonies of dubious quality and pointless intent have arisen in this area, as a means of generating income from guillible adventurers and interlopers. Random Encounters Use the standard / default Random Encounter rules for this level. NPCs of Note A Mystic Seer is very often ( 70%) here. Areas of Interest ML6-SRT-EST-1: Entrance Clumps of candles spill wax on bare earthen floor to either side of a blue velvet curtain stained in brown. ML6-SRT-EST-2: Interior This room is far too cramped for all that is within: a circular table with one too many chairs; writing desk with no sitting device nearby; clothing cabinet; dressing desk with no means of sitting down; privy overdue for emptying; wash basin encrusted with algae; two cushions; and an uncomfortable-looking bed.. Access Contents Writing Desk unprotected Writing Supplies Dressing Desk Locks: Furniture, Simple Coin Treasure: Moderate, using Context D, halve quantities Clothing Cabinet unprotected Clothing: General ML6-SRT-EST-3: Privy Only read the following italicized text if the privy is intentionally searched. Within the foul-smelling privy is a well-sealed waterproof oilcloth sack. Inside is a scroll tube and some gemstones. Access Contents Privy Sack unprotected Gems: Medium-Quality, single quantities AND Roll on the Plot Discoveries table 544 Mines L6 Map 197: Seer Tents: Dining Tent (ML6-SRT-DNT) One square equals 5 ft. 545 Mines L6 ML6-SRT-DNT: Seer Tents: Dining Tent Overview This is where those who dwell in the Seer Tents district dine, much of the time. Theme & Purpose There’s little to be found here, truly. Random Encounters Use the standard / default Random Encounter rules for this level. NPCs of Note At all times, there are 2d4 Mystic Seers here. Areas of Interest ML6-SRT-DNT-1: Approach Brazers flank a simple, but large, velvet curtain. ML6-SRT-DNT-2: Brazisers You smell the dining tent far before you can see it: smoke gurgles out of the single lit brazier to the east of the tent entrance. Counterintuitively to the purpose of a dining tent, it emits a horrid scent that makes you want to convulse. You suspect this is to throw monsters off the scent of the quite-edible food eaten within. ML6-SRT-DNT-3: Tent Interior A long banquet table is set simply for all who wish to eat here. Food—simple fare, but dubious quality—sits on small octagonal tables t the southeast and southwest. Two empty sideboards sit to the opposing corners. 546 Mines L6 Map 198: Seer Tents: Thought Hut (ML6-SRT-THH) One square equals 5 ft. 547 Mines L6 ML6-SRT-THH: Seer Tents: Thought Hut Overview This is a place where Seers can come and be at peace with their thoughts. Theme & Purpose This is a very simple structure, in truth; in practice, the Seers increasingly come here to be away from other Seers, not to practice any form of true meditation. Random Encounters Use the standard / default Random Encounter rules for this level; however, ignore all monster-related results. This is a safe space, but the party is not free to execute a long rest here; NPCs will come along eventually and ask them to leave, in respect of the Seers’ wishes for this structure’s use. Areas of Interest ML6-SRT-THH-1: Tent Exterior This simple, low hut is ringed with clumps of candles, stuck in the earth fo the cave floor. ML6-SRT-THH-2: Braziers A quarter of braziers ring the tent, spaced at intervals. One is lit, and emits a simple yet pleasing and dull aroma. ML6-SRT-THH-3: Tent Interior Cushions line every wall; there are three exits. The floor is lined with a soft straw, and there is a form of generic prayer mat in the center; you suspect this was just a normal rug until it was requisitioned for this purpose. 548 Mines L6 Map 199: False Obelisk Overview (ML6-FDO-O) One square equals 5 ft. 549 Mines L6 ML6-FDO-O: False Obelisk Overview Overview This appears to be “the” Dark Obelisk of so much renown and catastrophe. It appears to be worshipped as such by those who have lost their minds to the Obelisk’s influence, and many of those ilk frequent this location to pay it homage. Theme & Purpose This is in fact just a rock, painted with darkened and dyed blood to look like the Dark Obelisk. Semi-sentient pawns of the Obelisk’s will set this up as a distraction, a protection of the true Obelisk against those who would seek its destruction. It’s important to note that no aura of Obelisk Taint applies in this region, as the stone is false. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all NPC results. NPCs of Note At any given time, there are 3d6 Tainted Miners shambling about this area, typically in a single clump. Areas of Interest ML6-FDO-O-1: Firedancer’s Camp Please refer to page 525 for more information about this region. ML6-FDO-O-2: Elevators Southwest Please turn to page 507 for additional details. ML6-FDO-O-3: Seer Tents Page 536 commences more information about this region. 550 Mines L6 Map 200: False Obelisk Closeup (ML6-FDO-CU) One square equals 5 ft. 551 Mines L6 ML6-FDO-CU: False Obelisk Closeup Overview The region surrounding the false Obelisk is a religious presence for those drawn to madness and chaos in the wake of the true Obelisk’s revealing and the catastrophe which followed. Theme & Purpose Dread, pure and simple, unless or until the PCs determine that this is not a true Obelisk and is merely a facade. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all NPC encounters. Areas of Interest ML6-FDO-CU-1: The False Obelisk This 15’ tall chunk of carved rock is deep purple, nearly crimson, in hue, and 20’ in diameter at its thickest. The cave floor underneath appears to be hardened magma, or at the very least, something harder than the mere dirt that serves as the floor for the majority of this level. ML6-FDO-CU-2: Lectern Two skulls sit atop sharpened stakes to the west of this pulpit, which looks out to the east over the stone altar and pews. ML6-FDO-CU-3: Pews A semicircle of hard wooden benches forms an outer perimeter of the worship space, just at the edge of the hardened magma floor near the Obelisk. Bloodied corpses, their faces frozen in ecstatic and imbeclic grins, litter the cave floor between the pews and the object of their adoration. The trail of blood that leads from the top of the altar to these bodies suggests they were not unwilling sacrifices to an evil devotion. Access Contents Corpses (4x) unprotected Armor: General AND Clothing: General, both using Context B ML6-FDO-CU-4: Outer Braziers Steel braziers are scattered throughout the area, most emitting a pale purple smoke that burns your nostrils when you get too close. These outer ones sit beneath a particularly tall point in the cave ceiling, 35’, and serve as a means of summoning the faithful to prayer. Three corpses have been slain here. Access Contents Corpses (3x) unprotected Armor: General AND Clothing: General AND Weapons: Martial 2H ML6-FDO-CU-5: Boulders At the base of a rock pillar reaching all the way to the ceiling 35’ above is a massive, head-high pile of rocks. An enormous brazier sits unlit to the southeast, near a slain dwarven warrior. Access Contents Dwarf Corpse unprotected Armor: Heavy AND Weapons: Martial 2H ML6-FDO-CU-6: Bonepit To the south of the rock pillar is a depressing in the magma and earth cave floor that has been filled, horrifyingly, with skeletons and bones. Possessions have been stripped, and in many cases the flesh appears to have been charred or burnt away. Dozens of bodies lie here in final repose, presumably sacrificed to the Obelisk by its insane devotees. 552 Mines L6 Map 201: Mining North Overview (ML6-MNO-O) One square equals 5 ft. 553 Mines L6 ML6-MNO-O: Mining North Overview Overview The northernmost component of this level of the Mines, this region was avidly used for active mining up until a few weeks ago. Theme & Purpose Resupply is possible here, but only via braving challenges. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML6-MNO-O-1: West Region Discover this area by turning to page 554. ML6-MNO-O-2: East Region Please turn to page 556 for further details about this area. 554 Mines L6 Map 202: Mining North: West (ML6-MNO-W) One square equals 5 ft. 555 Mines L6 ML6-MNO-W: Mining North: West Overview This is the northwest corner of the Love-oriented zone of this level of the Mines contains a plethora of mining equipment, and the scene of a grisly end for some miners. Theme & Purpose This is one of the more stark and obvious depictions of what has happened in th ewake of the Obelisk’s unveiling. The atmosphere should be bleak and overwhelming. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML6-MNO-W-1: Final Stand A group of miners crafted a makeshift barricade, 10’ tall in places, out of empty storage containers, sacks, and spare scaffolding. Blood, dirt, and muck litter the floor in the alcove beyond, as do three dwarven miners who succumbed to the monsters who were able to vault their obstacles. In their midst, oddly untouched amidst the slaughter, is a pile of collected belongings. Access Contents Dwarf Corpses (2x) unprotected Armor: Heavy AND Weapons: Ranged AND Weapons: Martial 1H AND Armor: Shields Treasure Pile unprotected Coin Treasure: Moderate, AND Gems: Low AND Potions: Moderate AND Clothing: General ML6-MNO-W-2: Railway Near a bend in the tracks is a cluster of barrels. To the west is a duo of crates. Access Contents Barrels (5x) Container: Barrel or Crate Alcohol: General, using Context B, size Medium Crates, Large (2x) Container: Barrel or Crate General Supplies, size Large ML6-MNO-W-3: Animal Pen In the midst of a stash of general mining supplies is an empty animal pen. To the south is a trio of large crates. Access Contents Crates, Large (3x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large, using Context C ML6-MNO-W-4: Crate Row To the south of the railway at this point is a loosely- organized row of small containers. Access Contents Crates, Small (7x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large, using Context C ML6-MNO-W-5: Scaffolding Rusty, dented and battered scaffolding reaches 20’ to the top fo the cave wall along this ridge. 556 Mines L6 Map 203: Mining North: East (ML6-MNO-E) One square equals 5 ft. 557 Mines L6 ML6-MNO-E: Mining North: East Overview The northeastern zone of this mining area has been dedicated to ore extraction up until all of its workers were slain, went insane, or became devotees of the Obelisk, up to a few weeks ago. Theme & Purpose Dreary, webbed, and abandoned, this area should give the PCs a creepy feel. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML6-MNO-E-1: Webbed Railway To the north of the railway at this point is an arrangement of large containers; to the south, sets of barrels. The two stacks are connected by thick ropes of spiderwebs that cover the tracks as well, maing railcar traversal impossible until they are cleared off. Clearing the webbing takes 5-15 minutes... during this time, automatically roll on the Random Encounter table and ignore “NPC Encounter” results. Place any ensuing monsters in Location 5. Access Contents Crates, Large (4x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Barrels (12x) Container: Barrel or Crate Alcohol: General, size Medium, using Context B ML6-MNO-E-2: Northwest Webbing Scaffolding along the north cave wall reaches 25’ to the ceiling. Fresh water barrels and wheelbarrows are spaced along its length. ML6-MNO-E-3: Rockspire Storage About the base of a 25’ tall rockspire are many different containers. Access Contents Crates, Small (8x) Container: Barrel or Crate General Supplies, size Medium Barrels (6x) Container: Barrel or Crate Fresh water ML6-MNO-E-4: Northeast Webbing A crevicelike alcove in the northeast here is completely covered over in spiderwebs. All you see within are boulders, but the webbing is so opaque you can’t be sure. Clearing the webbing takes 5-15 minutes... during this time, automatically roll on the Random Encounter table and ignore “NPC Encounter” results. Place any ensuing monsters as approaching from Location 1 to the west. At the conclusion of this searching, there truly is nothing to see other than boulders and webs. ML6-MNO-E-5: Webbed Railway The rails at this position are webbed over, though not extensively. Though it takes about 5 minutes to clear the webbing, no monsters approach during this time; suspend rolling for Random Encounters until the work is complete. 558 Mines L6 Map 204: Rockpile (ML6-RKP) One square equals 5 ft. 559 Mines L6 ML6-RKP: Rockpile Overview In the middle of the Love-oriented region of this level of the Mines is a giant pile of boulders and fungus. Theme & Purpose This is an unusual place to find treasure, but for those who brave the challenge, there is plenty to be had. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML6-RKP-1: Northwest Rockspire This stalagmite reaches 25’ up to the 35’ tall ceiling. About its base are clustered several different species of fungus, with some caps reaching the size of your head. ML6-RKP-2: Fungal Carpet The earthen floor in this area is sodden and depressed, as though collecting the moisture from the entire area. Whatever the phenomenon, it seems tailor-made for fungus, which blankets the region in a thick carpet, reaching waist high in some areas. When walking through the fungus in this area, roll for Random Encounters twice as frequently as you normally would. ML6-RKP-3: Railway The rails are sturdy, and the ties solid wood. To the northwest, you see an enormous pile of boulders, covered with mushrooms. The rocks reach 15’ tall in the center. ML6-RKP-4: Boulder Top At the apex of the mound of rocks is a gruesome scene: four elf bodies, slain weeks ago, along with a pile of treasure. Some coins and gems from the pile have spilled onto the boulders. Access Contents Elf Corpses (4x) unprotected Armor: General AND Weapons: Martial Ranged AND Weapons: Martial 1H AND Armor: Shields, all using Context C Treasure Pile unprotected Coin Treasure: Moderate AND Gems: Medium-Quality, both using Context C As soon as the PCs start looting, roll on the Monsters: Mines, Advanced FlexContent table. The ensuing beast(s) are to be placed approaching from the far southwest corner of the map. The PCs have the advantage of height in this scenario, so it might be interesting as to what they do. 560 Mines L6 Map 205: Mining East Overview (ML6-MNE-O) One square equals 5 ft. 561 Mines L6 ML6-MNE-O: Mining East Overview Overview The entire eastern wall of the Law-oriented section of these Mines is open to ore salvage. Theme & Purpose Although much of the area is simply abandoned mining equipment, there is a great deal of prior drama to discover, as well as some quite decent looting. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML6-MNE-O-1: North Mining Please turn to page 562 for further details.. ML6-MNE-O-2: Center Mining Page 564 contains more information on this region. ML6-MNE-O-3: South Mining Refer to page 567 begins more details about this zone. 562 Mines L6 Map 206: Mining East: North (ML6-MNE-N) One square equals 5 ft. 563 Mines L6 ML6-MNE-N: Mining East: North Overview This area was host to a slaughter; several miners lie dead in the northeast of this region. Theme & Purpose There is also a fair amount of ore and supply storage here. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll NPC Encounters once. Areas of Interest ML6-MNE-N-1: Storage To the southwest of the curve of the railway is a cluster of storage containers. A thin and month-old blood trail leads south to a dwarven body amidst a cluster of discarded tools. Access Contents Crates, Large (3x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crates, Small (3x) Container: Barrel or Crate General Supplies, size Medium Dwarf Corpse unprotected Weapons: Light Mining Tools unprotected Weapons: Simple, roll 1d4 times ML6-MNE-N-2: Barrels & Tools Mining tools of all sorts have been tossed here by workers abandoning their jobs. In addition, next to a water trough and wheelbarrow, is a stack of casks. Access Contents Mining Tools unprotected Weapons: Simple, roll 1d6 times Casks (4x) Container: Barrel or Crate Alcohol: General, using Context B, size Medium ML6-MNE-N-3: Carnage The northeast region of this area of the mines is depressed, about a foot lower than the area to the west. Dirt and muck have settled here. Atop it is a trail of blood that forms a circle around the casks to the west; amidst the circle are two dwarven miners, dead some weeks from the look of it. Access Contents Dwarf Bodies unprotected Armor: Light AND Weapons: Simple ML6-MNE-N-4: Southeast Barrels The scaffolding all along the wall reaches 25’ tall, up to the ceiling of the cave’s minable ore. Water barrels are spaced evenly among the metal ladders. A trio of barrels has been placed to the south of the line of wheelbarrows. Access Contents Barrels (3x) Container: Barrel or Crate Fresh water 564 Mines L6 Map 207: Mining East: Center (ML6-MNE-C) One square equals 5 ft. 565 Mines L6 ML6-MNE-C: Mining East: Center Overview This mining wall connects to the west to the sludge lake through a small mountain of stalagmites and boulder piles. Theme & Purpose This area should be cold, morbid, and terrifying, with carcasses and skeletons everywhere... and plenty of monsters. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll NPC Encounters and “No Encounter” results once. Roll twice as often as you td.ypically wou Areas of Interest ML6-MNE-C-1: Rock Bridge North This bridge appears to have been well-hewn from a single chunk of boulder, and carved simply in common Dwarven runes. ML6-MNE-C-2: Rock Bridge South A simple, half-hearted, and untalened mixture of elven and dwarven runes adorns this rock bridge. ML6-MNE-C-3: Sludge River A river of what looks to be disgusting, chunky gruel flows very slowly south. You’re not sure what it is, but you are certain you don’t want to find out. Please refer to “Map 213: Sludgelake (ML6-SGL)” on page 578 for more information on the effects of the sludge. ML6-MNE-C-4: Corpsepile Nestled among the stalagmites and boulders of the mountain range here is a pile of skeletons, half- dessicated bodies, and monster skulls. There looks to be little treasure to be found here; there is the odd coin but it is dented and barely worth a copper. ML6-MNE-C-5: North Boulder Mountain It’s not really a mountain range, but it sure feels that way: stalagmites formed from eons of cave drippings mix with 10’ high piles of boulders to give the impression of a mountain range writ small. Adding to the atmosphere is an electic and intermittent mix of bodies, shattered and clumped on the rocks and spires. All have been dead months at least, and years in many cases. In all cases, their possessions appear to have been stripped or looted. When entering the “mountain range”, roll immediately on the Random Encounter table and reroll “NPC Encounter” results. Any monsters that ensue should be placed approaching from Location 1 to the west. ML6-MNE-C-6: Railway The railway in this area is dented, pitted, and the ties rotted. It looks serviceable, but only just barely. ML6-MNE-C-7: Wheelbarrow Bodies The dwarven corpse here has been hacked to death, perhaps by pickaxes. It seems that she was stacked in the nearby wheelbarrow, and tipped over to spill onto the cave floor, in the Access Contents Dwarf Corpse unprotected Armor: Light AND Weapons: Simple ML6-MNE-C-8: Dead Miner Another dead miner lies here, to the south of a trio of sealed barrels. A rack of stacked barrels has been placed to the west nearby. Access Contents Barrels, Small (3x) Container: Barrel or Crate Alcohol: General, using Context B, size Medium Barrels, Large (7x) Container: Barrel or Crate Fresh water Dwarf Corpse unprotected Weapons: Ranged AND Weapons: Simple ML6-MNE-C-9: Southeast Carnage Two dwarf miners have been slashed to ribbons along the 25’ tall ridge of the mine in this area. 566 Mines L6 Access Contents Dwarf Corpses (2x) unprotected Armor: Light AND Weapons: Simple ML6-MNE-C-10: South Rock Mountain The rocks in this region are thick and large, reaching 12’ tall in places. Stalagmites reach 10-20’ tall. Skeletons of long-deceased monsters and adventurers litter the area. As the PCs traverse this area, roll immediately on the Random Encounter table and reroll “NPC Encounter” results. Any monsters that ensue should be placed approaching from Location 1 to the west. ML6-MNE-C-11: Center Rock Mountain As the PCs pass over this area, roll immediately on the Random Encounter table and reroll “NPC Encounter” results. The party disturbs the slumber of the ensuing beast(s); any monsters that ensue should be placed as arising from Location 4 to the west. 567 Mines L6 Map 208: Mining East: South (ML6-MNE-S) One square equals 5 ft. 568 Mines L6 ML6-MNE-S: Mining East: South Overview Much of this area appears to be a recently-functional mine... it’s not until the PCs get to the southeast corner that it turns macabre. Theme & Purpose The treasure in the southeast corner is one of the richest in the area, providing that the party can defend themselves once there. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll “NPC Encounter” results once. Areas of Interest ML6-MNE-S-1: Stonebridge North This rugged and broad stone bridge was crafted years ago, and judging from the runes inscribed, by dwarves. ML6-MNE-S-2: Stonebridge South Spanning the river of sludge here is a well-crafted stone bridge. ML6-MNE-S-3: Northeast Mining Wheelbarrows, water troughs, and 25’ tall scaffolding populates this area. ML6-MNE-S-4: Rockspire Boulders A broad stalagmite stretches all the way to the 25’ ceilings. To its east is a huge pile of boulders; the the south, a blood trail leads from the railway to the barricades in the southeastern corner. ML6-MNE-S-5: Crate Barricade Empty containers of all sort have been piled and stacked here in an effort to prevent assault from the north and west. From the blood everywhere, it seems to have been an unsuccessful defense; four dwarf bodies lie slain some weeks past. To the northwest of the crates is an arrangement of casks. Access Contents Dwarf Corpses (4x) unprotected Armor: Medium AND Weapons: Martial 2H AND Weapons: Ranged Casks (6x) Container: Barrel or Crate Alcohol: General, using Context B, size Medium ML6-MNE-S-6: Treasure Stash Tucked away behind rusty scaffolding is a treasure pile, presumably the last possessions of value among those slain to the north and west. Access Contents Treasure Pile unprotected Potions: Moderate AND Coin Treasure: General AND Gems: Low ML6-MNE-S-7: Railway The rails here are dented and dinged, but in good working order. To the west of this area is a quarter of sealed barrels. Access Contents Barrels (4x) Container: Barrel or Crate Fresh water 569 Mines L6 Map 209: Mining South Overview (ML6-MNS-O) One square equals 5 ft. 570 Mines L6 ML6-MNS-O: Mining South Overview Overview This mining zone encompasses the entire south and western walls of the Chaos-aligned area of this level of the Mines. It was actively used to excavate ore until a month or so ago. Theme & Purpose There’s a lot of death, a lot of treasure, and a lot of spiderwebs and accompanying beasties to be found in this area. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML6-MNS-O-1: Northwest Mining Please refer to page 571 for further information. ML6-MNS-O-2: Southwest Mining Page 574 begins full details. ML6-MNS-O-3: Southeast Mining Turn to page 576 for additional description. 571 Mines L6 Map 210: Mining South: Northwest (ML6-MNS-NW) One square equals 5 ft. 572 Mines L6 ML6-MNS-NW: Mining South: Northwest Overview The northwest mining region here is littered with corpses and treasure, owing mostly to its proximity to the False Obelisk to the northeast. Theme & Purpose The presence of the False Obelisk may not imbue the region with a formal Aura as such, but its presence is manifest in other ways: the absence of sentient and sane people; the prevalence of monsters, and a littering of corpses along the mining cave wall. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Roll twice as often as you would typically do. Areas of Interest ML6-MNS-NW-1: North Mining A few tattered and rusty scaffolds reach 20’ to the ceiling in this area. Week-old blood is scattered around the corpse of a dwarven miner, who looks hacked to death by mining tools. Access Contents Dwarf Corpse unprotected Weapons: Simple ML6-MNS-NW-2: North-Northwest Mining Mining tools have been abandoned here and there along the cave wall in this area. One dwarf miner has been slain with a pickaxe that is still embedded in his torso. Against the mining cave wall are two stacks of bags. Access Contents Dwarf Corpse unprotected Armor: Light AND Weapons: Light, both using Context D Sack Piles (2x) unprotected Simple Foodstuffs, size Medium Mining Tools unprotected Weapons: Simple, roll 1d4 times ML6-MNS-NW-3: West Mining Wheelbarrows, fresh water barrels, and 25’ tall scaffolds litter this area. Access Contents Mining Tools unprotected Weapons: Simple, roll 2d4 times ML6-MNS-NW-4: Southwest Mining Four dwarf miners are scattered here among abandoned tools and small, cloying ponds of their own blood and viscera. In the alcove to the west are piled mounds of sacks; it looks as though there was a concerted effort to amass the supplies needed to erect a barricade, but the miners involved did not have time enough to do so before the assault. Access Contents Dwarf Corpses (4x) unprotected Armor: General AND Weapons: General, both using Context D Sack Piles (2x) unprotected Glasses, Metals, and Woods, size Large ML6-MNS-NW-5: Storage Treasure Maze Spiderwebbed crates form a small maze of sorts, an alley really ending in a treasure pile and four half-elven bodies. Access Contents Half-Elf Corpses (4x) unprotected Armor: Light AND Weapons: Martial Ranged AND Weapons: Martial 1H, all using Context C Crates, Large (5x) Container: Barrel or Crate Glasses, Metals, and Woods, size Large Crates, Small (5x) Container: Barrel or Crate General Supplies, size Medium 573 Mines L6 Access Contents Treasure Pile unprotected Coin Treasure: Moderate AND Gems: Low AND Gems: Semi-Precious, using Context B ML6-MNS-NW-6: False Obelisk Please refer to 550 for further details about this region. 574 Mines L6 Map 211: Mining South: Southwest (ML6-MNS-SW) One square equals 5 ft. 575 Mines L6 ML6-MNS-SW: Mining South: Southwest Overview Very close to the railway, and of rich ore potential, this zone is one of the newest in the Mines. Theme & Purpose The niche in the southwest, and its treasure, is by far the most interesting aspect of this region. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Areas of Interest ML6-MNS-SW-1: Railway An elven corpse lies slain and slumped near the tracks; blood spatters the rails and ties. Nearby, boulders fallen from a rockspire have dented some abandoned mining equipment. Access Contents Elf Corpse unprotected Armor: Light AND Weapons: Martial 1H, both using Context C Mining Tools unprotected Weapons: Simple, roll 1d4 times ML6-MNS-SW-2: Southwest Alcove Rockfall and a partial collapse of the ceiling here has obstructed the expansion of the mining to the southwest, which forms a big alcove. Spiderwebs adorn most surfaces, and two dwarven miners lie amidst a chaotic mixture of blood, coin, and boulder. Scaffolds in the alcove reach barely 10-15’ tall as the alcove is quite a bit smaller than the cave to the north. Access Contents Dwarf Corpses (2x) unprotected Weapons: Light Treasure Pile unprotected Coin Treasure: Moderate AND Potions: Moderate AND Textiles: General, using Context C ML6-MNS-SW-3: Southeast Mining 25’ scaffolds covered in rust and dusty webs decorate the south cave wall. ML6-MNS-SW-4: Barrels & Tools A stack of casks rests here, neat and orderly. Scattered everywhere in this region is an assortment of smaller casks, as well. Mining tools have been abandoned on the ground. Access Contents Barrels, Large (8x) Container: Barrel or Crate Fresh water Casks (5x) Container: Barrel or Crate Alcohol: General, using Context B, size Medium 576 Mines L6 Map 212: Mining South: Southeast (ML6-MNS-SE) One square equals 5 ft. 577 Mines L6 ML6-MNS-SE: Mining South: Southeast Overview The southeast edge of the mining in this zone seems fairly typical, except for the slain miners littering the cave floor and the huge cluster of spiderwebs. Theme & Purpose Despite the carnage and challenge, there’s comparatively little loot to be found here, save for the southeast corner, where danger is also greatest. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “No Encounter” and “NPC Encounter” results. Areas of Interest ML6-MNS-SE-1: Southwest Alcove Two dead dwarves lie here at the foot of 25’ tall scaffolds. To the northeast, near the railway, are two small crates. Access Contents Dwarf Corpses (2x) unprotected Armor: Light AND Weapons: Simple Crates, Small (2x) Container: Barrel or Crate Clothing: General, using Context D, size Medium ML6-MNS-SE-2: South Alcove One dead miner is slumped between an open barrel of fresh water and an empty water trough. Access Contents Dwarf Corpse unprotected Weapons: Light ML6-MNS-SE-3: Webbed Rockspires Two huge stalagmites sit on either side of the railway in this corner. Between them are strung a huge assortment of thickly-stranded webbing, preventing all movement between the spires. SClearing the webs to enable railcar travel requires 10 minutes, during which you must roll on the Random Encounter table and ignore “NPC Encounter” results. Ensuing monsters will approach from the western edge of the map. ML6-MNS-SE-4: Treasure Stash In this rounded alcove forming the corner of the mining zone, three dwarves have been slain by crushing rocks. A small pile of treasure has been placed in the southern corner. To the northwest of the pile is a trio of casks. Access Contents Dwarf Corpses (3x) unprotected Armor: Heavy AND Weapons: Martial 2H Casks (3x) Container: Barrel or Crate Alcohol: General, using Context C, size Medium 578 Mines L6 Map 213: Sludgelake (ML6-SGL) One square equals 5 ft. 579 Mines L6 ML6-SGL: Sludgelake Overview This large natural lake consists of all manner of disgusting runoff, bile, feces, and other excreted or exuded substance from creatures and monsters, alive and dead. Theme & Purpose There is a bit of treasure on the bank, but taken as a whole, this region is almost certain to be a disappointing trap for “completionist” PCs wishing to ensure they miss absolutely no corner of the Mines. Random Encounters Use the standard / default Random Encounter rules for this level. Ignore all “NPC Encounter” results. Undersludge This lake, and the river that flows from it to the south, consists of a viscous, foul liquid called undersludge. Treat undersludge as a trap, with the following profile. Stepping into, or across, any square containing undersludge will automatically cause an effect unless an Acrobatics check is passed. A PC may attempt the Acrobatics check first, and thereafter the Constitution check if that is failed. Undersludge Type Organic; Trigger Touch; Reset Automatic Perception automatic; Disable Device n/a Effect Nauseated (Constitution DC 16 downgrades to Sickened; Acrobatics DC 18 negates) Detecting undersludge is automatic, as it often takes the form of rivers or ponds. To have an effect, at least a square foot of one’s body must be covered with the substance; stepping into a river or lake qualifies. Roll once to resolve the effect; that effect sustains until the undersludge is removed. Typically, simply washing the affected area with water is sufficient to eliminate the contamination. Areas of Interest ML6-SGL-1: Stonebridge South This stone bridge allows safe access from east to west banks across the undersludge river. On the west bank is an assemblage of bones. ML6-SGL-2: East Bank Boulder Mountains Please refer to “Map 207: Mining East: Center (ML6- MNE-C)” on page 564 for more information. ML6-SGL-3: Fungal Bank The southwest bank of the lake consists of a horde of mushrooms of purple and ochre hue. ML6-SGL-4: Northwest Fungus Between the two rockspires here is a morass of boulders, fungus, and skeletons. If the murhsrooms here are disturbed, roll on the Random Encounter table and ignore “NPC Encounter” results. Monsters that ensue should approach from Location 2 to the southeast. ML6-SGL-5: North Bank Treasure Cache Nestled among a partial ring of boulders fallen from the enormous rockspire that stretches 30’ to the cave ceiling is a skeleton and a pile of belongings. Access Contents Skeleton unprotected Armor: Medium Treasure Pile unprotected Clothing: General AND Textiles: General AND Gems: Semi-Precious ML6-SGL-6: Northeast Bank Fungus encrusts this entire region about the bank of the lake at the foot of a narrow 20’ tall rockspire. Skeletons and monster carcasses litter the boulder-strewn region to the north. ML6-SGL-7: Sludgelake This enormous, natural lake of putrid, viscous resin is opaque, but you suspect it’s close to 15’ deep in the middle. From the ceiling drips a ceaseless but slow refill of the fluid, which appears to be a mixture of viscera, mud, and other, less savory substance. 580 Mines L7 Mondaria Mines: Levels 7 & 8 581 Mines L7 Map 214: Mines Level 7 Overview (ML7-O) One square equals 20 ft. 582 Mines L7 Level Introduction: Mines Level 7 & 8 Summary These levels return to the surface dynamic of having a single, large space in which all three regions of Chaos, Law, and Love can coexist. That such design has been made possible largely by the Obelisk’s influence is somewhat surprising, but in evil, all things may be united. This level consists of a single enormous cave space, a huge secret northern zone, three staircases which descend further into the abyss, and a southern secret region that hides what may be the adventure’s single most lethal foe. Entrances and Exits Note that the following are typical, even secret, means of entering and exiting the level as it was designed. Other, magical means of navigating the level (for example, teleportation spells or those that grant incorporeality) are not discussed and are left to the GM to manage should they be introduced. Navigation to Mines Level 6 There are three Elevators ascending to Level 6, near locations 1, 2, and 3. Navigation to Mines Level 8 Locations 9, 10, and 11 each feature elevators or staircases that descend. Overview The PCs will descend via one of the three elevators; each location surrounding these lifts is an interesting little scene unto itself. Once freed of the immediate challenge, they may explore, or simply move south to descend into the murky depths. “Level 8” is less a true level of the Mines, more a penultimate stage of depth leading to the final zone. Atmosphere & Theme The air is tangibly hot, and smells a bit of sulfur and soot. Visibility is impaired, despite the party’s best efforts. Chronic headaches for Lawful characters should now be quite severe. For Paladins, consider adding occasional conditions of blurred vision to the mix. Default Random Encounters Some Areas of Interest within this level will describe a certain approach to Random Encounters, either by overriding the timing (e.g., “every 30 minutes), and/or by providing its own localized version of the random encounter table below. Absent such an override, roll on the following table of Default Random Encounters for every 5 minutes the party remains in this area. Table 24: Mines Level 7 Default Random Encounters D% Event Description 01-05 No Encounter Nothing interesting or specific occurs to deter the party from their overall objectives and exploration. 06-10 Trivial Encounter Roll once on Monsters: Mines, Trivial. 11-20 Light Encounter Roll once on Monsters: Mines, Light. 21-40 Average Encounter Roll once on Monsters: Mines, Average. 41-75 Advanced Encounter Roll once on Monsters: Mines, Advanced. 76-89 Elite Encounter Roll once on Monsters: Mines, Elite. 90-00 NPC Encounter Roll once on the Default NPC Encounter Table below. Default NPC Encounters Some Areas of Interest within this level will describe a certain approach to NPC Encounters, providing its own localized version of the table below. Absent such an override, when in this level, when directed to roll for a random NPC, roll on the following table. Note that if a certain circumstance mandates the presence of an NPC, you may ignore and reroll results of “No Encounter” on the table below. The GM is, as in all other aspects of the adventure, to use her common sense regarding use of this table. You should feel free to ignore or reroll results with which you don’t agree, or simply choose a result yourself to keep with the atmosphere of the adventure as experienced by your gaming group. Note, also, that any entry in the list below that has a blank (“-”) next to it for roll results means that that NPC is never normally encountered in this level. Table 25: Mines Level 7 Default NPC Encounters D% Event Description 01-05 No Encounter Despite an initial feeling, the party does not encounter any NPCs at this time. 06-15 Common NPC Addicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 583 Mines L7 D% Event Description 16-29 Common NPC Afflicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 30-34 Common NPC A single Bleak Mute lurches within view of the party. 35-39 Common NPC One Crazed Harbinger stumbles about within view of the party. 40-49 Common NPC Tainted Miners walk creepily toward the party: 2d4x 2d6x 2d8x 2d12x 50-64 Common NPC Miners approach the party suspiciously: 2d6x 2d8x 2d10x 2d12+4x 65 Common NPC One Mining Taskmaster walks purposefully toward the party. 66 Common NPC A terrified Munitions Wench is visible, huddled in her rags. 67 Common NPC You see a Supply Maid in tattered clothes, though you’re not sure she sees you. 60-68 Common NPC A horrifying Tainted Taskmaster walks about. - Common NPC Celebrants dance and amble toward the party: 1d4x 2d4x 2d6x 3d8x - Common NPC Firedancers lithely come toward the party: 1d4x 2d4x 2d6x 3d8x - Common NPC A Firedancer party approaches the PCs: 1x Campmaiden, 1d4x Firedancers, 2d4x Celebrants 1x Hearthstud, 2d4x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d6x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d8x Firedancers, 2d8x Celebrants D% Event Description - Common NPC A single Campmaiden or Hearthstud approaches the party with a twinkle in their eye. Use the sex opposite the majority of the PCs’ composition, or randomize if there is a tie. 69 Named NPC Ambling scholar Brocambe Methurzz. 70 Named NPC Beastmaster Gabharn. 71 Named NPC Blacksmith Hamfast Burrbottom. 72 Named NPC Feastmaster Frobwin Glamfork. 73 Named NPC Herbalist Innelothe. 74 Named NPC Illusionist entertainer Raekeldorr. 75 Named NPC Keeper of Records Skandern Lithutz. 76 Named NPC Keepmaster Vanarelia Riccards. 77 Named NPC Loremaster Dalnarok. 78 Named NPC Mercenary dwarf Gordsturll. 79 Named NPC Merenary tiefling Killarth. 80 Named NPC Railmaster Arranz Trevain. 81 Named NPC Tinkermaster Skandbard. 82 Named NPC Warden Imeltrude Legande. 83 Named NPC Brewmaster Glimdarffe Sudsglub. 84 Named NPC Cartographer Estarel Finequill. 85 Named NPC Chemist Incebb Gullip. 86 Named NPC Chief engineer Didkeln Clawhammer. 87 Named NPC Coinmaster Lugatoo. 88 Named NPC Dwarven union leader Danalin Foeslash. 89 Named NPC Elven administration leader Maresmir. 90 Named NPC Engineer Brimdog Firecleave. 91 Named NPC Foreman Belerras. 92 Named NPC Gangboss Dagbrag. 93 Named NPC Lead designer Estarel Finequill. 94 Named NPC Mayor Faenadorn. 95 Named NPC Minemaster Thrennian Lo’quee. 96 Named NPC A Mystic Seer. 97 Named NPC Sage Natobbe. 98 Named NPC Stablehand Friskbik. 99 Named NPC Stablemaster Semtammi. 00 Named NPC Tribute magister Elawelle. Areas of Interest ML7-O-1: Elevator Up (Law) Please refer to page 585 for more information. ML7-O-2: Elevator Up (Love) Page 587 commences a full description. 584 Mines L7 ML7-O-3: Elevator Up (Chaos) Find a full depiction of this region beginning on page 590. ML7-O-4: Railtracks A single, massive loop of railway connects all important regions in this mine level. ML7-O-5: Secret Passage North Refer to page 592 for full details. ML7-O-6: Obelisk Shard Mining Page 594 begins full information of this zone. ML7-O-7: Dais This imposing structure is described starting with page 602. ML7-O-8: Wyrmlair Formidable challenge awaits those who detect this secret, as described starting on page 605. ML7-O-9: Staircase West This leads down to “Map 230: Staircase West (ML8-SCW)” on page 620. ML7-O-10: Staircase Center Please refer to “Map 229: Mines Level 8 Overview (ML8-O)” on page 618 for further information. ML7-O-11: Staircase East “Map 231: Staircase East (ML8-SCE)” on page 622 holds complete information. 585 Mines L7 Map 215: Elevator Up, Law (ML7-EUL) One square equals 5 ft. 586 Mines L7 ML7-EUL: Elevator Up, Law Overview The easternmost of the three elevators that lead to this level, this region has some grisly discoveries and a large amount of storage to discover. Theme & Purpose The region immediately around the elevator is neat and orderly. The animal pen... less so. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML7-EUL-1: Railway These tracks look pristine, as though rarely—if ever— used. ML7-EUL-2: Elevator Up This leads to “Map 182: Elevators East (ML6-EEL)” on page 509. ML7-EUL-3: Storage A massive array of crates and barrels sits here, neatly stacked and coordinated. To the north is a pile of treasure amidst a spill of coins. Access Contents Crates, Large (3x) Container: Barrel or Crate, using Context C Glasses, Metals, and Woods, size Large, using Context C Crates, Small (6x) Container: Barrel or Crate General Supplies, size Medium Barrels (6x) Container: Barrel or Crate Alcohol: General, size Medium Treasure Pile unprotected Coin Treasure: Moderate AND Gems: Semi-Precious ML7-EUL-4: Animal Pen A series of wooden fenceposts forms a wall through the muddy cave floor at this point. To the east of center in this wall is an animal pen, filled with dwarf corpses hacked to pieces so badly it’s difficult to detemrine how many bodies there are. Weeks-old blood abounds, but no possessions to speak of. ML7-EUL-5: Boulders and Webs Between two wide-based rockspires that reach nearly to the 30’ tall ceilings is a mass of boulders of all size and shape, forming a pile 8’ tall in places. Strewn across this makeshift mound is a mess of spiderwebs. ML7-EUL-6: Dead Elves Two dead elves lay at the base of the rock heap, drained of blood and with sunken eyes. Their bodies retain all their worldly goods. Access Contents Elf Corpses (2x) unprotected Armor: Medium AND Weapons: Martial Ranged AND Weapons: Martial 1H 587 Mines L7 Map 216: Elevator Up, Love (ML7-EUV) One square equals 5 ft. 588 Mines L7 ML7-EUV: Elevator Up, Love Overview The northwestern of the three elevators that control access into and out of this level of the Mines, this region has become infested with fungus and debris. Theme & Purpose This may be the most dangerous of the three elevators, but the corresponding reward is equivalent to the challenge. Random Encounters Use the standard / default Random Encounter rules for this level. Ignore “NPC Encounter” results, and reroll “No Encounter” results. Areas of Interest ML7-EUV-1: Elevator Up This leads to “Map 179: Elevator North Down (ML6-END)” on page 503. ML7-EUV-2: Storage A massive collection of containers sits here, somewhat organized. A sackpile has been heaped to the southeast. Access Contents Crates, Large (7x) Container: Barrel or Crate, using Context C Glasses, Metals, and Woods, size Large, using Context C Crates, Small (67) Container: Barrel or Crate Clothing: General, size Medium Sack Pile unprotected Rations & Prepared Food, size Large ML7-EUV-3: Elf Treasure Two elves were slain here by fire and acid, probably a few weeks past. A small pile of treasure sits beteween them, amidst a spill of coins. Access Contents Elf Corpses (2x) unprotected Armor: Light AND Weapons: Martial 1H Treasure Pile unprotected Coin Treasure: Moderate AND Potions: Moderate ML7-EUV-4: Boulder Spill Massive boulders have fallen from the cave ceiling here, completely and irrevocably blocking the railway at this point. To the northeast an enormous spiderweb joins the boulders to a similarly-sized clump at the base of a rockspire. ML7-EUV-5: Dwarf Water This dead dwarf now lies near a clump of enormous fungi and three open barrels of fresh water. Access Contents Dwarf Corpse unprotected Armor: Heavy AND Weapons: Ranged ML7-EUV-6: Railway Slime North Two dead half-elves lie on the tracks in this area. To the southwest are two open barrels of fresh water. To the northwest is a patch of translucent, purplish-black slime. The slime here is just simply residue, but the PCs will be forgiven for reacting cautiously. ML7-EUV-7: Railway Slime Northwest Viscous slime coats the tracks and railbed at this point. To the south is a dwarven corpse, next to a dessicated skeleton and a cluster of spiderwebs at the base of n enormous rockspire. Access Contents Dwarf Corpse unprotected Armor: Heavy AND Weapons: Simple AND Weapons: Ranged The slime is a gray ooze, which attacks the PCs if they approach within 20’ of it. ML7-EUV-8: Spiderweb Rockspire The south slope of this massive, 30’ tall rockspire is coated in enormous strands of spiderwebbing. Five dessicated corpses surround the webs; one week-dead elf is caught still in its midst. Touching the webs in this region will trigger attention: roll on the Random Encounter table and ignore 589 Mines L7 “NPC Encounter” results. Ensuing monsters approach from Location 5 to the southeast. Access Contents Elf Corpse unprotected Armor: Light AND Weapons: Ranged AND Potions: Moderate ML7-EUV-9: Barrel Spill A stack of barrels has toppled here to the southwest of the fungus clustered earound the elevator. Access Contents Barrels (9x) Container: Barrel or Crate Alcohol: General, using Context B, size Medium ML7-EUV-10: Fungus Purple, knee-high fungus encrusts the cave floor in this area. The caps are head-sized in places, and particularly large clumps of mushroom come up to your shoulder. As you move about, thick spores cling to your clothing and body. They seem harmless, but it’s very easy to see who has and who has not walked through here. The fungus itself poses no real threat; however, any PC who wades through at least two squares of this purple fungus is marked for cave-dwelling beasts who recognize it. For an hour after walking in this area, monsters who attack any PC who travels here receive a +1 circumstance bonus on their attack rolls. 590 Mines L7 Map 217: Elevator Up, Chaos (ML7-ELC) One square equals 5 ft. 591 Mines L7 ML7-ELC: Elevator Up, CHaos Overview The southernmost of the three elevators descending into this floor, this one sports the area of must obvious carnage. Theme & Purpose The scene here is grim and grisly, but almost bloodless; this conflict happened nearly at the beginning of the Obelisk’s discovery. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any “NPC Encounter” results. Areas of Interest ML7-ELC-1: Elevator Up Four elf bodies lie slain here. Surrounding the elevator is a chest-high ridge of grain sacks; beyond that is a second barricade of empty crates, barrels, and destroyed furniture. The elevator itself leads back up to “Map 181: Elevators Southwest (ML6-ESW)” on page 507. Access Contents Elf Corpses (4x) unprotected Armor: Light AND Weapons: Martial Ranged AND Weapons: Martial 1H If the PCs descend here from Level 6, roll immediately on the Random Encounter table and reroll until you get a monster result. Place the ensuing beasts as approaching from the maps’ western edge. ML7-ELC-2: Rockspire South This narrow stalagmite reaches 20’ up toward the 30’ cave ceiling. About its base is a cluster of webbing and boulders. To the northeast, barrels and debris make passage by rail here impossible until it’s cleared off. Clearing the area requires 5-10 minutes, during which you must roll on the Random Encounter table, ignoring “NPC Encounter” results. Any monsters that ensue should approach from the map’s north edge. ML7-ELC-3: Northwest Guano Feces riddle the cave floor here, to the east of a narrow, 15’ tall stalagmite surrounded by boulders and webbing. ML7-ELC-4: Northeast Rockspire A slim spire of rock reaches precariously all the way up to the 30’ cave ceiling here. Spiderwebs and a few rocks dot its base. ML7-ELC-5: Dirt Carnage This wide expanse of packed dirt reflects a major struggle, months ago: long-dead bodies stripped of their belongings, smashed furniture, thrown rocks and objects. 592 Mines L7 Map 218: Secret Passage North (ML7-SPN) One square equals 5 ft. 593 Mines L7 ML7-SPN: Secret Passage North Overview To the extreme north of the expansive cave chamber is a secret passage that leads to the level’s true purpose: mining for chunks of Obelisk Shard. Theme & Purpose Short of exploring every single aspect of the permieter, or having a strong and lucky hunch, the only realistic means of detecting this secret is to look on the map and see where unusual worn paths seem to lead from the railway, seemingly into the wall. Random Encounters Use the standard / default Random Encounter rules for this level. Ignore all “NPC Encounter” results. Areas of Interest ML7-SPN-1: Railway A worn path seems to lead north from the railway at this point. The tracks appear well-used and the ties have been replaced recently. ML7-SPN-2: Secret Passage Entrance Only read the italicized text below if the secret is discovered. It doesn’t take you long to notice the outline of a doorway here. Hitting it with a stick, you soon dislodge enough earth to fit your way through a broad tunnel that leads to the north. Access Secret Passage Entrance Locks: Door, Secret (Perception Only) ML7-SPN-3: Passage For a secret passage, the ceiling here is quite tall—8’. It’s broad, too, and the floor well-trod; someone must have traversed this path quite frequently for it to be so... normal-seeming. ML7-SPN-4: Dirt Path A packed dirt path leads north, into an enormous chamber beyond. 594 Mines L7 Map 219: Obelisk Shard Mining Overview (ML7-OSM-O) One square equals 5 ft. 595 Mines L7 ML7-OSM-O: Obelisk Shard Mining Overview Overview This enormous chamber has been used to hunt for Obelisk Shards, small crystalline chunks of Dark Obelisk that are used in all manner of item. Theme & Purpose It’s important to note that it is beyond the scope of this adventure to deal with Shards themselves; all such crystals retrieved from the mining walls of this region have been used, shipped elsewhere, or ground up and ingested as a narcotic. Haze of Evil The dust generated by months of mining has resulted in a purplish, filmy haze throughout the area. Mechanically speaking, it has the same effect as a Minor Obelisk Taint (p 49) which affects everyone in Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any “NPC Encounter” results. Areas of Interest ML7-OSM-O-1: Shard Mining West Please refer to page 596 for further details. ML7-OSM-O-2: Shard Mining Center Page 598 begins more information. ML7-OSM-O-3: Shard Mining East Turn to page 600 for additional description. 596 Mines L7 Map 220: Obelisk Shard Mining West (ML7-OSM-W) One square equals 5 ft. 597 Mines L7 ML7-OSM-W: Obelisk Shard Mining West Overview A rich area filled with storage and danger, this western edge of the hidden shard-mining zone is a good place to get some experience. Theme & Purpose Dreadslime and storage abound; like the rest of this secret mining chamber, it’s filled with a purplish haze that affects all within. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Areas of Interest ML7-OSM-W-1: Dreadslime Rockspire An enormous rockspire reaches all the way to the ceiling, 25’ above you. About its base is an assortment of boulders and dreadslime patches. Braziers are lit with purplish haze. Please refer to the rules for dreadslime (p 513). ML7-OSM-W-2: Containers Crates are stacked neatly here, to the south of a curving well-trod path that leads northwest. Access Contents Crates, Small (7x) Container: Barrel or Crate Glasses, Metals, and Woods, size Medium, using Context C Crates, Large (3x) Container: Barrel or Crate, using Context C Glasses, Metals, and Woods, size Large, using Context C ML7-OSM-W-3: Barrels and Dreadslime A large dreadslime pool sits at the base of a huge grey rockspire that scrapes the 25’ tall ceiling. Boulders, a lit brazier with purple smoke, and five steel-lined barrels sit nearby; two of the barrels are open and appear to contain dreadslime. Access Contents Barrels (3x) Container: Barrel or Crate, using Context C Dreadslime ML7-OSM-W-4: Barrel Storage Behind the northwest curve of the rockspire, and beyond a pool of dreadslime, is a cluster of steel-lined barrels. Two of these are open and appear to be half-filled with dreadslime. Access Contents Barrels (7x) Container: Barrel or Crate, using Context C Dreadslime ML7-OSM-W-5: Mining West Scaffolding reaches 25’ to the ceiling along this wall, which seems to have been mined as recently as a week ago. Soot and debris litters the floor. ML7-OSM-W-6: Mining Nort Abandoned tools have been scattered along the floor. Access Contents Mining Tools unprotected Weapons: Simple, roll 2d4 times ML7-OSM-W-7: Northeast Mining A patch of dreadslime, two barrels, and a lit brazier sit at the foor of the massive rockspire, and southwest of a wheelbarrow and water trough. Access Contents Barrels (2x) Container: Barrel or Crate, using Context C Dreadslime 598 Mines L7 Map 221: Obelisk Shard Mining Center (ML7-OSM-C) One square equals 5 ft. 599 Mines L7 ML7-OSM-C: Obelisk Shard Mining Center Overview A rich area filled with storage and danger, this western edge of the hidden shard-mining zone is a good place to get some experience. Theme & Purpose Dreadslime and storage abound; like the rest of this secret mining chamber, it’s filled with a purplish haze that affects all within. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Areas of Interest ML7-OSM-C-1: Central Path Leading north from the secret entrance is a well-trod, tight path through the mud and muck of the depressed cave floor. The road is flanked by lit braziers, lit with a slow burn and sending hazy purple smoke into the cavern. A trail of blood follows the path, leading north and then curving northeast. ML7-OSM-C-2: Dreadslime Pool To the east of the path is an enormous pool of gurgling, foul slime of purplish-black hue. ML7-OSM-C-3: Storage A cache of containers is neatly organized to the south of a pile of treasure and amidst a spill of coins. To the south of this arrangement is a stack of barrels. Access Contents Crates, Large (2x) Container: Barrel or Crate Glasses, Metals, and Woods, size Medium, using Context C Crates, Small (5x) Container: Barrel or Crate Rations & Prepared Food, size Medium, using Context D Treasure Pile unprotected Coin Treasure: Moderate AND Gems: Low Chest Locks: Chest, Strongbox, using Context B Potions: Moderate AND Gems: Medium-Quality Barrels (6x) Container: Barrel or Crate Alcohol: General, size Medium ML7-OSM-C-4: Animal Pen The trail of blood from the south leads inside this animal pen, which now contains two slain elves. Access Contents Elf Corpses (2x) unprotected Armor: Light ML7-OSM-C-5: Rockspire Surrounding an enormous stalagmite is an arrangement of rusty, 25’ tall scaffolding, barrels filled with dreadslime, pools of dreadslime, and a few fresh water barrels. ML7-OSM-C-6: Crates A large arrangement of containers has been organized here. Access Contents Crate, Large Container: Barrel or Crate Glasses, Metals, and Woods, size Medium, using Context C Crates, Small (10x) Container: Barrel or Crate General Supplies, size Medium, using Context D 600 Mines L7 Map 222: Obelisk Shard Mining East (ML7-OSM-E) One square equals 5 ft. 601 Mines L7 ML7-OSM-E: Obelisk Shard Mining East Overview A rich area filled with storage and danger, this western edge of the hidden shard-mining zone is a good place to get some experience. Theme & Purpose Dreadslime and storage abound; like the rest of this secret mining chamber, it’s filled with a purplish haze that affects all within. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Areas of Interest ML7-OSM-E-1: Dreadslime Pool About the perimeter of a dreadslime pool is an array of dreadslime-filled barrels, and four sealed casks. Access Contents Barrels (4x) Container: Barrel or Crate Dreadslime ML7-OSM-E-2: Storage A haphazard array of containers has been stashed here amidst boulders and mud. Access Contents Crates, Large (3x) Container: Barrel or Crate Glasses, Metals, and Woods, size Medium, using Context C Crates, Small (4x) Container: Barrel or Crate General Supplies, size Medium, using Context D Sack Piles (7x) unprotected Simple Foodstuffs, size Medium ML7-OSM-E-3: Coin Treasure Spilled from the nearby wheelbarrow is an assortment of coins and treasure. Access Contents Treasure Pile unprotected Coin Treasure: Moderate AND Potions: Moderate ML7-OSM-E-4: Dreadslime Scaffolds 25’ tall, rusty and tenuous scaffolding abounds in this corner. It seems more than a bit unsafe to have a pool of dreadslime so close to the metal structures. 602 Mines L7 Map 223: Dais (ML7-DAS) One square equals 5 ft. 603 Mines L7 ML7-DAS: Dais Overview This is the centerpiece of the southern lair, and the only public-facing, obviously-visible aspect of it. Most of the time, the lair’s occupant hides behind the illusory wall. Theme & Purpose If the Wyrm is present, the PCs should be terrified immediately. Make clear the size, horrificness, and sheer aura of terror surrounding the beast, and that from its vantage point on the Dais, it can see all within the main cavern of this level. Even if the beast is absent, however, it should be plain that this large, sparse, and well-maintained area is intended for some foul purpose. Random Encounters Use the standard / default Random Encounter rules for this level. Ignore all “NPC Encounter” results. Of note, if the Dreadwyrm is present, no other monster in the Mines will threaten it at all; the great Wyrm’s power here is unquestioned. Creature Comfort The Dreadwyrm rests on the Dais about 15% of the time. Areas of Interest ML7-DAS-1: Ruined Tower A guardpost, hastily erected to oversee the levels below, has been destroyed, nearly razed to the ground and coated in soot. ML7-DAS-2: West Entrance Massive, 20’ tall double steel doors bar entry here. From the north, the door is hardly visible; there is a depression in the stone surface that angles down from above, into which a talon might well fit. There is a locking mechanism within that the depression appears to operate. Access West Entrance Locks: Door, Secret (Perception only, from the north) AND Locks: Door, Stronghold ML7-DAS-3: South Cache A third door, in between the other two, opens into a cube-shaped stone alcove, not 20’ tall. Access South Cache Door Locks: Door, Secret (Perception only, from the north) AND Locks: Door, Stronghold, both using Context C ML7-DAS-4: Dais An enormous expanse of flat, blank stone stretches before you here. There seems to be no easy way onto the surface: neither ladder nor door connects in any way, and there is no bridge or apparent mechanism to reveal or generate one. There is no obvious mundane means of getting to this location. Magic, or some particularly ingenious and convincing skill use and dice-rolling, is necessary to get here. Low-level characters often lack access to fly spells, dimension door effects, and similar resources; it may be simply impossible for them to reach this point and explore the southern zone. That may well be for the best, however: even at the lowest difficulty band, the Dreadwyrm is a formidable challenge far beyond lowest- level parties! ML7-DAS-5: Braziers Around the perimeter of the dais are spaced four enormous, unlit braziers. Two more are spaced evenly across the space in the back of the dais. ML7-DAS-6: Treasure Cache Hordes of coins and gemstones are piled about. Every surface of the cubelike room is polished and pristine; the torchlight bounces around to further enhance the visual effect of so much treasure. 604 Mines L7 Access Contents Treasure Cache unprotected Coin Treasure: Moderate, size Large, using Context C AND Gems: Medium-Quality, using Context C AND Gems: Low, size Large ML7-DAS-7: East Entrance This is identical to the West Entrance, ML7-DAS-2, above. Perhaps obviously, the secret here must be discovered, and the lock opened, separately. ML7-DAS-8: Corpsepile Whatever lives here has a huge appetite, and stores the discarded corpses here. More than a dozen creatures of varying size and nature have been tossed here; none of them is more than a few days slain, and all possessions have been stripped. ML7-DAS-9: Debris Pile Fallen rocks, splintered timbers, and other debris is piled here, indicating what this area might once have been before it became a lair. 605 Mines L7 Map 224: Wyrmlair Overview (ML7-WML-O) One square equals 5 ft. 606 Mines L7 ML7-WML-O: Wrymlair Overview Overview The wyrmlair was once a naturally-occuring “shelf” on the southern side of the yawning chasm to the north. As it provides visibility to both Level 7 as well as Levels 8 and 9 beneath it, the Mines constructed a series of guard towers along the length of the shelf for supervision. Following the events of the Obelisk’s discovery, a Dreadwyrm was released into the mining complex. It switfly took advantage of this area, and in coordination with the influece of the Obelisk, ordered enslaved and tainted miners to construct the Dais as a means of showing off. Theme & Purpose Some of the best treasure in the adventure can be found here, but it’s possible the PCs will ignore the region entirely if they do not discover the secret. A Phantom Shelf The entire map shown in the Wyrmlair Overview, with the exception of the Dais (p 602), is hidden behind an illusory wall. It has no substance, so it’s possible to discover the illusion by throwing a rock or shooting an arrow, and noting that the projectile disappears when it crosses the threshold of where the shelf is. Until the illusion is dispelled, it appears as a wholly normal cave wall. The illusion is one-way; those facing north from the shelf itself see as normal. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Areas of Interest ML7-WML-O-Lair West Please refer to page 605 for further details. ML7-WML-O-Lair East Page 607 for additional description. 607 Mines L7 Map 225: Wyrmlair West (ML7-WML-W) One square equals 5 ft. 608 Mines L7 ML7-WML-W: Wyrmlair West Overview The western wing of the lair is relatively unused; the Dreadwyrm prefers the eastern region to this. Theme & Purpose Ruins of old guard towers can be see, but there’s little treasure to be located; anything the Wyrm sees glint, goes in its vault. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any “NPC Encounter” results. Areas of Interest ML7-WML-W-1: Webbed Debris Spiderwebs join neighboring piles of rubble. A fallen pillar hints at what might once have stood here. ML7-WML-W-2: Tower Rubble This rubble appears to have formed the upper portions of a huge tower. Now, it’s just debris that seems to have formed the nest of a great many beasts. ML7-WML-W-3: Tower West This tower once stood 20’ tall; it’s now a charred and hacked-apart circle of stone and cobbles that barely stands out from the cave floor. ML7-WML-W-4: Tower East The stone here has been burnt horribly by some malevolent force; there’s little left recognizable from what this tower must have once been. Rubble from the upper portion sits about the base. Spiderwebs link the tower’s debris to the cave wall to the south. ML7-WML-W-5: Open Space West The dirt and stone here are sparsely spaced... it makes you a bit nervous to move in an area where you have no cover! Navigating this open space is sure to draw attention: roll on the Random Encounter table and ignore “NPC Encounter” results. If a monster encounter results, have it approach from off the map edge to the east. If no encounter results, the PCs have instead drawn the attention of the Dreadwyrm itself! ML7-WML-W-6: Open Space East Unless the partty explicitly traverses this region with an eye toward stealth—for example, by navigating by way of the debris to the north—treat it as Open Space West, ML7- WML-W-5, above. 609 Mines L7 Map 226: Wyrmlair East (ML7-WML-E) One square equals 5 ft. 610 Mines L7 ML7-WML-E: Wyrmlair East Overview This is the preferred resting place for the Dreadwyrm. Theme & Purpose The PCs should knowingly sense that this is the lair of an adversary far greater than any they have faced thus far. It has a different look, different feel, and is wide-open and inaccessible, hidden behind what must be an intentional, illusory wall... their sense of dread should be high. Let Sleeping Beasts Lie If the Dreadwyrm was not on the Dais as the PCs approached the lair, there is a 60% chance it is here; place it at Location 8. If the Dreadwyrm is determined to be in neither location, the PCs are in luck: for the duration of their time in this zone, the beast does not return. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any “NPC Encounter” results. Areas of Interest ML7-WML-E-1: Ruined Tower West Debris from this ruined tower cascades in a line from southeast to northwest, connecting with the stone structure and dais. ML7-WML-E-2: Corpses Fresh skeletons litter the gap between towers here, the flesh picked or singed from their bones. ML7-WML-E-3: Rubble Pile A 10’ tall pyramid of refuse sits here. Much is from the tower to the southeast, but there’s a lot of bone and feces in the pile as well. ML7-WML-E-4: Ruined Tower Center This tower was once very tall; at least that’s you intuit from all the debris scattered about. ML7-WML-E-5: Rubble Line A line of rubble stretches from the eastern tower, as though it toppled and was then destroyed. ML7-WML-E-6: Ruined Tower East This tower is singed to a crisp, with very little left in the actual tower base. ML7-WML-E-7: Webbing Far against the easternmost edge of the lair is a gathering of spiderwebs that join the ruins of the tower to the cave wall. ML7-WML-E-8: Open Space Ignore the following scenario if the Dreadwyrm is determined to be here already. You’re not comfortable moving along this wide open space with no cover, but you see no alternative if you’re to continue eastward and explore. Navigating this open space is sure to draw attention: roll on the Random Encounter table and ignore “NPC Encounter” results. If a monster encounter results, have it approach from off the map edge to the east. If no encounter results, the PCs have instead drawn the attention of the Dreadwyrm itself! 611 Mines L7 Map 227: Staircase West (ML7-SCW) One square equals 5 ft. 612 Mines L7 ML7-SCW: Staircase West Overview One of three staircases that descend into the lower levels, this is the only one of the three that remains a staircase for the duration of its descent. Theme & Purpose It’s dark and hot in the lower levels... the PCs feel this palpably as they descend. Falling There are no railings or safety devices to protect you from fallig off the sides here... those who fall will suffer a great deal of damage unless they have means to avoid the impact. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML7-SCW-1: Ruined Guardpost What was once a guardpost is now a ruin. There’s little to discover inside; it appears to have been picked clean by scavengers. ML7-SCW-2: Archway Ornate stones indicate that there was once a nicely- designed archway here, at the entrance to the bridge that leads south. ML7-SCW-3: Bridge This wooden bridge sways with your weight, but seems solid enough; it’s certainly broad and thick enough to support the entire party. ML7-SCW-4: Pedestal A plain, flat block of stone serves as the anchor point for the bridge. ML7-SCW-5: Staircase Down This leads to “Map 231: Staircase West (ML8-SCW)” on page 620. ML7-SCW-6: Pit It’s a yawning chasm beneath you. Between the height and the haze, you can’t be sure, but it looks at least 80’ straight down from here. 613 Mines L7 Map 228: Staircase Center (ML7-SCC) One square equals 5 ft. 614 Mines L7 ML7-SCC: Staircase Center Overview One of three staircases that descend into the lower levels, this is the only one of the three that remains a staircase for the duration of its descent. Theme & Purpose It’s dark and hot in the lower levels... the PCs feel this palpably as they descend. Falling There are no railings or safety devices to protect you from fallig off the sides here... those who fall will suffer a great deal of damage unless they have means to avoid the impact. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML7-SCC-1: Ruined Guardpost What was once a guardpost is now a ruin. There’s little to discover inside; it appears to have been picked clean by scavengers. ML7-SCC-2: Archway Ornate stones indicate that there was once a nicely- designed archway here, at the entrance to the bridge that leads south. ML7-SCC-3: Bridge This wooden bridge sways with your weight, but seems solid enough; it’s certainly broad and thick enough to support the entire party. ML7-SCC-4: Pedestal A plain, flat block of stone serves as the anchor point for the bridge. ML7-SCC-5: Elevator This leads to “Map 233: Mines Level 9 Overview (ML9-O)” on page 625. 615 Mines L7 Map 229: Staircase East (ML7-SCE) One square equals 5 ft. 616 Mines L7 ML7-SCE: Staircase East Overview One of three staircases that descend into the lower levels, this is the only one of the three that remains a staircase for the duration of its descent. Theme & Purpose It’s dark and hot in the lower levels... the PCs feel this palpably as they descend. Falling There are no railings or safety devices to protect you from fallig off the sides here... those who fall will suffer a great deal of damage unless they have means to avoid the impact. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML7-SCE-1: Ruined Guardpost What was once a guardpost is now a ruin. There’s little to discover inside; it appears to have been picked clean by scavengers. ML7-SCE-2: Archway Ornate stones indicate that there was once a nicely- designed archway here, at the entrance to the bridge that leads south. ML7-SCE-3: Bridge This wooden bridge sways with your weight, but seems solid enough; it’s certainly broad and thick enough to support the entire party. ML7-SCE-4: Pedestal A plain, flat block of stone serves as the anchor point for the bridge. This is the most popular means of traversing the last few levels. When the party walks onto this platform, roll on the Monsters: Mines, Advanced FlexContent table, placing the results as approaching from Location 2 to the north. Any monsters spawned via this scenario will not be able to operate the Elevator in Location 7 (see below), so fleeing is entirely feasible. ML7-SCE-5: Bridge This bridge is a bit narrower than the other one to the northeast, and at least as sturdy in feel. ML7-SCW-6: Western Pedestal This is a slightly narrower, smaller version of the large pedestal to the east. An elevator leads down from the western edge of the pedestal. ML7-SCW-7: Elevator Down This leads to “Map 233: Mines Level 9 Overview (ML9-O)” on page 625. 617 Mines L8 Mondaria Mines: Level 8 618 Mines L8 Map 230: Mines Level 8 Overview (ML8-O) One square equals 20 ft. 619 Mines L8 ML8-O: Mines Level 8 Overview Overview This “level” of the mines is simply interstitial to the descent to the final level 9. Theme & Purpose A PC doesn’t have to have acrophobia to suffer some fear making this descent. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML8-O-1: Staircase West Please refer to page 620 for further details. ML8-O-2: Staircase East Page 622 contains more information about this region. ML8-O-3: Elevator There is no ability to get off the elevator at this point; these map location simply indicate the location of the elevator and pedestal. 620 Mines L8 Map 231: Staircase West (ML8-SCW) One square equals 5 ft. 621 Mines L8 ML8-SCW: Staircase West Overview This staircase leads down, south, and west from the level above. Theme & Purpose The party will begin to see the ninth level from their vantage point here. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML8-SCW-1: Pedestal This stone surface is featureless and seems to serve mainly as an anchor for the bridge to the north above you. ML8-SCW-2: Staircase This long staircase leads 40’ down from the pedestal above. ML8-SCW-3: Oblong Pedestal This enormous stone slab is ringed with unlit braziers. You smell a darkly perfumed scent, residue from their prior use. ML8-SCW-4: Flanking Braziers As you pass between these braziers, they burst into a purple flame. The flame causes no damage, but likely surprise the PCs at this point. ML8-SCW-5: Staircase Down This long, wide stair continues the descent. ML8-SCW-6: Pit Only 50-70’ remain between you and the lower level of the Mines. 622 Mines L8 Map 232: Staircase East (ML8-SCE) One square equals 5 ft. 623 Mines L8 ML8-SCE: Staircase East Overview This staircase leads down, south, and west from the level above. Theme & Purpose The party will begin to see the ninth level from their vantage point here. Random Encounters Use the standard / default Random Encounter rules for this level. Areas of Interest ML8-SCE-1: Bridge This leads up and north back to Level 7. ML8-SCE-2: Pedestal This stone surface is featureless and seems to serve mainly as an anchor for the bridge to the north above you. ML8-SCE-3: Braziers The entrance to the westward bridge ML8-SCE-4: Flanking Braziers As you pass between these braziers, they burst into a purple flame. The flame causes no damage, but likely surprise the PCs at this point. ML8-SCE-5: Staircase Down This long, wide stair continues the descent. ML8-SCE-6: Pit Only 50-70’ remain between you and the lower level of the Mines. ML8-SCE-7: Elevator This leads down to “Map 233: Mines Level 9 Overview (ML9-O)” on page 625. 624 Mines L9 Mondaria Mines: Level 9 625 Mines L9 Map 233: Mines Level 9 Overview (ML9-O) One square equals 5 ft. 626 Mines L9 Level Introduction: Mines Level 9 Summary This is the lowest, darkest, and deepest part of the Mines, and contains the one, the true, Dark Obelisk. Entrances and Exits Note that the following are typical, even secret, means of entering and exiting the level as it was designed. Other, magical means of navigating the level (for example, teleportation spells or those that grant incorporeality) are not discussed and are left to the GM to manage should they be introduced. Navigation to Mines Level 8 There are three Elevators ascending to Level 8, north of Locations 1 and 3. Overview The structure of the level is fairly straightforward: a single, hourglass-shaped chamber, fluted at the top and bottom, with secrets to the east and west. Atmosphere & Theme Visibililty is quite difficult and limited; there’s a purple and red haze hanging over everything down here. It’s tangibly hot, not merely warm; Lawful characters have a throbbing, actively painful headache, and an inclination to run away. It’s up to the GM as to whether the proximity to the Obelisk has a mechanical in-game effect. Default Random Encounters Some Areas of Interest within this level will describe a certain approach to Random Encounters, either by overriding the timing (e.g., “every 30 minutes), and/or by providing its own localized version of the random encounter table below. Absent such an override, roll on the following table of Default Random Encounters for every 5 minutes the party remains in this area. Table 26: Mines Level 9 Default Random Encounters D% Event Description 01-05 No Encounter Nothing interesting or specific occurs to deter the party from their overall objectives and exploration. 06-10 Trivial Encounter Roll once on Monsters: Surface, Trivial. D% Event Description 11-15 Light Encounter Roll once on Monsters: Surface, Light. 16-25 Average Encounter Roll once on Monsters: Surface, Average. 26-64 Advanced Encounter Roll once on Monsters: Surface, Advanced. 65-89 Elite Encounter Roll once on Monsters: Surface, Elite. 90-00 NPC Encounter Roll once on the Default NPC Encounter Table below. Default NPC Encounters Some Areas of Interest within this level will describe a certain approach to NPC Encounters, providing its own localized version of the table below. Absent such an override, when in this level, when directed to roll for a random NPC, roll on the following table. Note that if a certain circumstance mandates the presence of an NPC, you may ignore and reroll results of “No Encounter” on the table below. The GM is, as in all other aspects of the adventure, to use her common sense regarding use of this table. You should feel free to ignore or reroll results with which you don’t agree, or simply choose a result yourself to keep with the atmosphere of the adventure as experienced by your gaming group. Note, also, that any entry in the list below that has a blank (“-”) next to it for roll results means that that NPC is never normally encountered in this level. Table 27: Mines Level 9 Default NPC Encounters D% Event Description 01-05 No Encounter Despite an initial feeling, the party does not encounter any NPCs at this time. 06-15 Common NPC Addicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 16-29 Common NPC Afflicted Miners shamble toward the party: 1d4x 2d4x 2d6x 3d8x 30-34 Common NPC A single Bleak Mute lurches within view of the party. 627 Mines L9 D% Event Description 35-39 Common NPC One Crazed Harbinger stumbles about within view of the party. 40-49 Common NPC Tainted Miners walk creepily toward the party: 2d4x 2d6x 2d8x 2d12x 50-64 Common NPC Miners approach the party suspiciously: 2d6x 2d8x 2d10x 2d12+4x 65 Common NPC One Mining Taskmaster walks purposefully toward the party. 66 Common NPC A terrified Munitions Wench is visible, huddled in her rags. 67 Common NPC You see a Supply Maid in tattered clothes, though you’re not sure she sees you. 60-68 Common NPC A horrifying Tainted Taskmaster walks about. - Common NPC Celebrants dance and amble toward the party: 1d4x 2d4x 2d6x 3d8x - Common NPC Firedancers lithely come toward the party: 1d4x 2d4x 2d6x 3d8x - Common NPC A Firedancer party approaches the PCs: 1x Campmaiden, 1d4x Firedancers, 2d4x Celebrants 1x Hearthstud, 2d4x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d6x Firedancers, 2d6x Celebrants 1x Campmaiden, 1x Hearthstud, 2d8x Firedancers, 2d8x Celebrants - Common NPC A single Campmaiden or Hearthstud approaches the party with a twinkle in their eye. Use the sex opposite the majority of the PCs’ composition, or randomize if there is a tie. 69 Named NPC Ambling scholar Brocambe Methurzz. D% Event Description 70 Named NPC Beastmaster Gabharn. 71 Named NPC Blacksmith Hamfast Burrbottom. 72 Named NPC Feastmaster Frobwin Glamfork. 73 Named NPC Herbalist Innelothe. 74 Named NPC Illusionist entertainer Raekeldorr. 75 Named NPC Keeper of Records Skandern Lithutz. 76 Named NPC Keepmaster Vanarelia Riccards. 77 Named NPC Loremaster Dalnarok. 78 Named NPC Mercenary dwarf Gordsturll. 79 Named NPC Merenary tiefling Killarth. 80 Named NPC Railmaster Arranz Trevain. 81 Named NPC Tinkermaster Skandbard. 82 Named NPC Warden Imeltrude Legande. 83 Named NPC Brewmaster Glimdarffe Sudsglub. 84 Named NPC Cartographer Estarel Finequill.. 85 Named NPC Chemist Incebb Gullip. 86 Named NPC Chief engineer Didkeln Clawhammer. 87 Named NPC Coinmaster Lugatoo. 88 Named NPC Dwarven union leader Danalin Foeslash. 89 Named NPC Elven administration leader Maresmir. 90 Named NPC Engineer Brimdog Firecleave. 91 Named NPC Foreman Belerras. 92 Named NPC Gangboss Dagbrag. 93 Named NPC Lead designer Estarel Finequill. 94 Named NPC Mayor Faenadorn. 95 Named NPC Minemaster Thrennian Lo’quee. 96 Named NPC A Mystic Seer. 97 Named NPC Sage Natobbe. 98 Named NPC Stablehand Friskbik. 99 Named NPC Stablemaster Semtammi. 00 Named NPC Tribute magister Elawelle. Areas of Interest ML9-O-1: Dreadslime Pits West Please refer to page 629 for more information. ML9-O-2: Dreadslime Pits Secret Turn to page 632 for additional details. ML9-O-3: Dreadslime Pits East Page 634 holds a full description. ML9-O-4: Gathering Please see page 637 for a complete depiction. 628 Mines L9 ML9-O-5: Secret Southeast Refer to page 639 for a full description. ML9-O-6: Secret Northeast Complete information starts at page 641. ML9-O-7: Secret West Please turn to page 643 for a full description. ML9-O-8: The Dark Obelisk Turn to page 646 for a complete walkthrough. 629 Mines L9 Map 234: Dreadslime Pits West (ML9-DPW) One square equals 5 ft. 630 Mines L9 ML9-DPW: Dreadslime Pits West Overview The Dreadslime Pits are regions of abhorrent muck that are raked through tirelessly by slaves of the Obelisk in the hopes that it will turn up more chunks of Obelisk Shard... or something even worse. Theme & Purpose There’s little reason for the PCs to venture here from a story perspective, but it is an atmosphere of strong presence and dread, and rife with opportunity for reward and challenge. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Dreadslime Pit Treat the entire semi-liquid lake here as dreadslime (p 513). The lake is only 8’ deep at its lowest point, but that’s more than enough to be lethal quickly for hapless PCs who fall into the substance. Whenever a random encounter calls for a monster while in this region, make a check: there is a 20% chance that instead of the encounter that the table indicates, a Dreadslime Ooze emerges from the lake and attacks the PCs. Areas of Interest ML9-DPW-1: Staircase Up This leads to “Map 231: Staircase West (ML8-SCW)” on page 620. ML9-DPW-2: Braziers Spaced evenly across the north bank of the dreadslime lake are three huge braziers, each lit with a putrescent substance whose aroma burns your nostrils and makes you lightheaded. ML9-DPW-3: Northeast Stone Bridge This bridge appears to be little more than an oblong boulder that has been placed across the lake to enable access to the easternmost magma island. ML9-DPW-4: Northwest Stone Bridge This bridge is coated in soot and grime, as though it had fallen into the slime lake and then been recovered and replaced. ML9-DPW-5: Western Magma Island These islands appear to be mostly-hardened rafts of magma. In places, the interior of the island seems to be warmer, closer to the semiliquid ultra-hot substance from which they were formed. When walking onto this island, unless the party is already engaged in combat with one or more creatures, roll on the Random Encounter table and ignore “NPC Encounter” results. Place any ensuing beasts as entering from the northeast edge of the map, near Location 2. ML9-DPW-6: Center Magma Island These islands appear to be mostly-hardened rafts of magma. In places, the interior of the island seems to be warmer, closer to the semiliquid ultra-hot substance from which they were formed. Debris seems to have been captured in the crust of the island as it hardened. Searching the debris reveals some possessions that were trapped as the recent cooling occured. Access Contents Magma Debris unprotected Weapons: Martial 1H ML9-DPW-7: Eastern Magma Island These islands appear to be mostly-hardened rafts of magma. In places, the interior of the island seems to be warmer, closer to the semiliquid ultra-hot substance from which they were formed. To the southwest, a massive chunk of boulder has been roughly chiseled into a makeshift bridge leading to the southern shore of the slime lake. When walking onto this island, unless the party is already engaged in combat with one or more creatures, roll on the Random Encounter table and ignore “NPC Encounter” results. Place any ensuing beasts as entering from the northeast edge of the map, near Location 2. 631 Mines L9 ML9-DPW-8: Southwest Stone Bridge This long, broad chunk of stone has been shaped into a rectangle and placed across the lake, leading to the southwest shore. ML9-DPW-9: Southern Shore The southern bank of the slime lake appears to be an even more solidified, ancient version of the substance that composes the islands in the lake. ML9-DPW-10: Secret Passage East Only read the italicized text below if the secret is discovered. The cave wall in this area is hardened magma mixed with a sooty form of earth, with chunks of stone poking through here and there. Prodding with your weapons, the stone comes away; continuing your exploration reveals a passage through the cave wall to the east. Access Secret Passage Locks: Door, Secret (Perception only) This leads to “Map 235: Dreadslime Pits Secret (ML9- DPS)” on page 632. 632 Mines L9 Map 235: Dreadslime Pits Secret (ML9-DPS) One square equals 5 ft. 633 Mines L9 ML9-DPS: Dreadslime Pits Secret Overview Sandwiched betwen the two dreadslime pits is a secret chamber. Theme & Purpose Long forgotten, this cave is rife with death and treasure from explorers years before. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Areas of Interest ML9-DPS-1: Western Passage This leads to “Map 234: Dreadslime Pits West (ML9-DPW)” on page 629. ML9-DPS-2: North Chamber The scent of acrid, smoky air, with overtones of oil and resin, like a tar pit, fill your nostrils. Skeletons of humanoids and abominations litter the ground, as do the occasional gemstone and boulder. Narrow, soot-staned passages lead east and west; to the south, the chamber opens up considerably. Access Contents Cave Floor unprotected Gems: Medium-Quality ML9-DPS-3: Eastern Passage This leads to “Map 236: Dreadslime Pits East (ML9-DPE)” on page 634. ML9-DPS-4: South Chamber A large cavern opens up once you are past the neck of the alcove to the north. Mementos of death long past are scattered across the floor: coins, gems, and dozens of skeletons and assorted bits of bone. The following represents all of the coins and gems on the floor in this region. Access Contents Cave Floor unprotected Gems: Semi-Precious AND Coin Treasure: Moderate ML9-DPS-5: Southwest Treasure Just northeast of an ancient, dusty spiderweb is a pile of belongings. Access Contents Treasure Pile unprotected Armor: Medium AND Weapons: Martial 2H AND Potions: Moderate AND Coin Treasure: Moderate ML9-DPS-6: South Stash A tiny stash of equipment has been placed on the floor just east of a massive creature skeleton. Access Contents Treasure Pile unprotected Weapons: Exotic AND Potions: Moderate, both using Context C ML9-DPS-7: Eastern Treasure A huge, thigh-high pile of skeletons and bone sits in the east of this chamber. To its southwest is a pile of possessions. Access Contents Treasure Pile unprotected Gems: High-Quality AND Weapons: Martial Ranged 634 Mines L9 Map 236: Dreadslime Pits East (ML9-DPE) One square equals 5 ft. 635 Mines L9 ML9-DPE: Dreadslime Pits East Overview The Dreadslime Pits are regions of abhorrent muck that are raked through tirelessly by slaves of the Obelisk in the hopes that it will turn up more chunks of Obelisk Shard... or something even worse. Theme & Purpose There’s a great deal of challenge here, but also a considerable amount of treasure. It’s also one of the only two entrances to the loot-rich secret to the west. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Dreadslime Pit Treat the entire semi-liquid lake here as dreadslime (p 513). The lake is only 12’ deep at its lowest point, but that’s more than enough to be lethal quickly for hapless PCs who fall into the substance. Whenever a random encounter calls for a monster while in this region, make a check: there is a 30% chance that instead of the encounter that the table indicates, a Dreadslime Ooze emerges from the lake and attacks the PCs. Areas of Interest ML9-DPE-1: Elevator Up This leads back up to “Map 232: Staircase East (ML8-SCE)” on page 622. ML9-DPE-2: North Bank This long stretch of mostly-stone cave floor is heavily worn. Something has been dragging large, heavy objects or creatures out of the dreadslime lake to the south and has been trudging northwest with them, repeatedly. ML9-DPE-3: Boulders The northeast bank of the lake features absolutely massive boulders that reach 20’ tall. Beasties love to hide behind and within these rocks; when the PCs venture within 50’ of these boulders, roll on the Random Encounter table and ignore “NPC Encounter” results. Any ensuing monsters will emerge from the large rockpile just east of the marker for Location 3. ML9-DPE-4: Braziers Four braziers are spaced along the north shore of the dreadslime lake. Each is lit with a slow burn; whatever substance is within makes your eyes, ears, and nose twich as though acid had been splashed in your face. There is no mechanical impact of the braziers’ smoke, except that it is foul. ML9-DPE-5: Dreadslime Lake Gugling, foul, opaque liquid fills this enormous underground reservoir. At times it seems like acid; other times, it seems as though something is about to rise up out of its flat surface, like a sentient ooze. There are patches of lake where no movement occurs, and the liquid seems calm and placid. ML9-DPE-6: Western Magma Island This small patch of hardened magma seems solid enough to stand upon. On the southwest of the ovoid there is a patch of warmer, more pliant cooled lava; in the northeast there is a pile of skulls. Underneath the skull pile is a cache of gems: Access Contents Skull Pile Cache unprotected Gems: High-Quality, using Context B ML9-DPE-7: Western Stone Bridge You’re not sure if this “bridge” is anything more than a slightly-harder version of the solid magma of the island it leads to. It seems sturdy enough, though. ML9-DPE-8: Center Stone Bridge The long surface of this oblong stone has been etched with strange symbols... they appear to be mundane, but odd in nature. These runes have no mechanical impact other than to possibly unsettle the PCs. 636 Mines L9 ML9-DPE-9: Large Island West This region of the huge magma island has a large ovoid section that is tangibly warm and appears somewhat maleable in structure. To the south is a pile of skulls. Disturbing the skull pile produces a loud sound when one of the skulls strikes a half-buried rock; roll on the Random Encounter table and ignore “NPC Encounter” results. Any ensuing monsters will approach from Location 4 to the northwest. ML9-DPE-10: Large Island Center An enormous, chest-high pile of bones and time- dessicated carcasses occupies the center of this enormous island. Searching through this pile takes about 5 minutes, and attracts some attention; roll on the Random Encounter table and ignore “NPC Encounter” results. Any ensuing monsters will approach from Location 3 to the north. Access Contents Skeleton Pile unprotected Armor: General, roll 1d4 times AND Weapons: General, roll 1d4 times AND Coin Treasure: Moderate, using Context C ML9-DPE-11: Large Island East The interior of this island contains a cresent semicircle of semiliquid magma: cool enough to not be liquid, but threatening in its potential. There is a gap in the west of this magma that leads to the cool center, in which there is a huge pile of treasure surrounded by a dozen skeletons. Access Contents Treasure Pile unprotected Armor: General, roll 2d6 times AND Weapons: General, roll 2d6 times AND Coin Treasure: Moderate AND Gems: Semi-Precious AND Potions: Moderate ML9-DPE-12: Northeast Stone Bridge This long chunk of stone has a small ribbon of cracks toward the north shore. It seems stable enough and leads to the enormous island in the midst of the lake. This bridge, alone among the various bridges in this level, will fall when one or more PCs is halfway across it. As the lake is 8’ deep at this point, it submerges only enough to coat the legs of those atop it when it falls, but that is sufficient to cause damage and mayhem. ML9-DPE-13: East Shore This wide track of stone and hardened soot features boulders and rocks scattered everywhere. In the middle, there is an 8’ tall pile of boulders. If this area is unsearched when the PCs venture onto the center island, roll on the Random Encounter table and ignore “NPC Encounter” results. Any ensuing monsters will emerge from behind the boulder pile just south of the marker for Location 13. ML9-DPE-14: Southwest Shore The somewhat narrow shore in this area features a large bump to the north which connects to the two lake islands. ML9-DPE-15: Secret Passage Only read the italicized text below if the secret is discovered. The cave wall in this area is hardened magma mixed with a sooty form of earth, with chunks of stone poking through here and there. Prodding with your weapons, the stone comes away; continuing your exploration reveals a passage through the cave wall to the east. Access Secret Passage Locks: Door, Secret (Perception only) This leads to “Map 235: Dreadslime Pits Secret (ML9- DPS)” on page 632. 637 Mines L9 Map 237: Gathering (ML9-GTH) One square equals 5 ft. 638 Mines L9 ML9-GTH: Gathering Overview This is a choke point and social nexus between the working regions to the south and the areas of pure chaos to the north, nearer the Obelisk. Theme & Purpose The nature and purpose of this area should not escape the PCs: it is a zone of ritual sacrifice to, and indoctrination in the ways of, the Obelisk. Those already enslaved bring forth still-sentient, still-sane victims gathered from the upper levels of the Mines, either to be slain or to fall victim to the dark influence. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll any “NPC Encounter” results. Areas of Interest ML9-GTH-1: Southern Path This well-worn path in the cave floor leads south to the elevators and staircases. ML9-GTH-2: Brazier Approach Two unlit braziers flank the path at this point. Within, you see a viscous crimson residue, as though blood itself had been burnt here, either on its own or as a component in whatever foul mixture was used. ML9-GTH-3: Entry The path broadens at this point, expanding eastward around a clump of boulders. You find it difficult to see more than 50’ ahead of you, such is the filmy, humid haze of the depths. ML9-GTH-4: Pews Three rows of roughly-carved wooden benches are organized neatly in this wide area. There is room for over a hundred to sit, or kneel. ML9-GTH-5: Fountain This appears to be a fountain in the hardened lava of the cave floor, though natural it is not: its water does not seem resupplied or circulated by any source, and the filmy, greasy residue on the water’s surface indicates foul reuse from drinker to drinker. Drinking from this fountain forces a DC 18 Constitution check; failure means the imbiber suffers the Nauseated condition for two hours. ML9-GTH-6: Sacrifice Prep West A simple wooden table sits here, east of a wooden stake with a skull atop it, and south of a huge brazier pumping forth crimson smoke. On the table itself are cord of rope, neatly arranged. A trail of blood leads east, and then merges with that of the table to the east, leading north from that point. ML9-GTH-7: Sacrifice Prep East This table echoes its western twin, both in form and in the blood trail which leads from it. Atop this one, however, is a series of daggers. 639 Mines L9 Map 238: Secret Southeast (ML9-SSE) One square equals 5 ft. 640 Mines L9 ML9-SSE: Secret Southeast Overview One of three huge secret chambers in this deepest level of the Mines, this is home to massive quantities of dangerous fungi. Theme & Purpose This is a naturally occuring fissure in the rock; the ceiling dips as low as 15’ and arches as high as 35’ with no apparent pattern, owing to the unusual seismic activities that have plagued this zone as a result of the influence of the Obelisk. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Roll twice as frequently as you otherwise would. Areas of Interest ML9-SSE-1: Southeast Secret Passage Only read the italicized text below if the secret is discovered. Note that due to its location, there’s precious little chance of the PCs discovering this secret short of foreknowledge or a dangerously thorough search of the perimeter of this enormous chamber. The cave wall here in the northeast appears a bit darker than the rest of the surface. You discover that the rock and earth falls apart at your touch; someone has packed a north-leading passage here full to mask it. Grant the party a +2 competency bonus on Perception checks made to discover the secret here if they have already uncovered more than one secret wall in this level of the Mines. Access Secret Passage Locks: Door, Secret (Perception Only) ML9-SSE-2: Slime Skeletons and piles of bone litter the earthen cave floor in this region. Between two stalagmites are two large patches of purplish-black slime. The purple patches in this area are Dreadslime Oozes, which attack the party if they approach within 30’. ML9-SSE-3: Fungus Field The wide expanse of this enormous cave is filled with fungus: mostly on the floor, but in places where the ceiling dips to its low height of 15’, you see purplish blooms there as well. You see the occasional purple glint as light reveals a floating spore. Although it must be quite terrifying to consider the possibilities, these mushrooms are quite innocuous. ML9-SSE-4: Skeleton Line A rank of nearly a half-dozen skeletons has been laid here in a north-south line, demarking a gap between the fungal fields to the east and west. ML9-SSE-5: Monster Skeleton Slime Amidst a comparatively busy region of rockspires, skeletons, and monster carcasses, a broad patch of purplish resin gurgles on the cave floor. This Dreadslime Ooze only moves to attack if the PCs venture within 20’ of it—as such, it’s easily avoided if they navigate to the south around this area. ML9-SSE-6: Fungus Northwest [...] Although the fungus itself is nonlethal like its cousins to the east, walking through this area attracts attention. As any PC touches the caps here, roll on the Random Encounter table and ignore “NPC Encounter” results. Place any ensuing monsters as approaching from Location 1 to the southeast. ML9-SSE-7: Secret Northwest Read the same text as in Location 1 if the secret is discovered. Grant the party a +2 competency bonus on Perception checks made to discover the secret here if they have already uncovered more than one secret wall in this level of the Mines. Access Secret Passage Locks: Door, Secret (Perception Only) 641 Mines L9 Map 239: Secret Northeast (ML9-SNE) One square equals 5 ft. 642 Mines L9 ML9-SNE: Secret Northeast Overview One of three huge secret chambers in this deepest level of the Mines, this is home to massive quantities of dangerous fungi. Theme & Purpose This is a naturally occuring fissure in the rock; the ceiling dips as low as 15’ and arches as high as 35’ with no apparent pattern, owing to the unusual seismic activities that have plagued this zone as a result of the influence of the Obelisk. Of particular note, before the revelation of the Obelisk itself, the southeast corner (Location 4) of this region was used as a sacrificial zone to the forces of Chaos and Evil alike. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Roll twice as frequently as you otherwise would. Areas of Interest ML9-SNE-1: Southwest Secret This leads to “Map 238: Secret Southeast (ML9-SSE)” on page 639. ML9-SNE-2: Chamber Center You find yourself in a titanically-sized natural cavern. The ceiling ranges from 20’ tall to over 35’; you cannot see beyond that due to the filmy, reddish haze that permeates the air here. It’s even warmer, more humid, than the main chamber outside; the warmth feels unnatural, chaotic, and unstable. Stalagmites and rockspires pepper the landscape. The cave floor is mostly a sooty combination of black, moist earth and the occasional rock; ribbons of hardened magma form a bizarre network of pathways across the expanse. A dozen skeletons, a mixture of races, are scattered across the floor amidst a series of long-unlit braziers whose placement seems to fit no pattern. ML9-SNE-3: Twin Rockspires These stalagmites reach all the way up 30’ to the cavern ceiling here. At their base is a floor of plain stone, noticably cooler to the touch than the rest of the surfaces here. Even in an area dominated by Chaos, one may find solace: this natural formation bizarrely refutes evil. The PCs may rest here undisturbed for any amount of time, though if they are in the midst of combat, there is no effect to be found here—e.g., monsters will not stop attacking them simply because they come here! ML9-SNE-4: Sacrificial Area Skeletons of several dozen rest here, haphazardly tossed about. There is a 15’ tall pile of boulders in between two sharpened stakes, each bearing a monster skull; to the south of this scene is a patch of warm magma bubbling just under a thin crust of semihard stone. Even just entering this region calls to the chaos: roll on the Random Encounter table and reroll until you get a monster result; place the ensuing beast(s) as approaching from Location 6 to the north. Note that this may reveal the secret passage there, if the PCs have not already discovered it. ML9-SNE-5: Calm L A series of three stalagmites, and the flat, cool stone which connects them, forms a kind of “L” shape in the northeast of the chamber. Unlike the similar region to the west (Location 3), there is no unusual solace to be found here. ML9-SNE-6: North Secret Passage Only read the italicized text below if the secret is discovered. Note that due to its location, there’s precious little chance of the PCs discovering this secret short of foreknowledge or a dangerously thorough search of the perimeter of this enormous chamber. The cave wall here appears a bit darker than the rest of the surface. You discover that the rock and earth falls apart at your touch; someone has packed a passage here full to mask it. Grant the party a +2 competency bonus on Perception checks made to discover the secret here if they have already uncovered more than one secret wall in this level of the Mines. Access Secret Passage Locks: Door, Secret (Perception Only) 643 Mines L9 Map 240: Secret West (ML9-SW) One square equals 5 ft. 644 Mines L9 ML9-SW: Secret West Overview One of three huge secret chambers in this deepest level of the Mines, this is home to massive quantities of dangerous fungi. Theme & Purpose This is a naturally occuring fissure in the rock; the ceiling dips as low as 15’ and arches as high as 35’ with no apparent pattern, owing to the unusual seismic activities that have plagued this zone as a result of the influence of the Obelisk. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results. Roll twice as frequently as you otherwise would. Interacting With the True Obelisk This area features a largish chunk of true Dark Obelisk. Consider that the following rules apply to interacting with it. Approaching within 10’ of the Obelisk prompts a reaction: roll on the Monsters: Mines, Advanced FlexContent table and deploy the results as approaching with Location 1 to the northeast. In addition, striking the Obelisk, targeting it with spells, or otherwise interfering with it prompts a more dramatic reaction: roll on the Monsters: Mines, Elite FlexContent table, using Context D, and deploy the results as approaching with Location 1 to the northeast. Note that as this is a shard of true Obelisk, creatures in this region are prone to aura impacts, as follows. Those within 50’ of the Obelisk Shard are prone to Minor Obelisk Taint. (p 16). Within 10’, creatures are subject to Major Obelisk Taint. Frustratingly, it is beyond the scope of this adventure and setting to defeat, destroy, or otherwise even truly affect the Obelisk pieces discovered in the Mines. While it may be counterintuitive to many players, the PCs themselves should rapidly come to the conclusion that these stones are beyond their ability to comprehend, let alone demolish, and that flight with knowledge is the only true course of action available to them. Depending on the mindset of your gaming group, this may or may not be an acceptable outcome. Keep this in mind when running the adventure so as to stave off disappointment; there are a great many other benefits to be found in surviving the Mines and City, and the bleak reality that they must acknowledge is that there are some foes, and many forces, whose defeat requires much in the way of preparation, and that are simply beyond their abilities... regardless of the extent of those abilities. Areas of Interest ML9-SW-1: Secret Passage Northeast Only read the italicized text below if the secret is discovered. Note that due to its location, there’s precious little chance of the PCs discovering this secret short of foreknowledge or a dangerously thorough search of the perimeter of this enormous chamber. The cave wall here appears a bit darker than the rest of the surface. You discover that the rock and earth falls apart at your touch; someone has packed a passage here full to mask it. Grant the party a +2 competency bonus on Perception checks made to discover the secret here if they have already uncovered more than one secret wall in this level of the Mines. Access Secret Passage Locks: Door, Secret (Perception Only) ML9-SW-2: Ritual Approach A thin path of trodden dirt weaves through the packed earth and stone of the cave floor here. To the north and south, the pathway is flanked by boulders, rockspires, and orderly braziers weaving a thick purple smoke swirling among the stalactites above you. ML9-SW-3: Dreadslime Fountain This appears to be a wide stone pool of dreadslime, gurgling and bubbling evilly. You can’t quite fathom the depth, as the vile substance becomes opaque after less than a foot of volume, but based on the width and the thickness of the stone you suspect you could submerge an entire person within. 645 Mines L9 ML9-SW-4: Obelisk Shard Approach A dirt path leads south from the fountain, treading over hardened magma and curving west. ML9-SW-5: Obelisk Shard A 10’ wide, 5’ high chunk of a blackish, translucent crystal pulses with a purple energy not unlike a malevolent heartbeat. About its base, and stretching for up to 50’, the hardened magma of the cave floor is softened, lit from beneath with a reddish glow as though just waiting to open up to expose the more liquid lava underneath. Blood spatters the ground to the east of the crystal; the entire area is ringed with small braziers whose smoke and flame seems to sway and flutter with the heartbeat of the crystal’s innards. ML9-SW-6: Blood Prints West To the east of the Obelisk, and south of the fountain, is a scattered pattern of blood prints. You can make out footprints of various size and species, including hoof prints and those of other types of creature. ML9-SW-7: Blood Prints East Bloody footprints of varying size and stature feature here; there seems to be no pattern to their arrangement. ML9-SW-8: Southeast Corner There is nothing of particular interest in this corner. However, if the party has not explored this area by the time they cross into the hardened magma of Location 4, roll on the Random Encounter table and ignore “NPC Encounter” results; place any creatures that ensue here in Location 8. Note that this effect is not mutually exclusive to other effects in other locations in this area, so proceeding to Location 4 without checking other areas first may result in multiple encounters attacking! ML9-SW-9: Northwest Corner There is nothing of particular interest in this corner. However, if the party has not explored this area when they cross into the hardened magma of Location 4, roll on the Random Encounter table and ignore “NPC Encounter” results; place any creatures that ensue here in Location 9. Note that this effect is not mutually exclusive to other effects in other locations in this area, so proceeding to Location 4 without checking other areas first may result in multiple encounters attacking! ML9-SW-10: Southwest Corner There is nothing of particular interest in this corner. However, if the party has not explored this area when they complete their activities in this map and start to exit via Location 1, roll on the Random Encounter table and ignore “NPC Encounter” results; place any creatures that ensue here in Location 9. 646 Mines L9 Map 241: The Dark Obelisk (ML9-DO) One square equals 5 ft. 647 Mines L9 ML9-DO: The Dark Obelisk Overview The source of all the chaos and evil and insanity seeping violently into the entire nine-level Mine complex and three- level City above it, this enormous Dark Obelisk controls all that happens within its domain. Theme & Purpose The PCs have sought long for the true nature of the Mines and the calamity that befell it. Here, then, is the bitter culmination of their quest: the discovery that there is indeed a master behind events, but alarmingly, that no cessation of woe can be found through their actions, be they ever heroic. Random Encounters Use the standard / default Random Encounter rules for this level. Reroll all “NPC Encounter” results, and roll twice as often as you otherwise would. Quest: Nullify the Obelisk Summary: Through intuition, research, and grisly sacrifice, the PCs may be able to stave off the influence of the Obliesk. Rewards: 10 Reward Stars and safe escape from the Mines. Locations: The Dark Obelisk (ML9-DO). Key NPCs: None. Kickoff: The PCs discover the Dark Obelisk to the north of the final mine level. Description: Three pools of dreadslime represent the forces of Love (south), Chaos (west), and Law (east). Each pool is broad and deep enough, and holds sufficient slime, to slay a Medium-sized or smaller creature in a handful of rounds of full-body exposure. To suppress the influence of the Obelisk, energy must be released in sufficient quantity and of a nature to bring balance to the forces holding sway in this chamber. To seal the balance, then, a conflicted entity must be sacrificed in the central, circular pool, which represents balance. Strictly put, then: the PCs must sacrifice an equivalent number of common NPCs to the three outer square pools, then sacrifice an NPC with opposed alignment to the center pool. Although some experimentation or inuition may produce the needed effect, in reality, the only way that the PCs will truly know what they are doing in this scenario is through gathering sufficient information via the Plot Discoveries table throughout their adventure into the Mines and through the surface City. Successfully fulfilling the requirements for “Balancing” (see below) zeroes out the Catalyst Tracker altogether, and removes the Aura effects of Obelisk Taint in the entire Mine. It also grants the party 10 Reward Stars, and suspends the Random Encounter rules for the duration of the adventure. Nullify the Obelisk (Sacrifices) Denaturing the explosive barrels at any point in the adventure generates a Catalyst Impact, which varies depending on the alignment of the character sacrificed and the pool to which they are given. A Lawful creature sacrificed to the Law pool (east) generates a Catalyst Impact of +3 Law. Such a creature sacrificed to either the Chaos or the Love pools instead creates an impact of +1 Chaos and +1 Love. Similarly, a Chaotic creature sacrificed to the Chaos pool (west) generates a Catalyst Impact of +3 Chaos. Such a creature sacrificed to either the Law or the Love pools instead creates an impact of +1 Law and +1 Love. Finally, and perhaps predictably, a Neutral creature (i.e., a creature with at least one Neutral component to their Alignment) sacrificed to the Love pool (south) generates a Catalyst Impact of +3 Love. Such a creature sacrificed to either the Law or the Chaos pools instead creates an impact of +1 Law and +1 Chaos. All of these effects stack with repeated iterations of themselves, and with other Catalyst Impacts for this Quest. Nullify the Obelisk (Balancing) Successfully completing the ritual sacrifices required to generate balance has an enormous impact on the forces at work in the vicinity. Sacrificing a creature with an opposed alignment—that is, Chaotic Good or Lawful Evil—or one with true neutral alignment, will result in a fulfillment of the conditions to bring about true balance to the surroundings. Sacrificing an opposed-alignment or true-neutral creature 648 Mines L9 to the Balance Pool (center), AFTER an equal number of qualifying creatures have been sacrificed to the other three square pools (Love, Chaos, and Law), will automatically zero out the Catalyst Tracker for all three values of Love, Law, and Chaos. However, sacrificing any other creature to the center pool, or sacrificing a “qualifying” creature to the center pool before an equal number of other creatures has been sacrificed to the three component pools, causes an explosion of dreadslime: Dreadslime Explosion Type Organic; Trigger Special (sacrifice); Reset Automatic Perception n/a; Disable Device n/a Effect 4d12 acid (Dexterity DC 22 halves; Acrobatics DC 25 negates) Areas of Interest ML9-DO-1: Southern Approach The path here is steeped in blood, not but a day old. The bloody path leads from the sacrificial preparation tables to the south, up to three square pools of dreadslime to the east, west, and south of a huge circular pool of the vile substance. Braziers filled with putrid incense and something even worse shed a bitter scent a darkly purple light about the cavern. Shadows jump at you from every stalagmite, from every crevice. ML9-DO-2: South Pool (Love) Only read the italicized text below if the party contains a dwarf and/or an elf. A large, square pool of dreadslime sits here, to the south of the fountain. The trail of bloody prints leads from the south to the precipice here, and further within: more prints emerge from the other side and lead to the fountain. The stone border of the pool has elven and dwarven runes about it. Many of them are pure gibberish, and poorly carved as well, almost as though the mason involved were an inept and insane shadow of their former self. Those that are decipherable, however, repeatedly use the word for “love” or synonyms therefor. ML9-DO-3: West Pool (Chaos) Only read the italicized text below if the party contains a dwarf and/or an elf. To the west of the dreadslime fountain is a square pool of the stuff, from which trails of bloody prints lead south, east, and north into the raw-magma floor. The stone border of the pool has elven and dwarven runes about it. Many of them are pure gibberish, and poorly carved as well, almost as though the mason involved were an inept and insane shadow of their former self. Those that are decipherable, however, repeatedly use the word for “chaos” or synonyms therefor. ML9-DO-4: East Pool (Law) Only read the italicized text below if the party contains a dwarf and/or an elf. East of the central circular pool is a square pool. Orderly bloody footprints lead to the south, west, and north to the Obelisk’s magma dais. The stone border of the pool has elven and dwarven runes about it. Many of them are pure gibberish, and poorly carved as well, almost as though the mason involved were an inept and insane shadow of their former self. Those that are decipherable, however, repeatedly use the word for “law” or synonyms therefor. ML9-DO-5: Center Pool (Balance) Only read the italicized text below if the party contains a dwarf and/or an elf. In the center of the three other square pool is a larger, circular one, seeming almost a fountain or a well. The stone border of the pool has elven and dwarven runes about it. Many of them are pure gibberish, and poorly carved as well, almost as though the mason involved were an inept and insane shadow of their former self. Those that are decipherable, however, repeatedly use the word for “balance” or synonyms therefor. ML9-DO-6: Skull Stakes Three sharpened stakes have been stuck in the hardened- magma cave floor here. Atop each is a skull. There’s hardly any chance the party will detect this, but each of these is the skull of a creature of alignment matching the pools’ orientation to the south: the west stake’s creature was chaotic, the east stake’s creature was lawful, and the south stake’s creature was neutral. ML9-DO-7: The Dark Obelisk A massive presence black and purple crystal at least 60’ in diameter and 30’ tall hulks here in the north of the final level of the Mines. You find it difficult to see the Obelisk itself, as it is ringed with a purplish mist, as though a deep and evil fog had settled over the area at the true heart of calamity. It pulses with a purple energy not unlike a malevolent heartbeat. About its base, and stretching for up to 100’, the hardened magma of the cave floor is softened, lit from beneath with a reddish glow as though just waiting to open up to expose the more liquid lava underneath. The entire area is ringed with small braziers whose smoke and flame seems to sway and flutter with the heartbeat of the crystal’s innards. ML9-DO-8: Dreadslime Vat Northwest A massive, gurgling pit of vile purple ooze lurks beneath 649 Mines L9 a crusty ring of blackened, hardened magma. It seems more a small lake than a pool. From underneath the flowing, oozing surface of the liquid, you see pseudopods, arms, and other appendages try to emerge, only to slink back underneath. This vat, and the one to the east, produces creatures in a vile mockery of resurrection of the hundreds of beings that have been sacrificed to the Obelisk here since its discovery. Every 10 rounds, this vat produces a Dreadslimed Miner; however, the spawning process has a tendency to suppress the natural insane, mindless killing instinct of the created being. Miners spawned from these vats do not attack the PCs unless the PCs attack them; instead, they will wander around aimlessly. They can be guided, and will willingly follow the PCs if they are led by gentle force, up to and including being sacrificed into the pools to the south of the Obelisk—after all, being sacrificed is their most recent memory, and in some ways, their only surviving experience. Randomize the alighment of each spawned creature by rolling a D12: D12 Alignment 1 Lawful Good 2 Lawful Neutral 3 Lawful Evil 4 Neutral Good 5 True Neutral 6 Neutral Evil 7 Chaotic Good 8 Chaotic Neutral 9 Chaotic Evil 10 Spawn an additional Miner; reroll for this one’s Alignment (this effect stacks) 11 Spawn a Dreadslime Golem instead 12 Spawn a Dreadslime Ooze instead ML9-DO-9: Dreadslime Vat Northeast Use the same rules as for Dreadslime Vat Northwest (Location 8, above). 650 NPCs 651 NPCs Dramatis Personae 652 NPCs Crunch and Fluff “Crunch” is a term commonly used to refer to the dozens of statistics that describe a creature from the standpoint of raw game mechanics. Although there is a great deal of flexibility in these stat blocks being used to convey flavor, demeanor, behavior, and personality, such “softer” yet still important game elements are often referred to as “fluff”. Each GM and player has their own relationship to these game elements, and preferences as to their balance in gameplay. Some groups live by crunch, and largely ignore fluff; adventures tend to be little more than an organized dungeon crawl, and min/maxing your PC’s character options and equipment is commonplace. Other groups focus solely on storytelling, and use game mechanics only when it’s necessary to introduce a bit of randomness to the proceedings. You can have a great deal of fun at either end of the spectrum, or anywhere in between! To support the various approaches to describing monsters and characters, this adventure takes the approach of providing a great deal of crunch, and a great deal of fluff. Some may consider this overkill, and it’s likely that some gaming groups will ignore a portion of what follows to focus on what matters most to their style of play. That’s exactly as it is intended to be used: hopefully it has everything you need, so you can use it however you like! Quadded Stat Blocks and Default Language A creature’s fluff uses language assuming that you are playing the Low level of difficulty version of that creature. For example, the Low level of an NPC might wield a run-of-the-mill rapier, and the Elite version might instead use a +3 corrosive burst rapier; the descriptions that accompany that NPC would refer merely to her rapier as the default equipment. Similarly, any illustrations drawn will typically use imagery associated with Low-challenge gear and items. Header The header is simply the name of the monster. NPCs have a name, and also parenthetically their position, job title, profession, or how they are best known. Beneath this header is the subheading, which shows the Challenge Rating of the creature, and the Experience Points to be awarded if they are defeated. Note that in the context of quadded stat blocks, the CR/XP values shown here are taken from the Low difficulty version of the creature. It’s worth noting that not every monster and NPC is meant to be defeated in combat… in fact, the GM is encouraged to award XP only for combat that is consistent with the alignment and characters of the PCs, or if they are forced into combat by circumstances beyond their control. A Lawful Good Paladin, for example, should not reap XP for conducting a baseless murder spree of first-level townsfolk. Combat Tactics This section describes how the creature behaves prior to, and once in, combat. Some monsters are alarmingly simple in this regard: “will fight the PCs on sight, and will fight to the death” is about as straightforward as you can get, here. More nuanced NPCs may have a general statement as to tactics, such as “will focus on melee opponents first, and then move on to ranged enemies”. Complex enemies may have a round-by-round description of their approach, listing the spells or techniques they choose to employ at each step of the battle. Of course, as with most things, the GM is welcome to ignore this section entirely and play the creature as they wish. Description All NPCs have some description here, conveying a general sense of the character. Monsters might have a physical description, or a walk-through of how they emerge to face the party when discovered. Appearance This section refers to the physical appearance of the creature. This is particularly important for NPCs who do not have illustrations. Factions Nearly all NPCs belong, at least casually, to one or more factions. Which factions, and the extent of their membership and involvement, are mentioned in this section. Attitude Tracker This section is meant to help track the NPC’s current Attitude toward the party. Pathfinder uses the five classifications of Hostile, Unfriendly, Indifferent, Friendly, and Helpful; this adventure introduces a bit more detail into the equation. As with other elements of this adventure, the GM is encouraged to use this approach to tracking NPC Attitude only if it is desired; of course the GM may use alternate approaches, house rules, or other rule systems to manage how NPCs view the party. An example of an Attitude Tracker is shown below. The GM is encouraged to use pencil to mark the current and changing Attitude of each NPC as the game progresses. 653 NPCs Note that some quests, conversation topics, plot activities, and actions rely on a given NPC having a certain Attitude toward the party, so it can be helpful to have some way of managing the many different characters the PCs might encounter in their journey through Berinncorte. Using the Attitude Tracker Attitude is measured on a 29-point scale: 1 is the worst possible feeling an NPC can have toward the party, and 29 is the most favorable. This is referred to as an NPC’s Attitude Value. The five Attitude classifications defined in the Pathfinder Roleplaying Game correspond to roughly 6-point “blocks” of these values. Specifically, Attitude Values between 1-6 represent a Hostile character, values between 7-12 mean the NPC is Unfriendly, Indifferent characters have Attitude Values between 19 and 24, and any value of 25 or above means the character is Helpful toward the party. This is the NPC’s Attitude overall. Each NPC has a “Starting Attitude”, and the for example, “14 (Indifferent)”. When the adventure begins, and with no other considerations or complicating factors, this is the NPC’s initial perspective on the party. Attitude Modifiers Beneath “Starting Attitude” can be one or more Attitude Modifiers. Each describes a scenario, and the effect it has on that NPC’s Attitude Value. Attitude Modifiers can be pre-existing, unchangeable things, such as “Party Contains at Least One Elf”. These Modifiers should be taken into consideration as soon as the party see the NPC, or even during pre-game setup by the GM. Some are action-based: for example, “Party Engages in Conversation: +2”; in that scenario, the moment the party approaches the NPC and greets her, that NPC’s Attitude increases by 2 points. Action-based Attitude Modifiers only have an effect once; in the example above, if the party approaches the NPC the next day and speaks with her, there is no further effect to her Attitude. An NPC may have repeatable action-based Attitude Modifiers; these may take effect multiple times, and are usually phrased to make this obvious. For example: “Each Time the Party Slays a Giant Rat on the Property: +1”. Others have maximum effect caps. In the example “Making a Purchase (+1 per 50 gp spent, max 5)”, the NPC in question will grow more fond of the party the more they buy… but this caps out at +5 for 250 gp spent. The party is of course welcome to spend more money than that, but it will have no further effect in terms of the NPC’s Attitude. Attitude Modifiers that cause an NPC’s Attitude to shift to the range for a different classification take immediate effect as it applies to Diplomacy rolls and the like. For example, if an NPC’s Attitude Value is 18 (Indifferent), and speaking with her grants +1, this would bump her up from Indifferent to Friendly. So, starting a chat with her means the ensuing conversation would take place with her being Friendly. Modifiers that would take an NPC’s Attitude Value above 29, or below 1, have no effect. Quadded Stat Blocks Below factions is the list of quadded stat blocks. Note that unless otherwise specified, bonuses and penalties from all sources should be included already in the figures provided. For example, the Attacks section should reflect ability score modifiers, skill and feat modifiers, special ability / special quality modifiers, and modifiers derived from the enhancement bonuses of the weapon itself. The exception to this is effects coming from magical weapons: for example, a corrosive light crossbow might show as dealing 1d8 damage. This value does not, however, include the corrosive effect, which normally causes the weapon to deal an additional 1d6 points of acid damage when the effect is activated. Also of note is the Prepared Spells section. For NPCs with class levels of a spellcasting class that must prepare spells in advance, this section reflects a suggested pool of spells that have been memorized or that are otherwise ready to cast. The GM is of course encouraged to modify the list as she desires to fit the circumstances of gameplay; for example, if the party starts attacking townsfolk willy-nilly, then spellcasters in town might be more likely to ready defensive and combat spells. Finally, the Treasure section in the stat blocks lists the equipment normally carried or used by the creature. Gold, jewels, and non-combat items that do not have an impact on game mechanics and crunch are not listed here. Special Abilities All special abilities, auras, special qualities, and other remarkable effects that apply to the creature are described here, in alphabetical order. Note that this section lists a complete set of possible special abilities that apply to the creature taken from its Elite stat block. Individual stat blocks above this section will list out which special abilities / SQs apply to the creature in its various forms of CR. With this, and the Feats section afterward, there is considerable duplication—many NPCs have Low-Light Vision, for example. This is by design, and speaks to a common complaint among GMs: bestiaries and NPC listings are great for getting the vital details, but it’s often hard to remember just exactly what the Power Attack feat means. The intent with the Infinium Game Studios approach to NPC and monster definitions is to make it as easy as possible to play a given creature, without having to refer to multiple other rulebooks. GMs dancing among tomes, trying to cross-reference dozens of characteristics to figure out what the creature does next is unsatisfying, wasteful of time, and takes everyone in the game out of immersion—“hold on, let me remind myself what an Alchemist’s Explosive Bombs are like” doesn’t exactly keep players on the edge of their seats! Feats All feats taken by the creature in its class level progression are listed here, in alphabetical order. As with the Special Abilities section, the list here is a superset of everything that applies to the Elite version of the creature; specific feats taken at lower-challenge iterations are listed in the Feats 654 NPCs section of the quadded stat block. Known Spells Creatures of some spellcasting classes may only know a certain number of spells at a time. For those classes, and only those classes, this section exists, and lists all of the spells from which the creature might draw. This is a useful section for GMs wishing to make changes to the Prepared Spells section. For classes who could theoretically memorize every single spell in the world, this section is omitted. Treasure If the creature carries wealth, jewels, or valuables beyond their equipment listed earlier, such booty is described here. Creatures whose only possessions are arms and armor might not have this section at all. Habits and Logistics NPCs tend to have habits, particularly those with jobs. The Habits and Logistics section indicates where the NPC can be found, when; typically there will be a Daytime and a Nighttime listing here at minimum. Characters may more complex schedules as well, breaking down their day into hour-by-hour chunks of time. This is useful fluff for GMs wishing to introduce an NPC in a manner that fits with the character’s habits. Background Family history, dark deeds, secret agendas—it can all be found in the Background section of an NPC. Such backstory might never be used at all, but sometimes, simply having it in mind may help guide the GM as to the interaction and behavior of an NPC when questioned by the PCs. In the Obelisk Attack Not everyone makes it. All NPCs have this section, which indicates what happens to the character during the Obelisk Eruption. In the context of this adventure, this is critically important, as it’s the core focus of the “main plot” of the story being told. Conversation Some NPCs have a lot to say; others, not so much. Experienced GMs can create their own conversation trees off the cuff in the midst of gameplay, but others may wish a more explicit, prepared approach. Noteworthy conversation topics and responses are described here. In certain cases, the PCs may be able to get more information if they are skilled at steering the dialogue in a certain direction, or if they simply provide a bribe. If having sufficient skill or offering payment would reveal more than normal, or if the PCs can apply pressure to get to the heart of the matter, skill challenges are listed here as well, along with the response that success at such a challenge will elicit. Often, such “additional’ dialogue will follow from pressing the conversation on a topic that has been listed earlier. Detail and Statistics Reference 655 NPCs Table 28: Default Attitude Modifiers for All NPCs Type Trigger Effect Notes Racial Party contains at least one Dwarf AND at least one Elf or Half-Elf +2 No additional effect for 2 or more of either type Racial Party contains at least one Dwarf +1 No additional effect for 2 or more Dwarves Racial Party contains at least one Elf +1 No additional effect for 2 or more Elves Environment Party mentions the Obelisk -4 Note that this requires PC foreknowledge of the Obelisk’s presence; the players cannot intuit based on the title of the adventure! Environment Party asks about the catastrophe -3 Mentioning any sort of calamity or disastrous event qualifies Environment Party questions the NPC’s sanity -4 Use your judgment as to what qualifies; “how have you stayed sane” would count Environment Party asks where all the survivors have gone -2 Any question along the lines of population or workers qualifies Environment PCs ask about corpses or dead miners -3 Multiple questions bout different instances of dead bodies will stack this effect Environment PCs ask about the conflict between Miners and Administration -2 “Dwarves vs. Elves” will also qualify in the context of the Mine operations Environment PCs ask about specific other NPCs -1 This recalls the prior, sane state of the City and Mines Environment PCs ask about lower (>5th) levels of the Mines and what is down there -2 Even if the NPC in question has never been down that low, merely conceiving of those levels causes suffering Environment PCs ask about any of the real or False Obelisks -3 This stacks with “mentioning the Obelisk” above. For this effect to trigger, the PCs must have actually discovered one or more of the Obelisks (true or false) Action PCs attack without provocation -15 Does not stack with other attack-based modifiers Action PCs attack with provocation -10 Does not stack with other attack-based modifiers Conversation PCs threaten violence -5 - Action NPC witnesses the PCs commit a crime -5 Assumes the crime does not involve the NPC; stacks with other modifiers that involve crimes against the NPC; does not stack with other “witnesses crime” modifiers Action NPC witnesses the PCs commit murder -10 Assumes the crime does not involve the NPC; stacks with other modifiers that involve crimes against the NPC; does not stack with other “witnesses crime” modifiers Action NPC witnesses the PCs commit murder in self-defense -5 Assumes the crime does not involve the NPC; stacks with other modifiers that involve crimes against the NPC; does not stack with other “witnesses crime” modifiers Action NPC witnesses the PCs defend a bystander or innocent against violence +10 Does not stack with other “witness” modifiers Action PCs defend this NPC against violence +15 Does not stack with other “witness” modifiers Conversation PCs attempt a bribe (for information, for action) -1 GM’s discretion as to whether the bribe produces results (positive or negative!) Conversation PCs share Rumors / Lore +1 Per each Rumor shared; maximum +4 Action PCs heal or “boon” NPC +5 Per healing spell/potion/skill check or beneficial spell or effect; maximum +15 Action PCs refuse to help when asked -3 Per request; no maximum Action PCs agree to help when asked +4 Per request; maximum +12 Action NPC joins party for any length of time +5 Does not stack with subsequent iterations of itself (maximum effect +5 no matter how many times NPC joins party) Conversation PCs fail at an Intimidate check -2 Per failed check; no maximum Conversation PCs fail at a non-Intimidate social skills challenge -1 Per failed check; no maximum 656 NPCs Table 29: Dramatis Personae Summary Name Page Profession Align Class Race Sex Arranz Trevain Railmaster LN Rogue / Witch Gnome M Belerras Foreman LE Fighter / Rogue Elf M Bethela Mudward Trademaster LN Fighter / Rogue Human F Brimdog Firecleave Engineer LN Expert Dwarf M Brocambe Methurzz Ambling Scholar LG Wizard / Bard Gnome F Dagbrag Gangboss NE Barbarian Half-Orc M Dalnarok Loremaster NG Sorcerer / Oracle Dwarf M Danalin Foeslash Dwarven Union Leader CG Barbarian Dwarf M Didkeln Clawhammer Chief Engineer LN Expert Dwarf F Dralbrodin Strongquil Cartographer LN Expert Elf F Elawelle Tribute Magister LG Ranger / Bard Half-Elf F Estarel Finequill Lead Designer TN Rogue Dwarf M Faenadorn Mayor LN Fighter / Aristocrat Elf M Friskbik Stablehand CN Rogue / Bard Halfling M Frobwin Glamfork Feastmaster CG Commoner / Rogue Halfling M Gabharn Beastmaster NG Barbarian / Ranger Human M Glimdarffe Sudsglub Brewmaster CN Commoner Half-Orc F Gordsturll Mercenary Dwarf LE Gunslinger / Fighter Dwarf M Hamfast Burrbottom Blacksmith LN Fighter / Druid Halfling M Imeltrude Legande Warden CE Antipaladin Human F Incnebb Gullip Chemist CE Alchemist Gnome F Innelothe Herbalist NG Druid Half-Elf F Killarth Mercenary Tiefling CN Fighter / Ranger Tiefling F Lugatoo Coinmaster LG Expert Tiefling F Maresmir Elven Administration Leader LE Ranger Elf F Natobbe Sage NE Witch / Oracle Gnome F Raekeldorr Illusionist Entertainer CE Wizard / Bard Half-Elf M Semtammi Stablemaster TN Rogue / Barbarian Half-Orc F Skandbard Tinkermaster LG Gunslinger / Rogue Gnome F Skandern Lithutz Keeper of Records LE Rogue / Wizard Gnome M Thrennian Lo’quee Minemaster NE Fighter / Gunslinger Elf F Vanarelia Riccars Keepmaster LG Paladin Half-Elf F Wyrida The Stranger LN Ranger / Druid Half-Elf F 657 NPCs Arranz Trevain (Railmaster) Description A dirty and greasy gnome, small of stature even for his kind, he nevertheless possesses a kind of easy, affable wisdom: one gets the feeling that in another world, Arranz may have been one’s grandfather... even if that means a different species. Appearance A thick black beard rings his chin; once it joins to his upper jowls, the hair gains a shock of grey. His eyes are large, but sunken; lines heavily crease every aspect of his visage. Factions He’s loosely associated with the Dwarves, but in truth, he would say he serves naught but the Mines themselves. Combat Tactics Arranz will avoid conflict wherever possible. He’s seen too much, and been affected too deeply, to seek battle. If pressed, or challenged to boldly, however, he will fight back with a vengeance; once combat is truly engaged, he will fight to the death. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Rogue 1 Rogue 6 Rogue 10 Rogue 14 Size / Aln Medium LN Gnome Medium LN Gnome Medium LN Gnome Medium LN Gnome HP 9 26 68 112 Armor Class 14 15 17 18 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ Ability Scores / Saves STR 7 (-2) DEX 17 (+5) CON 12 (+1) INT 15 (+4) WIS 9 (-1) CHA 15 (+2) STR 7 (-2) DEX 19 (+7) CON 12 (+1) INT 15 (+5) WIS 9 (-1) CHA 15 (+2) STR 7 (-2) DEX 20 (+9) CON 15 (+2) INT 15 (+6) WIS 9 (-1) CHA 15 (+2) STR 7 (-2) DEX 20 (+10) CON 17 (+3) INT 15 (+7) WIS 9 (-1) CHA 15 (+2) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +11; Darkvision 60 ft. Passive Perception +15; Darkvision 60 ft. Passive Perception +17; Darkvision 60 ft. Passive Perception +19; Darkvision 60 ft. Languages Common, Gnomish LN; Medium Humanoid (Gnome) 658 NPCs Special Abilities Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Languages You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Low Moderate Advanced Elite Attacks Melee Dagger (Small) +5 (1d4+3 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +5 (1d4+3); 60 ft.’: +5 (1d4+3) Melee Sickle (Small) +0 (1d4-2 ) Ranged Crossbow, Light (Small) ) --> 80 ft.’: +5 (1d8+3); 320 ft.’: +5 (1d8+3) Melee Sickle (Small) +1 (1d4-2 ) Melee Dagger (Small) +7 (1d4+4 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +7 (1d4+4); 60 ft.’: +7 (1d4+4) Ranged Crossbow, Light (Small/Weapon +1) ) --> 80 ft.’: +8 (1d8+5); 320 ft.’: +8 (1d8+5) Melee Sickle (Small) +2 (1d4-2 ) Melee Dagger (Small) +9 (1d4+5 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +9 (1d4+5); 60 ft.’: +9 (1d4+5) Ranged Crossbow, Light (Small/Weapon +2) ) --> 80 ft.’: +11 (1d8+7); 320 ft.’: +11 (1d8+7) Melee Sickle (Small) +3 (1d4-2 ) Melee Dagger (Small) +10 (1d4+5 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +10 (1d4+5); 60 ft.’: +10 (1d4+5) Ranged Crossbow, Light (Small/Weapon +3) ) --> 80 ft.’: +13 (1d8+8); 320 ft.’: +13 (1d8+8) Special - - - - Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike Special Qualities Darkvision, Gnome Cunning, Languages, Expertise, Sneak Attack, Thieves’ Cant Darkvision, Gnome Cunning, Languages, Ability Score Improvement, Cunning Action, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant, Uncanny Dodge Darkvision, Gnome Cunning, Languages, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge Darkvision, Gnome Cunning, Languages, Ability Score Improvement, Blindsense, Cunning Action, Evasion, Expertise, Fast Hands, Reliable Talent, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge, Use Magic Device Spell- casting - - - - Equipment Dagger; Sickle; Padded Armor; Light Crossbow; Crossbow Bolts (10x) Dagger; Sickle; Leather Armor; +1 Light Crossbow; Crossbow Bolts (10x) Dagger; Sickle; Studded Leather Armor; +2 Light Crossbow; Crossbow Bolts (10x) Dagger; Sickle; +1 Studded Leather Armor; +3 Light Crossbow; Crossbow Bolts (10x) 659 NPCs Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to 5. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Conversation What do you think of Mondaria City? “It’s a sad town, up above. Truly better, down here.” What do you think of the Mines? “A marvel, in more ways than one. From the rails to the elevators, it’s a majestic machine of productivity down here.” How have you survived after the catastrophe? “What catastrophe? The rails and elevators work much as they always have.” What did you do, before the calamity? “Why, what I do now—supervise and maintain the rails. Though in truth, it’s more and more difficult to find workers willing to help.” What do you know of the Obelisk? “The what?” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “People mention that as though it’s a thing. I’ve never bothered to notice it, myself.” 660 NPCs Belerras (Foreman) Description A solemn, silent Elf, this Foreman hates Dwarves with a blinding passion. Thankfully for his superiors in the mine, his lust for power and control and order far exceeds his racial hatred, so on a day- to-day basis, he typically is able to put aside his ire and focus on squeezing efficiency out of those he abhors. Appearance He wears spiked studded leather armor, and uses a shortbow, longsword, and daggers. Factions He is firmly and solely a member of the Elven Administration. Combat Tactics Against any group that contains one or more Dwarves, Belerras will target those characters exclusively, attacking with little regard to his own safety or strategy. CR 3; XP 700 Low Moderate Advanced Elite Challenge CR 3 XP 700 CR 7 XP 2,900 CR 11 XP 7,200 CR 15 XP 13,000 Class / HD Fighter 3 Fighter 7 Fighter 11 Fighter 15 Size / Aln Medium LE Elf Medium LE Elf Medium LE Elf Medium LE Elf HP 23 44 73 94 Armor Class 15 17 19 21 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ LE; Medium Humanoid (Elf) 661 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 15 (+4) DEX 13 (+1) CON 9 (+1) INT 8 (-1) WIS 13 (+1) CHA 14 (+2) STR 17 (+6) DEX 13 (+1) CON 11 (+3) INT 8 (-1) WIS 13 (+1) CHA 14 (+2) STR 19 (+8) DEX 13 (+1) CON 11 (+4) INT 8 (-1) WIS 13 (+1) CHA 14 (+2) STR 19 (+8) DEX 17 (+3) CON 11 (+5) INT 8 (-1) WIS 13 (+1) CHA 14 (+2) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +13; Darkvision 60 ft. Passive Perception +14; Darkvision 60 ft.; Disadvantage on Stealth Passive Perception +15; Darkvision 60 ft.; Disadvantage on Stealth Passive Perception +16; Darkvision 60 ft.; Disadvantage on Stealth Languages Common, Elvish Attacks Melee Battleaxe +4 (1d8+4 ) Melee Handaxe +4 (1d6+4 ) Ranged Handaxe (Thrown) 20 ft.’: +4 (1d6+2); 60 ft.’: +4 (1d6+2) Melee +1 Battleaxe +7/+7 (1d8+6 ) Melee Handaxe +6/+6 (1d6+5 ) Ranged Handaxe (Thrown) 20 ft.’: +6/+6 (1d6+3); 60 ft.’: +6/+6 (1d6+3) Melee +2 Battleaxe +10/+10/+10 (1d8+8) Melee Handaxe +8/+8/+8 (1d6+6 ) Ranged Handaxe (Thrown) 20 ft.’: +8/+8/+8 (1d6+4); 60 ft.’: +8/+8/+8 (1d6+4) Melee +3 Battleaxe +12/+12/+12 (1d8+9) Melee Handaxe +9/+9/+9 (1d6+6 ) Ranged Handaxe (Thrown) 20 ft.’: +9/+9/+9 (1d6+4); 60 ft.’: +9/+9/+9 (1d6+4) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Darkvision, Fey Ancestry, Keen Senses, Languages, Trance, Action Surge, Champion, Fighting Style, Improved Critical, Martial Archetype, Second Wind, Dueling Darkvision, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Action Surge, Champion, Extra Attack, Fighting Style, Improved Critical, Martial Archetype, Remarkable Athlete, Second Wind, Dueling Darkvision, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Defense, Dueling , Darkvision, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Superior Critical, Defense, Dueling , Spell- casting - - - - Equipment Battleaxe; Studded Leather Armor; Shield; Handaxe +1 Battleaxe; Scale Mail; Shield; Handaxe +2 Battleaxe; Chain Mail; Shield; Handaxe +3 Battleaxe; +2 Chain Mail; Shield; Handaxe 662 NPCs Special Abilities Darkvision Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Keen Senses You have proficiency in the Perception skill. Languages You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become Dexterityive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature 1 time(s) before a rest, but only once on the same turn. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature 2 time(s) between long rests. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to +4. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Conversation What do you think of Mondaria City? “Should be exclusively elves. I wonder that management allows the filthy buggers above the surface.” What do you think of the Mines? “Cesspool. A necessary evil, this concentration of dwarves.” How have you survived after the catastrophe? “Wits, guile, and a natural aversion to those who were already sick and deranged before the disaster.” What did you do, before the calamity? “Managed those who would otherwise shirk the work that sustains them and gives them purpose.” What do you know of the Obelisk? “I’ve heard things here and there. It’s supposed to take over the minds of the weak, though in truth I’m not sure how one would notice, in most cases around here.” Have you been to the Mine’s lower levels? “I have. It gets darker, hotter, more dangerous. As one would expect.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Certainly. Many elves, myself included, notice certain things about the workers, and vice versa. This noticing leads to the natural conclusion—jealousy and shiftlessness among the workers, and frustration and head-shaking among their superiors.” 663 NPCs Bethela Mudward (Trademaster) Description Beautifully adorned with rich, silk robes, this mistress of all things trade governs all external commerce, and therefore has ultimate say on every good and product that flows into or out of the mine and city complex. Under her robes she wears studded leather armor— no fool she—and wields a cutlass, dagger, and light wooden shield. Appearance She has an eyepatch over one eye, though it’s for affect—both eyes work perfectly well, but the patched one is a different color, a cosmetic effect she’s quite sensitive too from childhood insults. Factions Unaligned, she would claim, though in truth she serves two masters: black-market operations by the worker dwarves, and more above-the-board transactions with the elven administration. Combat Tactics Bethela is neither coward nor fool, so she will avoid conflict wherever it seems to her disadvantage. She has means and knowledge to trade, so most of the time, she can either talk or trade her way out of a dangerous situation. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Rogue 1 Rogue 6 Rogue 10 Rogue 14 Size / Aln Medium LN Human Medium LN Human Medium LN Human Medium LN Human HP 8 32 52 76 Armor Class 15 17 19 20 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ LN; Medium Humanoid (Human) 664 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 16 (+3) DEX 16 (+5) CON 11 (+0) INT 16 (+5) WIS 11 (+0) CHA 12 (+1) STR 16 (+3) DEX 18 (+7) CON 11 (+0) INT 16 (+6) WIS 11 (+0) CHA 12 (+1) STR 18 (+4) DEX 20 (+9) CON 11 (+0) INT 16 (+7) WIS 11 (+0) CHA 12 (+1) STR 20 (+5) DEX 20 (+10) CON 11 (+0) INT 16 (+8) WIS 11 (+0) CHA 12 (+1) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +10 Passive Perception +10 Passive Perception +10 Passive Perception +10 Languages Common, Elvish Attacks Melee Longsword +5 (1d8+3 ) Ranged Shortbow --> 30 ft.’: -5 (1d6+3); 120 ft.’: -5 (1d6+3) Melee Dagger +5 (1d4+3 ) Ranged Dagger (Thrown) 20 ft.’: +5 (1d4+3); 60 ft.’: +5 (1d4+3) Ranged Shortbow --> 30 ft.’: -3 (1d6+4); 120 ft.’: -3 (1d6+4) Melee +1 Longsword +7 (1d8+4 ) Melee Dagger +7 (1d4+4 ) Ranged Dagger (Thrown) 20 ft.’: +7 (1d4+4); 60 ft.’: +7 (1d4+4) Ranged Shortbow --> 30 ft.’: -1 (1d6+5); 120 ft.’: -1 (1d6+5) Melee +2 Longsword (Weapon +2) +10 (1d8+6 ) Melee Dagger +9 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +9 (1d4+5); 60 ft.’: +9 (1d4+5) Ranged Shortbow--> 30 ft.’: +0 (1d6+5); 120 ft.’: +0 (1d6+5) Melee +3 Longsword +13 (1d8+8 ) Melee Dagger +10 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +10 (1d4+5); 60 ft.’: +10 (1d4+5) Special - - - - Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike Special Qualities Languages, Expertise, Sneak Attack, Thieves’ Cant Languages, Ability Score Improvement, Cunning Action, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant, Uncanny Dodge Languages, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge Languages, Ability Score Improvement, Blindsense, Cunning Action, Evasion, Expertise, Fast Hands, Reliable Talent, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge, Use Magic Device Spell- casting - - - - Equipment Longsword; Shortbow; Arrows (20x); Studded Leather Armor; Dagger +1 Longsword; Shortbow; Arrows (20x); +1 Studded Leather Armor; Dagger +2 Longsword; Shortbow; Arrows (20x); +2 Studded Leather Armor; Dagger +3 Longsword; Shortbow; Arrows (20x); +3 Studded Leather Armor; Dagger 665 NPCs Special Abilities Languages You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to 5. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. n. Conversation What do you think of Mondaria City? “Lovely place, is it not? Trade is phenomenal, even for those adverse to grime and grit.” What do you think of the Mines? “Amazing, that so few can produce so much, in so short a time. They seem driven to the brink of madness by a desire to produce. Or to avoid the whip. Which amount to the same thing, really.” How have you survived after the catastrophe? “I’m a survivor. I’ve been surviving long before this particular phenomenon, and Gods willing, will survive through many dozens more. There is always a place for life where one has means and talent.” What did you do, before the calamity? “Largely what I continue to do, though of course the legit operations of the mine have ceased.” What do you know of the Obelisk? “I’ve but heard its name. In whispers, from those whose minds seem already lost. Whether those minds had been lost to this ‘obelisk’, or simply to the strains of the disaster, I could not say.” Have you been to the Mine’s lower levels? “No. And have no plans to, thank you very much.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “There’s strife of some nature in every profitable environment I’ve ever seen. What you describe is simply how it manifests here. Power and production are ever at odds, when profit is not shared... and I’m hardly of a mind to share.” 666 NPCs Brimdog Firecleave (Engineer) Description In their secret heart, most people think that they are the stars of their own story. While this is often true, Engineers in the mines take this to an excessive level. After all, without engineers, everything would collapse and kill everyone, and the mine wouldn’t produce anything and therefore wouldn’t be profitable. The way Engineers see it, every single day, they personally save dozens or even hundreds of lives, simply by being in the mines to advise. After all, without structural supports, stone sampling, survey work, and related feats of engineering genius, the mine is little more than a bunch of dirty dwarves digging at things until they perhaps stumble upon something valuable! Appearance Engineers try to dress as impressively as they feel; most will spend every earned copper on silk embroidery and ornately-embellished leather armor that is more beautiful than functional. Engineers typically have ruddy complexion, a rotund physique, and a snobbish facial composition; most use piercings of the nose, ears, and eyebrow to dangle additional symbols of their wealth and success. Factions Engineers work for the Administration, but their hearts are with the workers.the worker dwarves, and more above-the-board transactions with the elven administration. Combat Tactics To a dwarf, all engineers view combat as an utter waste of resources and certainly a last resort; in armed conflict, they recognize the need occasionally but believe (rightly so!) that others, more crude than they, are best equipped to do the actual fighting. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Rogue 1 Rogue 6 Rogue 10 Rogue 14 Size / Aln Medium LN Dwarf Medium LN Dwarf Medium LN Dwarf Medium LN Dwarf HP 9 42 63 83 Armor Class 13 15 18 19 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ LN; Medium Humanoid (Dwarf) 667 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 6 (-2) DEX 14 (+4) CON 12 (+1) INT 15 (+4) WIS 12 (+1) CHA 9 (-1) STR 6 (-2) DEX 16 (+6) CON 12 (+1) INT 15 (+5) WIS 12 (+1) CHA 9 (-1) STR 6 (-2) DEX 20 (+9) CON 12 (+1) INT 15 (+6) WIS 12 (+1) CHA 9 (-1) STR 6 (-2) DEX 20 (+10) CON 12 (+1) INT 17 (+8) WIS 12 (+1) CHA 9 (-1) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +11; Darkvision 60’ Passive Perception +11; Darkvision 60’ Passive Perception +11; Darkvision 60’ Passive Perception +11; Darkvision 60’ Languages Common, Dwarvish Attacks Melee Battleaxe +0 (1d8-2 ) Melee Handaxe +4 (1d6+2 ) Ranged Handaxe (Thrown) 20 ft.’: +4 (1d6+2); 60 ft.’: +4 (1d6+2) Melee Handaxe +6 (1d6+3 ) Ranged Handaxe (Thrown) 20 ft.’: +6 (1d6+3); 60 ft.’: +6 (1d6+3) Melee +1 Battleaxe +2 (1d8-1 ) Melee Handaxe +9 (1d6+5 ) Ranged Handaxe (Thrown) 20 ft.’: +9 (1d6+5); 60 ft.’: +9 (1d6+5) Melee +2 Battleaxe +4 (1d8) Melee Handaxe +10 (1d6+5 ) Ranged Handaxe (Thrown) 20 ft.’: +10 (1d6+5); 60 ft.’: +10 (1d6+5) Melee +3 Battleaxe +6 (1d8+1 ) Special - - - - Proficiencies Battleaxe, Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike, Warhammer Special Qualities Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Mason’s Tools, Stonecunning, Tool Proficiency, Expertise, Sneak Attack, Thieves’ Cant Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Mason’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Cunning Action, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant, Uncanny Dodge Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Mason’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Mason’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Blindsense, Cunning Action, Evasion, Expertise, Fast Hands, Reliable Talent, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge, Use Magic Device Spell- casting - - - - Equipment Battleaxe; Handaxe; Leather Armor +1 Battleaxe; Handaxe; Studded Leather Armor +2 Battleaxe; Handaxe; +1 Studded Leather Armor +3 Battleaxe; Handaxe; +2 Studded Leather Armor 668 NPCs Special Abilities Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9). Languages You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Mason’s Tools Proficient with Artisan Mason’s Tools. Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to 5. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. n. Conversation What do you think of Mondaria City? “A marvel, yes? Such a town, supporting such a mountain.” What do you think of the Mines? “Marvels abound. At least from an engineer’s perspective. It’s grimy and gritty and gross, but there’s awesome chance to build things you’d never see on the surface.” How have you survived after the catastrophe? “Building never goes out of style. And much was damaged, in the chaos. There’ll always be folk who want things fixed, no matter the circumstances.” What did you do, before the calamity? “Kept everything working. And made it better than it was before.” What do you know of the Obelisk? “Naught, I’m afraid.” Have you been to the Mine’s lower levels? “I’ve been most everywhere in the mines, but the last few levels are so new, and the press to delve deep so strong, that nobody has much cared whether things worked down there or not.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Ah. It’s a shame, really. Seems we should all be united to try and make this work. It’s a huge waste of energy, bickering over who is what and who does what. Just do what you’re good at, and the rest will work itself out.” 669 NPCs Brocambe Methurzz (Ambling Scholar) Description She’s middle-aged, though her intelligence and wrinkles about the eyes add presence and weight to her years. Appearance Most people remember this gnomish wizard for the massive clusters of freckles surrounding each ear, which extend down her neck in an animalistic manner that seems to echo a leopard. She dresses in severe, plain, and undecorated tunics, with overstarched cloaks that seem to form an immobile mantle about her shoulders. Her hair is strawberry-blonde, tied back in a ponytail. She wears spectacles, though they’re little more than thumbnail-sized ovals of glass surrounded by an inelegantly-thick and brutishly-fashioned iron wrapping, with bamboo sticks that poke back on top of her ears. Factions None. She serves the truth, she would say. Combat Tactics Simple: avoid it at all costs. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Wizard 1 Wizard 6 Wizard 10 Wizard 14 Size / Aln Small LG Gnome Small LG Gnome Small LG Gnome Small LG Gnome HP 7 31 45 65 Armor Class 14 14 14 15 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ Ability Scores / Saves STR 9 (-1) DEX 13 (+1) CON 12 (+1) INT 15 (+4) WIS 8 (+1) CHA 17 (+3) STR 9 (-1) DEX 13 (+1) CON 12 (+1) INT 17 (+6) WIS 8 (+2) CHA 17 (+3) STR 9 (-1) DEX 13 (+1) CON 12 (+1) INT 19 (+8) WIS 8 (+3) CHA 17 (+3) STR 9 (-1) DEX 14 (+2) CON 12 (+1) INT 20 (+10) WIS 8 (+4) CHA 17 (+3) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +9; Darkvision 60’ Passive Perception +9; Darkvision 60’ Passive Perception +9; Darkvision 60’ Passive Perception +9; Darkvision 60’ Languages Common, Gnomish LG; Small Humanoid (Gnome) 670 NPCs Low Moderate Advanced Elite Attacks Melee Dagger (Small) +3 (1d4+1 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +3 (1d4+1); 60 ft.’: +3 (1d4+1) Melee Quarterstaff (Small) +1 (1d6-1 ) / (1d8) Ranged Sling (Small) ) --> 30 ft.’: +3 (1d4+1); 120 ft.’: +3 (1d4+1) Melee Dagger (Small) +4 (1d4+1 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +4 (1d4+1); 60 ft.’: +4 (1d4+1) Melee +1 Quarterstaff (Small) +3 (1d6 ) / (1d8) Ranged Sling (Small) ) --> 30 ft.’: +4 (1d4+1); 120 ft.’: +4 (1d4+1) Melee Dagger (Small) +5 (1d4+1 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +5 (1d4+1); 60 ft.’: +5 (1d4+1) Melee +2 Quarterstaff (Small) +5 (1d6+1 ) / (1d8) Ranged Sling (Small) ) --> 30 ft.’: +5 (1d4+1); 120 ft.’: +5 (1d4+1) Melee Dagger (Small) +7 (1d4+2 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +7 (1d4+2); 60 ft.’: +7 (1d4+2) Melee +3 Quarterstaff (Small) +7 (1d6+2) (1d8) Ranged Sling (Small) ) --> 30 ft.’: +7 (1d4+2); 120 ft.’: +7 (1d4+2) Special - - - - Proficiencies Crossbow (Light), Dagger, Dart, Quarterstaff, Sling Special Qualities Spellcaster Spell Slots, Ability Score Increase, Darkvision, Gnome Cunning, Languages, Arcane Recovery, Cantrips, Preparing and Casting Spells, Ritual Casting, Spellcasting Spellcaster Spell Slots, Ability Score Increase, Darkvision, Gnome Cunning, Languages, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Evocation Savant, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Spellcaster Spell Slots, Ability Score Increase, Darkvision, Gnome Cunning, Languages, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Empowered Evocation, Evocation Savant, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Spellcaster Spell Slots, Ability Score Increase, Darkvision, Gnome Cunning, Languages, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Empowered Evocation, Evocation Savant, Overchannel, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Spell- casting Save DC 12; Spell Atk +4 Cantrips (at will): light; minor illusion; prestidigitation 1st: charm person; fog cloud Save DC 14; Spell Atk +6 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 3rd: blink; fireball; fly 2nd: arcane lock; blur; invisibility 1st: charm person; detect magic; disguise self; fog cloud Save DC 16; Spell Atk +8 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 5th: arcane hand; hold monster 4th: arcane eye; confusion; fire shield 3rd: blink; fireball; fly 2nd: arcane lock; blur; invisibility 1st: charm person; detect magic; disguise self; fog cloud Save DC 18; Spell Atk +10 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 7th: teleport 6th: globe of invulnerability 5th: arcane hand; hold monster 4th: arcane eye; confusion; fire shield 3rd: blink; fireball; fly 2nd: arcane lock; blur; invisibility 1st: charm person; detect magic; disguise self; fog cloud Equipment Dagger; Quarterstaff; Sling; Sling Bullets (20x) Dagger; +1 Quarterstaff; Sling; Sling Bullets (20x) Dagger; +2 Quarterstaff; Sling; Sling Bullets (20x) Dagger; +3 Quarterstaff; Sling; Sling Bullets (20x) 671 NPCs Special Abilities Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Languages You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 7, and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd- level spell slot or two 1st-level spell slots. Arcane Tradition When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The school of Evocation is detailed at the end of the class description; see the Player’s Handbook for information on the other schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Empowered Evocation Beginning at 10th level, you can add +5 to the damage roll of any wizard evocation spell you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls. Evocation Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. Overchannel Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. The feature doesn’t benefit cantrips. Potent Cantrip Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. Sculpt Spells Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. Conversation What do you think of Mondaria City? “There’s a steady influx of interesting folk in the City itself. Many come from afar to trade, to invest, or simply to view the spectacle.” What do you think of the Mines? “Filthy but necessary. I try to avoid them as much as possible.” How have you survived after the catastrophe? “Moving about, and keeping at it. You may think there is little cause for scholars in this environment, but many are thirsty for reason in the catastrophe.” What did you do, before the calamity? “Advised and offered counsel to all manner of denizens.” What do you know of the Obelisk? “I have heard of it.” ( Roll on the Plot Discoveries table.) Have you been to the Mine’s lower levels? “I have, though I wish never to speak of it again.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “It’s pathetic, and avoidable, but hardly surprising.” 672 NPCs Dagbrag (Gangboss) Description While Mining Taskmasters are many, Gangbosses are far fewer, and for good reason: mine leadership worries that if there were too many Gangbosses, the half-orcs might uprise and mutiny, taking over the mine. Gangbosses nominally supervise the activities of Taskmasters, engaging as glorified bouncers or bruisers when their services are requested explicitly. In practice, Gangbosses feel themselves beyond the law of any in the mines, and frequently abuse this imagined power by making demands of all manner from not only the Miners but of the Taskmasters they theoretically serve. Originally intended as a skilled police force for use in dire conflicts, Gangbosses have developed into a combination of black marketeers, robbers, thugs, and abuse. Appearance These half-orcs all resemble orcs more than men, and bear several facial, neck, and shoulder scars. Their faces are set in a scowl or cruel grimace, and their curly black hair is usually tied back in a bun with a crude loop of hardened and dried sinew from a recent feast. Factions Dagbrag serves the Elven Administration, but truly, his own bloodlust. Combat Tactics Dagbrag is ruthless once he engages combat... which he will do with very little provocation. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 2 XP 450 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Barbarian 2 Barbarian 6 Barbarian 10 Barbarian 14 Size / Aln Medium LE Half-Orc Medium LE Half-Orc Medium LE Half-Orc Medium LE Half-Orc HP 23 39 68 100 Armor Class 14 16 17 18 Speed Walk 30’ Walk 40’ Walk 40’ Walk 40’ NE; Medium Humanoid (Half-Orc) 673 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 18 (+6) DEX 12 (+1) CON 11 (+2) INT 9 (-1) WIS 8 (-1) CHA 12 (+1) STR 20 (+8) DEX 12 (+1) CON 11 (+3) INT 9 (-1) WIS 8 (-1) CHA 12 (+1) STR 20 (+9) DEX 12 (+1) CON 13 (+4) INT 9 (-1) WIS 8 (-1) CHA 12 (+1) STR 20 (+10) DEX 12 (+1) CON 15 (+7) INT 9 (-1) WIS 8 (-1) CHA 12 (+1) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +9; Darkvision 60’ Passive Perception +9; Darkvision 60’ Disadvantage on Stealth Passive Perception +9; Darkvision 60’ Disadvantage on Stealth Passive Perception +9; Darkvision 60’ Disadvantage on Stealth Languages Common, Orc Attacks Melee Greatclub +6 (1d8+6) Melee Dagger +6 (1d4+4 ) Ranged Dagger (Thrown) 20 ft.’: +6 (1d4+4); 60 ft.’: +6 (1d4+4) Melee +1 Greatclub +9 (1d8+9) Melee Dagger +8/+8 (1d4+5) Ranged Dagger (Thrown) 20 ft.’: +8/+8 (1d4+5); 60 ft.’: +8/+8 (1d4+5) Melee +2 Greatclub +11 (1d8+11) Melee Dagger +9/+9 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +9/+9 (1d4+5); 60 ft.’: +9/+9 (1d4+5) Melee +3 Greatclub +13 (1d8+13) Melee Dagger +10/+10 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +10/+10 (1d4+5); 60 ft.’: +10/+10 (1d4+5) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Darkvision, Languages, Menacing, Relentless Endurance, Savage Attacks, Danger Sense, Rage, Reckless Attack, Unarmored Defense Darkvision, Languages, Menacing, Relentless Endurance, Savage Attacks, Ability Score Improvement, Danger Sense, Extra Attack, Fast Movement, Frenzy, Mindless Rage, Path of the Berserker, Primal Path, Rage, Reckless Attack, Unarmored Defense Darkvision, Languages, Menacing, Relentless Endurance, Savage Attacks, Ability Score Improvement, Brutal Critical, Danger Sense, Extra Attack, Fast Movement, Feral Instinct, Frenzy, Intimidating Presence, Path of the Berserker, Primal Path, Rage, Reckless Attack, Unarmored Defense Darkvision, Languages, Menacing, Relentless Endurance, Savage Attacks, Ability Score Improvement, Brutal Critical, Danger Sense, Extra Attack, Fast Movement, Feral Instinct, Frenzy, Path of the Berserker, Primal Path, Rage, Reckless Attack, Relentless Rage, Retaliation, Unarmored Defense Spell- casting - - - - Equipment Greatclub; Chain Shirt; Dagger +1 Greatclub; Half Plate; Dagger +2 Greatclub; +1 Half Plate; Dagger +3 Greatclub; +2 Half Plate; Dagger 674 NPCs Special Abilities Darkvision Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Languages You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. Menacing You gain proficiency in the Intimidation skill. Relentless Endurance When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. Savage Attacks When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Brutal Critical Beginning at 9th level, you can roll 2 additional weapon damage die when determining the extra damage for a critical hit with a melee attack. Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Fast Movement Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. Feral Instinct By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. Frenzy Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A). Path of the Berserker For some barbarians, rage is a means to an end--that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. Primal Path At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. Rage In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to 3. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times equal to 5, you must finish a long rest before you can rage again. Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Relentless Rage Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. Retaliation Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature. Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. n. Conversation What do you think of Mondaria City? “It’s fine.” What do you think of the Mines? “Great. Gritty and severe.” How have you survived after the catastrophe? “I’ll be surviving many more. I am the catastrophe, if you cross me.” What did you do, before the calamity? “Tried to keep order.” What do you know of the Obelisk? “Naught. Doesn’t matter.” Have you been to the Mine’s lower levels? “No, though they’re lawless and bizarre.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Dwarves are lazy. Until you bash ‘em.” 675 NPCs Dalnarok (Loremaster) Description Sorcerer, administrator, thespian, adventurer, and mercenary—this Loremaster has done it all, in his youth, but his favorite calling has ever been storytelling. He keeps the histories of the city of Mondaria, and far past his remit, of realms beyond: there are few anywhere of his station with similar depth and breadth of knowledge. He has kind, grey eyes, encased in wrinkles that seem to spread across his face as he smiles. They say you get the face you earn; if so, this Dwarf has had much joy in his life along his travels. Appearance He dresses in a simple grey robe, and often wears a fez-like grey hat with a yellow tassle. Factions His pay comes from the Administration, but he’s hardly alone in that—his devotion is to himself, ultimately, but he does sympathize with the dwarves. Combat Tactics Dalnarok will avoid conflict to the extent possible. Where it seems unavoidable, he will use terrain and the natural hazards of the mines to his advantage if possible. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Wizard 1 Wizard 6 Wizard 10 Wizard 14 Size / Aln Medium NG Dwarf Medium NG Dwarf Medium NG Dwarf Medium NG Dwarf HP 9 45 69 99 Armor Class 12 12 13 13 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ Ability Scores / Saves STR 9 (-1) DEX 9 (-1) CON 16 (+3) INT 18 (+6) WIS 13 (+3) CHA 9 (-1) STR 9 (-1) DEX 9 (-1) CON 16 (+3) INT 20 (+8) WIS 13 (+4) CHA 9 (-1) STR 9 (-1) DEX 11 (+0) CON 16 (+3) INT 20 (+9) WIS 13 (+5) CHA 9 (-1) STR 11 (+0) DEX 11 (+0) CON 16 (+3) INT 20 (+10) WIS 13 (+6) CHA 9 (-1) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +11; Darkvision 60’ Passive Perception +11; Darkvision 60’ Passive Perception +11; Darkvision 60’ Passive Perception +11; Darkvision 60’ Languages Common, Dwarvish NG; Medium Humanoid (Dwarf) 676 NPCs Low Moderate Advanced Elite Attacks Ranged Crossbow, Light--> 80 ft.’: -9 (1d8-1); 320 ft.’: -9 (1d8-1) Melee Handaxe +1 (1d6-1 ) Ranged Handaxe (Thrown) 20 ft.’: +1 (1d6-1); 60 ft.’: +1 (1d6-1) Melee Dagger +1 (1d4-1 ) Ranged Dagger (Thrown) 20 ft.’: +1 (1d4-1); 60 ft.’: +1 (1d4-1) Ranged Crossbow, Light--> 80 ft.’: -8 (1d8-1); 320 ft.’: -8 (1d8-1) Melee +1 Handaxe (Weapon +1) +3 (1d6 ) Ranged +1 Handaxe (Thrown) 20 ft.’: +3 (1d6); 60 ft.’: +3 (1d6) Melee Dagger +2 (1d4-1 ) Ranged Dagger (Thrown) 20 ft.’: +2 (1d4-1); 60 ft.’: +2 (1d4-1) Ranged Crossbow, Light--> 80 ft.’: -6 (1d8); 320 ft.’: -6 (1d8) Melee +2 Handaxe +6 (1d6+2 ) Ranged +2 Handaxe (Thrown) 20 ft.’: +6 (1d6+2); 60 ft.’: +6 (1d6+2) Melee Dagger +4 (1d4 ) Ranged Dagger (Thrown) 20 ft.’: +4 (1d4); 60 ft.’: +4 (1d4) Ranged Crossbow, Light--> 80 ft.’: -5 (1d8); 320 ft.’: -5 (1d8) Melee +3 Handaxe +8 (1d6+3 ) Ranged +3 Handaxe (Thrown) 20 ft.’: +8 (1d6+3); 60 ft.’: +8 (1d6+3) Melee Dagger +5 (1d4 ) Ranged Dagger (Thrown) 20 ft.’: +5 (1d4); 60 ft.’: +5 (1d4) Special - - - - Proficiencies Battleaxe, Crossbow (Light), Dagger, Dart, Handaxe, Light Hammer, Quarterstaff, Sling, Warhammer Special Qualities Spellcaster Spell Slots, Ability Score Increase, Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Arcane Recovery, Cantrips, Preparing and Casting Spells, Ritual Casting, Spellcasting Spellcaster Spell Slots, Ability Score Increase, Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Evocation Savant, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Spellcaster Spell Slots, Ability Score Increase, Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Empowered Evocation, Evocation Savant, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Spellcaster Spell Slots, Ability Score Increase, Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Empowered Evocation, Evocation Savant, Overchannel, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Spell- casting Save DC 14; Spell Atk +6 Cantrips (at will): light; minor illusion; prestidigitation 1st: charm person; detect magic Save DC 16; Spell Atk +8 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 3rd: clairvoyance; fly; hypnotic pattern 2nd: darkness; detect thoughts; invisibility 1st: alarm; charm person; detect magic; jump Save DC 17; Spell Atk +9 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 5th: hold monster; legend lore 4th: arcane eye; banishment; greater invisibility 3rd: clairvoyance; fly; hypnotic pattern 2nd: darkness; detect thoughts; invisibility 1st: alarm; charm person; detect magic; jump Save DC 18; Spell Atk +10 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 7th: mirage arcane 6th: programmed illusion 5th: hold monster; legend lore 4th: arcane eye; banishment; greater invisibility 3rd: clairvoyance; fly; hypnotic pattern 2nd: darkness; detect thoughts; invisibility 1st: alarm; charm person; detect magic; jump Equipment Light Crossbow; Handaxe; Dagger Light Crossbow; +1 Handaxe; Dagger Light Crossbow; +2 Handaxe; Dagger Light Crossbow; +3 Handaxe; Dagger 677 NPCs Special Abilities Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9). Languages You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Smith’s Tools Proficient with Artisan Smith’s Tools. Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 7, and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd- level spell slot or two 1st-level spell slots. Arcane Tradition When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The school of Evocation is detailed at the end of the class description; see the Player’s Handbook for information on the other schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Empowered Evocation Beginning at 10th level, you can add +5 to the damage roll of any wizard evocation spell you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls. Evocation Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. Overchannel Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. The feature doesn’t benefit cantrips. Potent Cantrip Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. Sculpt Spells Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. Conversation What do you think of Mondaria City? “Rich place for a loremaster, don’t you think? Endless knowledge, and that’s just in the areas we’ve unearthed.” What do you think of the Mines? “Dirty and loud, but required for information and production, I’m well aware.” How have you survived after the catastrophe? “Much as I have before it: secrets and wisdom.” Dalnarok will trade Rumors & Lore, one for one, if the PCs wish to share what they know. What did you do, before the calamity? “Amassed knowledge, and sometimes even used it to benefit and further the Mines.” What do you know of the Obelisk? “How have you come by that name? Ah, it matters not; soon, I fear, all will know of it, such is its power.” Roll on the Plot Discoveries table. Have you been to the Mine’s lower levels? “I... have. Briefly. I do not wish to return.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Disgusting. Waste of energy and resources, to even pretend as though one faction does not absolutely and entirely require the other. All other facets of the pointless feud are meaningless.” 678 NPCs Danalin Foeslash (Dwarven Union Leader) Description A charismatic (for a dwarf) and jovial man, he has found himself in the position of union leader almost by default—in addition to there being nobody (including him!) who really wanted the position, nobody else can match his unique combination of physical prowess and social aptitude. Appearance Light-brown, plaited, gut-length hair encircles an almost cherubic face, from which sky-blue eyes shine sweetly. His ears are round and large, huge ovals framing either side of his face and poking elaborately out from underneath the hair. Both ears, and his nose bridge, are adorned with piercings of intricate Dwarven skrimshaw. He typically wears scale mail of silver and ash-grey. Factions The dwarven union, naturally. Combat Tactics Danalin is no fool, and has gotten where he is largely by calculating when it is beneficial to fight and when it is better to talk. Faced with one or more Elves, however, his hatred will get the better of him, and he will join combat immediately if threatened. CR 4; XP 1,100 Low Moderate Advanced Elite Challenge CR 4 XP 1,100 CR 8 XP 3,900 CR 12 XP 8,400 CR 16 XP 15,000 Class / HD Barbarian 2 Barbarian 8 Barbarian 12 Barbarian 16 Size / Aln Medium CG Dwarf Medium CG Dwarf Medium CG Dwarf Medium CG Dwarf HP 46 72 107 169 Armor Class 18 19 21 22 Speed Walk 25’ Walk 35’ Walk 35’ Walk 35’ CG; Medium Humanoid (Dwarf) 679 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 18 (+6) DEX 14 (+2) CON 14 (+4) INT 7 (-2) WIS 12 (+1) CHA 12 (+1) STR 20 (+8) DEX 14 (+2) CON 14 (+5) INT 7 (-2) WIS 12 (+1) CHA 12 (+1) STR 20 (+9) DEX 14 (+2) CON 16 (+7) INT 7 (-2) WIS 12 (+1) CHA 12 (+1) STR 20 (+10) DEX 14 (+2) CON 18 (+9) INT 7 (-2) WIS 12 (+1) CHA 12 (+1) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +13; Darkvision 60’ Disadvantage on Stealth Passive Perception +14; Darkvision 60’ Disadvantage on Stealth Passive Perception +15; Darkvision 60’ Disadvantage on Stealth Passive Perception +16; Darkvision 60’ Disadvantage on Stealth Languages Common, Dwavish Attacks Melee Battleaxe +6 (1d8+4 ) Melee +1 Battleaxe +9/+9 (1d8+6 ) Melee +2 Battleaxe +11/+11 (1d8+7 ) Melee +3 Battleaxe +13/+13 (1d8+8 ) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Danger Sense, Frenzy, Path of the Berserker, Primal Path, Rage, Reckless Attack, Unarmored Defense Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Danger Sense, Extra Attack, Fast Movement, Feral Instinct, Frenzy, Path of the Berserker, Primal Path, Rage, Reckless Attack, Unarmored Defense Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Brutal Critical, Danger Sense, Extra Attack, Fast Movement, Feral Instinct, Frenzy, Path of the Berserker, Primal Path, Rage, Reckless Attack, Relentless Rage, Unarmored Defense Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Brutal Critical, Danger Sense, Extra Attack, Fast Movement, Feral Instinct, Frenzy, Path of the Berserker, Persistent Rage, Primal Path, Rage, Reckless Attack, Relentless Rage, Unarmored Defense Spell- casting - - - - Equipment Battleaxe; Scale Mail; Shield +1 Battleaxe; Half-Plate; Shield +2 Battleaxe; +2 Half- Plate; Shield +3 Battleaxe; +3 Half- Plate; Shield Special Abilities Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9). Languages You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Smith’s Tools Proficient with Artisan Smith’s Tools. Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you 680 NPCs can’t be blinded, deafened, or incapacitated. Frenzy Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A). Path of the Berserker For some barbarians, rage is a means to an end--that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. Primal Path At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. Rage In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to 2. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times equal to 3, you must finish a long rest before you can rage again. Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. n. Conversation What do you think of Mondaria City? “An unjust circumstance, where opportunity is missed daily for those whose sweat and blood fuels the enterprise.” What do you think of the Mines? “Little better than slavery conditions.” How have you survived after the catastrophe? “I was a leader before. All who survive are in even greater need of a leader, now; I cannot and will not shirk that mantle.” What did you do, before the calamity? “Heralded the voice of the unsung, and worked tirelessly to effect change... to bitter end, it would seem.” What do you know of the Obelisk? “Foul and terrible. Though I blame the administration and the elves in general for their greed bringing calamity about, in one thing they and I can agree: this Obelisk, whatever it is truly, is a foe beyond either of our races.” Have you been to the Mine’s lower levels? “I have. It is terrible and inhuman on a scale that makes the upper levels look a paradise. Heat, moisture, and an utter lack of safety and oversight—it’s as though those who delved deep wished only to get to an objective, rather than to profit off of the ore as in upper levels.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “I could talk for eons on the subject. But I am forced to recognize that in the wake of the Obelisk and the ensuing catastrophe, it almost doesn’t matter any longer.” 681 NPCs Didkeln Clawhammer (Chief Engineer) Description This fighter gives every appearance of a brutish warrior, but beneath his heavy plate armor and massive greataxe lies the brain of a master tactician. He’s actually not that great in combat, but his demeanor and slew of devoted underlings grant him a great deal of authority with those who might otherwise view his intelligence as a negative. Fear, politics, and a close-knit gang of followers are the tools of this dwarf’s trade. Appearance Stereotypical in demeanor and garb, Didkeln wears the beard and gruffness of his race with ablomb. Factions Dwarven union, clear and true. Combat Tactics Though lacking in formal training, and dedicated to a much more knowledgable career, Didkeln secretly longs for combat, so much so that he will charge into any fray with little realization at how unequipped he truly is. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Fighter 10 Fighter 6 Fighter 10 Fighter 14 Size / Aln Medium LN Dwarf Medium LN Dwarf Medium LN Dwarf Medium LN Dwarf HP 11 43 71 115 Armor Class 15 19 20 22 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ Ability Scores / Saves STR 11 (+2) DEX 6 (-2) CON 12 (+3) INT 16 (+3) WIS 14 (+2) CHA 11 (+0) STR 13 (+4) DEX 6 (-1) CON 12 (+4) INT 16 (+3) WIS 14 (+2) CHA 11 (+0) STR 13 (+5) DEX 8 (-1) CON 14 (+6) INT 16 (+3) WIS 14 (+2) CHA 11 (+0) STR 15 (+7) DEX 8 (-1) CON 16 (+8) INT 16 (+3) WIS 14 (+2) CHA 11 (+0) LN; Medium Humanoid (Dwarf) 682 NPCs Low Moderate Advanced Elite Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +14; Darkvision 60’ Disadvantage on Stealth Passive Perception +15; Darkvision 60’ Disadvantage on Stealth Passive Perception +16; Darkvision 60’ Disadvantage on Stealth Passive Perception +17; Darkvision 60’ Disadvantage on Stealth Languages Common, Dwavish Attacks Melee Warhammer +2 (1d8+2 ) Melee Dagger +2 (1d4+2 ) Ranged Dagger (Thrown) 20 ft.’: +2 (1d4); 60 ft.’: +2 (1d4) Melee +1 Warhammer +5/+5 (1d8+4 ) Melee Dagger +4/+4 (1d4+3) Ranged Dagger (Thrown) 20 ft.’: +4/+4 (1d4+1); 60 ft.’: +4/+4 (1d4+1) Melee +2 Warhammer +7/+7 (1d8+5) Melee Dagger +5/+5 (1d4+3 ) Ranged Dagger (Thrown) 20 ft.’: +5/+5 (1d4+1); 60 ft.’: +5/+5 (1d4+1) Melee +3 Warhammer +10/+10/+10 (1d8+7) Melee Dagger +7/+7/+7 (1d4+4 ) Ranged Dagger (Thrown) 20 ft.’: +7/+7/+7 (1d4+2); 60 ft.’: +7/+7/+7 (1d4+2) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Mason’s Tools, Stonecunning, Tool Proficiency, Fighting Style, Second Wind, Dueling Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Mason’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Champion, Extra Attack, Fighting Style, Improved Critical, Martial Archetype, Second Wind, Dueling Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Mason’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Dueling, Protection Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Mason’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Dueling, Protection Spell- casting - - - - Equipment Warhammer; Half-Plate; Shield; Dagger +1 Warhammer; Plate; Shield; Dagger +2 Warhammer; +1 Plate; Shield; Dagger +3 Warhammer; +3 Plate; Shield; Dagger Special Abilities Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9). Languages You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Mason’s Tools Proficient with Artisan Mason’s Tools. Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can 683 NPCs use it again. You can use this feature 1 time(s) before a rest, but only once on the same turn. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature 2 time(s) between long rests. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to +2. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. n. Conversation What do you think of Mondaria City? “It’s a good place to work. In that there is always work. Or, was, I suppose.” What do you think of the Mines? “Awful. I hate them. But that’s where the work is, so.” How have you survived after the catastrophe? “Luck. That’s the truth. May it hold.” What did you do, before the calamity? “Actual work. Or, as close to it as you come, in my profession. Designing, telling others to actually do work.” What do you know of the Obelisk? “The what? Hm. I’ve heard of something dark, evil, and mind-controlling, in the depths, but haven’t heard it labeled as ‘Obelisk’. Perhaps that’s what was meant.” Have you been to the Mine’s lower levels? “Not as yet. They’re still quite new. I’ve been designing for much of the elevators and mechanisms down there, but haven’t tread the ground myself.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Waste of time. The admins should just pay us more, or slacken the timelines, or something, and be done with it.” 684 NPCs Estarel Finequill (Cartographer) Description Estarel would be quite happy locked in a room for most of her time, scribing things out and drawing maps endlessly. On occasion, however, about once every few weeks, she has a painful need to seek out adventure. Appearance Long, unkempt hair in desperate need of a brush sits tied back in a braid. Simple tunics and leather pants with functional boots, all of it quite ancient and creased, complete the ensemble most days. Factions She adheres to the Administration, but only in name and title; her heart belongs to her work, and she views the conflict between workers and her leadership as pointless and a distraction. Combat Tactics Like many of the more educated and erudite players in the Mines, Estarel avoids conflict where possible. She will fight if necessary, but even in doing so, will seek escape if it presents itself. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Rogue 1 Rogue 6 Rogue 10 Rogue 14 Size / Aln Medium LN Elf Medium LN Elf Medium LN Elf Medium LN Elf HP 7 24 60 82 Armor Class 15 17 18 19 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ LN; Medium Humanoid (Elf) 685 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 6 (-2) DEX 18 (+6) CON 8 (-1) INT 17 (+5) WIS 12 (+1) CHA 12 (+1) STR 6 (-2) DEX 20 (+8) CON 8 (-1) INT 17 (+6) WIS 12 (+1) CHA 12 (+1) STR 6 (-2) DEX 20 (+9) CON 12 (+1) INT 17 (+7) WIS 12 (+1) CHA 12 (+1) STR 6 (-2) DEX 20 (+10) CON 12 (+1) INT 19 (+9) WIS 12 (+1) CHA 12 (+1) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +15; Darkvision 60’ Disadvantage on Stealth Passive Perception +17; Darkvision 60’ Disadvantage on Stealth Passive Perception +19; Darkvision 60’ Disadvantage on Stealth Passive Perception +21; Darkvision 60’ Disadvantage on Stealth Languages Common, Elvish, Dwarvish Attacks Ranged Crossbow, Light --> 80 ft.’: +0 (1d8+4); 320 ft.’: +0 (1d8+4) Melee Dagger +6 (1d4+4 ) Ranged Dagger (Thrown) 20 ft.’: +6 (1d4+4); 60 ft.’: +6 (1d4+4) Melee *Dagger +8 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +8 (1d4+5); 60 ft.’: +8 (1d4+5) Ranged +1 Crossbow, Light--> 80 ft.’: +3 (1d8+6); 320 ft.’: +3 (1d8+6) Melee Dagger +9 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +9 (1d4+5); 60 ft.’: +9 (1d4+5) Ranged +2 Crossbow, Light --> 80 ft.’: +5 (1d8+7); 320 ft.’: +5 (1d8+7) Melee Dagger +10 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +10 (1d4+5); 60 ft.’: +10 (1d4+5) Ranged +3 Crossbow, Light--> 80 ft.’: +7 (1d8+8); 320 ft.’: +7 (1d8+8) Special - - - - Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike Special Qualities Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Expertise, Sneak Attack, Thieves’ Cant Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Cunning Action, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant, Uncanny Dodge Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Blindsense, Cunning Action, Evasion, Expertise, Fast Hands, Reliable Talent, Roguish Archetype, Second- Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge, Use Magic Device Spell- casting - - - - Equipment Light Crossbow; Dagger; Padded Armor +1 Light Crossbow; Dagger; +1 Padded Armor +2 Light Crossbow; Dagger; +2 Padded Armor +3 Light Crossbow; Dagger; +3 Padded Armor 686 NPCs Special Abilities Cantrip You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Spell save DC 17; Spell attack modifier +9 Darkvision Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Elf Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow. Extra Language You can speak, read, and write one extra language of your choice. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Keen Senses You have proficiency in the Perception skill. Languages You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become Dexterityive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to 5. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. n. Conversation What do you think of Mondaria City? “It’s a fine place. A cartographer could hardly hope for a better situation: a system of complex maps, that constantly changes! Much more so, recently, as the nether levels expand so quickly.” What do you think of the Mines? “Beautiful and complex, and ever-changing. It’s a wonder.” How have you survived after the catastrophe? “Well, to be true, there’s nobody looking to pay the bills for official maps... but the chaos has fostered a great deal of change, and official or not, there’s always folks willing to pay coin for an even hastily-drawn scrawl of how to get out of here.” What did you do, before the calamity? “Drew maps. Official ones, and ones that we sent back to the Enclave as part of our reports.” What do you know of the Obelisk? “I’ve heard of it. Sounds horrible indeed.” Have you been to the Mine’s lower levels? “All but the lowest. Nine escapes my attention; it had been on my list to scribe out, when the calamity occured.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “It’s a waste of time, pure and simple. Cannot imagine a more fruitless devotion of energies.” 687 NPCs Elawelle (Tribute Magister) Description Pensive yet with presence, this Magister is no mere administrator. She was assigned to Mondaria mainly given her Ranger skills and elven lineage; she was hideously disappointed to be assigned quarters under the mountain, in the mine itself. She must admit that her station is truly underground in this regard; there is no better or more certain way to guarantee Tribute flows in appropriate volume. Appearance A beauty in youth, she yet maintains a powerful presence and cheerful effect on all genders in conversation. She’s older, nearly past middle age, with white straight somewhat short hair. Factions Elven administration; she views the Dwarves as slackards who use the “conflict” to their own ends. Combat Tactics Ideally, Elawelle will get others to do her fighting for her, either through intimidation, sheer willpower, threats, or offer of coin; she has used all in the past to success. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Rogue 1 Rogue 6 Rogue 10 Rogue 14 Size / Aln Medium LE Elf Medium LE Elf Medium LE Elf Medium LE Elf HP 9 42 67 90 Armor Class 15 17 19 20 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ Ability Scores / Saves STR 6 (-2) DEX 18 (+6) CON 8 (-1) INT 17 (+5) WIS 12 (+1) CHA 12 (+1) STR 6 (-2) DEX 20 (+8) CON 8 (-1) INT 17 (+6) WIS 12 (+1) CHA 12 (+1) STR 6 (-2) DEX 20 (+9) CON 12 (+1) INT 17 (+7) WIS 12 (+1) CHA 12 (+1) STR 6 (-2) DEX 20 (+10) CON 12 (+1) INT 19 (+9) WIS 12 (+1) CHA 12 (+1) LE; Medium Humanoid (Elf) 688 NPCs Low Moderate Advanced Elite Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +12; Darkvision 60’ Passive Perception +14; Darkvision 60’ Passive Perception +16; Darkvision 60’ Passive Perception +18; Darkvision 60’ Languages Common, Elvish, Dwarvish Attacks Ranged Crossbow, Light --> 80 ft.’: -5 (1d8+3); 320 ft.’: -5 (1d8+3) Melee Shortsword +5 (1d6+3 ) Melee Dagger +5 (1d4+3 ) Ranged Dagger (Thrown) 20 ft.’: +5 (1d4+3); 60 ft.’: +5 (1d4+3) Ranged Crossbow, Light--> 80 ft.’: -3 (1d8+4); 320 ft.’: -3 (1d8+4) Melee +1 Shortsword +8 (1d6+5 ) Melee Dagger +7 (1d4+4 ) Ranged Dagger (Thrown) 20 ft.’: +7 (1d4+4); 60 ft.’: +7 (1d4+4) Ranged Crossbow, Light--> 80 ft.’: -1 (1d8+5); 320 ft.’: -1 (1d8+5) Melee +2 Shortsword +11 (1d6+7 ) Melee Dagger +9 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +9 (1d4+5); 60 ft.’: +9 (1d4+5) Ranged Crossbow, Light--> 80 ft.’: +0 (1d8+5); 320 ft.’: +0 (1d8+5) Melee +3 Shortsword +13 (1d6+8 ) Melee Dagger +10 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +10 (1d4+5); 60 ft.’: +10 (1d4+5) Special - - - - Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longbow, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike Special Qualities Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Expertise, Sneak Attack, Thieves’ Cant Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Cunning Action, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant, Uncanny Dodge Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Blindsense, Cunning Action, Evasion, Expertise, Fast Hands, Reliable Talent, Roguish Archetype, Second- Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge, Use Magic Device Spell- casting - - - - Equipment Light Crossbow; Shortsword; Studded Leather Armor: Dagger Light Crossbow; +1 Shortsword; +1 Studded Leather Armor: Dagger Light Crossbow; +2 Shortsword; +2 Studded Leather Armor: Dagger Light Crossbow; +3 Shortsword; +3 Studded Leather Armor: Dagger Special Abilities Cantrip You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Spell save DC 16; Spell attack modifier +8 Darkvision Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Elf Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow. Extra Language You can speak, read, and write one extra language of your choice. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Keen Senses You have proficiency in the Perception skill. Languages You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become Dexterityive through years of practice. After resting in this way, you gain the same 689 NPCs benefit that a human does from 8 hours of sleep. Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to 5. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. n. Conversation What do you think of Mondaria City? “It’s fine enough. Though it’s generous to call it ‘city’.” What do you think of the Mines? “Filthy and disgusting. But needed, to profit.” How have you survived after the catastrophe? “Disorder is ever in need of a strong hand to guide it.” What did you do, before the calamity? “Collected tribute. As I still do, or seek to; the Gods and the Realm do not cease their need for their portion simply because a big chunk of evil rock pops up.” What do you know of the Obelisk? “It’s a chunk of semi-sentient, evil rock that takes over men’s hearts and corrupts the soul. Or so they say. Honestly I’m not quite sure how one could tell.” Have you been to the Mine’s lower levels? “No. Nor do I ever wish to do so.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “It’s pointless. The dwarves are shiftless, and invented this strife to justify fewer hours and lazier production. Most, if not all, hide their coin and seek to avoid hard work.” 690 NPCs Dralbrodin Strongquil (Lead Designer) Description Studious, silent, and watchful, this dwarf sees the big picture where others see but pieces. He’s a strategist, an overseer, someone who takes the long view. His combat style echoes this perspective: crossbo, spear, and pairs of throwing daggers, all atop studded leather armor and a cloak. Appearance A thick, fluffy, white beard reaches to his navel; his silver hair is mostly gone on the sides, but thick on the top, and slicked back. His ears are slightly pointed, as though some elvish blood falls somewhere in his lineage; his peers chide him for that often. Factions Dwarven union, though in honesty, he views it as a bit of a distraction from the work of the day. Combat Tactics Dralbrodin is a shrewd tactician, and although he will not seek combat, he will use it to his advantage if possible. CR 4; XP 1,100 Low Moderate Advanced Elite Challenge CR 4 XP 1,100 CR 8 XP 3,900 CR 12 XP 8,400 CR 16 XP 15,000 Class / HD Rogue 4 Rogue 8 Rogue 12 Rogue 16 Size / Aln Medium TN Dwarf Medium TN Dwarf Medium TN Dwarf Medium TN Dwarf HP 32 63 102 149 Armor Class 15 17 19 20 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ Ability Scores / Saves STR 10 (+0) DEX 17 (+5) CON 15 (+2) INT 12 (+3) WIS 13 (+1) CHA 7 (-2) STR 10 (+0) DEX 19 (+7) CON 15 (+2) INT 12 (+4) WIS 13 (+1) CHA 7 (-2) STR 11 (+0) DEX 20 (+9) CON 17 (+3) INT 12 (+5) WIS 13 (+1) CHA 7 (-2) STR 12 (+1) DEX 20 (+10) CON 18 (+4) INT 12 (+6) WIS 13 (+6) CHA 7 (-2) TN; Medium Humanoid (Dwarf) 691 NPCs Low Moderate Advanced Elite Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +13; Darkvision 60’ Passive Perception +17; Darkvision 60’ Passive Perception +19; Darkvision 60’ Passive Perception +21; Darkvision 60’ Languages Common, Dwarvish Attacks Ranged Crossbow, Light--> 80 ft.’: -1 (1d8+3); 320 ft.’: -1 (1d8+3) Melee Dagger +5 (1d4+3 ) Ranged Dagger (Thrown) 20 ft.’: +5 (1d4+3); 60 ft.’: +5 (1d4+3) Melee Spear +5 (1d6+3 ) Ranged Spear (Thrown) 20 ft.’: +5 (1d6+3); 60 ft.’: +5 (1d6+3) Ranged Crossbow, Light--> 80 ft.’: +1 (1d8+4); 320 ft.’: +1 (1d8+4) Melee Dagger +7 (1d4+4 ) Ranged Dagger (Thrown) 20 ft.’: +7 (1d4+4); 60 ft.’: +7 (1d4+4) Melee +1 Spear +8 (1d6+5 ) Melee +1 Spear (Thrown) 20 ft.’: +8 (1d6+5); 60 ft.’: +8 (1d6+5) Ranged Crossbow, Light--> 80 ft.’: +3 (1d8+5); 320 ft.’: +3 (1d8+5) Melee Dagger +9 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +9 (1d4+5); 60 ft.’: +9 (1d4+5) Melee +2 Spear +11 (1d6+7) Ranged +2 Spear (Thrown) 20 ft.’: +11 (1d6+7); 60 ft.’: +11 (1d6+7) Ranged Crossbow, Light--> 80 ft.’: +4 (1d8+5); 320 ft.’: +4 (1d8+5) Melee Dagger +10 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +10 (1d4+5); 60 ft.’: +10 (1d4+5) Melee +3 Spear +13 (1d6+8) Ranged +3 Spear (Thrown) 20 ft.’: +13 (1d6+8); 60 ft.’: +13 (1d6+8) Special - - - - Proficiencies Battleaxe, Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike, Warhammer Special Qualities Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Mason’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Cunning Action, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Mason’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant, Uncanny Dodge Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Mason’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Reliable Talent, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Mason’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Blindsense, Cunning Action, Evasion, Expertise, Fast Hands, Reliable Talent, Roguish Archetype, Second-Story Work, Slippery Mind, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge, Use Magic Device Spell- casting - - - - Equipment Light Crossbow; Dagger; Studded Leather; Spear Light Crossbow; Dagger; +1 Studded Leather; +1 Spear Light Crossbow; Dagger; +2 Studded Leather; +2 Spear Light Crossbow; Dagger; +3 Studded Leather; +3 Spear Special Abilities Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9). Languages You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Mason’s Tools Proficient with Artisan Mason’s Tools. Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, 692 NPCs Disengage, or Hide action. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to 5. Slippery Mind By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 8d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. n. Conversation What do you think of Mondaria City? “It’s fine. Serves the purpose.” What do you think of the Mines? “They require a great deal of skill to make successful. Machines, carts, operations—it’s all quite intricate. Ore doesn’t just fall off the walls and float up to an oxcart to be sold away, now does it?” How have you survived after the catastrophe? “I’ve found ways. Always a means, for those with a knack for surviving.” What did you do, before the calamity? “Designed. Sketched, thought, planned. Helped make the Mines what they are today. Or, I guess, what they were, a few months ago.” What do you know of the Obelisk? “I’ve heard naught, and wish to hear naught more.” Have you been to the Mine’s lower levels? “Not to the last, though those just shy of it are hot and dark and dangerous enough for my taste, thank you.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “There is one. Both sides think they’re right. And both sides have a point. Which makes the whole thing doubly dangerous. And doubly pointless.” 693 NPCs Faenadorn (Mayor) Description In a racially-charged, profit-motivated, industrial environment such as Mondaria, the Mayor’s authority may not be what you’d expect it to be. Ostensibly the administrative leader, the rule of law and conduct of the mining operation are factors entirely out of the Mayor’s sphere of influence. In day-to-day operations, the Mayor’s true purpose is to rubber-stamp proposals, sign off on budgets without much actual input or control, and ultimately act as a conduit back to the Druid Enclave for communications and update purposes. Appearance The Mayor is a middle-aged Elf, formerly strident and purposeful and commanding, but rendered meek and resigned to excess and lethargy by his current post. His handsome face has begun to show lines about his mouth and intensely blue eyes; his chin and cheeks have grown thicker from feasting. His light-brown, almost ashen shoulder-length hair is straight and typically unadorned; he wears a thin wooden tiara about his scalp as a symbol of his office. He dresses in elaborately designed and beautifully-embroidered studded leather armor, atop of which he dons a thick, dark green cape richly embroidered in gold. Factions Elven Administration. Combat Tactics Faenadorn has grown unused to fighting his own battles. Though still quite capable, his age and lethargy make him reticent to engage. Once fighting begins, however, the old vigor returns, and he will fight competently to the end. CR 4; XP 1,100 Low Moderate Advanced Elite Challenge CR 4 XP 1,100 CR 8 XP 3,900 CR 12 XP 8,400 CR 16 XP 15,000 Class / HD Fighter 4 Fighter 8 Fighter 12 Fighter 16 Size / Aln Medium LN Elf Medium LN Elf Medium LN Elf Medium LN Elf HP 19 27 55 92 Armor Class 18 20 23 24 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ LN; Medium Humanoid (Elf) 694 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 10 (+0) DEX 17 (+5) CON 15 (+2) INT 12 (+3) WIS 13 (+1) CHA 7 (-2) STR 10 (+0) DEX 19 (+7) CON 15 (+2) INT 12 (+4) WIS 13 (+1) CHA 7 (-2) STR 11 (+0) DEX 20 (+9) CON 17 (+3) INT 12 (+5) WIS 13 (+1) CHA 7 (-2) STR 12 (+1) DEX 20 (+10) CON 18 (+4) INT 12 (+6) WIS 13 (+6) CHA 7 (-2) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +13; Darkvision 60’ Disadvantage on Stealth Passive Perception +14; Darkvision 60’ Disadvantage on Stealth Passive Perception +15; Darkvision 60’ Disadvantage on Stealth Passive Perception +16; Darkvision 60’ Disadvantage on Stealth Languages Common, Dwarvish, Elvish Attacks Melee Battleaxe +5 (1d8+5) Melee Dagger +5 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +5 (1d4+3); 60 ft.’: +5 (1d4+3) Ranged Longbow--> 150 ft.’: +4 (1d8+2); 600 ft.’: +4 (1d8+2) Melee +1 Battleaxe +8/+8 (1d8+7) Melee Dagger +7/+7 (1d4+6) Ranged Dagger (Thrown) 20 ft.’: +7/+7 (1d4+4); 60 ft.’: +7/+7 (1d4+4) Ranged Longbow--> 150 ft.’: +6/+6 (1d8+3); 600 ft.’: +6/+6 (1d8+3) Melee +2 Battleaxe +11/+11/+11 (1d8+9) Melee Dagger +9/+9/+9 (1d4+7 ) Melee Dagger (Thrown) 20 ft.’: +9/+9/+9 (1d4+5); 60 ft.’: +9/+9/+9 (1d4+5) Ranged Longbow--> 150 ft.’: +7/+7/+7 (1d8+3); 600 ft.’: +7/+7/+7 (1d8+3) Melee +3 Battleaxe +13/+13/+13 (1d8+10) Melee Dagger +10/+10/+10 (1d4+7 ) Ranged Dagger (Thrown) 20 ft.’: +10/+10/+10 (1d4+5); 60 ft.’: +10/+10/+10 (1d4+5) Ranged Longbow--> 150 ft.’: +9/+9/+9 (1d8+4); 600 ft.’: +9/+9/+9 (1d8+4) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Action Surge, Champion, Fighting Style, Improved Critical, Martial Archetype, Second Wind, Dueling Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Action Surge, Champion, Extra Attack, Fighting Style, Improved Critical, Martial Archetype, Remarkable Athlete, Second Wind, Dueling Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Defense, Dueling Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Superior Critical, Defense, Dueling Spell- casting - - - - Equipment Battleaxe; Chain Mail; Shield; Dagger; Longbow +1 Battleaxe; Plate; Shield; Dagger; Longbow +2 Battleaxe; +2 Plate; Shield; Dagger; Longbow +3 Battleaxe; +3 Plate; Shield; Dagger; Longbow 695 NPCs Special Abilities Cantrip You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Spell save DC 13; Spell attack modifier +5 Darkvision Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Elf Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow. Extra Language You can speak, read, and write one extra language of your choice. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Keen Senses You have proficiency in the Perception skill. Languages You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become Dexterityive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature 1 time(s) before a rest, but only once on the same turn. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature 2 time(s) between long rests. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to +5. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. n. Conversation What do you think of Mondaria City? “‘Tis a dire place, even before the calamity. Successful, though; that must be admitted.” What do you think of the Mines? “A necessary filth, for the sake of production and profit.” How have you survived after the catastrophe? “I am as yet still the Mayor of this city, am I not? Though in truth there is little left over which to rule, I hope things will return as they were. And if not, then I shall simply move on to success elsewhere.” What did you do, before the calamity? “I was Mayor. As I so remain.” What do you know of the Obelisk? “I’ve heard it blamed as the source of all this chaos and evil. In my experience, masses of workers need little such excuse to let loose these qualities, however.” Have you been to the Mine’s lower levels? “I have not. Nor do I see reason nor need to do so.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Sadly, yes. Each side feels cause and righteousness, and although it must be said I do tend to side with the Administration in their desire to control and enforce law and order, and increase productivity, I do sympathize with the workers.” 696 NPCs Friskbik (Stablehand) Description Halflings are typically used to being underfoot, but this stablehand always feels trodden upon. Dejected and resigned to what he feels is the lowest caste in the city, he nevertheless loves horses, and takes pride in his work where possible. Appearance Grimy about the face, he wears hide armor and wields daggers when he can steal them. Factions None. Though his heart sympathizes with the Dwarves. Combat Tactics Friskbik has dreams and aspirations much like all those lowly, but the twinkle in his eye in no way deludes him from realizing his place as low man on the pole. He’ll evade fighting wherever possible, and grovel or steal or swindle as necessary to escape if cornered. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 4 XP 1,100 CR 7 XP 2,900 CR 10 XP 5,900 Class / HD Rogue 1 Rogue 4 Rogue 7 Rogue 10 Size / Aln Medium LN Half-Elf Medium LN Half-Elf Medium LN Half-Elf Medium LN Half-Elf HP 8 20 37 54 Armor Class 13 14 14 15 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ Ability Scores / Saves STR 11 (+0) DEX 16 (+5) CON 11 (+0) INT 6 (+0) WIS 10 (+0) CHA 8 (-1) STR 11 (+0) DEX 18 (+6) CON 11 (+0) INT 6 (+0) WIS 10 (+0) CHA 8 (-1) STR 11 (+0) DEX 18 (+7) CON 11 (+0) INT 6 (+0) WIS 10 (+0) CHA 8 (-1) STR 11 (+0) DEX 20 (+9) CON 13 (+1) INT 6 (+2) WIS 10 (+0) CHA 8 (-1) LN; Medium Humanoid (Half-Elf) 697 NPCs Low Moderate Advanced Elite Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +12; Darkvision 60’ Passive Perception +12; Darkvision 60’ Passive Perception +16; Darkvision 60’ Passive Perception +18; Darkvision 60’ Languages Common, Dwarvish, Elvish Attacks Melee Club +2 (1d4 ) Melee Dagger +5 (1d4+3 ) Ranged Dagger (Thrown) 20 ft.’: +5 (1d4+3); 60 ft.’: +5 (1d4+3) Melee Club +2 (1d4 ) Melee +1 Dagger +7 (1d4+5 ) Ranged +1 Dagger (Thrown) 20 ft.’: +7 (1d4+5); 60 ft.’: +7 (1d4+5) Melee Club +3 (1d4 ) Melee +2 Dagger +9 (1d4+6 ) Ranged +2 Dagger (Thrown) 20 ft.’: +9 (1d4+6); 60 ft.’: +9 (1d4+6) Melee Club +4 (1d4 ) Melee +3 Dagger +12 (1d4+8 ) Ranged +3 Dagger (Thrown) 20 ft.’: +12 (1d4+8); 60 ft.’: +12 (1d4+8) Special - - - - Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike Special Qualities Darkvision, Fey Ancestry, Languages, Skill Versatility, Expertise, Sneak Attack, Thieves’ Cant Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Cunning Action, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant, Uncanny Dodge Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second- Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge Spell- casting - - - - Equipment Club; Dagger Club; +1 Dagger Club; +2 Dagger Club; +3 Dagger Special Abilities Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on all saving throws against being charmed or put to sleep. Languages You can speak, read, and write Common, Elvish, and one extra language of your choice. Skill Versatility You gain proficiency in two skills of your choice. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to 5. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally 698 NPCs couldn’t employ. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. n. Conversation What do you think of Mondaria City? “It’s fine. Nice it’s not, but wealthy enough to pay the bills.” What do you think of the Mines? “I like ‘em. Plenty to do, down there.” How have you survived after the catastrophe? “Survive? I’ll always survive. Sometimes it’s easier and more enjoyable than others, is all.” What did you do, before the calamity? “Took care of the horses. ‘Course, they’re all gone, now, so I mainly take care of myself.” What do you know of the Obelisk? “Nothing. Is that a city?” Have you been to the Mine’s lower levels? “Not past the first level, and that only ‘cuz I snuck down the elevator behind some crates a few times to sneak a peek.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Seems silly, two groups of folks with solid jobs bickering over who gets to do what. But what do I know.” 699 NPCs Frobwin Glamfork (Feastmaster) Description This cheery, portly halfling clearly benefits from her own trade; her ruddy and cherubic cheeks and perpetually flushed face and neck are quick indicators of her skill and her lust for her craft. Appearance She wears simple padded armor underneath a huge flowing apron. Apart from food and wine, she indulges in boots: finely-crafted, soft and supple leather; such items are essential in that she spends as much time meeting and greeting in the mess hall as she does behind the scenes preparing food and coordinating her chefs. She’s got brown eyes and shoulder-length brown hair which she typically ties back in a bun. Factions None. All manner of beast needs food and wine, don’t they? Combat Tactics Adverse to battle by nature, she is quite deft with a blade, so will fight when required. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Rogue 1 Rogue 6 Rogue 10 Rogue 14 Size / Aln Small CG Halfling Small CG Halfling Small CG Halfling Small CG Halfling HP 9 43 61 103 Armor Class 14 15 17 18 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ CG; Small Humanoid (Halfling) 700 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 8 (-1) DEX 17 (+5) CON 13 (+1) INT 15 (+4) WIS 8 (-1) CHA 14 (+2) STR 8 (-1) DEX 19 (+7) CON 13 (+1) INT 15 (+5) WIS 8 (-1) CHA 14 (+2) STR 11 (+0) DEX 20 (+9) CON 13 (+1) INT 15 (+6) WIS 8 (-1) CHA 14 (+2) STR 11 (+0) DEX 20 (+10) CON 15 (+2) INT 15 (+7) WIS 8 (-1) CHA 14 (+2) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +11 Disadvantage on Stealth Passive Perception +15 Passive Perception +17 Passive Perception +19 Languages Common, Dwarvish, Elvish Attacks Melee Dagger (Small) +5 (1d4+3 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +5 (1d4+3); 60 ft.’: +5 (1d4+3) Melee Sickle (Small) +1 (1d4-1) Melee Dagger (Small) +7 (1d4+4 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +7 (1d4+4); 60 ft.’: +7 (1d4+4) Melee +1 Sickle +3 (1d4 ) Melee Dagger (Small) +9 (1d4+5 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +9 (1d4+5); 60 ft.’: +9 (1d4+5) Melee +2 Sickle +6 (1d4+2) Melee Dagger (Small) +10 (1d4+5 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +10 (1d4+5); 60 ft.’: +10 (1d4+5) Melee +3 Sickle +8 (1d4+3) Special - - - - Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike Special Qualities Brave, Halfling Nimbleness, Languages, Lucky, Naturally Stealthy, Expertise, Sneak Attack, Thieves’ Cant Brave, Halfling Nimbleness, Languages, Lucky, Naturally Stealthy, Ability Score Improvement, Cunning Action, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant, Uncanny Dodge Brave, Halfling Nimbleness, Languages, Lucky, Naturally Stealthy, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge Brave, Halfling Nimbleness, Languages, Lucky, Naturally Stealthy, Ability Score Improvement, Blindsense, Cunning Action, Evasion, Expertise, Fast Hands, Reliable Talent, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge, Use Magic Device Spell- casting - - - - Equipment Dagger; Sickle; Padded Armor Dagger; +1 Sickle; Leather Armor Dagger; +2 Sickle; Studded Leather Armor Dagger; +3 Sickle; +1 Studded Leather Armor Special Abilities Brave You have advantage on saving throws against being frightened. Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours. Languages You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. Lucky When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Naturally Stealthy You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a 701 NPCs Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to 5. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.. Conversation What do you think of Mondaria City? “A grand assemblage of folks from all over.” What do you think of the Mines? “They’re filthy and horrid. Makes it all the more important to give folks a good meal at the end of the day.” How have you survived after the catastrophe? “Folks always need to eat, don’t they? Don’t matter if some awful thing starts to take over minds or burb out a bunch of evil.” What did you do, before the calamity? “Same as I do now: keep good folk alive and healthy with quality grub.” What do you know of the Obelisk? “I’ve heard of it. Sounds terrible. May I never see it in person!” Have you been to the Mine’s lower levels? “Honey, I’ve not been to the Mines themselves, until the catastrophe. Foraging for foodstuffs has made it a necessity, but that don’t mean I like it.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Ah, well, though they may fight when they work, breaking bread at the end of the day shows them for what they all truly are—an overworked, stressed group of folks just trying to get through their days.” 702 NPCs Gabharn (Beastmaster) Description A retired adventurer and mercenary, this Beastmaster has learned to prefer the company of animals to people. Betrayed in his youth by his parents, again by his uncle, and repeatedly by his adventuring partners, he seems to have a knack either for making bad choices, trusting unworthy partners, or simply having poor luck of comradeship. Appearance He wears leather armor and wields a longsword and shield; though trained with a shortbow, he prefers to get up close with foes if combat is on the table. His arms bear scars from fights long past; he has a long scar tracing the length of his head from front to back where the hair has never grown back. Factions Elven administraiton, in terms of leadership, but his heart goes out to the dwarves. Combat Tactics Gabharn is no stranger to fighting, and the old instincts will return quickly if the opportunity for melee presents itself. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Barbarian 1 Barbarian 6 Barbarian 10 Barbarian 14 Size / Aln Medium NG Human Medium NG Human Medium NG Human Medium NG Human HP 14 57 103 161 Armor Class 13 15 17 19 Speed Walk 30’ Walk 40’ Walk 40’ Walk 40’ NG; Medium Humanoid (Human) 703 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 17 (+5) DEX 13 (+1) CON 15 (+4) INT 7 (-2) WIS 17 (+3) CHA 8 (-1) STR 19 (+7) DEX 13 (+1) CON 15 (+5) INT 7 (-2) WIS 17 (+3) CHA 8 (-1) STR 20 (+9) DEX 14 (+2) CON 15 (+6) INT 7 (-2) WIS 17 (+3) CHA 8 (-1) STR 20 (+10) DEX 14 (+2) CON 17 (+8) INT 7 (-2) WIS 17 (+3) CHA 8 (-1) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +13 Passive Perception +13 Passive Perception +13 Disadvantage on Stealth Passive Perception +13 Disadvantage on Stealth Languages Common, Halfling Attacks Melee Greatclub +3 (1d8+3) Ranged Crossbow, Heavy--> 100 ft.’: +3 (1d10+1); 400 ft.’: +3 (1d10+1) Melee Dagger +5 (1d4+3 ) Ranged Dagger (Thrown) 20 ft.’: +5 (1d4+3); 60 ft.’: +5 (1d4+3) Melee +1 Greatclub +8 (1d8+5) Ranged Crossbow, Heavy--> 100 ft.’: +4/+4 (1d10+1); 400 ft.’: +4/+4 (1d10+1) Melee Dagger +7/+7 (1d4+4) Ranged Dagger (Thrown) 20 ft.’: +7/+7 (1d4+4); 60 ft.’: +7/+7 (1d4+4) Melee +2 Greatclub +11 (1d8+7) Ranged Crossbow, Heavy--> 100 ft.’: +6/+6 (1d10+2); 400 ft.’: +6/+6 (1d10+2) Melee Dagger Melee Dagger +9/+9 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +9/+9 (1d4+5); 60 ft.’: +9/+9 (1d4+5) Melee +3 Greatclub +13 (1d8+8) Ranged Crossbow, Heavy--> 100 ft.’: +7/+7 (1d10+2); 400 ft.’: +7/+7 (1d10+2) Melee Dagger +10/+10 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +10/+10 (1d4+5); 60 ft.’: +10/+10 (1d4+5) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Languages, Rage, Unarmored Defense Languages, Ability Score Improvement, Danger Sense, Extra Attack, Fast Movement, Frenzy, Mindless Rage, Path of the Berserker, Primal Path, Rage, Reckless Attack, Unarmored Defense Languages, Ability Score Improvement, Brutal Critical, Danger Sense, Extra Attack, Fast Movement, Feral Instinct, Frenzy, Intimidating Presence, Path of the Berserker, Primal Path, Rage, Reckless Attack, Unarmored Defense Languages, Ability Score Improvement, Brutal Critical, Danger Sense, Extra Attack, Fast Movement, Feral Instinct, Frenzy, Path of the Berserker, Primal Path, Rage, Reckless Attack, Relentless Rage, Retaliation, Unarmored Defense Spell- casting - - - - Equipment Greatclub; Heavy Crossbow; Dagger; Hide Armor +1 Greatclub; Heavy Crossbow; Dagger; Breastplate +2 Greatclub; Heavy Crossbow; Dagger; Half- Plate +3 Greatclub; Heavy Crossbow; Dagger; +2 Half-Plate Special Abilities Languages You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Brutal Critical Beginning at 9th level, you can roll 2 additional weapon damage die when determining the extra damage for a critical hit with a melee attack. Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Fast Movement Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. 704 NPCs Feral Instinct By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. Frenzy Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A). Path of the Berserker For some barbarians, rage is a means to an end--that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. Primal Path At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. Rage In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to 3. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times equal to 5, you must finish a long rest before you can rage again. Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Relentless Rage Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. Retaliation Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature. Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit... Conversation What do you think of Mondaria City? “Solid. Plenty to see and do, and lots of people. Dangerous, too, which adds some spice.” What do you think of the Mines? “I don’t get half the opportunity to get down there that I’d wish, but horses hate it and there’s little call for them down there anyway.” How have you survived after the catastrophe? “I’ve lots of experience in surviving. It’s nothing new.” What did you do, before the calamity? “Took care of the horses that are now dead or escaped.” What do you know of the Obelisk? “I’ve never heard of it.” Have you been to the Mine’s lower levels? “Just the first few, in truth.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Silly, if you ask me. Waste of time and effort, when they should be just hunkering down and working harder. Both sides.” 705 NPCs Glimdarffe Sudsglub (Brewmaster) Description This half-orcish brewer is good, not great, at her trade; an onlooker from outside the mine may wonder why she retains her post as Brewmaster for the enterprise. Such naivete misses the dwarf’s true calling: major player in an impromptu black market, the landscape and players of which are ever- changing. Appearance Twin shortswords and a host of daggers, and studded leather armor, are her combat tools. Factions The dwarven union captures her heart, and she’s worker enough to understand their plight. Combat Tactics She’s not above backstabbing her competition— literally, when called for. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Rogue 1 Rogue 6 Rogue 10 Rogue 14 Size / Aln Medium NG Half-Orc Medium NG Half-Orc Medium NG Half-Orc Medium NG Half-Orc HP 11 46 76 114 Armor Class 12 13 15 17 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ Ability Scores / Saves STR 14 (+2) DEX 12 (+3) CON 16 (+3) INT 7 (+0) WIS 13 (+1) CHA 11 (+0) STR 14 (+2) DEX 14 (+5) CON 16 (+3) INT 7 (+1) WIS 13 (+1) CHA 11 (+0) STR 14 (+2) DEX 16 (+7) CON 16 (+3) INT 7 (+2) WIS 13 (+1) CHA 13 (+1) STR 14 (+2) DEX 18 (+9) CON 16 (+3) INT 7 (+3) WIS 13 (+1) CHA 13 (+1) Skills - - - - NG; Medium Humanoid (Half-Orc) 706 NPCs Low Moderate Advanced Elite Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +11 Disadvantage on Stealth Passive Perception +11 Passive Perception +11 Passive Perception +11 Languages Common, Orc Attacks Melee Mace +4 (1d6+2) Melee +1 Mace +6 (1d6+3) Melee +2 Mace +8 (1d6+4) Melee +3 Mace +10 (1d6+5) Special - - - - Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike Special Qualities Brewer’s Supplies, Darkvision, Languages, Menacing, Relentless Endurance, Savage Attacks, Expertise, Sneak Attack, Thieves’ Cant Brewer’s Supplies, Darkvision, Languages, Menacing, Relentless Endurance, Savage Attacks, Ability Score Improvement, Cunning Action, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant, Uncanny Dodge Brewer’s Supplies, Darkvision, Languages, Menacing, Relentless Endurance, Savage Attacks, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second- Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge Brewer’s Supplies, Darkvision, Languages, Menacing, Relentless Endurance, Savage Attacks, Ability Score Improvement, Blindsense, Cunning Action, Evasion, Expertise, Fast Hands, Reliable Talent, Roguish Archetype, Second- Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge, Use Magic Device Spell- casting - - - - Equipment Mace; Padded Armor +1 Mace; Leather Armor +2 Mace; Studded Leather Armor +3 Mace; +1 Studded Leather Armor Special Abilities Brewer’s Supplies Proficient with Artisan Brewer’s Supplies. Darkvision Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Languages You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. Menacing You gain proficiency in the Intimidation skill. Relentless Endurance When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. Savage Attacks When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to 4. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. 707 NPCs Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.... Conversation What do you think of Mondaria City? “Folks need to drink. There’s lots of ‘em here. So that works out okay.” What do you think of the Mines? “Stinky and barbaric. Just like me.” How have you survived after the catastrophe? “The way folks have taken to drink after the disaster, I wonder how I survived before it!” What did you do, before the calamity? “Served drinks. Same as now. I also brew a... well, I won’t lie; I don’t brew the best. But it’s cheap, and does its job, so how can you complain?” What do you know of the Obelisk? “Huh?” Have you been to the Mine’s lower levels? “I stay out of there much as I can. Been down a few levels only, and that’s enough, thanks.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Dwarves’ve got a point, you have to say. Elves want profit, which, hardly blame ‘em for it, I guess, but how you go about something matters, in the end.” 708 NPCs Gordsturll (Mercenary Dwarf) Description A trickster with a terribly dark sense of humor, this dwarf has dark-brown, nearly black, beady eyes. Appearance The muscles of his face seem frozen in a perpetual arched smirk, though his tone can make that seem sarcastically comic or sinister as reflects the situation. He is thin, and tall, for a dwarf; his beard is a goatee only, but yet quite long, reaching in complex plaits and braids to his stomach. He wears ornate studded-leather armor, dark brown with whorls of silver. Factions None. Gordstrull serves only his own pockets, in the end. Combat Tactics For someone who is essentially paid to fight, Gordstrull seems to go out of his way to suggest not fighting, if it’s possible. Once blades are drawn, though, he’ll serve to his profession well enough. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Fighter 1 Fighter 6 Fighter 10 Fighter 14 Size / Aln Medium LE Dwarf Medium LE Dwarf Medium LE Dwarf Medium LE Dwarf HP 12 54 78 108 Armor Class 15 16 17 19 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ LE; Medium Humanoid (Dwarf) 709 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 13 (+3) DEX 15 (+2) CON 14 (+4) INT 7 (-2) WIS 19 (+4) CHA 7 (-2) STR 15 (+5) DEX 17 (+3) CON 14 (+5) INT 7 (-2) WIS 19 (+4) CHA 7 (-2) STR 17 (+7) DEX 17 (+3) CON 14 (+6) INT 7 (-2) WIS 19 (+4) CHA 7 (-2) STR 20 (+10) DEX 18 (+4) CON 14 (+7) INT 7 (-2) WIS 19 (+4) CHA 7 (-2) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +14 Passive Perception +14 Disadvantage on Stealth Passive Perception +14 Disadvantage on Stealth Passive Perception +14 Disadvantage on Stealth Languages Common, Dwarvish Attacks Melee Maul +4 (2d6+2) Melee Dagger +4 (1d4+2 ) Ranged Dagger (Thrown) 20 ft.’: +4 (1d4+2); 60 ft.’: +4 (1d4+2) Melee +1 Maul +7 (2d6+4) Melee Dagger +6/+6 (1d4+3) Ranged Dagger (Thrown) 20 ft.’: +6/+6 (1d4+3); 60 ft.’: +6/+6 (1d4+3) Melee +2 Maul +9 (2d6+5). Melee Dagger +7/+7 (1d4+3) Ranged Dagger (Thrown) 20 ft.’: +7/+7 (1d4+3); 60 ft.’: +7/+7 (1d4+3) Melee +3 Maul +13 (2d6+8) Melee Dagger +10/+10/+10 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +10/+10/+10 (1d4+5); 60 ft.’: +10/+10/+10 (1d4+5) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Brewer’s Supplies, Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Stonecunning, Tool Proficiency, Fighting Style, Second Wind, Great Weapon Fighting Brewer’s Supplies, Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Champion, Extra Attack, Fighting Style, Improved Critical, Martial Archetype, Second Wind, Great Weapon Fighting Brewer’s Supplies, Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Defense, Great Weapon Fighting Brewer’s Supplies, Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Defense, Great Weapon Fighting Spell- casting - - - - Equipment Maul; Chain Shirt; Dagger +1 Maul; Scale Mail; Dagger +2 Maul; Chain Mail; Dagger +3 Maul; Plate Armor; Dagger Special Abilities Brewer’s Supplies Proficient with Artisan Brewer’s Supplies. Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9). Languages You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might 710 NPCs speak. Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature 1 time(s) before a rest, but only once on the same turn. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature 2 time(s) between long rests. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to +5. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Defense While you are wearing armor, you gain a +1 bonus to AC. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.... Conversation What do you think of Mondaria City? “Good place to meet adventurers setting off for the western wilderness. Or, it was, before the calamity.” What do you think of the Mines? “They’re a great place for looting and adventuring. Looking to hire on to increase your odds of survival?” How have you survived after the catastrophe? “I’m paid to survive, and to help others survive. Wouldn’t be much good at my job if I couldn’t hold it together just because a few demons popped out of the ground under the mountain, now would I?” What did you do, before the calamity? “Same as now, only it was easier then on account of fewer demons.” What do you know of the Obelisk? “I’ve heard it spoken, but in hushed tones, as though this chunk of purple rock can hear you. Ain’t that a kicker?” Have you been to the Mine’s lower levels? “Not yet. Yearning to go? I’m down with that. Get it? Down?” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Not my battle. I don’t care.” 711 NPCs Hamfast Burrbottom (Blacksmith) Description In an undermountain mining city staffed by a huge volume of dwarves, being one of the few halflings is difficult enough—but being a halfling blacksmith in that context draws a great deal more attention and glares than he had intended. Talent is talent, however, and even the most jaded and racially- proud longbeard must admit that this smith knows his tongs and anvil, at least as well as any dwarf. Appearance This blacksmith wears a lead apron, heavy leather armor, thick black boots, and protective goggles. His face, arms, and hands are ever stained with soot; though he approaches his work with order and cleanliness, he usually doesn’t clean himself overmuch, as he has found that the grime adds some automatic visual credibility to his trade. Factions As a man of small stature himself, he sympathizes with the dwarves, who tend to be his best customers despite their haughty initial objections to his racial talents. Combat Tactics As Hamfast would be first to point out, he makes the equipment; he’s not used to actually using it. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Fighter 1 Fighter 6 Fighter 10 Fighter 14 Size / Aln Small LN Halfling Small LN Halfling Small LN Halfling Small LN Halfling HP 11 52 82 117 Armor Class 13 15 18 19 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ LN; Small Humanoid (Halfling) 712 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 15 (+4) DEX 9 (-1) CON 13 (+3) INT 10 (+0) WIS 14 (+2) CHA 13 (+1) STR 19 (+7) DEX 9 (-1) CON 13 (+4) INT 10 (+0) WIS 14 (+2) CHA 13 (+1) STR 20 (+9) DEX 10 (+0) CON 13 (+5) INT 10 (+0) WIS 14 (+2) CHA 13 (+1) STR 20 (+10) DEX 12 (+1) CON 15 (+7) INT 10 (+0) WIS 14 (+2) CHA 13 (+1) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +14 Disadvantage on Stealth Passive Perception +15 Disadvantage on Stealth Passive Perception +16 Disadvantage on Stealth Passive Perception +17 Disadvantage on Stealth Languages Common, Halfling Attacks Melee Greataxe +4 (1d8+2) Melee Light Hammer (Small) +4 (1d4+2) Ranged Light Hammer (Small/Thrown) 20 ft.’: +4 (1d4+2); 60 ft.’: +4 (1d4+2) Melee +1 Greataxe +8 (1d8+5) Melee Light Hammer (Small) +7/+7 (1d4+4 ) Ranged Light Hammer (Small/Thrown) 20 ft.’: +7/+7 (1d4+4); 60 ft.’: +7/+7 (1d4+4) Melee +2 Greataxe +11 (1d8+7) Melee Light Hammer (Small) +9/+9 (1d4+5 ) Ranged Light Hammer (Small/Thrown) 20 ft.’: +9/+9 (1d4+5); 60 ft.’: +9/+9 (1d4+5) Melee +3 Greataxe +13 (1d8+8) Melee Light Hammer (Small) +10/+10/+10 (1d4+5 ) Ranged Light Hammer (Small/Thrown) 20 ft.’: +10/+10/+10 (1d4+5); 60 ft.’: +10/+10/+10 (1d4+5) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Brave, Halfling Nimbleness, Languages, Lucky, Fighting Style, Second Wind, Great Weapon Fighting Brave, Halfling Nimbleness, Languages, Lucky, Ability Score Improvement, Action Surge, Champion, Extra Attack, Fighting Style, Improved Critical, Martial Archetype, Second Wind, Great Weapon Fighting Brave, Halfling Nimbleness, Languages, Lucky, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Great Weapon Fighting, Protection Brave, Halfling Nimbleness, Languages, Lucky, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Great Weapon Fighting, Protection Spell- casting - - - - Equipment Greataxe; Ring Mail; Light Hammer +1 Greataxe; Chain Mail; Light Hammer +2 Greataxe; Plate Armor; Light Hammer +3 Greataxe; +1 Plate Armor; Light Hammer Special Abilities Brave You have advantage on saving throws against being frightened. Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours. Languages You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. Lucky When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature 1 time(s) before a rest, but only once on the same turn. Additional Fighting Style At 10th level, you can choose a second option 713 NPCs from the Fighting Style class feature. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature 2 time(s) between long rests. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to +5. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield... Conversation What do you think of Mondaria City? “It’s such a great place! Such opportunity, and so many people to help.” What do you think of the Mines? “They’re great, or what I’ve seen of them is. None too clean, right, but that’s hardly an issue for the likes of me, then!” How have you survived after the catastrophe? “You increase chaos, you increase smithing; they’re related. Folks want armor to survive, and weapons to fight back and make sense of things, right?” What did you do, before the calamity? “Same as now, though in truth, more business now, though I charge less. Can’t see it in my heart to profit too much when folk only just want to try and find a way to survive.” What do you know of the Obelisk? “They say it’s the stuff of legend, a mineral far beyond any other. I’d love to see it, maybe even get my hands on the stuff, make something with it, you know?” Have you been to the Mine’s lower levels? “Nope.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Not that you don’t already seem to know.” 714 NPCs Imeltrude Legande (Warden) Description Long serving in the role of police, protector, savior, and keeper of the peace, she has grown a hatred of her fellow man sourced from a realization of the evils that are commonplace and ignored in most society. She loathes mobs, but yearns to act as savior to worthy people; despairingly, however, as her experience growns, her definition of who qualifies as “worthy” has grown more and more restrictive. In her day-to-day role in the mines, she acts as a fearful ward against wrongdoing, policing through brutality and mercilessness rather than compassion. Fortunately for most, her deputies, commoners conscripted to the task for the most part, have a greater respect for circumstance. Appearance She wears plate armor, and bears a morningstar and tower shield; she typically wears a thick helm with a visor that opens the entire 200 degree span of her vision. Factions She serves the interests of the Elven Administration. Combat Tactics Imeltrude will absolutely destroy anyone who even looks at her the wrong way. She was made for combat, and thrives on it. In truth, she feels she didn’t get hardly enough of it before the calamity of the Obelisk. CR 4; XP 1,100 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 8 XP 3,900 CR 12 XP 8,400 CR 16 XP 13,000 Class / HD Fighter 4 Fighter 8 Fighter 12 Fighter 16 Size / Aln Medium CE Human Medium CE Human Medium CE Human Medium CE Human HP 20 51 71 126 Armor Class 17 18 19 20 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ CE; Medium Humanoid (Human) 715 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 20 (+7) DEX 15 (+2) CON 11 (+2) INT 9 (-1) WIS 14 (+2) CHA 16 (+3) STR 20 (+8) DEX 17 (+3) CON 13 (+4) INT 9 (-1) WIS 14 (+2) CHA 16 (+3) STR 20 (+9) DEX 19 (+4) CON 13 (+5) INT 9 (-1) WIS 14 (+2) CHA 16 (+3) STR 20 (+10) DEX 20 (+5) CON 16 (+8) INT 9 (-1) WIS 14 (+2) CHA 16 (+3) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +12 Disadvantage on Stealth Passive Perception +12 Disadvantage on Stealth Passive Perception +12 Disadvantage on Stealth Passive Perception +12 Disadvantage on Stealth Languages Common, Dwarvish Attacks Melee Greatsword +4 (2d6+2) Ranged Crossbow, Heavy)> 100 ft.’: +4 (1d10+2); 400 ft.’: +4 (1d10+2) Melee +1 Greatsword +7 (2d6+4) Ranged Crossbow, Heavy--> 100 ft.’: +6/+6 (1d10+3); 400 ft.’: +6/+6 (1d10+3) Melee +2 Greatsword +10 (2d6+6 Ranged Crossbow, Heavy--> 100 ft.’: +8/+8/+8 (1d10+4); 400 ft.’: +8/+8/+8 (1d10+4) Melee +3 Greatsword +13 (2d6+8) Ranged Crossbow, Heavy--> 100 ft.’: +10/+10/+10 (1d10+5); 400 ft.’: +10/+10/+10 (1d10+5) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Languages, Ability Score Improvement, Action Surge, Champion, Fighting Style, Improved Critical, Martial Archetype, Second Wind, Great Weapon Fighting Languages, Ability Score Improvement, Action Surge, Champion, Extra Attack, Fighting Style, Improved Critical, Martial Archetype, Remarkable Athlete, Second Wind, Great Weapon Fighting Languages, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Dueling, Great Weapon Fighting Languages, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Superior Critical, Dueling, Great Weapon Fighting Spell- casting - - - - Equipment Greatsword; Splint Mail; Heavy Crossbow +1 Greatsword; Plate Mail; Heavy Crossbow +2 Greatsword; +1 Plate Mail; Heavy Crossbow +3 Greatsword; +2 Plate Mail; Heavy Crossbow Special Abilities Languages You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature 1 time(s) before a rest, but only once on the same turn. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. 716 NPCs Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature 2 time(s) between long rests. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to +5. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Conversation What do you think of Mondaria City? “It was a lawless fester of chaos long before the Obelisk burst forth.” What do you think of the Mines? “I realize they’re necessary for profit and continued operations of the City, but they’re far from sustainable in their current format. Mostly because the workers are ” How have you survived after the catastrophe? “My dear friend, I can and will survive much worse than this. In fact, I will bring about much worse than this.” What did you do, before the calamity? “Enforced order. As much as I could, with this environment.” What do you know of the Obelisk? “Sounds impressive. From what I gather, it fosters insanity, chaos, and breeds evil. Somewhat akin to the natural inclinations of the workers already, but apparently this chunk of stone accelerates things.” Have you been to the Mine’s lower levels? “Not too far down, no; I would prefer to take a contingent of deputies if it proved needed.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “It’s silly, these dwarves fighting for rights they don’t deserve and haven’t earned. Going about it entirely the wrong way, as well: power respects power, so whining about it isn’t going to convince any of the elves about what’s necessary.” 717 NPCs Imeltrude Legande (Chemist) Description Small in stature, this gnome is often ignored entirely, a pattern she is quite happy with, as it allows her to single-mindedly focus on tinkering and experimentation. Her “experiments” often go too far, but not out of a sense of true vileness: she simply wants to know everything, solve all problems, and gain wealth as a result; if such pursuit leads her to scavenge corpses, or indeed even tinker with living specimens who come to her for unguent for a wound, she doesn’t really differentiate. Everyone that isn’t her is disposable, usable only in terms of how they might help benefit her. Appearance She wears a heavy leather-and-lead vest, mainly to shield her body from the effects of her experiments. Her eyes are ever behind thick protective goggles. Her gaunt but not unpretty face is stern, focused, and typically stained with acid splashes and soot; as she cares not for how others view her, and bathes but once a week if that, these easily-remedied stains persist in the day-to-day work of her trade. She wears thick, six-inch-diameter hoop earrings; to each are clipped a handful of ampules which dangle to her shoulders; these are here to be easily and quickly grabbed if she needs solvent, for example. Factions She tends to sympathize with the dwarves, though not explicitly. Combat Tactics Incebb will craftily avoid combat unless it’s truly necessary. Once battle is joined, she’s not above dirty tricks to survive. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Wizard 1 Wizard 6 Wizard 10 Wizard 14 Size / Aln Medium NG Elf Medium NG Elf Medium NG Elf Medium NG Elf HP 4 14 24 46 Armor Class 12 13 14 14 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ NG; Medium Humanoid (Elf) 718 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 13 (+1) DEX 8 (-1) CON 6 (-2) INT 20 (+7) WIS 9 (+1) CHA 16 (+3) STR 13 (+1) DEX 10 (+0) CON 6 (-2) INT 20 (+8) WIS 9 (+2) CHA 16 (+3) STR 13 (+1) DEX 12 (+1) CON 6 (-2) INT 20 (+9) WIS 9 (+3) CHA 16 (+3) STR 13 (+1) DEX 12 (+1) CON 8 (-1) INT 20 (+10) WIS 9 (+4) CHA 16 (+3) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +11 Passive Perception +12 Passive Perception +13 Passive Perception +14 Languages Common, Elvish Attacks Ranged Dart--> 20 ft.’: -7 (1d4+1); 80 ft.’: -7 (1d4+1) Melee Quarterstaff +3 (1d6+1 ) Ranged Dart--> 20 ft.’: -6 (1d4+1); 80 ft.’: -6 (1d4+1) Melee +1 Quarterstaff +5 (1d6+2 ) Ranged Dart--> 20 ft.’: -5 (1d4+1); 80 ft.’: -5 (1d4+1) Melee +2 Quarterstaff +7 (1d6+3) Ranged Dart--> 20 ft.’: -4 (1d4+1); 80 ft.’: -4 (1d4+1) Melee +3 Quarterstaff +9 (1d6+4) Special - - - - Proficiencies Crossbow (Light), Dagger, Dart, Quarterstaff, Sling Special Qualities Darkvision, Fey Ancestry, Keen Senses, Languages, Trance, Arcane Recovery, Cantrips, Preparing and Casting Spells, Ritual Casting, Spellcasting Darkvision, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Evocation Savant, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Darkvision, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Empowered Evocation, Evocation Savant, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Darkvision, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Empowered Evocation, Evocation Savant, Overchannel, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Spell- casting Save DC 15; Spell Atk +7 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 1st: color spray; fog cloud Save DC 16; Spell Atk +8 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 3rd: dispel magic; sleet storm; stinking cloud 2nd: continual flame; gust of wind; rope trick 1st: color spray; detect magic; floating disk; fog cloud Save DC 17; Spell Atk +9 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 5th: cone of cold; telekinesis 4th: blight; control water; stoneskin 3rd: dispel magic; sleet storm; stinking cloud 2nd: continual flame; gust of wind; rope trick 1st: color spray; detect magic; floating disk; fog cloud Save DC 18; Spell Atk +10 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 7th: prismatic spray 6th: flesh to stone 5th: cone of cold; telekinesis 4th: blight; control water; stoneskin 3rd: dispel magic; sleet storm; stinking cloud 2nd: continual flame; gust of wind; rope trick 1st: color spray; detect magic; floating disk; fog cloud Equipment Dart; Quarterstaff Dart; +1 Quarterstaff Dart; +2 Quarterstaff Dart; +3 Quarterstaff Special Abilities Darkvision Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on saving throws against being 719 NPCs charmed, and magic can’t put you to sleep. Keen Senses You have proficiency in the Perception skill. Languages You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become Dexterityive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 7, and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd- level spell slot or two 1st-level spell slots. Arcane Tradition When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The school of Evocation is detailed at the end of the class description; see the Player’s Handbook for information on the other schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Empowered Evocation Beginning at 10th level, you can add +5 to the damage roll of any wizard evocation spell you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls. Evocation Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. Overchannel Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. The feature doesn’t benefit cantrips. Potent Cantrip Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. Sculpt Spells Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. . Conversation What do you think of Mondaria City? “Great opportunities, here. Or, there were... before the Obelisk.” What do you think of the Mines? “They seem awfully dangerous for something so needed for profit and production. Particularly now.” How have you survived after the catastrophe? “I’m crafty and inventive, and folks need help more than ever. I’m always willing to do what it takes to survive.” What did you do, before the calamity? “I’m a chemist, so much of my work was around refining ore, diagnosing types of rock, figuring out ways of processing the stone into sellable chunks, that sort of thing.” What do you know of the Obelisk? “Only that it’s supposed to be stone, but evil, but also mind-influencing, but also chaotic. I’d love to get my hands on it! If, I mean, if it was safe, of course.” Have you been to the Mine’s lower levels? “No... but they say that’s where the Obelisk is supposed to be.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “The dwarves have a point, but they’re going about it all the wrong way. They should work harder, build up profit, then go on strike and underscore how valuable they are. This constant bickering and whining isn’t going to convince the elitist, self-important elves about anything other than their own supposed superiority.” 720 NPCs Innelothe (Herbalist) Description This druid has a calm, ethereal grace about her, moving and talking as though she drifts and floats through the world of others, seeming an apparition or a manifestation of something that exists more truly in another realm, apart from our own. She has yellow eyes, extremely pointed ears even for an elf, and golden hair. Her most striking feature, however, is that she is albino. Appearance She braids her hair elaborately, and dresses in gowns and robes, typically a mixture of slate-grey and dark green. Her only jewelry is a red teardrop pendant, worn on a golden necklace chain close to her throat in an almost choker-like arrangement. Factions She’s partial to the whims of the elven administration. Combat Tactics Innelothe is not a fan of armed conflict, and will only respond in kind if it seems she cannot escape. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Druid 1 Druid 6 Druid 10 Druid 14 Size / Aln Medium NG Half-Elf Medium NG Half-Elf Medium NG Half-Elf Medium NG Half-Elf HP 8 25 43 59 Armor Class 12 14 15 16 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ Ability Scores / Saves STR 11 (+0) DEX 13 (+1) CON 10 (+0) INT 13 (+3) WIS 19 (+6) CHA 13 (+1) STR 11 (+0) DEX 14 (+2) CON 10 (+0) INT 13 (+4) WIS 20 (+8) CHA 13 (+1) STR 13 (+1) DEX 14 (+2) CON 10 (+0) INT 13 (+5) WIS 20 (+9) CHA 13 (+1) STR 13 (+1) DEX 16 (+3) CON 10 (+0) INT 13 (+6) WIS 20 (+10) CHA 13 (+1) NG; Medium Humanoid (Half-Elf) 721 NPCs Low Moderate Advanced Elite Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +16 Disadvantage on Stealth Passive Perception +18 Passive Perception +19 Passive Perception +20 Languages Common, Druidic, Dwarvish, Elvish Attacks Melee Dagger +3 (1d4+1 ) Ranged Dagger (Thrown) 20 ft.’: +3 (1d4+1); 60 ft.’: +3 (1d4+1) Melee Quarterstaff +2 (1d6) Ranged Dart--> 20 ft.’: +3 (1d4+1); 80 ft.’: +3 (1d4+1) Melee Dagger +5 (1d4+2 ) Ranged Dagger (Thrown) 20 ft.’: +5 (1d4+2); 60 ft.’: +5 (1d4+2) Melee +1 Quarterstaff +4 (1d6+1) Ranged Dart--> 20 ft.’: +5 (1d4+2); 80 ft.’: +5 (1d4+2) Melee Dagger +6 (1d4+2 ) Ranged Dagger (Thrown) 20 ft.’: +6 (1d4+2); 60 ft.’: +6 (1d4+2) Melee +2 Quarterstaff +7 (1d6+3) Ranged Dart--> 20 ft.’: +6 (1d4+2); 80 ft.’: +6 (1d4+2) Melee Dagger +8 (1d4+3 ) Ranged Dagger (Thrown) 20 ft.’: +8 (1d4+3); 60 ft.’: +8 (1d4+3) Melee +3 Quarterstaff +9 (1d6+4) Ranged Dart--> 20 ft.’: +8 (1d4+3); 80 ft.’: +8 (1d4+3) Special - - - - Proficiencies Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear Special Qualities Darkvision, Fey Ancestry, Languages, Skill Versatility, Cantrips, Druidic, Ritual Casting, Spellcasting, Spellcasting Focus Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Bonus Cantrip, Cantrips, Circle Spells, Druid Circle, Druidic, Land’s Stride, Natural Recovery, Ritual Casting, Spellcasting, Spellcasting Focus, Wild Shape, Circle of the Land Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Bonus Cantrip, Cantrips, Circle Spells, Druid Circle, Druidic, Land’s Stride, Natural Recovery, Nature’s Ward, Ritual Casting, Spellcasting, Spellcasting Focus, Wild Shape, Circle of the Land Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Bonus Cantrip, Cantrips, Circle Spells, Druid Circle, Druidic, Land’s Stride, Natural Recovery, Nature’s Sanctuary, Nature’s Ward, Ritual Casting, Spellcasting, Spellcasting Focus, Wild Shape, Circle of the Land Spell- casting Save DC 14; Spell Atk +6 Cantrips (at will): minor illusion; prestidigitation 1st: fog cloud; goodberry Save DC 16; Spell Atk +8 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 3rd: call lightning; meld into stone; water walk 2nd: barkskin; flaming sphere; hold moonbeam 1st: charm person; cure wounds; fog cloud; goodberry Save DC 17; Spell Atk +9 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 5th: commune with nature; insect plague 4th: blight; control water; ice storm 3rd: call lightning; meld into stone; water walk 2nd: barkskin; flaming sphere; hold moonbeam 1st: charm person; cure wounds; fog cloud; goodberry Save DC 18; Spell Atk +10 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 7th: regenerate 6th: heal 5th: commune with nature; insect plague 4th: blight; control water; ice storm 3rd: call lightning; meld into stone; water walk 2nd: barkskin; flaming sphere; hold moonbeam 1st: charm person; cure wounds; fog cloud; goodberry Equipment Dagger; Quarterstaff; Padded Armor; Dart Dagger; +1 Quarterstaff; Hide Armor; Dart Dagger; +2 Quarterstaff; Chain Shirt; Dart Dagger; +3 Quarterstaff; +1 Elven Chain; Dart 722 NPCs Special Abilities Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on all saving throws against being charmed or put to sleep. Languages You can speak, read, and write Common, Elvish, and one extra language of your choice. Skill Versatility You gain proficiency in two skills of your choice. Bonus Cantrip When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. Circle Spells Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark-and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid Circle At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Druidic You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Land’s Stride Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 7, and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd- level slot or two 1st-level slots. Nature’s Sanctuary When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC: 18. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you. Nature’s Ward When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to 7. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t w ear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Conversation What do you think of Mondaria City? “It is a strange place, full of odd people, from many places.” What do you think of the Mines? “Dirty, and savage. But needed, for enrichment of all.” How have you survived after the catastrophe? “Life finds a way.” What did you do, before the calamity? “I am an herbalist. In that capacity, I worked mainly with the fungus of the depths, to determine what is and is not poisonous, what would or would not grow, and so on, to help the miners in their efforts.” What do you know of the Obelisk? “Nothing. Though I have heard it is the source of all of the evil that has been fomenting of late.” Have you been to the Mine’s lower levels? 723 NPCs “I have not been too deep in the mountain thus far. I would travel there only if the need was great, and the reward or purpose was grand.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “There is one. Its origin is not known. And it is an exceptional waste of resources.” 724 NPCs Killarth (Mercenary Tiefling) Description Killarth has long served the interests of paying adventuring parties. She longs to be a part of a military, but as she views it, most are led by either soulless conquerors, or peace-keeping wimps. Appearance This ferocious and intense tiefling has small horns whose tips point forward out of close-cut, blonde, wavy hair. Though pretty, she usually has a few cuts and bruises, scrapes and marks from venturing into the woods, and cares not for cleaning them up. She wears well-worn hide armor, dark brown with light-brown stitching, and typically smears a mixture of mud and ground leaves across it in a pattern of her own design as a camouflage. Her narrow eyes seem those of a huntress indeed, dark green like the forest with small pupils. Her shoulders are broad, almost mannish, her neck similarly wide. Factions She serves only the interests of her own purse. Combat Tactics Killarth loves slaughter, though tries to keep it professional when in the employ of clients. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Fighter 1 Fighter 6` Fighter 10 Fighter 14 Size / Aln Medium CN Tiefling Medium CN Tiefling Medium CN Tiefling Medium CN Tiefling HP 11 44 71 98 Armor Class 17 18 21 22 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ Ability Scores / Saves STR 15 (+4) DEX 13 (+1) CON 13 (+3) INT 11 (+0) WIS 15 (+2) CHA 9 (-1) STR 17 (+6) DEX 15 (+2) CON 13 (+4) INT 11 (+0) WIS 15 (+2) CHA 9 (-1) STR 19 (+8) DEX 15 (+2) CON 13 (+5) INT 11 (+0) WIS 15 (+2) CHA 9 (-1) STR 20 (+10) DEX 18 (+4) CON 13 (+6) INT 11 (+0) WIS 15 (+2) CHA 9 (-1) NG; Medium Humanoid (Half-Elf) 725 NPCs Low Moderate Advanced Elite Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +12 Disadvantage on Stealth Passive Perception +12 Disadvantage on Stealth Passive Perception +12 Disadvantage on Stealth Passive Perception +12 Disadvantage on Stealth Languages Common, Infernal Attacks Melee Battleaxe +4 (1d8+4 ) Ranged Shortbow--> 30 ft.’: +3 (1d6+1); 120 ft.’: +3 (1d6+1) Melee +1 Battleaxe +7/+7 (1d8+6 ) Ranged Shortbow--> 30 ft.’: +5/+5 (1d6+2); 120 ft.’: +5/+5 (1d6+2) Melee +2 Battleaxe +10/+10 (1d8+8 ) Ranged Shortbow--> 30 ft.’: +6/+6 (1d6+2); 120 ft.’: +6/+6 (1d6+2) Melee +3 Battleaxe +13/+13/+13 (1d8+10) Ranged Shortbow--> 30 ft.’: +9/+9/+9 (1d6+4); 120 ft.’: +9/+9/+9 (1d6+4) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Darkvision, Hellish Resistance, Infernal Legacy, Languages, Fighting Style, Second Wind, Dueling Darkvision, Hellish Resistance, Infernal Legacy, Languages, Ability Score Improvement, Action Surge, Champion, Extra Attack, Fighting Style, Improved Critical, Martial Archetype, Second Wind, Dueling Darkvision, Hellish Resistance, Infernal Legacy, Languages, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Defense, Dueling Darkvision, Hellish Resistance, Infernal Legacy, Languages, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Defense, Dueling Spell- casting 1x/day: darkness; hellish rebuke; thaumaturgy 1x/day: darkness; hellish rebuke; thaumaturgy 1x/day: darkness; hellish rebuke; thaumaturgy 1x/day: darkness; hellish rebuke; thaumaturgy Equipment Battleaxe; Scale Mail; Shield; Shortbow +1 Battleaxe; Chain Mail; Shield; Shortbow +2 Battleaxe; Plate Armor; Shield; Shortbow +3 Battleaxe; +1 Plate Armor; Shield; Shortbow Special Abilities Darkvision Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Hellish Resistance You have resistance to fire damage. Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells. Spell save DC 12. Languages You can speak, read, and write Common and Infernal. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature 1 time(s) before a rest, but only once on the same turn. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature 2 time(s) between long rests. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Remarkable Athlete Starting at 7th level, you can add half your proficiency 726 NPCs bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to +5. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. . Conversation What do you think of Mondaria City? “It’s a fine enough town. City, though, it falls short of in many key aspects.” What do you think of the Mines? “They are rough and tumble, the more so since the calamity. I prefer them to the surface realm.” How have you survived after the catastrophe? “By killing anything that asks me dumb questions. Ha! No, seriously, though; by killing anything that looks at me funny. That one’s no joke.” What did you do, before the calamity? “Killed anything that looked at me funny.” What do you know of the Obelisk? “It’s the source of evil, though I’ve always found that folk need no such external source or excuse to be evil.” Have you been to the Mine’s lower levels? “Not yet. Do you wish a competent fighting companion?” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Conflict involves battle, and resolution. This two-sided whining of groups that don’t know how to truly address their problems hardly qualifies.” 727 NPCs Lugatoo (Coinmaster) Description A tiefling fighter with a focus on material wealth is nobody’s idea of a stereotypical financial administrator, but that’s what we get here in the mines of Mondaria. He believes fervently in the concept of Tribute as a holy conduit between mortals and the Gods, and strives to squeeze every copper piece from the faithful, that they might be driven to salvation by the dispersal of earthly goods. Naturally, such selfless devotion and frugality does not apply to the upper castes, in his belief; he himself is a servant of the gods, so therefore, shouldn’t he also benefit of wealth, that he might better serve his divine masters? Appearance He wears half-plate armor, a heavy steel shield, and a battleaxe. Factions Lugatoo sympathizes with the dwarves, but serves the lawful needs of the elven administrators. Combat Tactics Lugatoo is an unusually combative coinmaster, ready at a moment’s notice to fight back if necessary. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Fighter 1 Fighter 6` Fighter 10 Fighter 14 Size / Aln Medium LE Tiefling Medium LE Tiefling Medium LE Tiefling Medium LE Tiefling HP 9 35 63 99 Armor Class 14 16 18 20 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ LE; Medium Humanoid (Tiefling) 728 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 8 (+1) DEX 14 (+2) CON 9 (+1) INT 14 (+2) WIS 12 (+1) CHA 15 (+2) STR 10 (+3) DEX 16 (+3) CON 9 (+2) INT 14 (+2) WIS 12 (+1) CHA 15 (+2) STR 10 (+4) DEX 18 (+4) CON 9 (+3) INT 14 (+2) WIS 12 (+1) CHA 15 (+2) STR 10 (+5) DEX 20 (+5) CON 11 (+5) INT 14 (+2) WIS 12 (+1) CHA 15 (+2) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +11 Disadvantage on Stealth Passive Perception +11 Disadvantage on Stealth Passive Perception +11 Disadvantage on Stealth Passive Perception +11 Disadvantage on Stealth Languages Common, Infernal Attacks Ranged Crossbow, Light--> 80 ft.’: -2 (1d8+2); 320 ft.’: -2 (1d8+2) Melee Dagger +4 (1d4+2 ) Ranged Dagger (Thrown) 20 ft.’: +4 (1d4+2); 60 ft.’: +4 (1d4+2) Melee Dagger +6 (1d4+3 ) Ranged Dagger (Thrown) 20 ft.’: +6/+6 (1d4+3); 60 ft.’: +6/+6 (1d4+3) Ranged +1 Crossbow, Light --> 80 ft.’: +1/+1 (1d8+4); 320 ft.’: +1/+1 (1d8+4) Melee Dagger +8 (1d4+4 ) Ranged Dagger (Thrown) 20 ft.’: +8/+8 (1d4+4); 60 ft.’: +8/+8 (1d4+4) Ranged +2 Crossbow, Light --> 80 ft.’: +6/+6 (1d8+6); 320 ft.’: +6/+6 (1d8+6) Melee Dagger +10 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +10/+10/+10 (1d4+5); 60 ft.’: +10/+10/+10 (1d4+5) Ranged +3 Crossbow, Light--> 80 ft.’: +9/+9/+9 (1d8+8); 320 ft.’: +9/+9/+9 (1d8+8) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Darkvision, Hellish Resistance, Infernal Legacy, Languages, Fighting Style, Second Wind, Defense Darkvision, Hellish Resistance, Infernal Legacy, Languages, Ability Score Improvement, Action Surge, Champion, Extra Attack, Fighting Style, Improved Critical, Martial Archetype, Second Wind, Defense Darkvision, Hellish Resistance, Infernal Legacy, Languages, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Archery, Defense Darkvision, Hellish Resistance, Infernal Legacy, Languages, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Archery, Defense Spell- casting 1x/day: darkness; hellish rebuke; thaumaturgy 1x/day: darkness; hellish rebuke; thaumaturgy 1x/day: darkness; hellish rebuke; thaumaturgy 1x/day: darkness; hellish rebuke; thaumaturgy Equipment Light Crossbow; Dagger; Padded Armor +1 Light Crossbow; Dagger; +1 Padded Armor +2 Light Crossbow; Dagger; +2 Padded Armor +3 Light Crossbow; Dagger; +3 Padded Armor Special Abilities Darkvision Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Hellish Resistance You have resistance to fire damage. Infernal Legacy You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells. Spell save DC 15. Languages You can speak, read, and write Common and Infernal. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature 1 time(s) before a rest, but only 729 NPCs once on the same turn. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature 2 time(s) between long rests. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to +0. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC.. . Conversation What do you think of Mondaria City? “It’s fine, though many within it seek to avoid payment.” What do you think of the Mines? “A place all too easy in which to hide gems.” How have you survived after the catastrophe? “I’m of means, and smart. I’ll be fine.” What did you do, before the calamity? “Served the administration by ensuring that revenue flowed.” What do you know of the Obelisk? “I’ve not heard of that.” Have you been to the Mine’s lower levels? “No, nor do I intend to go.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “The dwarves may have a point, but ultimately, law must be obeyed, be it good or evil.” 730 NPCs Maresmir (Elven Administration Leader) Description She’s risen in the ranks of elven administration with intent and focus, wielding her pernicious insight and gorgeous features in equal measure as needed to ensure her success. Her lips are full and pale, her cheekbones high, and her pointed ears small; she wears chin-length, brown hair straight in a slight convex curve. Appearance She wears comfortable grey-and-green heavy leather armor, and commonly keeps her longsword and shortsword sheathed in a crisscrossed pair on her back—the hilts of which sticking out visibly over her shoulders add a militantly competent undertone and latent threat to any negotiations in which she is engaged. Factions Perhaps quite obviously, the elven administration. Combat Tactics Maresmir will fight competently and well as soon as it becomes apparent that it’s unavoidable. CR 4; XP 1,100 Low Moderate Advanced Elite Challenge CR 4 XP 1,100 CR 10 XP 5,900 CR 12 XP 8,400 CR 16 XP 15,000 Class / HD Ranger 4 Ranger 8 Ranger 12 Ranger 16 Size / Aln Medium LE Elf Medium LE Elf Medium LE Elf Medium LE Elf HP 24 57 90 119 Armor Class 15 17 18 19 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ Ability Scores / Saves STR 10 (+2) DEX 20 (+7) CON 10 (+0) INT 14 (+2) WIS 15 (+2) CHA 15 (+2) STR 10 (+3) DEX 20 (+8) CON 12 (+1) INT 14 (+2) WIS 15 (+2) CHA 15 (+2) STR 10 (+4) DEX 20 (+9) CON 14 (+2) INT 14 (+2) WIS 15 (+2) CHA 15 (+2) STR 12 (+6) DEX 20 (+10) CON 14 (+2) INT 14 (+2) WIS 15 (+2) CHA 15 (+2) LE; Medium Humanoid (Elf) 731 NPCs Low Moderate Advanced Elite Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +14 Passive Perception +15 Disadvantage on Stealth Passive Perception +16 Disadvantage on Stealth Passive Perception +17 Disadvantage on Stealth Languages Common, Draconic, Dwarvish, Elvish, Giant Attacks Melee Longsword +2 (1d8 ) Melee Shortsword +7 (1d6+5 ) Melee Shortsword +8 (1d6+5 ) Melee +1 Longsword +4/+4 (1d8+1 ) Melee Shortsword +9 (1d6+5 ) Melee +2 Longsword +6/+6 (1d8+2 ) Melee Shortsword +10 (1d6+5 ) Melee +3 Longsword +9/+9 (1d8+4) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Favored Enemy, Fighting Style, Horde Breaker, Hunter, Hunter’s Prey, Natural Explorer, Primeval Awareness, Ranger Archetype, Spellcasting, Spell Slots, Two-Weapon Fighting, Humanoids, Mountain Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Defensive Tactics, Extra Attack, Favored Enemy, Fighting Style, Horde Breaker, Hunter, Hunter’s Prey, Land’s Stride, Natural Explorer, Primeval Awareness, Ranger Archetype, Spellcasting, Spell Slots, Steel Will, Two-Weapon Fighting, Humanoids, Undead, Mountain, Underdark Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Defensive Tactics, Extra Attack, Favored Enemy, Fighting Style, Hide in Plain Sight, Horde Breaker, Hunter, Hunter’s Prey, Land’s Stride, Multiattack, Natural Explorer, Primeval Awareness, Ranger Archetype, Spellcasting, Spell Slots, Steel Will, Whirlwind Attack, Two-Weapon Fighting, Humanoids, Undead, Mountain, Swamp, Underdark Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Defensive Tactics, Extra Attack, Favored Enemy, Fighting Style, Hide in Plain Sight, Horde Breaker, Hunter, Hunter’s Prey, Land’s Stride, Multiattack, Natural Explorer, Primeval Awareness, Ranger Archetype, Spellcasting, Spell Slots, Stand Against the Tide, Steel Will, Superior Hunter’s Defense, Vanish, Whirlwind Attack, Two-Weapon Fighting, Beasts, Humanoids, Undead, Mountain, Swamp, Underdark Spell- casting Save DC 12; Spell Atk +4 1st: alarm; cure wounds; fog cloud Save DC 13; Spell Atk +5 2nd: barkskin; find traps; pass without trace 1st: alarm; cure wounds; detect magic; fog cloud Save DC 14; Spell Atk +6 3rd: nondetection; water breathing; water walk 2nd: barkskin; find traps; pass without trace 1st: alarm; cure wounds; detect magic; fog cloud Save DC 15; Spell Atk +7 4th: freedom of movement; stoneskin 3rd: nondetection; water breathing; water walk 2nd: barkskin; find traps; pass without trace 1st: alarm; cure wounds; detect magic; fog cloud Equipment Longsword; Shortsword; Chain Shirt +1 Longsword; Shortsword; Half Plate +2 Longsword; Shortsword; +1 Half Plate +3 Longsword; Shortsword; +2 Half Plate 732 NPCs Special Abilities Darkvision Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Elf Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow. Extra Language You can speak, read, and write one extra language of your choice. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Keen Senses You have proficiency in the Perception skill. Languages You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become Dexterityive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Defensive Tactics At 7th level, you gain one of the following features of your choice. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. Horde Breaker Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Hunter Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. Hunter’s Prey At 3rd level, you gain one of the following features of your choice. Land’s Stride Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Multiattack At 11th level, you gain one of the following features of your choice. Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: * Difficult terrain doesn’t slow your group’s travel. * Your group can’t become lost except by magical means. * Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. * If you are traveling alone, you can move stealthily at a normal pace. * When you forage, you find twice as much food as you normally would. * While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. Primeval Awareness Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Stand Against the Tide When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Steel Will You have advantage on saving throws against being frightened. Superior Hunter’s Defense At 15th level, you gain one of the following features of your choice. Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. Whirlwind Attack You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Beasts Advantage on Wisdom (Survival) checks to track Beasts, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Humanoids Advantage on Wisdom (Survival) checks to track Humanoids, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Undead Advantage on Wisdom (Survival) checks to track Undead, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all... . Conversation What do you think of Mondaria City? “It functions well enough, but could be much, much 733 NPCs greater than it is.” What do you think of the Mines? “Ugly yet fruitful.” How have you survived after the catastrophe? “I remain here by choice. Mainly to ensure that we can restore some way of life and productivity at some point.” What did you do, before the calamity? “Maintained order, as well as I was able. And still I strive to do the same.” What do you know of the Obelisk? “It is the source of chaos and evil, though in truth I saw much chaos in the nature of the workers before the Obelisk was discovered.” Have you been to the Mine’s lower levels? “I have not. They say it is where the Obelisk may be found.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “We simply seek to maintain order, and to ensure a certain reasonable level of productivity. That hardly seems worth any form of ‘conflict’, yet the workers demand the right to be lazy and to jeopardize the entire enterprise with their shiftless greed.” 734 NPCs Natobbe (Sage) Description Although she rarely travels outside her hovel, some claim to have glimpsed her ambling about with the aid of a quarterstaff. Appearance Sunken eyes, darkekend visage, and a haunted aspect: this vendor of scrying services is every inch the stereotype. She’s typically garbed in a hooded robe; nobody has seen her without the hood raised and her head sunk deep within, covered by shadows. Factions Natobbe would say she serves only knowledge, but that is a canny way of saying she sees no true winner in the conflict so chooses to remain neutral so as to keep her options open. Combat Tactics Natobbe knows she is not a fighter, so will escape given any chance to do so. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Wizard 1 Wizard 6 Wizard 10 Wizard 14 Size / Aln Medium CN Dwarf Medium CN Dwarf Medium CN Dwarf Medium CN Dwarf HP 11 53 86 123 Armor Class 11 11 11 12 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ Ability Scores / Saves STR 6 (-2) DEX 7 (-2) CON 20 (+5) INT 16 (+5) WIS 9 (+1) CHA 14 (+2) STR 6 (-2) DEX 7 (-2) CON 20 (+5) INT 18 (+7) WIS 9 (+2) CHA 14 (+2) STR 6 (-2) DEX 7 (-2) CON 20 (+5) INT 20 (+9) WIS 9 (+3) CHA 14 (+2) STR 6 (-2) DEX 9 (-1) CON 20 (+5) INT 20 (+10) WIS 9 (+4) CHA 14 (+2) CN; Medium Humanoid (Dwarf) 735 NPCs Low Moderate Advanced Elite Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +9 Passive Perception +9 Passive Perception +9 Passive Perception +9 Languages Common, Dwarvish, Elvish Attacks Melee Dagger +0 (1d4-2 ) Ranged Dagger (Thrown) 20 ft.’: +0 (1d4-2); 60 ft.’: +0 (1d4-2) Ranged Sling--> 30 ft.’: -10 (1d4-2); 120 ft.’: -10 (1d4-2) Melee Dagger +1 (1d4-2 ) Ranged Dagger (Thrown) 20 ft.’: +1 (1d4-2); 60 ft.’: +1 (1d4-2) Ranged +1 Sling--> 30 ft.’: -8 (1d4-1); 120 ft.’: -8 (1d4-1) Melee Dagger +2 (1d4-2 ) Ranged Dagger (Thrown) 20 ft.’: +2 (1d4-2); 60 ft.’: +2 (1d4-2) Ranged +2 Sling --> 30 ft.’: -6 (1d4); 120 ft.’: -6 (1d4) Melee Dagger +4 (1d4-1 ) Ranged Dagger (Thrown) 20 ft.’: +4 (1d4-1); 60 ft.’: +4 (1d4-1) Ranged +3 Sling --> 30 ft.’: -3 (1d4+2); 120 ft.’: -3 (1d4+2) Special - - - - Proficiencies Battleaxe, Crossbow (Light), Dagger, Dart, Handaxe, Light Hammer, Quarterstaff, Sling, Warhammer Special Qualities Brewer’s Supplies, Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Stonecunning, Tool Proficiency, Arcane Recovery, Cantrips, Preparing and Casting Spells, Ritual Casting, Spellcasting Brewer’s Supplies, Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Stonecunning, Tool Proficiency, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Evocation Savant, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Brewer’s Supplies, Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Stonecunning, Tool Proficiency, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Empowered Evocation, Evocation Savant, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Brewer’s Supplies, Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Stonecunning, Tool Proficiency, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Empowered Evocation, Evocation Savant, Overchannel, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Spell- casting Save DC 13; Spell Atk +5 Cantrips (at will): dancing lights; light; prestidigitation 1st: charm person; magic missile Save DC 15; Spell Atk +7 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 3rd: clairvoyance; dispel magic; hypnotic pattern 2nd: detect thoughts; gentle repose; knock 1st: charm person; illusory script; mage armor; magic missile Save DC 17; Spell Atk +9 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 5th: contact other plane; dream 4th: arcane eye; banishment; locate creature 3rd: clairvoyance; dispel magic; hypnotic pattern 2nd: detect thoughts; gentle repose; knock 1st: charm person; illusory script; mage armor; magic missile Save DC 18; Spell Atk +10 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 7th: mirage arcane 6th: true seeing 5th: contact other plane; dream 4th: arcane eye; banishment; locate creature 3rd: clairvoyance; dispel magic; hypnotic pattern 2nd: detect thoughts; gentle repose; knock 1st: charm person; illusory script; mage armor; magic missile Equipment Dagger; Sling Dagger; +1 Sling Dagger; +2 Sling Dagger; +3 Sling Special Abilities Brewer’s Supplies Proficient with Artisan Brewer’s Supplies. Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9). Languages You can speak, read, and write Common and Dwarvish. 736 NPCs Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 7, and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd- level spell slot or two 1st-level spell slots. Arcane Tradition When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The school of Evocation is detailed at the end of the class description; see the Player’s Handbook for information on the other schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Empowered Evocation Beginning at 10th level, you can add +5 to the damage roll of any wizard evocation spell you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls. Evocation Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. Overchannel Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. The feature doesn’t benefit cantrips. Potent Cantrip Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. Sculpt Spells Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. Conversation What do you think of Mondaria City? “It is filled with those who would do evil given an excuse. And now, one has been presented them.” What do you think of the Mines? “They are foments of chaos. And so it is hardly surprising that what has come to pass, has come to pass.” How have you survived after the catastrophe? “The better question is how has anyone?” What did you do, before the calamity? “Advised, counseled, and given hope and wisdom to those seeking it. For a small fee.” What do you know of the Obelisk? “Only that it lies at the bottom of the Mines, and is the source of much of the woe that has befallen the city.” Have you been to the Mine’s lower levels? “I have not. I avoid the Mines altogether if possible.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Silly and infantile, and ultimately unproductive.” 737 NPCs Natobbe (Illusionist Entertainer) Description This half-elven wizard looks nearly entirely human, but for pronounced pointed ears that poke through shoulder-length straight brown hair. He bears a faded white scar across his right temple: two straight up-and-down lines, as though he had raked a fork across his forehead. Appearance He dresses in dramatically-embroidered black cloaks and gowns, typically with a mixture of red and gold stitching. His hazel eyes always contain a hint of smile or trickery; and he himself would admit that both are stock and trade for the illusionist entertainer he is. Factions Raekeldorr serves his own pocket, though he will happily pretend to be on whatever side his customers appear to be if he feels that will win over their generosity. Combat Tactics Raekeldorr knows his strengths, and melee is not one of them; he will use the environment and other participants to his advantage, and find an escape route wherever possible so as to fight again. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Wizard 1 Wizard 6 Wizard 10 Wizard 14 Size / Aln Medium CE Half-Elf Medium CE Half-Elf Medium CE Half-Elf Medium CE Half-Elf HP 6 27 36 47 Armor Class 16 16 17 18 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ CE; Medium Humanoid (Half-Elf) 738 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 6 (-2) DEX 7 (-2) CON 20 (+5) INT 16 (+5) WIS 9 (+1) CHA 14 (+2) STR 6 (-2) DEX 7 (-2) CON 20 (+5) INT 18 (+7) WIS 9 (+2) CHA 14 (+2) STR 6 (-2) DEX 7 (-2) CON 20 (+5) INT 20 (+9) WIS 9 (+3) CHA 14 (+2) STR 6 (-2) DEX 9 (-1) CON 20 (+5) INT 20 (+10) WIS 9 (+4) CHA 14 (+2) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +8 Passive Perception +8 Passive Perception +8 Passive Perception +8 Languages Common, Elvish, Gnomish Attacks Ranged Crossbow, Light--> 80 ft.’: -1 (1d8+3); 320 ft.’: -1 (1d8+3) Melee Dagger +5 (1d4+3 ) Ranged Dagger (Thrown) 20 ft.’: +5 (1d4+3); 60 ft.’: +5 (1d4+3) Ranged Sling--> 30 ft.’: +5 (1d4+3); 120 ft.’: +5 (1d4+3) Melee Dagger +6 (1d4+3 ) Ranged Dagger (Thrown) 20 ft.’: +6 (1d4+3); 60 ft.’: +6 (1d4+3) Ranged +1 Crossbow, Light --> 80 ft.’: +1 (1d8+4); 320 ft.’: +1 (1d8+4) Ranged Sling--> 30 ft.’: +6 (1d4+3); 120 ft.’: +6 (1d4+3) Melee Dagger +8 (1d4+4 ) Ranged Dagger (Thrown) 20 ft.’: +8 (1d4+4); 60 ft.’: +8 (1d4+4) Ranged +2 Crossbow, Light --> 80 ft.’: +4 (1d8+6); 320 ft.’: +4 (1d8+6) Ranged Sling--> 30 ft.’: +8 (1d4+4); 120 ft.’: +8 (1d4+4) Melee Dagger +10 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +10 (1d4+5); 60 ft.’: +10 (1d4+5) Ranged Sling--> 30 ft.’: +10 (1d4+5); 120 ft.’: +10 (1d4+5) Ranged +3 Crossbow, Light --> 80 ft.’: +13 (1d8+8); 320 ft.’: +13 (1d8+8) Special - - - - Proficiencies Crossbow (Light), Dagger, Dart, Quarterstaff, Sling Special Qualities Darkvision, Fey Ancestry, Languages, Skill Versatility, Arcane Recovery, Cantrips, Preparing and Casting Spells, Ritual Casting, Spellcasting Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Evocation Savant, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Empowered Evocation, Evocation Savant, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Empowered Evocation, Evocation Savant, Overchannel, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Spell- casting Save DC 14; Spell Atk +6 Cantrips (at will): dancing lights; minor illusion; prestidigitation 1st: charm person; silent image Save DC 16; Spell Atk +8 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 3rd: blink; fly; major image 2nd: alter self; invisibility; rope trick 1st: charm person; color spray; mage armor; silent image Save DC 17; Spell Atk +9 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 5th: telekinesis; wall of force 4th: greater invisibility; hallucinatory terrain; phantasmal killer 3rd: blink; fly; major image 2nd: alter self; invisibility; rope trick 1st: charm person; color spray; mage armor; silent image Save DC 18; Spell Atk +10 Cantrips (at will): dancing lights; light; message; minor illusion; prestidigitation 7th: mirage arcane 6th: programmed illusion 5th: telekinesis; wall of force 4th: greater invisibility; hallucinatory terrain; phantasmal killer 3rd: blink; fly; major image 2nd: alter self; invisibility; rope trick 1st: charm person; color spray; mage armor; silent image 739 NPCs Special Abilities Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on all saving throws against being charmed or put to sleep. Languages You can speak, read, and write Common, Elvish, and one extra language of your choice. Skill Versatility You gain proficiency in two skills of your choice. Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 7, and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd- level spell slot or two 1st-level spell slots. Arcane Tradition When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The school of Evocation is detailed at the end of the class description; see the Player’s Handbook for information on the other schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Empowered Evocation Beginning at 10th level, you can add +5 to the damage roll of any wizard evocation spell you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls. Evocation Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. Overchannel Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. The feature doesn’t benefit cantrips. Potent Cantrip Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. Sculpt Spells Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.. Conversation What do you think of Mondaria City? “Ah, ‘tis a wondrous place, filled with chance and fortune.” What do you think of the Mines? “They are a marvel, are they not? Quite apart from the sheer utility and profit of the ore they extract.” How have you survived after the catastrophe? “My dear friends, what is to survive? All is quite well!” What did you do, before the calamity? “What I do now: give joy and fun to those who so desperately need it.” What do you know of the Obelisk? “The... what? I’m sorry; I’m not familiar.” Have you been to the Mine’s lower levels? “No, not at all. Happy to do so, if it pleases, though I’m quite certain there’s nothing of interest down there to be found.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Ah, well. Sad, really. Two so noble endeavors, locking horns over a misunderstanding in how each views the other.” Low Moderate Advanced Elite Equipment Light Crossbow; Dagger; Sling +1 Light Crossbow; Dagger; Sling +2 Light Crossbow; Dagger; Sling +3 Light Crossbow; Dagger; Sling 740 NPCs Semtammi (Stablemaster) Description Although hot-tempered and belligerent with people, this half-orc, half-elf is a sweet-talker with beasts, whom she views as superior to sentients for any number of reasons, not least of which being loyalty and capability. Those who would seek her hand romantically have been universally rebuffed, leading to a cruel and vengeful (and untrue) rumor that she favors the physical companionship of the beasts she so loves. Appearance She wields a greatclub and twin pickaxes, and typically wears no armor save for skimpy and functional leather dresses. Factions Semtammi fundamentally distrusts everyone else on a basic level, owing mainly to her lifelong experience of being hated and judged as the product of an orc/elf union. Combat Tactics Semtammi is a warrior, but only when necessary. She will fight competently and intellilgently, but only if it’s the only option. CR 3; XP 700 Low Moderate Advanced Elite Challenge CR 3 XP 700 CR 7 XP 2,900 CR 11 XP 7,200 CR 15 XP 13,000 Class / HD Ranger 3 Ranger 7 Ranger 11 Ranger 15 Size / Aln Medium LG Elf Medium LG Elf Medium LG Elf Medium LG Elf HP 16 36 47 64 Armor Class 14 15 17 19 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ Ability Scores / Saves STR 16 (+5) DEX 12 (+3) CON 9 (-1) INT 7 (-2) WIS 16 (+3) CHA 12 (+1) STR 16 (+5) DEX 12 (+3) CON 9 (-1) INT 7 (-2) WIS 18 (+3) CHA 12 (+1) STR 16 (+7) DEX 14 (+6) CON 9 (-1) INT 7 (-2) WIS 18 (+4) CHA 12 (+1) STR 16 (+8) DEX 16 (+8) CON 9 (-1) INT 7 (-2) WIS 18 (+4) CHA 12 (+1) LG; Medium Humanoid (Elf) 741 NPCs Low Moderate Advanced Elite Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +15 Passive Perception +17 Passive Perception +18 Passive Perception +19 Languages Common, Dwarvish, Elvish, Gnomish, Halfling, Orc Attacks Melee Spear +5 (1d6+3 ) Ranged Spear (Thrown) 20 ft.’: +5 (1d6+3); 60 ft.’: +5 (1d6+3) Ranged Crossbow, Heavy--> 100 ft.’: +3 (1d10+1); 400 ft.’: +3 (1d10+1) Melee +1 Spear +7/+7 (1d6+4 ) Ranged +1 Spear (Thrown) 20 ft.’: +7/+7 (1d6+4); 60 ft.’: +7/+7 (1d6+4) Ranged Crossbow, Heavy--> 100 ft.’: +4/+4 (1d10+1); 400 ft.’: +4/+4 (1d10+1) Melee +2 Spear +9/+9 (1d6+5 ) Melee +2 Spear (Thrown) 20 ft.’: +9/+9 (1d6+5); 60 ft.’: +9/+9 (1d6+5) Ranged Crossbow, Heavy--> 100 ft.’: +6/+6 (1d10+2); 400 ft.’: +6/+6 (1d10+2) Melee +3 Spear +11/+11 (1d6+6 ) Melee +3 Spear (Thrown) 20 ft.’: +11/+11 (1d6+6); 60 ft.’: +11/+11 (1d6+6) Ranged Crossbow, Heavy--> 100 ft.’: +8/+8 (1d10+3); 400 ft.’: +8/+8 (1d10+3) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Darkvision, Fey Ancestry, Keen Senses, Languages, Trance, Favored Enemy, Fighting Style, Horde Breaker, Hunter, Hunter’s Prey, Natural Explorer, Primeval Awareness, Ranger Archetype, Spellcasting, Spell Slots, Defense, Oozes, Underdark Darkvision, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Defensive Tactics, Extra Attack, Favored Enemy, Fighting Style, Horde Breaker, Hunter, Hunter’s Prey, Natural Explorer, Primeval Awareness, Ranger Archetype, Spellcasting, Spell Slots, Steel Will, Defense, Giants, Oozes, Mountain, Underdark Darkvision, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Defensive Tactics, Extra Attack, Favored Enemy, Fighting Style, Hide in Plain Sight, Horde Breaker, Hunter, Hunter’s Prey, Land’s Stride, Multiattack, Natural Explorer, Primeval Awareness, Ranger Archetype, Spellcasting, Spell Slots, Steel Will, Whirlwind Attack, Defense, Giants, Oozes, Forest, Mountain, Underdark Darkvision, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Defensive Tactics, Extra Attack, Favored Enemy, Fighting Style, Hide in Plain Sight, Horde Breaker, Hunter, Hunter’s Prey, Land’s Stride, Multiattack, Natural Explorer, Primeval Awareness, Ranger Archetype, Spellcasting, Spell Slots, Steel Will, Superior Hunter’s Defense, Uncanny Dodge, Vanish, Whirlwind Attack, Defense, Giants, Monstrosities, Oozes, Forest, Mountain, Underdark Spell- casting Save DC 13; Spell Atk +5 1st: animal friendship; cure wounds; detect poison and disease; Save DC 15; Spell Atk +7 2nd: animal messenger; barkskin; locate animals or plants 1st: animal friendship; cure wounds; detect poison and disease; speak with animals Save DC 16; Spell Atk +8 3rd: nondetection; water breathing; wind wall 2nd: animal messenger; barkskin; locate animals or plants 1st: animal friendship; cure wounds; detect poison and disease; speak with animals Save DC 17; Spell Atk +0 4th: locate creature; stoneskin 3rd: nondetection; water breathing; wind wall 2nd: animal messenger; barkskin; locate animals or plants 1st: animal friendship; cure wounds; detect poison and disease; speak with animals Equipment Spear; Studded Leather Armor; Heavy Crossbow +1 Spear; +1 Studded Leather Armor; Heavy Crossbow +2 Spear; +2 Studded Leather Armor; Heavy Crossbow +3 Spear; +3 Studded Leather Armor; Heavy Crossbow Special Abilities Darkvision Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Keen Senses You have proficiency in the Perception skill. 742 NPCs Languages You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become Dexterityive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Defensive Tactics At 7th level, you gain one of the following features of your choice. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. Horde Breaker Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Hunter Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. Land’s Stride Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Multiattack At 11th level, you gain one of the following features of your choice. Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: * Difficult terrain doesn’t slow your group’s travel. * Your group can’t become lost except by magical means. * Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. * If you are traveling alone, you can move stealthily at a normal pace. * When you forage, you find twice as much food as you normally would. * While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. Primeval Awareness Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Steel Will You have advantage on saving throws against being frightened. Superior Hunter’s Defense At 15th level, you gain one of the following features of your choice. Uncanny Dodge When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. Whirlwind Attack You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. Defense While you are wearing armor, you gain a +1 bonus to AC. Giants Advantage on Wisdom (Survival) checks to track Giants, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Monstrosities Advantage on Wisdom (Survival) checks to track Monstrosities, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Oozes Advantage on Wisdom (Survival) checks to track Oozes, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all... Conversation What do you think of Mondaria City? “It’s as good a place as any other, I suspect.1” What do you think of the Mines? “Not much, and not without purpose. Few beasts, down there, save the ones who want you for dinner.” How have you survived after the catastrophe? “I’m a survivor. I’ve endured worse than this, that’s for certain.” What did you do, before the calamity? “Managed the stables and beasts. Though there’s no more of the latter, and little use now for the former, I guess.” What do you know of the Obelisk? “The what?” 743 NPCs Have you been to the Mine’s lower levels? “No, only to the first few levels.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Sad state of affairs, but people are brutal to one another given any even halfway fabricated chance.” 744 NPCs Skandbard (Tinkermaster) Description Tiny eyes with huge goggles give this gnome the impression of a harmless and simple gadget-worker. This assessment ignores her deadly capabilities with ranged weaponry; though nearsighted to an improbable extreme, with the aid of her self-made goggles, she can hit far targets in a manner that seems aided by magic. Appearance She bears a gunpowder rifle, a shortbow, throwing daggers, and a sling, all atop studded leather armor. Factions Skandbard cares little for the ways of factions, as they are swayed by the whims of individuals. Combat Tactics Skandbard needs to survive, thirsts for safety, and will escape any armed conflict if she’s outnumbered. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Rogue 1 Rogue 6 Rogue 10 Rogue 14 Size / Aln Small LG Gnome Small LG Gnome Small LG Gnome Small LG Gnome HP 10 44 69 105 Armor Class 15 17 18 19 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ Ability Scores / Saves STR 8 (-1) DEX 18 (+6) CON 15 (+2) INT 8 (+1) WIS 13 (+1) CHA 13 (+1) STR 8 (-1) DEX 20 (+8) CON 15 (+2) INT 8 (+2) WIS 13 (+1) CHA 13 (+1) STR 8 (-1) DEX 20 (+9) CON 15 (+2) INT 12 (+5) WIS 13 (+1) CHA 13 (+1) STR 8 (-1) DEX 20 (+10) CON 15 (+2) INT 14 (+7) WIS 13 (+1) CHA 13 (+1) LG; Small Humanoid (Gnome) 745 NPCs Low Moderate Advanced Elite Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +13 Passive Perception +17 Passive Perception +19 Passive Perception +21 Languages Common, Gnomish Attacks Melee Dagger (Small) +6 (1d4+4 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +6 (1d4+4); 60 ft.’: +6 (1d4+4) Melee Shortsword (Small) +6 (1d6+4 ) Melee Light Hammer (Small) +6 (1d4+4 ) Ranged Light Hammer (Small/Thrown) 20 ft.’: +6 (1d4+4); 60 ft.’: +6 (1d4+4) Melee Dagger (Small) +8 (1d4+5 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +8 (1d4+5); 60 ft.’: +8 (1d4+5) Melee +1 Shortsword +9 (1d6+6 ) Melee Light Hammer (Small) +8 (1d4+5 ) Ranged Light Hammer (Small/Thrown) 20 ft.’: +8 (1d4+5); 60 ft.’: +8 (1d4+5) Melee Dagger (Small) +9 (1d4+5 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +9 (1d4+5); 60 ft.’: +9 (1d4+5) Melee +2 Shortsword +11 (1d6+7 ) Melee Light Hammer (Small) +9 (1d4+5 ) Ranged Light Hammer (Small/Thrown) 20 ft.’: +9 (1d4+5); 60 ft.’: +9 (1d4+5) Melee Dagger (Small) +10 (1d4+5 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +10 (1d4+5); 60 ft.’: +10 (1d4+5) Melee +3 Shortsword +13 (1d6+8 ) Melee Light Hammer (Small) +10 (1d4+5 ) Ranged Light Hammer (Small/Thrown) 20 ft.’: +10 (1d4+5); 60 ft.’: +10 (1d4+5) Special - - - - Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike Special Qualities Darkvision, Gnome Cunning, Languages, Expertise, Sneak Attack, Thieves’ Cant Darkvision, Gnome Cunning, Languages, Ability Score Improvement, Cunning Action, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant, Uncanny Dodge Darkvision, Gnome Cunning, Languages, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second- Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge Darkvision, Gnome Cunning, Languages, Ability Score Improvement, Blindsense, Cunning Action, Evasion, Expertise, Fast Hands, Reliable Talent, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge, Use Magic Device Spell- casting - - - - Equipment Dagger; Shortsword; Leather Armor; Light Hammer Dagger; +1 Shortsword; Studded Leather Armor; Light Hammer Dagger; +2 Shortsword; +1 Studded Leather Armor; Light Hammer Dagger; +3 Shortsword; +2 Studded Leather Armor; Light Hammer Special Abilities Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Languages You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an 746 NPCs Object action. Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to 5. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.... Conversation What do you think of Mondaria City? “It’s a grand opportunity for tinkering, that’s for sure.” What do you think of the Mines? “They’re grand enough. Dark, though.” How have you survived after the catastrophe? “Always finding a way, where we can.” What did you do, before the calamity? “Made things better, lighter, cheaper—you name it.” What do you know of the Obelisk? “I’ve not heard of it.” Have you been to the Mine’s lower levels? “On occasion. Though level nine escapes me thus far.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Wasteful. Far better to pool efforts than to fight, but what do I know.” 747 NPCs Skandern Lithutz (Keeper of Records) Description A clerk to the extreme, this gnome prizes himself on his ability to memorize, catalogue, and otherwise inventory every single thing in the mine. Needless to say, this is as pointless a task as it is thankless, and much of his time is spent obsessive-compulsively performing rituals of record that have nothing to do with his actual job. Appearance A clerk to the extreme, this gnome prizes himself on his ability to memorize, catalogue, and otherwise inventory every single thing in the mine. Needless to say, this is as pointless a task as it is thankless, and much of his time is spent obsessive-compulsively performing rituals of record that have nothing to do with his actual job. Factions As a glorified lowly clerk, Skandern sympathizes with the little guy—he would side with the dwaven workers if pressed to take a side. Combat Tactics Skandern will avoid conflict at all costs, knowing his limitations, but will offer to sell his skills if they are of use to his would-be assailants. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Rogue 1 Rogue 6 Rogue 10 Rogue 14 Size / Aln Small LE Gnome Small LE Gnome Small LE Gnome Small LE Gnome HP 8 33 48 71 Armor Class 14 15 17 18 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ Ability Scores / Saves STR 9 (-1) DEX 17 (+5) CON 10 (+0) INT 18 (+6) WIS 8 (-1) CHA 11 (+0) STR 9 (-1) DEX 19 (+7) CON 10 (+0) INT 18 (+7) WIS 8 (-1) CHA 11 (+0) STR 9 (-1) DEX 20 (+9) CON 10 (+0) INT 20 (+9) WIS 8 (-1) CHA 11 (+0) STR 11 (+0) DEX 20 (+10) CON 10 (+0) INT 20 (+10) WIS 9 (-1) CHA 11 (+0) LE; Small Humanoid (Gnome) 748 NPCs Low Moderate Advanced Elite Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +11 Disadvantage on Stealth Passive Perception +15 Passive Perception +17 Passive Perception +19 Languages Common, Gnomish Attacks Ranged Sling (Small)--> 30 ft.’: -1 (1d4+3); 120 ft.’: -1 (1d4+3) Melee Dagger (Small) +5 (1d4+3 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +5 (1d4+3); 60 ft.’: +5 (1d4+3) Melee +1 Dagger +8 (1d4+5) Ranged +1 Dagger (Thrown) 20 ft.’: +8 (1d4+5); 60 ft.’: +8 (1d4+5) Ranged Sling (Small)--> 30 ft.’: +1 (1d4+4); 120 ft.’: +1 (1d4+4) Melee +2 Dagger +11 (1d4+7 ) Ranged +2 Dagger (Thrown) 20 ft.’: +11 (1d4+7); 60 ft.’: +11 (1d4+7) Ranged Sling (Small)--> 30 ft.’: +3 (1d4+5); 120 ft.’: +3 (1d4+5) Melee +3 Dagger +13 (1d4+8 ) Ranged +3 Dagger (Thrown) 20 ft.’: +13 (1d4+8); 60 ft.’: +13 (1d4+8) Ranged Sling (Small)--> 30 ft.’: +4 (1d4+5); 120 ft.’: +4 (1d4+5) Special - - - - Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike Special Qualities Darkvision, Gnome Cunning, Languages, Expertise, Sneak Attack, Thieves’ Cant Darkvision, Gnome Cunning, Languages, Ability Score Improvement, Cunning Action, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant, Uncanny Dodge Darkvision, Gnome Cunning, Languages, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge Darkvision, Gnome Cunning, Languages, Ability Score Improvement, Blindsense, Cunning Action, Evasion, Expertise, Fast Hands, Reliable Talent, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge, Use Magic Device Spell- casting - - - - Equipment Sling; Dagger; Padded Armor Sling; +1 Dagger; Leather Armor Sling; +2 Dagger; Studded Leather Armor Sling; +3 Dagger; +1 Studded Leather Armor Special Abilities Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Languages You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you 749 NPCs extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to 5. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Conversation What do you think of Mondaria City? “A place of much opportunity, and much violence.” What do you think of the Mines? “I venture there as little as possible, and even that is too much.” How have you survived after the catastrophe? “Scraping a living together day by day, same as many even outside the context of a disaster.” What did you do, before the calamity? “I keep records. I maintain the writings that become the only fact history perceives.” What do you know of the Obelisk? “I yearn to document more about it. Thus far I’ve heard only tales and stories, none of which I put stock in unless they’re corroborated.” Have you been to the Mine’s lower levels? “I’ve not yet. And yet I think I might brave the trek if it meant getting firsthand knowledge of the Obelisk.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “I... well, the dwarves have a valid claim of moral authority, but the law is the law, at least from the elves’ standpoint.” 750 NPCs Thrennian Lo’quee (Minemaster) Description There are many masters in the depths under the mountain; the Minemaster’s purview is the actual collection of minerals and ore from the walls on most levels. Cruel when her temper is tested, she is most of the time a light-hearted comrade, quick with a joke or a cunning pun. Her friends are many, her confidantes few, and her enemies tend to not last long. Appearance She wears chainmail, and wields a heavy mace and steel shield. She wears her hair tied back in a bun, and some joke that she seems more half-orc than elf, such is her armor, gruff and straightforward demeanor, and lusty approach to life. Factions Thrennian serves the elven administration in all matters. Combat Tactics Thrennian shies not from battle, but prefers to fight in favorable circumstances, and will flee if it means repositioning. CR 3; XP 700 Low Moderate Advanced Elite Challenge CR 3 XP 700 CR 7 XP 2,900 CR 11 XP 7,200 CR 15 XP 13,000 Class / HD Fighter 3 Fighter 7 FIghter 11 Fighter 15 Size / Aln Medium LE Half-Elf Medium LE Half-Elf Medium LE Half-Elf Medium LE Half-Elf HP 18 55 77 108 Armor Class 19 20 21 23 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ Ability Scores / Saves STR 19 (+6) DEX 14 (+2) CON 10 (+2) INT 13 (+1) WIS 7 (-2) CHA 15 (+2) STR 20 (+8) DEX 16 (+3) CON 10 (+3) INT 13 (+1) WIS 7 (-2) CHA 15 (+2) STR 20 (+9) DEX 18 (+4) CON 11 (+4) INT 13 (+1) WIS 7 (-2) CHA 15 (+2) STR 20 (+10) DEX 20 (+5) CON 13 (+6) INT 13 (+1) WIS 7 (-2) CHA 15 (+2) LE; Medium Humanoid (Half-Elf) 751 NPCs Low Moderate Advanced Elite Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +8 Disadvantage on Stealth Passive Perception +8 Disadvantage on Stealth Passive Perception +8 Disadvantage on Stealth Passive Perception +8 Disadvantage on Stealth Languages Common, Dwarvish, Elvish Attacks Melee Flail +6 (1d8+6 ) Ranged Crossbow, Heavy--> 100 ft.’: +4 (1d10+2); 400 ft.’: +4 (1d10+2) Melee Dagger +6 (1d4+6 ) Ranged Dagger (Thrown) 20 ft.’: +6 (1d4+4); 60 ft.’: +6 (1d4+4) Melee +1 Flail +9/+9 (1d8+8) Ranged Crossbow, Heavy--> 100 ft.’: +6/+6 (1d10+3); 400 ft.’: +6/+6 (1d10+3) Melee Dagger +8/+8 (1d4+7) Ranged Dagger (Thrown) 20 ft.’: +8/+8 (1d4+5); 60 ft.’: +8/+8 (1d4+5) Melee +2 Flail +11/+11/+11 (1d8+9 ) Ranged Crossbow, Heavy--> 100 ft.’: +8/+8/+8 (1d10+4); 400 ft.’: +8/+8/+8 (1d10+4) Melee Dagger +9/+9/+9 (1d4+7 ) Ranged Dagger (Thrown) 20 ft.’: +9/+9/+9 (1d4+5); 60 ft.’: +9/+9/+9 (1d4+5) Melee +3 Flail +13/+13/+13 (1d8+10) Ranged Crossbow, Heavy--> 100 ft.’: +10/+10/+10 (1d10+5); 400 ft.’: +10/+10/+10 (1d10+5) Melee Dagger +10/+10/+10 (1d4+7 ) Ranged Dagger (Thrown) 20 ft.’: +10/+10/+10 (1d4+5); 60 ft.’: +10/+10/+10 (1d4+5) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Darkvision, Fey Ancestry, Languages, Skill Versatility, Action Surge, Champion, Fighting Style, Improved Critical, Martial Archetype, Second Wind, Dueling Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Action Surge, Champion, Extra Attack, Fighting Style, Improved Critical, Martial Archetype, Remarkable Athlete, Second Wind, Dueling Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Defense, Dueling Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Superior Critical, Defense, Dueling Spell- casting - - - - Equipment Flail; Half-Plate; Shield; Heavy Crossbow; Dagger +1 Flail; +1 Half-Plate; Shield; Heavy Crossbow; Dagger +2 Flail; Plate Armor; Shield; Heavy Crossbow; Dagger +3 Flail; +2 Plate Armor; Shield; Heavy Crossbow; Dagger Special Abilities Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on all saving throws against being charmed or put to sleep. Languages You can speak, read, and write Common, Elvish, and one extra language of your choice. Skill Versatility You gain proficiency in two skills of your choice. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature 1 time(s) before a rest, but only once on the same turn. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. 752 NPCs Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature 2 time(s) between long rests. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to +5. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. s. Conversation What do you think of Mondaria City? “Bringing law to the lawless here is a thankless task, but necessary. Now more than ever.” What do you think of the Mines? “One of the most needful places I’ve ever visited.” How have you survived after the catastrophe? “My duty before is unchanged.” What did you do, before the calamity? “Kept order, as well as I can. It’s an endless task, the more so because of those who dwell here.” What do you know of the Obelisk? “I’ve heard it’s a device of chaos, which makes it an enemy of mine.” Have you been to the Mine’s lower levels? “Yes, but not the final level. Though if what they say of the Obelisk is accurate, my duty must take me there to solve this problem.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “It’s straightforward: the elves want law and order and productivity and profit for all, and the dwarves want ale and lethargy. Which side would you be on?” 753 NPCs Vanarelia Riccars (Keepmaster) Description Though forces of good, evil, and mercenary intrigue ultimately war together to rule Mondaria and its mines, the Keepmaster strives to help Good to the fore. She’ll settle for a balance, but her heart yearns for a just, good, and orderly society where all are fairly treated. Her friends, if indeed close friends she had, might point out that a deep and chaotic mine, largely ruled by Elves and staffed by Dwarves and therefore strained by the racial divide that arrangement necessitates, may not be the most appropriate place for such a perspective on the world. She would point out that the challenge such a scenario dictates makes it precisely the best place for imbuing such a stance on things. Appearance She wears half-plate armor, no helmet, and wields a heavy flail and heavy steel shield. Factions Vanarelia serves the elven administration, but she disagrees with the savage means of enforcing order that that group has chosen in many cases. Combat Tactics Vanarelia will fight only if it seems justified, but if it does, she will fight to the death, and will defend any around her who seem less capable. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Paladin 1 Paladin 6 Paladin 10 Paladin 14 Size / Aln Medium LE Half-Elf Medium LE Half-Elf Medium LE Half-Elf Medium LE Half-Elf HP 10 39 58 86 Armor Class 18 19 20 21 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ LG; Medium Humanoid (Half-Elf) 754 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 16 (+3) DEX 13 (+1) CON 11 (+0) INT 9 (-1) WIS 10 (+2) CHA 18 (+6) STR 16 (+3) DEX 13 (+1) CON 11 (+0) INT 9 (-1) WIS 10 (+3) CHA 20 (+8) STR 18 (+4) DEX 13 (+1) CON 11 (+0) INT 9 (-1) WIS 10 (+4) CHA 20 (+9) STR 20 (+5) DEX 13 (+1) CON 11 (+0) INT 9 (-1) WIS 10 (+5) CHA 20 (+10) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +12 Disadvantage on Stealth Passive Perception +13 Disadvantage on Stealth Passive Perception +14 Disadvantage on Stealth Passive Perception +15 Disadvantage on Stealth Languages Common, Dwarvish, Elvish Attacks Melee Longsword +5 (1d8+3 ) Melee Dagger +5 (1d4+3 ) Ranged Dagger (Thrown) 20 ft.’: +5 (1d4+3); 60 ft.’: +5 (1d4+3) Melee +1 Longsword +7/+7 (1d8+6 ) Melee Dagger +6/+6 (1d4+5) Ranged Dagger (Thrown) 20 ft.’: +6/+6 (1d4+3); 60 ft.’: +6/+6 (1d4+3) Melee +2 Longsword +10/+10 (1d8+8 ) Melee Dagger +8/+8 (1d4+6 ) Ranged Dagger (Thrown) 20 ft.’: +8/+8 (1d4+4); 60 ft.’: +8/+8 (1d4+4) Melee +3 Longsword +13/+13 (1d8+10 ) Melee Dagger +10/+10 (1d4+7 ) Ranged Dagger (Thrown) 20 ft.’: +10/+10 (1d4+5); 60 ft.’: +10/+10 (1d4+5) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Darkvision, Fey Ancestry, Languages, Skill Versatility, Divine Sense, Lay on Hands Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Aura of Protection, Channel Divinity, Divine Health, Divine Sense, Divine Smite, Extra Attack, Fighting Style, Lay on Hands, Oath of Devotion, Oath Spells, Sacred Oath, Sacred Weapon, Spellcasting, Spellcasting Focus, Turn the Unholy, Dueling Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Aura of Courage, Aura of Devotion, Aura of Protection, Channel Divinity, Divine Health, Divine Sense, Divine Smite, Extra Attack, Fighting Style, Lay on Hands, Oath of Devotion, Oath Spells, Sacred Oath, Sacred Weapon, Spellcasting, Spellcasting Focus, Turn the Unholy, Dueling Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Aura of Courage, Aura of Devotion, Aura of Protection, Channel Divinity, Cleansing Touch, Divine Health, Divine Sense, Divine Smite, Extra Attack, Fighting Style, Improved Divine Smite, Lay on Hands, Oath of Devotion, Oath Spells, Sacred Oath, Sacred Weapon, Spellcasting, Spellcasting Focus, Turn the Unholy, Dueling Spell- casting - Save DC 16; Spell Atk +8 2nd: aid; lesser restoration 1st: bless; command; cure wounds; purify food and drink Save DC 17; Spell Atk +9 3rd: dispel magic; remove curse 2nd: aid; lesser restoration; locate object 1st: bless; command; cure wounds; purify food and drink Save DC 18; Spell Atk +10 4th: locate creature 3rd: daylight; dispel magic; remove curse 2nd: aid; lesser restoration; locate object 1st: bless; command; cure wounds; purify food and drink 755 NPCs Special Abilities Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on all saving throws against being charmed or put to sleep. Languages You can speak, read, and write Common, Elvish, and one extra language of your choice. Skill Versatility You gain proficiency in two skills of your choice. Aura of Courage Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. Aura of Devotion Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. Aura of Protection Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to 5. You must be conscious to grant this bonus. Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Cleansing Touch Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature 5 times. You regain expended uses when you finish a long rest. Divine Health By 3rd level, the divine magic flowing through you makes you immune to disease. Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature 6 times. When you finish a long rest, you regain all expended uses. Divine Smite Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Improved Divine Smite By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to 70. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Oath of Devotion The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels-the perfect servants of good-as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Sacred Weapon As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add +5 to attack rolls made with that weapon. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Turn the Unholy As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.. Conversation What do you think of Mondaria City? “A grand town, full of wondrous peoples, serving a single goal.” What do you think of the Mines? Low Moderate Advanced Elite Equipment Longsword; Chain Mail; Shield; Dagger +1 Longsword; Splint Mail; Shield; Dagger +2 Longsword; Plate Armor; Shield; Dagger +3 Longsword; +1 Plate Armor; Shield; Dagger 756 NPCs “A dark place of chaos, but ultimately necessary for production.” How have you survived after the catastrophe? “In continued service to my mission, to bring about peace and order here to the benefit of all.” What did you do, before the calamity? “Much as I do now; it’s just easier in some ways now that the enemy more often has a face.” What do you know of the Obelisk? “It’s an evil foment of chaos, which makes it my nemesis.” Have you been to the Mine’s lower levels? “I have not, though I seek it out in service to my duty.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “Sad, that the two sides cannot resolve the conflict for once and for all. Sadder still that most who hear that will think it necessary to shed blood to put the matter to rest.” 757 NPCs Wyrida (The Stranger) Description She’s a ranger, a rover, someone used to going alone, to getting the job done, and to returning. The Stranger always seems on a mission, even if that mission is as commonplace as securing an Inn for the evening: there is a manner about her, a resolve, a determination, that brooks few questions and little argument. She may be attractive, or not; it’s hard to say, since her demeanor and approach to things speaks little as to her predilections for romance. Deep within, she yearns in an abstract way for something to return home to--but though whether that means a lover, a spouse, a family, a business, a church, or something else, she couldn’t articulate, even if she was given to such discussion. She approaches the adventurers nearly out of nowhere with a plea and a mission: follow her, and help her solve a mystery. She conceals as many details about the actual scenario as she possibly can, for the truth is somewhat daunting: an entire mining city of Druids has fallen silent in the past few months, and solitary couriers sent to investigate have never returned. The Stranger is not taken to beliefs, premonitions, or other divintations. But the hunter, the forager, and the wild traveler within her knows a bad thing when she sees it. She has family, in that city; but for them, this may have been the first mission she refused to undertake, for fear... not of failure, but of what the truth might reveal. Savvy adventurers in the group will read this in her face, as she tries to conceal it like the scars that lie just beneath the wispy covering of her hair. Appearance She is of middling height for a half-elf. Chin-length, straight, brown hair with a tint of green, though whether this effect is natural or cosmetically applied is unclear. Her hair frames her face and hides her ears; this is intentional, both to hide the slight pointedness of her half-elven ears to obscure her ancestry, and to conceal the scars that besmirch her forehead, cheeks, and neck. They’re not deep, but definitely present: they could be from a particularly nasty childhood incident in a poisoned briar patch... or something more sinister and recent. Either way, she’s certainly not telling. She seems a strong and silent type: stern and dedicated. Factions Wyrida serves only her duty to the Druid Enclave. Combat Tactics Calculating, experienced, and wise, Wyrida will conquer nearly any foe, and if this seems improbable, will quietly disappear. CR 4; XP 1,100 Low Moderate Advanced Elite Challenge CR 4 XP 1,100 CR 8 XP 3,900 CR 12 XP 8,400 CR 16 XP 15,000 Class / HD Ranger 4 Ranger 8 Ranger 12 Ranger 16 LN; Medium Humanoid (Half-Elf) 758 NPCs Low Moderate Advanced Elite Size / Aln Medium LN Half-Elf Medium LN Half-Elf Medium LN Half-Elf Medium LN Half-Elf HP 23 48 79 103 Armor Class 17 16 17 18 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ Ability Scores / Saves STR 14 (+4) DEX 20 (+7) CON 10 (+0) INT 13 (+1) WIS 20 (+5) CHA 13 (+1) STR 14 (+5) DEX 20 (+8) CON 10 (+0) INT 13 (+1) WIS 20 (+5) CHA 15 (+2) STR 14 (+6) DEX 20 (+9) CON 10 (+0) INT 13 (+1) WIS 20 (+5) CHA 17 (+3) STR 16 (+8) DEX 20 (+10) CON 10 (+0) INT 13 (+1) WIS 20 (+5) CHA 17 (+3) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +17 Passive Perception +18 Passive Perception +19 Passive Perception +20 Languages Common, Dwarvish, Elvish, Gnomish Attacks Ranged Longbow--> 150 ft.’: +7 (1d8+5); 600 ft.’: +7 (1d8+5) Melee Dagger +7 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +7 (1d4+5); 60 ft.’: +7 (1d4+5) Melee Spear +7 (1d6+5 ) Ranged Spear (Thrown) 20 ft.’: +7 (1d6+5); 60 ft.’: +7 (1d6+5) Ranged +1 Longbow --> 150 ft.’: +9/+9 (1d8+6); 600 ft.’: +9/+9 (1d8+6) Melee Dagger +8/+8 (1d4+5) Ranged Dagger (Thrown) 20 ft.’: +8/+8 (1d4+5); 60 ft.’: +8/+8 (1d4+5) Melee Spear +8/+8 (1d6+5 ) Ranged Spear (Thrown) 20 ft.’: +8/+8 (1d6+5); 60 ft.’: +8/+8 (1d6+5) Ranged +2 Longbow --> 150 ft.’: +11/+11 (1d8+7); 600 ft.’: +11/+11 (1d8+7) Melee Dagger +9/+9 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +9/+9 (1d4+5); 60 ft.’: +9/+9 (1d4+5) Melee Spear +9/+9 (1d6+5) Ranged Spear (Thrown) 20 ft.’: +9/+9 (1d6+5); 60 ft.’: +9/+9 (1d6+5) Ranged +3 Longbow --> 150 ft.’: +13/+13 (1d8+8); 600 ft.’: +13/+13 (1d8+8) Melee Dagger +10/+10 (1d4+5 ) Ranged Dagger (Thrown) 20 ft.’: +10/+10 (1d4+5); 60 ft.’: +10/+10 (1d4+5) Melee Spear +10/+10 (1d6+5 ) Ranged Spear (Thrown) 20 ft.’: +10/+10 (1d6+5); 60 ft.’: +10/+10 (1d6+5) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip 759 NPCs Special Abilities Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on all saving throws against being charmed or put to sleep. Languages You can speak, read, and write Common, Elvish, and one extra language of your choice. Skill Versatility You gain proficiency in two skills of your choice. Defensive Tactics At 7th level, you gain one of the following features of your choice. Escape the Horde Opportunity attacks against you are made with disadvantage. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Giant Killer When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. Hunter Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. Hunter’s Prey At 3rd level, you gain one of the following features of your choice. Low Moderate Advanced Elite Special Qualities Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Favored Enemy, Fighting Style, Giant Killer, Hunter, Hunter’s Prey, Natural Explorer, Primeval Awareness, Ranger Archetype, Spellcasting, Spell Slots, Dueling, Aberrations, Mountain Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Defensive Tactics, Escape the Horde, Extra Attack, Favored Enemy, Fighting Style, Giant Killer, Hunter, Hunter’s Prey, Land’s Stride, Natural Explorer, Primeval Awareness, Ranger Archetype, Spellcasting, Spell Slots, Dueling, Aberrations, Monstrosities, Mountain, Underdark Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Defensive Tactics, Escape the Horde, Extra Attack, Favored Enemy, Fighting Style, Giant Killer, Hide in Plain Sight, Hunter, Hunter’s Prey, Land’s Stride, Multiattack, Natural Explorer, Primeval Awareness, Ranger Archetype, Spellcasting, Spell Slots, Whirlwind Attack, Dueling, Aberrations, Monstrosities, Forest, Mountain, Underdark Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Defensive Tactics, Escape the Horde, Extra Attack, Favored Enemy, Fighting Style, Giant Killer, Hide in Plain Sight, Hunter, Hunter’s Prey, Land’s Stride, Multiattack, Natural Explorer, Primeval Awareness, Ranger Archetype, Spellcasting, Spell Slots, Stand Against the Tide, Superior Hunter’s Defense, Vanish, Whirlwind Attack, Dueling, Aberrations, Monstrosities, Oozes, Forest, Mountain, Underdark Spell- casting Save DC 15; Spell Atk +7 2nd: aid; lesser restoration 1st: bless; command; cure wounds; purify food and drink Save DC 16; Spell Atk +8 2nd: aid; lesser restoration 1st: bless; command; cure wounds; purify food and drink Save DC 17; Spell Atk +9 3rd: dispel magic; remove curse 2nd: aid; lesser restoration; locate object 1st: bless; command; cure wounds; purify food and drink Save DC 18; Spell Atk +10 4th: freedom of movement; stoneskin 3rd: nondetection; protecton from energy; water breathing 2nd: barkskin; find traps; pass without trace 1st: alarm; cure wounds; fog cloud; longstrider Equipment Longbow; Studded Leather Armor; Dagger; Spear +1 Longbow; +1 Elven Chain; Dagger; Spear +2 Longbow; +2 Elven Chain; Dagger; Spear +3 Longbow; +3 Elven Chain; Dagger; Spear 760 NPCs Land’s Stride Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: * Difficult terrain doesn’t slow your group’s travel. * Your group can’t become lost except by magical means. * Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. * If you are traveling alone, you can move stealthily at a normal pace. * When you forage, you find twice as much food as you normally would. * While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. Primeval Awareness Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Stand Against the Tide When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Superior Hunter’s Defense At 15th level, you gain one of the following features of your choice. Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. Whirlwind Attack You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Aberrations Advantage on Wisdom (Survival) checks to track Aberrations, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Monstrosities Advantage on Wisdom (Survival) checks to track Monstrosities, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Oozes Advantage on Wisdom (Survival) checks to track Oozes, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all... Conversation What do you think of Mondaria City? “It is a necessity, or so the Council believes.” What do you think of the Mines? “Filthy and consumed with monsters, but rich in ore.” How have you survived after the catastrophe? “I will ever survive. To what end is a better question.” What did you do, before the calamity? “Served the Enclave. As I continue to do.” What do you know of the Obelisk? “Nothing.” Have you been to the Mine’s lower levels? “I have not been in the Mines at all, not recently.” Can you tell me anything about the conflict between workers and administration (or Dwarves and Elves)? “I’m aware of it, and that it’s pervasive, but also that it’s nonlethal, at least thus far.” 761 NPCs Common NPCs 762 NPCs Bleak Mute Description This unfortunate soul is mute, his tongue having been lost to some unknown tragedy years earlier. Appearance He has wavy, light-brown, close-cropped hair. His face has the architecture of a high-born lord, but despair, poverty, and a dark past have stolen the noble bearing from his countenance, save for his eyes, which seem great beautiful pools of sky blue. His mouth is ringed by a spattering of small linear scars; they are side effects from the torture that stole his tongue and speech. Combat Tactics Desperate and somewhat insane, a Bleak Mute will fight to the death if engaged. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 4 XP 1,100 CR 7 XP 2,900 CR 10 XP 5,900 Class / HD Fighter 1 Fighter 4 Fighter 7 Fighter 10 Size / Aln Small CG Halfling Small CG Halfling Small CG Halfling Small CG Halfling HP 9 26 44 76 Armor Class 11 11 11 11 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ Ability Scores / Saves STR 9 (+1) DEX 13 (+1) CON 9 (+1) INT 7 (-2) WIS 14 (+2) CHA 13 (+1) STR 9 (+1) DEX 13 (+1) CON 11 (+2) INT 7 (-2) WIS 14 (+2) CHA 13 (+1) STR 9 (+2) DEX 13 (+1) CON 13 (+4) INT 7 (-2) WIS 14 (+2) CHA 13 (+1) STR 9 (+3) DEX 13 (+1) CON 15 (+6) INT 7 (-2) WIS 14 (+2) CHA 13 (+1) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - CG; Small Humanoid (Halfling) 763 NPCs Low Moderate Advanced Elite Senses Passive Perception +12 Passive Perception +12 Passive Perception +12 Passive Perception +12 Languages Common, Halfling Attacks Melee Club (Small) +1 (1d4-1) Melee Dagger (Small) +3 (1d4+1) Ranged Dagger (Small/ Thrown) 20 ft.’: +3 (1d4+1); 60 ft.’: +3 (1d4+1) Melee Dagger (Small) +3 (1d4+1 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +3 (1d4+1); 60 ft.’: +3 (1d4+1) Melee +1 Club +2 (1d4 ) Melee Dagger (Small) +4 (1d4+1 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +4/+4 (1d4+1); 60 ft.’: +4/+4 (1d4+1) Melee +2 Club +4/+4 (1d4+1) Melee Dagger (Small) +5 (1d4+1 ) Ranged Dagger (Small/ Thrown) 20 ft.’: +5/+5 (1d4+1); 60 ft.’: +5/+5 (1d4+1) Melee +3 Club +6/+6 (1d4+2) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Brave, Halfling Nimbleness, Languages, Lucky, Fighting Style, Second Wind, Defense Brave, Halfling Nimbleness, Languages, Lucky, Ability Score Improvement, Action Surge, Champion, Fighting Style, Improved Critical, Martial Archetype, Second Wind, Defense Brave, Halfling Nimbleness, Languages, Lucky, Ability Score Improvement, Action Surge, Champion, Extra Attack, Fighting Style, Improved Critical, Martial Archetype, Remarkable Athlete, Second Wind, Defense Brave, Halfling Nimbleness, Languages, Lucky, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Defense, Dueling Spell- casting - - - - Equipment Club; Dagger +1 Club; Dagger +2 Club; Dagger +3 Club; Dagger Special Abilities Brave You have advantage on saving throws against being frightened. Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours. Languages You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. Lucky When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature 1 time(s) before a rest, but only once on the same turn. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature 1 time(s) between long rests. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to +-1. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon... 764 NPCs Celebrant Description A lithe, cavorting mostly-human half-elf, the Celebrant is the foot soldier of the dancing troupe who travels and entertains. The Celebrants trapped in the caverns of Mondaria have become pale, dangerously thin versions of their former selves, never certain where their next meal is coming from or even if they will make it to such. Appearance Typically dressed in flamboyant, jesterlike padded armor, it’s been torn and tattered and smudged from the cave dust and grime. Celebrants usually wear daggers and shortswords. Combat Tactics As Celebrants are rarely encountered alone, in combat they will use their numbers to advantage where possible. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 4 XP 1,100 CR 7 XP 2,900 CR 10 XP 5,900 Class / HD Bard 1 Bard 6 Bard 10 Bard 14 Size / Aln Medium CG Human Medium CG Human Medium CG Human Medium CG Human HP 7 21 30 36 Armor Class 10 10 12 14 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ Ability Scores / Saves STR 14 (+2) DEX 9 (+1) CON 8 (-1) INT 12 (+1) WIS 13 (+1) CHA 17 (+5) STR 14 (+2) DEX 9 (+2) CON 8 (-1) INT 12 (+1) WIS 13 (+1) CHA 19 (+7) STR 14 (+2) DEX 10 (+4) CON 8 (-1) INT 12 (+1) WIS 13 (+1) CHA 20 (+9) STR 14 (+2) DEX 12 (+6) CON 8 (-1) INT 12 (+1) WIS 13 (+1) CHA 20 (+10) Skills - - - - CG; Medium Humanoid (Human) 765 NPCs Low Moderate Advanced Elite Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +11 Disadvantage on Stealth Passive Perception +11 Passive Perception +11 Passive Perception +11 Languages Common, Dwarvish Attacks Melee Quarterstaff +4 (1d6+2) Ranged Sling--> 30 ft.’: -9 (1d4-1); 120 ft.’: -9 (1d4-1) Ranged Sling--> 30 ft.’: -8 (1d4-1); 120 ft.’: -8 (1d4-1) Melee +1 Quarterstaff +6 (1d6+3 ) Ranged Sling--> 30 ft.’: -6 (1d4); 120 ft.’: -6 (1d4) Melee +2 Quarterstaff +8 (1d6+4 ) Ranged Sling--> 30 ft.’: -4 (1d4+1); 120 ft.’: -4 (1d4+1) Melee +3 Quarterstaff +10 (1d6+5 ) Special - - - - Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike Special Qualities Languages, Bardic Inspiration, Cantrips, Spellcasting Languages, Ability Score Improvement, Additional Magical Secrets, Bard College, Bardic Inspiration, Bonus Proficiencies, Cantrips, College of Lore, Countercharm, Cutting Words, Expertise, Font of Inspiration, Jack of All Trades, Song of Rest, Spellcasting Languages, Ability Score Improvement, Additional Magical Secrets, Bard College, Bardic Inspiration, Bonus Proficiencies, Cantrips, College of Lore, Countercharm, Cutting Words, Expertise, Font of Inspiration, Jack of All Trades, Magical Secrets, Song of Rest, Spellcasting Languages, Ability Score Improvement, Additional Magical Secrets, Bard College, Bardic Inspiration, Bonus Proficiencies, Cantrips, College of Lore, Countercharm, Cutting Words, Expertise, Font of Inspiration, Jack of All Trades, Magical Secrets, Peerless Skill, Song of Rest, Spellcasting Spell- casting Save DC 13; Spell Atk +5 Cantrips (at will): minor illusion; prestidigitation 1st: charm person; disguise self Save DC 15; Spell Atk +7 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 3rd: fear; hypnotic pattern; major image 2nd: enthrall; hold person; invisibility 1st: charm person; comprehend languages; disguise self; faerie fire Save DC 17; Spell Atk +9 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 5th: dominate person; mislead 4th: compulsion; freedom of movement; greater invisibility 3rd: fear; hypnotic pattern; major image 2nd: enthrall; hold person; invisibility 1st: charm person; comprehend languages; disguise self; faerie fire Save DC 18; Spell Atk +10 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 7th: mirage arcane 6th: irresistible dance 5th: dominate person; mislead 4th: compulsion; freedom of movement; greater invisibility 3rd: fear; hypnotic pattern; major image 2nd: enthrall; hold person; invisibility 1st: charm person; comprehend languages; disguise self; faerie fire Equipment Quarterstaff; Sling; Padded Armor +1 Quarterstaff; Sling; Leather Armor +2 Quarterstaff; Sling; Studded Leather Armor +3 Quarterstaff; Sling; +1 Studded Leather Armor Special Abilities Languages You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Additional Magical Secrets At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know. Bard College At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level. Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature 766 NPCs other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d10. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to 5. You regain any expended uses when you finish a long rest. Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Cantrips You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. College of Lore Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at selfimportant figures of authority. Countercharm At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). Cutting Words Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. Font of Inspiration Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Magical Secrets By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level. Peerless Skill Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roil the die for the ability check, but before the DM tells you whether you succeed or fail. Song of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d10 hit points. A creature regains the extra hit points only if it spends one or more Hit Dice at the end of the short rest.... 767 NPCs Crazed Harbinger Description This young woman has never been quite right in the head, and wanders from place to place without profession or ambition. Appearance She’s very pretty, but her waist-length black hair is a horrid mess of tangles and knots, and her eyes are black-rimmed pits of madness. Though attractive and traveling solo, she’s never suffered assault, driven either by lust or money; it’s almost as though her madness protects her like a shield. She has but one garment to hear name: a light-brown tunic of heavy wool, sleeveless; it’s too little for the winters and too heavy for the summers, so she is always sweating or shivering, both of which lending weight and presence to her insanity. She’s extremely pale, has a cute mole on her left cheek. Combat Tactics Crazed Harbingers are quite convinced of another reality altogether, and right or wrong, CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 4 XP 1,100 CR 7 XP 2,900 CR 10 XP 5,900 Class / HD Rogue 1 Rogue 4 Rogue 7 Rogue 10 Size / Aln Medium CN Human Medium CN Human Medium CN Human Medium CN Human HP 7 25 35 69 Armor Class 12 13 13 14 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ Ability Scores / Saves STR 8 (-1) DEX 15 (+4) CON 9 (-1) INT 8 (+1) WIS 15 (+2) CHA 16 (+3) STR 8 (-1) DEX 15 (+4) CON 11 (+0) INT 8 (+1) WIS 15 (+2) CHA 16 (+3) STR 8 (-1) DEX 15 (+5) CON 11 (+0) INT 8 (+2) WIS 15 (+2) CHA 16 (+3) STR 8 (-1) DEX 15 (+6) CON 15 (+2) INT 8 (+3) WIS 15 (+2) CHA 16 (+3) Skills - - - - CN; Medium Humanoid (Human) battle in this world doesn’t seem to bother then overmuch. 768 NPCs Low Moderate Advanced Elite Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +12 Passive Perception +12 Disadvantage on Stealth Passive Perception +12 Passive Perception +12 Languages Common, Dwarvish Attacks Melee Sickle +1 (1d4-1 ) Melee +1 Sickle +2 (1d4 ) Melee +2 Sickle +4 (1d4+1) Melee +3 Sickle +6 (1d4+2) Special - - - - Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike Special Qualities Languages, Expertise, Sneak Attack, Thieves’ Cant Languages, Ability Score Improvement, Cunning Action, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant Languages, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant, Uncanny Dodge Languages, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge Spell- casting - - - - Equipment Sickle +1 Sickle; Padded Armor +2 Sickle; Leather Armor +3 Sickle; Studded Leather Armor Special Abilities Languages You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to 2. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. 769 NPCs Firedancer Description Firedancers are troupes of entertainers, traveling combinations of bards, thespians, and courtesans who make their wage by accompanying or intersecting with caravans, adventuring parties, or remote outposts otherwise cut off from such luxuries. Appearance These attractive, nimble half-elves are acrobatic tumblers who wear bright, colorful and silken outfits. Their hair is typically tied back in one or more ponytails or pigtails, and is typically dyed in at least three abnormal hues—red, gold, and green, for example. They wear no jewelry, as it could easily interfere with their performances, but commonly wear makeup to accentuate their natural comeliness—even the most obvious mistake is easily forgiven for a pretty face! Combat Tactics Firedancers will revel in confusion, creating it CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 5 XP 1,800 CR 9 XP 5,000 CR 13 XP 8,400 Class / HD Rogue 1 Rogue 5 Rogue 9 Rogue 13 Size / Aln Medium CN Half-Elf Medium CN Half-Elf Medium CN Half-Elf Medium CN Half-Elf HP 7 21 31 47 Armor Class 13 14 15 17 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ Ability Scores / Saves STR 10 (+0) DEX 17 (+5) CON 9 (-1) INT 8 (+1) WIS 11 (+0) CHA 18 (+4) STR 11 (+0) DEX 17 (+6) CON 9 (-1) INT 8 (+2) WIS 11 (+0) CHA 19 (+4) STR 11 (+0) DEX 19 (+8) CON 9 (-1) INT 8 (+3) WIS 11 (+0) CHA 19 (+4) STR 14 (+2) DEX 20 (+10) CON 9 (-1) INT 8 (+4) WIS 11 (+0) CHA 19 (+4) Skills - - - - CN; Medium Humanoid (Half-Elf) by lithely dancing about the battlefield, using their numbers and allies to advantage. 770 NPCs Low Moderate Advanced Elite Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +10 Passive Perception +10 Disadvantage on Stealth Passive Perception +10 Passive Perception +10 Languages Common, Dwarvish, Elvish Attacks Melee Quarterstaff +2 (1d6) Ranged Sling--> 30 ft.’: -5 (1d4+3); 120 ft.’: -5 (1d4+3) Ranged Dart--> 20 ft.’: +5 (1d4+3); 80 ft.’: +5 (1d4+3) Ranged Sling--> 30 ft.’: -4 (1d4+3); 120 ft.’: -4 (1d4+3) Melee +1 Quarterstaff +4 (1d6+1 ) Ranged Dart--> 20 ft.’: +6 (1d4+3); 80 ft.’: +6 (1d4+3) Ranged Sling--> 30 ft.’: -2 (1d4+4); 120 ft.’: -2 (1d4+4) Melee +2 Quarterstaff +6 (1d6+2 ) Ranged Dart--> 20 ft.’: +8 (1d4+4); 80 ft.’: +8 (1d4+4) Ranged Sling--> 30 ft.’: +0 (1d4+5); 120 ft.’: +0 (1d4+5) Melee +3 Quarterstaff +10 (1d6+5 ) Ranged Dart--> 20 ft.’: +10 (1d4+5); 80 ft.’: +10 (1d4+5) Special - - - - Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike Special Qualities Darkvision, Fey Ancestry, Languages, Skill Versatility, Expertise, Sneak Attack, Thieves’ Cant Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Cunning Action, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant, Uncanny Dodge Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Reliable Talent, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge, Use Magic Device Spell- casting - - - - Equipment Quarterstaff; Sling; Dart +1 Quarterstaff; Sling; Dart; Padded Armor +2 Quarterstaff; Sling; Dart; Leather Armor +3 Quarterstaff; Sling; Dart; Studded Leather Armor Special Abilities Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on all saving throws against being charmed or put to sleep. Languages You can speak, read, and write Common, Elvish, and one extra language of your choice. Skill Versatility You gain proficiency in two skills of your choice. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to 5. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You 771 NPCs don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. 772 NPCs Firedancer Campmaiden Description Campmaidens are a welcome addition to any campsite, be it a vagabond troupe or a king’s battlegroup. These beautiful thespians are the traveling campsite’s courtesan: singer / storyteller, prostitute, and general companion. Appearance They typically wear their hair waist-length and loose-flowing, spending an hour or two on it each morning to make it silken and smooth. Many use dyes to attain a reddish hue; most prized in this profession is the typical red hair, green eyed elven look with high cheekbones, almond eyes, and full lips. Combat Tactics The crown jewel of most firedancer troupes, Campmaidens are often also in charge of the operation. As a result, their will is typically obeyed without much of a second thought; they CR 2; XP 450 Low Moderate Advanced Elite Challenge CR 2 XP 450 CR 7 XP 2,900 CR 11 XP 7,200 CR 15 XP 13,000 Class / HD Bard 2 Bard 7 Bard 11 Bard 15 Size / Aln Medium CN Elf Medium CN Human Medium CN Human Medium CN Human HP 8 18 44 59 Armor Class 14 14 15 17 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ Ability Scores / Saves STR 10 (+0) DEX 16 (+5) CON 8 (-1) INT 8 (-1) WIS 9 (-1) CHA 18 (+6) STR 10 (+0) DEX 16 (+6) CON 8 (-1) INT 8 (-1) WIS 9 (-1) CHA 20 (+8) STR 10 (+0) DEX 18 (+8) CON 8 (-1) INT 8 (-1) WIS 9 (-1) CHA 20 (+9) STR 10 (+0) DEX 20 (+10) CON 8 (-1) INT 8 (-1) WIS 9 (-1) CHA 20 (+10) Skills - - - - Saves - - - - CN; Medium Humanoid (Elf) will use this to advantage in combat to get their compatriots to defend them. 773 NPCs Low Moderate Advanced Elite Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +11 Disadvantage on Stealth Passive Perception +12 Passive Perception +13 Passive Perception +14 Languages Common, Dwarvish, Elvish Attacks Ranged Crossbow, Light--> 80 ft.’: -1 (1d8+3); 320 ft.’: -1 (1d8+3) Melee Dagger +5 (1d4+3 ) Ranged Dagger (Thrown) 20 ft.’: +5 (1d4+3); 60 ft.’: +5 (1d4+3) Ranged +1 Crossbow, Light--> 80 ft.’:+1 (1d8+4); 320 ft.’: +1 (1d8+4) Melee Dagger +6 (1d4+3 ) Ranged Dagger (Thrown) 20 ft.’: +6 (1d4+3); 60 ft.’: +6 (1d4+3) Melee Dagger +8 (1d4+4 ) Ranged Dagger (Thrown) 20 ft.’: +8 (1d4+4); 60 ft.’: +8 (1d4+4) Ranged +2 Crossbow, Light --> 80 ft.’: +4 (1d8+6); 320 ft.’: +4 (1d8+6) Melee Dagger +10 (1d4+5) Ranged Dagger (Thrown) 20 ft.’: +10 (1d4+5); 60 ft.’: +10 (1d4+5) Ranged +3 Crossbow, Light --> 80 ft.’: +7 (1d8+8); 320 ft.’: +7 (1d8+8) Special - - - - Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike Special Qualities Darkvision, Fey Ancestry, Keen Senses, Languages, Trance, Bardic Inspiration, Cantrips, Jack of All Trades, Song of Rest, Spellcasting Cantrip, Darkvision, Elf Weapon Training, Extra Language, Fey Ancestry, Keen Senses, Languages, Trance, Bard College, Bardic Inspiration, College of Lore, Countercharm, Cutting Words, Expertise, Font of Inspiration, Cantrips, Jack of All Trades, Song of Rest, Spellcasting Darkvision, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Additional Magical Secrets, Bard College, Bardic Inspiration, Bonus Proficiencies, Cantrips, College of Lore, Countercharm, Cutting Words, Expertise, Font of Inspiration, Jack of All Trades, Magical Secrets, Song of Rest, Spellcasting Darkvision, Fey Ancestry, Keen Senses, Languages, Trance, Ability Score Improvement, Additional Magical Secrets, Bard College, Bardic Inspiration, Bonus Proficiencies, Cantrips, College of Lore, Countercharm, Cutting Words, Expertise, Font of Inspiration, Jack of All Trades, Magical Secrets, Peerless Skill, Song of Rest, Spellcasting Spell- casting Save DC 14; Spell Atk +6 Cantrips (at will): minor illusion; prestidigitation 1st: charm person; disguise self; faerie fire Save DC 16; Spell Atk +8 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 4th: greater invisibility 3rd: fear; hypnotic pattern; major image 2nd: enthrall; hold person; invisibility 1st: charm person; comprehend languages; disguise self; faerie fire Save DC 17; Spell Atk +9 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 6th: irresistible dance 5th: dominate person; mislead 4th: compulsion; freedom of movement; greater invisibility 3rd: fear; hypnotic pattern; major image 2nd: enthrall; hold person; invisibility 1st: charm person; comprehend languages; disguise self; faerie fire Save DC 18; Spell Atk +10 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 8th: dominate monster 7th: teleport 6th: irresistible dance 5th: dominate person; mislead 4th: compulsion; freedom of movement; greater invisibility 3rd: fear; hypnotic pattern; major image 2nd: enthrall; hold person; invisibility 1st: charm person; comprehend languages; disguise self; faerie fire Equipment Light Crossbow; Dagger; Padded Armor +1 Light Crossbow; Dagger; Leather Armor +2 Light Crossbow; Dagger; Leather Armor +3 Light Crossbow; Dagger; Studded Leather Armor Special Abilities Darkvision Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. 774 NPCs Keen Senses You have proficiency in the Perception skill. Languages You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become Dexterityive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Additional Magical Secrets At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know. Bard College At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level. Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d12. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to 5. You regain any expended uses when you finish a long rest. Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Cantrips You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. College of Lore Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at selfimportant figures of authority. Countercharm At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). Cutting Words Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. Font of Inspiration Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Magical Secrets By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level. Peerless Skill Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roil the die for the ability check, but before the DM tells you whether you succeed or fail. Song of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d10 hit points. A creature regains the extra hit points only if it spends one or more Hit Dice at the end of the short rest.. 775 NPCs Firedancer Hearthstud Description Sensual and charismatic, the Hearthstud serves a similar function to that of a Campmaiden in a Firedancer troupe. Hearthstuds rarely have any power in the troupe itself, however; the duty is viewed as less a task and more an indulgence. Appearance Hearthstuds come in many flavors and appearances; most have long and well-kept hair, with high cheekbones and a thin yet chiseled appearance. Combat Tactics Hearthstuds think much more of their abilities than they are capable of actually demonstrating; this will become apparent fairly quickly in actual fighting. CR 2; XP 450 Low Moderate Advanced Elite Challenge CR 2 XP 450 CR 7 XP 2,900 CR 12 XP 8,400 CR 16 XP 15,000 Class / HD Bard 2 Bard 7 Bard 11 Bard 15 Size / Aln Medium CG Human Medium CG Human Medium CG Human Medium CG Human HP 15 61 113 143 Armor Class 14 15 18 18 Speed Walk 30’ Walk 40’ Walk 40’ Walk 40’ Ability Scores / Saves STR 17 (+5) DEX 17 (+3) CON 12 (+3) INT 7 (-2) WIS 10 (+0) CHA 16 (+3) STR 19 (+7) DEX 17 (+3) CON 12 (+4) INT 7 (-2) WIS 10 (+0) CHA 16 (+3) STR 19 (+8) DEX 19 (+4) CON 12 (+5) INT 7 (-2) WIS 10 (+0) CHA 18 (+4) STR 20 (+10) DEX 19 (+4) CON 12 (+6) INT 7 (-2) WIS 10 (+0) CHA 19 (+4) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - CG; Medium Humanoid (Human) 776 NPCs Low Moderate Advanced Elite Senses Passive Perception +12 Passive Perception +13 Passive Perception +14 Passive Perception +15 Languages Common, Elvish Attacks Melee Greataxe +5 (1d12+3) Melee Handaxe +5 (1d6+3 ) Ranged Handaxe (Thrown) 20 ft.’: +5 (1d6+3); 60 ft.’: +5 (1d6+3) Melee +1 Greataxe +8/+8 (1d12+5) Melee Handaxe +7/+7 (1d6+4 ) Ranged Handaxe (Thrown) 20 ft.’: +7/+7 (1d6+4); 60 ft.’: +7/+7 (1d6+4) Melee +2 Greataxe +10/+10 (1d12+6) Melee Handaxe +8/+8 (1d6+4 ) Ranged Handaxe (Thrown) 20 ft.’: +8/+8 (1d6+4); 60 ft.’: +8/+8 (1d6+4) Melee +3 Greataxe +13/+13 (1d12+8) Melee Handaxe +10/+10 (1d6+5 ) Ranged Handaxe (Thrown) 20 ft.’: +10/+10 (1d6+5); 60 ft.’: +10/+10 (1d6+5) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Danger Sense, Rage, Reckless Attack, Unarmored Defense Danger Sense, Extra Attack, Fast Movement, Feral Instinct, Frenzy, Path of the Berserker, Primal Path, Rage, Reckless Attack, Unarmored Defense Brutal Critical, Danger Sense, Extra Attack, Fast Movement, Feral Instinct, Frenzy, Path of the Berserker, Primal Path, Rage, Reckless Attack, Relentless Rage, Unarmored Defense Brutal Critical, Danger Sense, Extra Attack, Fast Movement, Feral Instinct, Frenzy, Path of the Berserker, Persistent Rage, Primal Path, Rage, Reckless Attack, Relentless Rage, Unarmored Defense Spell- casting - - - - Equipment Greataxe; Leather Armor; Handaxe +1 Greataxe; Studded Leather Armor; Handaxe +2 Greataxe; +2 Breastplate; Handaxe +3 Greataxe; +2 Breastplate; Handaxe Special Abilities Brutal Critical Beginning at 9th level, you can roll 2 additional weapon damage die when determining the extra damage for a critical hit with a melee attack. Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Fast Movement Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. Feral Instinct By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. Frenzy Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A). Path of the Berserker For some barbarians, rage is a means to an end--that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. Persistent Rage Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. Primal Path At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. Rage In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to 4. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times equal to 5, you must finish a long rest before you can rage again. Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Relentless Rage Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.. 777 NPCs Miner Description Rugged and dirty, this is a gruff, working-class version of the stereotypical dwarf from fantasy fare: complex and long beard worn in braids and plaits, shoulder-length wavy dark-brown hair, and thickly- set features around a round and lined face. Appearance He wears a thick leather smock, almost like a blacksmith’s apron. atop a white tunic stained brownish-gray from his labors. Deep lines age his face prematurely; he’s in the prime of health, but well past half his lifespan, having toiled away his vitality in service to the mines. Combat Tactics Miners are no stranger to rough work, but if anything, the calamity that has befallen the CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 4 XP 1,100 CR 7 XP 2,900 CR 10 XP 5,900 Class / HD Fighter 1 Fighter 4 Fighter 7 Fighter 10 Size / Aln Medium LN Dwarf Medium LN Dwarf Medium LN Dwarf Medium LN Dwarf HP 12 41 73 108 Armor Class 11 11 12 14 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ Ability Scores / Saves STR 14 (+4) DEX 9 (-1) CON 14 (+4) INT 8 (-1) WIS 14 (+2) CHA 9 (-1) STR 14 (+4) DEX 9 (-1) CON 16 (+5) INT 8 (-1) WIS 14 (+2) CHA 9 (-1) STR 14 (+5) DEX 9 (-1) CON 18 (+7) INT 8 (-1) WIS 14 (+2) CHA 9 (-1) STR 14 (+6) DEX 9 (-1) CON 20 (+9) INT 8 (-1) WIS 14 (+2) CHA 9 (-1) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - LN; Medium Humanoid (Dwarf) 778 NPCs Low Moderate Advanced Elite Senses Passive Perception +14 Disadvantage on Stealth Passive Perception +14 Passive Perception +15 Passive Perception +16 Disadvantage on Stealth Languages Common, Dwarvish Attacks Melee Dagger +4 (1d4+2 ) Ranged Dagger (Thrown) 20 ft.’: +4 (1d4+2); 60 ft.’: +4 (1d4+2) Melee Dagger +4 (1d4+2 ) Ranged Dagger (Thrown) 20 ft.’: +4 (1d4+2); 60 ft.’: +4 (1d4+2) Melee +1 Dagger +6/+6 (1d4+3 ) Ranged +1 Dagger (Thrown) 20 ft.’: +6/+6 (1d4+3); 60 ft.’: +6/+6 (1d4+3) Melee +2 Dagger +8/+8 (1d4+6 ) Ranged +2 Dagger (Thrown) 20 ft.’: +8/+8 (1d4+4); 60 ft.’: +8/+8 (1d4+4) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Fighting Style, Second Wind, Defense Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Champion, Fighting Style, Improved Critical, Martial Archetype, Second Wind, Defense Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Champion, Extra Attack, Fighting Style, Improved Critical, Martial Archetype, Remarkable Athlete, Second Wind, Defense Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Defense, Dueling Spell- casting - - - - Equipment Dagger; Padded Armor Dagger; Leather Armor +1 Dagger; Studded Leather Armor +2 Dagger; Scale Mail Special Abilities Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9). Languages You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Smith’s Tools Proficient with Artisan Smith’s Tools. Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature 1 time(s) before a rest, but only once on the same turn. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature 1 time(s) between long rests. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a 779 NPCs number of feet equal to +2. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. 780 NPCs Mining Taskmaster Description Severe and demanding, these dwarven masters are each different. Some seem resigned to their role, and go about their duties dispassionately; others seem to derive an almost sexual gratification from doling out the occasional punishment. Appearance No matter their passions, all Mining Taskmasters sport a similar appearance: shoulder-length hair (typically blonde) tied back in a severe ponytail; black eye makeup in crude rings to enhance the sinister aspect of their gaze; grimy features that make it unclear as to what they might look like were it not for their role. Simple, battered, light- brown leather armor is typically adorned with a single embellishment: the stylized symbol of a whip, typically embrodered in a silvery thread atop the left breast. Between the grime, the makeup, and their dress, it’s hard to separate the dwarf from the job... which may be the whole intent of their appearance. Combat Tactics By definition, Taskmasters are used to ordering CR 3; XP 700 Low Moderate Advanced Elite Challenge CR 3 XP 700 CR 8 XP 3,900 CR 12 XP 8,400 CR 16 XP 15,000 Class / HD Fighter 3 Fighter 8 Fighter 12 Fighter 16 Size / Aln Medium LE Dwarf Medium LE Dwarf Medium LE Dwarf Medium LE Dwarf HP 25 73 115 168 Armor Class 13 17 19 21 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ Ability Scores / Saves STR 15 (+4) DEX 10 (+0) CON 13 (+3) INT 9 (-1) WIS 12 (+1) CHA 13 (+1) STR 17 (+6) DEX 10 (+1) CON 15 (+5) INT 9 (-1) WIS 12 (+1) CHA 13 (+1) STR 19 (+8) DEX 12 (+1) CON 15 (+6) INT 9 (-1) WIS 12 (+1) CHA 13 (+1) STR 20 (+10) DEX 14 (+2) CON 16 (+8) INT 9 (-1) WIS 12 (+1) CHA 13 (+1) LE; Medium Humanoid (Dwarf) others to do work, and this approach persists into battle. Faced with one-on-one conflict, they will likely flee. 781 NPCs Low Moderate Advanced Elite Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +11 Passive Perception +11 Disadvantage on Stealth Passive Perception +11 Disadvantage on Stealth Passive Perception +11 Disadvantage on Stealth Languages Common, Dwarvish Attacks Melee Flail +4 (1d8+4 ) Melee Dagger +4 (1d4+4 ) Ranged Dagger (Thrown) 20 ft.’: +4 (1d4+2); 60 ft.’: +4 (1d4+2) Melee +1 Flail +7/+7 (1d8+6) Melee Dagger +6/+6 (1d4+5) Ranged Dagger (Thrown) 20 ft.’: +6/+6 (1d4+3); 60 ft.’: +6/+6 (1d4+3) Melee +2 Flail +10/+10/+10 (1d8+8) Melee Dagger +8/+8/+8 (1d4+6 ) Ranged Dagger (Thrown) 20 ft.’: +8/+8/+8 (1d4+4); 60 ft.’: +8/+8/+8 (1d4+4) Melee +3 Flail +13/+13/+13 (1d8+10) Melee Dagger +10/+10/+10 (1d4+7 ) Ranged Dagger (Thrown) 20 ft.’: +10/+10/+10 (1d4+5); 60 ft.’: +10/+10/+10 (1d4+5) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Action Surge, Champion, Fighting Style, Improved Critical, Martial Archetype, Second Wind, Dueling Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Champion, Extra Attack, Fighting Style, Improved Critical, Martial Archetype, Remarkable Athlete, Second Wind, Dueling Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Defense, Dueling Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Superior Critical, Defense, Dueling Spell- casting - - - - Equipment Flail; Leather Armor; Shield; Dagger +1 Flail; Scale Mail; Shield; Dagger +2 Flail; Chain Mail; Shield; Dagger +3 Flail; +2 Chain Mail; Shield; Dagger Special Abilities Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9). Languages You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Smith’s Tools Proficient with Artisan Smith’s Tools. Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature 1 time(s) before a rest, but only once on the same turn. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four 782 NPCs when you reach 20th level in this class. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature 2 time(s) between long rests. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to +5. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. a 783 NPCs Munitions Wench Description Lithe, dejected gnomes scurry about to fetch all manner of equipment for the mining staff. Typically, it’s explosives and related gear; altohugh the dwarven mining teams are skilled, gunpowder is by its nature volatile, and Munitions Wenches occupy the clear bottom rung of the ladder in the underground society. Though many would admit they have the worst, most dangerous, and least rewarded jobs in the mine, they make the most of it, laughing and enjoying one another’s company during their few hours of downtime between tasks. Though their profession is dangerous, it is rarely cruel; they are spared the taskmaster’s whip so long as they do their job, and many are the hours in between dangerous or unsavory activities demanded of them. Munitions Wenches always exhibit a thick layer of soot; though many are naturally pale, the constant exposure to dirt and filth tends to have a long-term effect similar to, but darker and blacker than, sunburn. Appearance They’re typically quite young, adolescent, with dark-brown wavy hair tied back in various manners (a topknot or bun is most common). Their garb is sparse and never clean; a greasy and blackened tunic is typically all that is required, its original hue CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 4 XP 1,100 CR 7 XP 2,900 CR 10 XP 5,900 Class / HD Rogue 1 Rogue 4 Rogue 7 Rogue 10 Size / Aln Small LE Gnome Small LE Gnome Small LE Gnome Small LE Gnome HP 10 33 47 75 Armor Class 13 14 15 17 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ LE; Small Humanoid (Gnome) rendered impossible to discern from grit and grime and gunk. Combat Tactics Munitions Wenches fear combat and will avoid it at all cost. 784 NPCs Low Moderate Advanced Elite Ability Scores / Saves STR 7 (-2) DEX 15 (+4) CON 14 (+2) INT 9 (+1) WIS 12 (+1) CHA 10 (+0) STR 7 (-2) DEX 17 (+5) CON 14 (+2) INT 9 (+1) WIS 12 (+1) CHA 10 (+0) STR 7 (-2) DEX 17 (+6) CON 14 (+2) INT 9 (+2) WIS 12 (+1) CHA 10 (+0) STR 7 (-2) DEX 19 (+8) CON 16 (+3) INT 9 (+3) WIS 12 (+1) CHA 10 (+0) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +11 Disadvantage on Stealth Passive Perception +11 Passive Perception +11 Passive Perception +11 Languages Common, Gnomish Attacks Melee Club (Small) +0 (1d4-2 ) Melee Club (Small) +0 (1d4-2) Ranged Dagger (Small) +5 (1d4+3 ) Melee Dagger (Small/ Thrown) 20 ft.’: +5 (1d4+3); 60 ft.’: +5 (1d4+3) Melee Club (Small) +1 (1d4-2 ) Melee +1 Dagger (+7 (1d4+4 ) Melee +1 Dagger (Thrown) 20 ft.’: +7 (1d4+4); 60 ft.’: +7 (1d4+4) Melee Club (Small) +2 (1d4- 2 ) Melee +2 Dagger +10 (1d4+6 ) Ranged +2 Dagger (Thrown) 20 ft.’: +10 (1d4+6); 60 ft.’: +10 (1d4+6) Special - - - - Proficiencies Club, Crossbow (Hand), Crossbow (Light), Dagger, Dart, Greatclub, Handaxe, Javelin, Light Hammer, Longsword, Mace, Quarterstaff, Rapier, Shortbow, Shortsword, Sickle, Sling, Spear, Unarmed Strike Special Qualities Darkvision, Gnome Cunning, Languages, Expertise, Sneak Attack, Thieves’ Cant Darkvision, Gnome Cunning, Languages, Ability Score Improvement, Cunning Action, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant Darkvision, Gnome Cunning, Languages, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Thief, Thieves’ Cant, Uncanny Dodge Darkvision, Gnome Cunning, Languages, Ability Score Improvement, Cunning Action, Evasion, Expertise, Fast Hands, Roguish Archetype, Second-Story Work, Sneak Attack, Supreme Sneak, Thief, Thieves’ Cant, Uncanny Dodge Spell- casting - - - - Equipment Club; Padded Armor Club; Leather Armor; Dagger Club; Studded Leather Armor; +1 Dagger Club; +1 Studded Leather Armor; +2 Dagger Special Abilities Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Languages You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. 785 NPCs Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to 4. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. 786 NPCs Tainted Miner Description These miners have been transformed by Obelisk shards, either from prolonged proximity or from direct physical contact. Some have touched Obelisk remnants on a dare, others out of curiosity, and the most hapless aren’t even aware of the change they have undergone. Appearance Their eyes, already hollowed from work underground, are now ghastly and sunken remnants. Their hair has fallen out in clumps; what remains is typically shock-white with flecks of deepest black. Their gait is a shamble, almost zombielike, and their attention seems faraway, as though they are struggling to find themselves as they once were, far off on the horizon of the world in which they now find themselves. A faint purplish- black haze seems to surround their entire bodies, but it’s subtle enough that it often seems just a trick of the light. Tainted Miners often have intact clothing, with the occasional slit or gash where a melee with their one-time colleagues or friends betrays a conflict. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 4 XP 1,100 CR 7 XP 2,900 CR 10 XP 5,900 Class / HD Fighter 1 Fighter 5 Fighter 9 Fighter 13 Size / Aln Medium NE Dwarf Medium NE Dwarf Medium NE Dwarf Medium NE Dwarf HP 11 29 67 107 Armor Class 9 10 12 15 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ Ability Scores / Saves STR 17 (+5) DEX 7 (-2) CON 12 (+3) INT 7 (-2) WIS 10 (+0) CHA 8 (-1) STR 19 (+7) DEX 7 (-2) CON 12 (+4) INT 7 (-2) WIS 10 (+0) CHA 8 (-1) STR 20 (+9) DEX 8 (-1) CON 14 (+6) INT 7 (-2) WIS 10 (+0) CHA 8 (-1) STR 20 (+10) DEX 10 (+0) CON 14 (+7) INT 7 (-2) WIS 10 (+0) CHA 8 (-1) NE; Medium Humanoid (Dwarf) Combat Tactics Tainted Miners are barely sentient, and so will fight to the death if engaged. 787 NPCs Low Moderate Advanced Elite Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +10 Passive Perception +10 Passive Perception +10 Passive Perception +10 Languages Common, Dwarvish Attacks Melee Morningstar +5 (1d8+5 ) Melee +1 Morningstar +8/+8 (1d8+7) Melee +2 Morningstar +11/+11 (1d8+9) Melee +3 Morningstar +13/+13/+13 (1d8+10 ) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Fighting Style, Second Wind, Dueling Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Champion, Extra Attack, Fighting Style, Improved Critical, Martial Archetype, Second Wind, Dueling Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Dueling Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Defense, Dueling Spell- casting - - - - Equipment Morningstar; Leather Armor +1 Morningstar; Studded Leather Armor +2 Morningstar; +1 Studded Leather Armor +3 Morningstar; +2 Studded Leather Armor Special Abilities Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9). Languages You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Smith’s Tools Proficient with Artisan Smith’s Tools. Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature 1 time(s) before a rest, but only once on the same turn. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature 2 time(s) between long rests. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. 788 NPCs Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to +5. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. 789 NPCs Tainted Taskmaster Description Similar in appearance to a Mining Taskmaster and a Tainted Miner, the otherworldly aspect of Tainted Taskmasters are even more pronounced. Appearance The purple-black glow is unmistakable, and prevents them from hiding effectively in the dark. Their eyes are pits of black, sunken so far that in normal subterranean light it’s unclear if their eyes are even still present. Hands and limbs are gaunt, narrowed, and knifelike in their movements; their necks are similarly thin. On their face and neck, purplish veins can be seen just beneath the surface of their waxy, almost translucent flesh. Combat Tactics Tainted Taskmasters will fight to the death, preferring to order Tainted Miners into the fray first if they are around. CR 4; XP 1,100 Low Moderate Advanced Elite Challenge CR 4 XP 1,100 CR 8 XP 3,900 CR 12 XP 8,400 CR 16 XP 15,000 Class / HD Fighter 4 Fighter 8 Fighter 12 Fighter 16 Size / Aln Medium CE Dwarf Medium CE Dwarf Medium CE Dwarf Medium CE Dwarf HP 29 55 85 114 Armor Class 17 18 21 23 Speed Walk 25’ Walk 25’ Walk 25’ Walk 25’ Ability Scores / Saves STR 20 (+7) DEX 12 (+1) CON 11 (+2) INT 8 (-1) WIS 12 (+1) CHA 13 (+1) STR 20 (+8) DEX 14 (+2) CON 13 (+4) INT 8 (-1) WIS 12 (+1) CHA 13 (+1) STR 20 (+9) DEX 15 (+2) CON 14 (+6) INT 8 (-1) WIS 12 (+1) CHA 13 (+1) STR 20 (+10) DEX 18 (+4) CON 15 (+7) INT 8 (-1) WIS 12 (+1) CHA 13 (+1) Skills - - - - Saves - - - - CE; Medium Humanoid (Dwarf) 790 NPCs Low Moderate Advanced Elite Vulnerabilities - - - - Immunities - - - - Senses Passive Perception +13 Disadvantage on Stealth Passive Perception +14 Disadvantage on Stealth Passive Perception +15 Disadvantage on Stealth Passive Perception +16 Disadvantage on Stealth Languages Common, Dwarvish Attacks Melee Flail +7 (1d8+7 ) Melee Dagger +7 (1d4+7 ) Ranged Dagger (Thrown) 20 ft.’: +7 (1d4+5); 60 ft.’: +7 (1d4+5) Melee +1 Flail +9/+9 (1d8+8) Melee Dagger +8/+8 (1d4+7) Ranged Dagger (Thrown) 20 ft.’: +8/+8 (1d4+5); 60 ft.’: +8/+8 (1d4+5) Melee +2 Flail +11/+11/+11 (1d8+9 ) Melee Dagger +9/+9/+9 (1d4+7 ) Ranged Dagger (Thrown) 20 ft.’: +9/+9/+9 (1d4+5); 60 ft.’: +9/+9/+9 (1d4+5) Melee +3 Flail +13/+13/+13 (1d8+10 ) Melee Dagger +10/+10/+10 (1d4+7 ) Ranged Dagger (Thrown) 20 ft.’: +10/+10/+10 (1d4+5); 60 ft.’: +10/+10/+10 (1d4+5) Special - - - - Proficiencies Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick, Warhammer, Whip Special Qualities Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Champion, Fighting Style, Improved Critical, Martial Archetype, Second Wind, Dueling Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Champion, Extra Attack, Fighting Style, Improved Critical, Martial Archetype, Remarkable Athlete, Second Wind, Dueling Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Dueling, Protection Darkvision, Dwarven Combat Training, Dwarven Resilience, Languages, Smith’s Tools, Stonecunning, Tool Proficiency, Ability Score Improvement, Action Surge, Additional Fighting Style, Champion, Extra Attack, Fighting Style, Improved Critical, Indomitable, Martial Archetype, Remarkable Athlete, Second Wind, Superior Critical, Dueling, Protection Spell- casting - - - - Equipment Flail; Scale Mail; Shield; Dagger +1 Flail; Chain Mail; Shield; Dagger +2 Flail; +1 Half Plate; +1 Shield; Dagger +3 Flail; +1 Dwarven Plate; +2 Shield; Dagger Special Abilities Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9). Languages You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Smith’s Tools Proficient with Artisan Smith’s Tools. Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature 1 time(s) before a rest, but only once on the same turn. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. 791 NPCs Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature 2 time(s) between long rests. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to +5. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. 792 NPCs Mystic Seer Description Prophecies and performance go hand-and-hand with this charismatic seer, who fancies himself something of a bard as well as practitioner of the mystic arts. Rumor is that he occasionally takes payment in the form of physical encounters, but those who may have engaged in such an interaction are either too disgusted or too ashamed to confirm the rumor. Appearance He’s deft with a dagger, and is keen to demonstrate his myriad talents to any who will pay. Combat Tactics These secretive people will only fight if pressed. CR 1; XP 200 Low Moderate Advanced Elite Challenge CR 1 XP 200 CR 6 XP 2,300 CR 10 XP 5,900 CR 14 XP 11,500 Class / HD Wizard 1 Wizard 6 Wizard 10 Wizard 14 Size / Aln Medium TN Half-Elf Medium TN Half-Elf Medium TN Half-Elf Medium TN Half-Elf HP 5 21 42 56 Armor Class 15 15 15 16 Speed Walk 30’ Walk 30’ Walk 30’ Walk 30’ Ability Scores / Saves STR 6 (+7) DEX 15 (+1) CON 8 (+2) INT 19 (-1) WIS 13 (+1) CHA 16 (+1) STR 6 (-2) DEX 15 (+2) CON 9 (-1) INT 20 (+8) WIS 13 (+4) CHA 16 (+3) STR 6 (-2) DEX 15 (+2) CON 11 (+0) INT 20 (+9) WIS 13 (+5) CHA 16 (+3) STR 6 (-2) DEX 17 (+3) CON 11 (+0) INT 20 (+10) WIS 13 (+6) CHA 16 (+3) Skills - - - - Saves - - - - Vulnerabilities - - - - TN; Medium Humanoid (Half-Elf) 793 NPCs Low Moderate Advanced Elite Immunities - - - - Senses Passive Perception +11 Passive Perception +11 Passive Perception +11 Passive Perception +11 Languages Common, Dwarvish, Elvish Attacks Ranged Crossbow, Light--> 80 ft.’: -2 (1d8+2); 320 ft.’: -2 (1d8+2) Melee Dagger +4 (1d4+2 ) Ranged Dagger (Thrown) 20 ft.’: +4 (1d4+2); 60 ft.’: +4 (1d4+2) Melee Dagger +5 (1d4+2 ) Ranged Dagger (Thrown) 20 ft.’: +5 (1d4+2); 60 ft.’: +5 (1d4+2) Ranged +1 Crossbow, Light --> 80 ft.’: +0 (1d8+3); 320 ft.’: +0 (1d8+3) Melee Dagger +6 (1d4+2 ) Ranged Dagger (Thrown) 20 ft.’: +6 (1d4+2); 60 ft.’: +6 (1d4+2) Ranged +2 Crossbow, Light --> 80 ft.’: +2 (1d8+4); 320 ft.’: +2 (1d8+4) Melee Dagger +8 (1d4+3 ) Ranged Dagger (Thrown) 20 ft.’: +8 (1d4+3); 60 ft.’: +8 (1d4+3) Ranged +3 Crossbow, Light --> 80 ft.’: +5 (1d8+6); 320 ft.’: +5 (1d8+6) Special - - - - Proficiencies Crossbow (Light), Dagger, Dart, Quarterstaff, Sling Special Qualities Darkvision, Fey Ancestry, Languages, Skill Versatility, Arcane Recovery, Cantrips, Preparing and Casting Spells, Ritual Casting, Spellcasting Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Evocation Savant, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Empowered Evocation, Evocation Savant, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Darkvision, Fey Ancestry, Languages, Skill Versatility, Ability Score Improvement, Arcane Recovery, Arcane Tradition, Cantrips, Empowered Evocation, Evocation Savant, Overchannel, Potent Cantrip, Preparing and Casting Spells, Ritual Casting, School of Evocation, Sculpt Spells, Spellcasting Spell- casting Save DC 14; Spell Atk +6 Cantrips (at will): dancing lights; prestidigitation 1st: charm person; mage armor Save DC 16; Spell Atk +8 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 3rd: clairvoyance; hypnotic pattern; sending 2nd: detect thoughts; hold person; invisibility 1st: charm person; comprehend languages; identify; mage armor Save DC 17; Spell Atk +9 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 5th: mislead; scrying 4th: arcane eye; dimension door; locate creature 3rd: clairvoyance; hypnotic pattern; sending 2nd: detect thoughts; hold person; invisibility 1st: charm person; comprehend languages; identify; mage armor Save DC 18; Spell Atk +10 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 7th: reverse gravity 6th: eyebite; magic jar 5th: mislead; scrying 4th: arcane eye; dimension door; locate creature 3rd: clairvoyance; hypnotic pattern; sending 2nd: detect thoughts; hold person; invisibility 1st: charm person; comprehend languages; identify; mage armor Equipment Light Crossbow; Dagger +1 Light Crossbow; Dagger +2 Light Crossbow; Dagger +3 Light Crossbow; Dagger Special Abilities Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on all saving throws against being charmed or put to sleep. Languages You can speak, read, and write Common, Elvish, and one extra language of your choice. Skill Versatility You gain proficiency in two skills of your choice. Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 7, and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Arcane Tradition When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The school of Evocation is detailed at the end of the class description; see the Player’s Handbook for information on the other schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. 794 NPCs Empowered Evocation Beginning at 10th level, you can add +5 to the damage roll of any wizard evocation spell you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls. Evocation Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. Overchannel Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. The feature doesn’t benefit cantrips. Potent Cantrip Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. Sculpt Spells Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. 795 NPCs Monsters 796 NPCs Dreadwyrm Description This enormous and evil-looking dragon looks for all the world like a red dragon, infected with purplish- black slime. Its eyes are vile pits of bright purplish- white fire, ringed in black. Its wings are decayed, torn and tattered, roped with strands of viscous purplish-black goo. It’s about 75’ long from snout to tail; of that, about 1/3 is tail. Appearance Its body seems heavily ribbed, as though dessicated CR 13; XP 10,000 Low Moderate Advanced Elite Challenge CR 13 XP 10,000 CR 20 XP 25,000 CR 23 XP 50,000 CR 25 XP 75,000 Class / HD Dragon 12 Dragon 14 Dragon 16 Dragon 18 CE; Large Dragon or emaciated to the point of starvation, but it appears strong and virile. Its jaws open to a terrible pit of neck that glows a horrid reddish-purple. Combat Tactics Dreadwyrms will slay any who trespass their domain. Unluckily for the PCs, this one considers the entire Mines to be his domain. 797 NPCs Low Moderate Advanced Elite Size / Aln Medium CE Dragon Large CE Dragon Large CE Dragon Gargantuan CE Dragon HP 84 143 207 289 Armor Class 19 19 21 23 Speed Walk 60’; Swim 60’; Fly 150’ Walk 60’; Swim 60’; Fly 150’ Walk 60’; Swim 60’; Fly 150’ Walk 60’; Swim 60’; Fly 150’ Ability Scores / Saves STR 6 (+7) DEX 15 (+1) CON 8 (+2) INT 19 (-1) WIS 13 (+1) CHA 16 (+1) STR 6 (-2) DEX 15 (+2) CON 9 (-1) INT 20 (+8) WIS 13 (+4) CHA 16 (+3) STR 6 (-2) DEX 15 (+2) CON 11 (+0) INT 20 (+9) WIS 13 (+5) CHA 16 (+3) STR 6 (-2) DEX 17 (+3) CON 11 (+0) INT 20 (+10) WIS 13 (+6) CHA 16 (+3) Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities Immune Acid, Magical Sleep, Paralysis Resists Spells, Non- Magical Damage Immune Acid, Magical Sleep, Paralysis Resists Spells, Non- Magical Damage Immune Acid, Magical Sleep, Paralysis Resists Spells, Non- Magical Damage Immune Acid, Magical Sleep, Paralysis Resists Spells, Non- Magical Damage Senses Passive Perception +12 Low-Light Vision; Darkvision 120’; Blindsense 60’ Aura Minor Obelisk Taint 60’ Passive Perception +14 Low-Light Vision; Darkvision 120’; Blindsense 60’ Aura Minor Obelisk Taint 60’ Passive Perception +16 Low-Light Vision; Darkvision 120’; Blindsense 60’ Aura Minor Obelisk Taint 60’ Passive Perception +18 Low-Light Vision; Darkvision 120’; Blindsense 60’ Aura Minor Obelisk Taint 60’ Languages Draconic, Giant, Speak with Reptiles Attacks Melee bite +6 (1d10+6) Melee claws +6/+6 (1d6+4) Melee wings +6/+6 (1d4+2) Melee tail slap +6 (1d6+2) Melee bite +11 (2d6+10/19-20) Melee claws +11/+11 (1d8+7) Melee wings +11/+11 (1d6+3) Melee tail slap +11 (1d8+10) Melee bite +16 (3d6+16/19-20) Melee claws +16/+16 (1d8+11) or Melee wings +16/+16 (1d6+5) Melee tail slap +16 (1d8+16) Melee bite +20 (4d8+21/19- 20) Melee claws +20/+20 (4d6+14) Melee wings +20/+20 (2d6+7) Melee tail slap +20 (3d6+21) Special Breath Weapon: 120’ Line of Acid 6d6 acid, Dexterity DC 18 to halve damage, usable every 1d4 rounds. Breath Weapon: 120’ Line of Acid 8d6 acid, Dexterity DC 19 to halve damage, usable every 1d4 rounds. Breath Weapon: 120’ Line of Acid 12d6 acid, Dexterity DC 20 to halve damage, usable every 1d4 rounds. Breath Weapon: 120’ Line of Acid 16d6 acid, Dexterity DC 22 to halve damage, usable every 1d4 rounds. Proficiencies Natural Weapons, Breath Weapon Special Qualities Obelisk Taint, Bite, Blindsense, Breath Weapon, Claw, Damage Reduction, Darkvision, Dragon Senses, Dragon Traits, Frightful Presence, Immunities, Low-Light Vision, Speak with Reptiles, Spell-Like Abilities, Spell Resistance, Spells, Swamp Stride, Water Breathing, Wing 798 NPCs Special Abilities Obelisk Taint (Su) This creature generates an Aura about it that mimics that of a true shard of Dark Obelisk. Acidic Bite (Su) At old age, a black dragon’s bite deals an additional 2d6 points of acid damage. An ancient dragon’s damage increases to 4d6, and a great wrym’s to 6d6. Blindsense (Ex) Range 60 ft.; Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. Breath Weapon (Su) Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction of the dragon’s choice. Breath weapons come in two shapes, lines and cones, whose areas vary with the dragon’s size. If a breath weapon deals damage, those caught in the area can attempt Dexterity saves to take half damage. Corrupt Water (Sp) Once per day an adult or older black dragon can stagnate 10 cubic feet of still water, making it foul and unable to support water-breathing life. The ability spoils liquids containing water. This ability is the equivalent of a 1st-level spell. Its range is 240 ft. Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Dexterity save (DC 20) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals 4d6+STR bonus. Darkvision (Ex) Range 120 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise- invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Low-Light Vision (Ex) You can see x4 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Speak with Reptiles (Sp) A young or older black dragon gains the constant spell-like ability to speak with reptiles. This functions as speak with animals, but only with reptilian animals. Swamp Stride (Ex) A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed. Water Breathing (Ex) A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. Low Moderate Advanced Elite Spell- casting Save DC 16; Spell Atk +8 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 3rd: dispel magic; fireball 2nd: blindness/deafness; hold person; mirror image 1st: charm person; detect magic; fog cloud; magic missile Save DC 18; Spell Atk +9 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 5th: dominate person 4th: dimension door; greater invisibility; ice storm 3rd: dispel magic; fireball; lightning bolt 2nd: blindness/deafness; hold person; mirror image 1st: charm person; detect magic; fog cloud; magic missile Save DC 20; Spell Atk +10 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 6th: chain lightning; disintegrate 5th: cone of cold; dominate person 4th: dimension door; greater invisibility; ice storm 3rd: dispel magic; fireball; lightning bolt 2nd: blindness/deafness; hold person; mirror image 1st: charm person; detect magic; fog cloud; magic missile Save DC 22; Spell Atk +12 Cantrips (at will): dancing lights; light; minor illusion; prestidigitation 8th: earthquake 7th: fire storm 6th: chain lightning; disintegrate 5th: cone of cold; dominate person 4th: dimension door; greater invisibility; ice storm 3rd: dispel magic; fireball; lightning bolt 2nd: blindness/deafness; hold person; mirror image 1st: charm person; detect magic; fog cloud; magic missile Equipment - - - - 799 NPCs Dreadslime Ooze Description A thick, viscous ooze flows slowly, then rapidly when it strikes with a pseudopod. Appearance Translucent and grim, it’s a combination of black, purple, and red, and seems to emit a smoky haze. You think you can glimpse pieces of bone, sword, and other debris from former victims within. Combat Tactics This horrid, semi-sentient slime is created after a substantial quantity of sacrifices are made to a pool of dreadslime. The resulting mixture of evil, chaos, and destroyed spirit results in a creepy, otherworldly resin that rises to seek out the souls of the living, slaying innocent and Obelisk adherent alike in its thirst for destruction. CR 10; XP 5,900 Low Moderate Advanced Elite Challenge CR 10 XP 5,900 CR 12 XP 8,400 CR 14 XP 11,500 CR 16 XP 15,000 Class / HD Ooze 10 Ooze 12 Ooze 14 Ooze 16 Size / Aln Large NE Ooze Huge NE Ooze Huge NE Ooze Gargantuan NE Ooze HP 77 116 168 226 Armor Class 6 5 7 7 Speed Walk 20’; Climb 20’; Suction Walk 20’; Climb 20’; Suction Walk 20’; Climb 20’; Suction Walk 20’; Climb 20’; Suction Ability Scores / Saves STR 12 (+1) DEX 5 (-3) CON 18 (+4) INT 10 (+0) WIS 1 (-5) CHA 1 (-5) STR 17 (+3) DEX 5 (-3) CON 20 (+5) INT 10 (+0) WIS 1 (-5) CHA 1 (-5) STR 20 (+5) DEX 5 (-3) CON 22 (+5) INT 10 (+0) WIS 1 (-5) CHA 1 (-5) STR 22 (+5) DEX 5 (-3) CON 24 (+6) INT 10 (+0) WIS 1 (-5) CHA 1 (-5) Skills - - - - NE; Large Ooze 800 NPCs Low Moderate Advanced Elite Saves - - - - Vulnerabilities - - - - Immunities Immune Tripping, Critical Hits, Flanking, Mind-Affecting Effects, Paralysis, Poison, Polymorph, Sleep, Sneak Attacks, Stunning Senses Passive Perception -5; Blindsight 60’ (blind); Passive Perception -5; Blindsight 60’ (blind); Passive Perception -5; Blindsight 60’ (blind); Passive Perception -5; Blindsight 60’ (blind); Languages - Attacks Melee slam +7 (1d6+1) Melee slam +8 (1d8+4) Melee slam +9 (1d8+7) Melee slam +9 (2d6+12) Special Constrict (2d6+1); Corrosion; Split Constrict (2d6+4); Corrosion; Split Constrict (2d6+7); Corrosion; Split Constrict (2d6+12); Corrosion; Split Proficiencies Natural Weapons Special Qualities Acid (DC 14); Blindsight; Suction; Corrosion Acid (DC 16); Blindsight; Suction; Corrosion Acid (DC 18); Blindsight; Suction ; Corrosion Acid (DC 20); Blindsight; Suction ; Corrosion Spell- casting - - - - Equipment - - - - Special Abilities Acid (Ex) A dreadslime ooze secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a dreadslime ooze’s acid, its clothing and armor take the same amount of damage from the acid. A DC 16 Dexterity save prevents damage to clothing and armor. A metal or wooden weapon that strikes a dreadslime ooze takes 2d6 acid damage unless the weapon’s wielder succeeds on a DC 18 Dexterity save. If a dreadslime ooze remains in contact with a wooden or metal object for 1 full round, it inflicts 14 points of acid damage (no save) to the object. Blindsight (Ex) Range 60 ft.; Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures and must have line of effect to a creature or object to discern that creature or object). This ability operates out to a range specified in the creature description. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn. Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight. Blindsight does not subject a creature to gaze attacks (even though darkvision does). Blinding attacks do not penalize creatures using blindsight. Deafening attacks thwart blindsight if it relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects. Constrict (Ex) You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). Corrosion (Ex) An opponent that is being constricted by a dreadslime ooze suffers a -4 penalty on Dexterity saves made to resist acid damage applying to clothing and armor. Split (Ex) Slashing and piercing weapons deal no damage to a dreadslime ooze. Instead, the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points. Suction (Ex) The dreadslime ooze can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. A dreadslime ooze can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. 801 NPCs Slimegiant Description This appears to be a 20’ tall giant humanoid. Appearance It’s unclear whether he is at least partially composed of purplish-grey slime, or if he has simply been doused in an enormous vat of it; either way, it drips and squirms from nearly every part of his body. Periodically visible amongst this ooze, he wears leather armor, and wields a huge club in one hand and a giant waraxe in the other. Combat Tactics Terrible creatures of pure chaos, typically formed from a large beast, preferably sentient, exposed in a prolonged and painful manner to dreadslime and with proximity to a Dark Obelisk, slimegiants are but larger, more horrid versions of the semi-sane, semi-aware drones enslaved to the Obelisk’s will. They retain their ability to use weapons, but have no directive CR 12; XP 8,400 Low Moderate Advanced Elite Challenge CR 12 XP 8,400 CR 14 XP 11,500 CR 16 XP 15,000 CR 18 XP 20,000 Class / HD Monstrous Humanoid 12 Monstrous Humanoid 14 Monstrous Humanoid 16 Monstrous Humanoid 18 Size / Aln Medium CE Large CE Large CE Huge CE HP 86 124 190 250 Armor Class 17 17 19 19 Speed Walk 40’ Walk 40’ Walk 40’ Walk 40’ Ability Scores / Saves STR 22 (+6) DEX 19 (+4) CON 15 (+2) INT 10 (+0) WIS 12 (+1) CHA 10 (+0) STR 23 (+6) DEX 19 (+4) CON 19 (+4) INT 10 (+0) WIS 12 (+1) CHA 10 (+0) STR 25 (+7) DEX 19 (+4) CON 22 (+6) INT 10 (+0) WIS 12 (+1) CHA 10 (+0) STR 26 (+8) DEX 19 (+4) CON 24 (+7) INT 10 (+0) WIS 12 (+1) CHA 10 (+0) Skills - - - - CE; Large Monstrous Humanoid save for destruction. 802 NPCs Low Moderate Advanced Elite Saves - - - - Vulnerabilities - - - - Immunities - Senses Passive Perception +6; Darkvision 60’ Passive Perception +8; Darkvision 60’ Passive Perception +10; Darkvision 60’ Passive Perception +12; Darkvision 60’ Languages - Attacks Melee greatclub +15 (1d12+9) Ranged rock +12/+7 (1d8+9), within 30 ft. +13/+8 (1d8+10) Melee slam +15/+15 (1d6+9) Melee greatclub +1 +18/+13 (2H: 2d8+13) Melee slam +17/+17 (1d8+8) Ranged rock +12/+7 (1d8+12), within 30 ft. +13/+8 (1d8+13) Melee greatclub +1 +22/+17/+12 (2H: 2d8+16) Melee slam +21/+21 (1d8+10) Ranged rock +16/+11/+6 (1d8+15), within 30 ft. +17/+12/+7 (1d8+16) Melee greatclub +3 +26/+21/+16 (2H: 3d8+21) Melee slam +23/+23 (3d6+12) Ranged rock +15/+10/+5 (1d8+18), within 30 ft. +16/+11/+6 (1d8+19) Special Proficiencies Natural Weapons; Greatclub; Rock Throwing Special Qualities - - - - Spell- casting - - - - Equipment - - - - Special Abilities Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise- invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. 803 NPCs Dreadslime Golem Description A humanoid construct appears to be a somewhat crystalline casing, within which ebbs and flows a viscious purplish-black dreadslime. Appearance Colors whorl and twist within. Parts are spiky, others rounded; its head such as it is bears some features that could be called eyes and a mouth, though these are purely ornamental. It bears a club in one hand, and a cave stone in the other. From its joints, dreadslime seeps in viscous strands. Combat Tactics These constructs are forged from the bodily fluids and dismembered parts of sacrifices to the Obelisk, given of a dreadwyrm. They typically require the painful, prolonged sacrifice of a great leader, either religious or of an arcane CR 10; XP 5,900 Low Moderate Advanced Elite Challenge CR 10 XP 5,900 CR 14 XP 11,500 CR 16 XP 15,000 CR 18 XP 20,000 Class / HD Construct 10 Construct 14 Construct 16 Construct 18 Size / Aln Large LE Large LE Large LE Huge LE HP 83 106 115 131 Armor Class 19 19 20 20 Speed Walk 20’ Walk 20’ Walk 20’ Walk 20’ Ability Scores / Saves STR 22 (+6) DEX 13 (+1) CON 10 (+0) INT 10 (+0) WIS 11 (+0) CHA 1 (-5) STR 24 (+7) DEX 13 (+1) CON 10 (+0) INT 10 (+0) WIS 11 (+0) CHA 1 (-5) STR 25 (+7) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 11 (+0) CHA 1 (-5) STR 26 (+8) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 11 (+0) CHA 1 (-5) Skills - - - - Saves - - - - Vulnerabilities - - - - LE; Large Construct 804 NPCs Low Moderate Advanced Elite Immunities Immune Death Effects; Disease; Exhaustion; Fatigue; Magic; Mind-Affecting Effects; Necromancy; Paralysis; Poison; Sleep; Stunning Resists Physical Damage Senses Passive Perception +0; Darkvision 60’; Low-Light Vision Passive Perception +0; Darkvision 60’ Passive Perception +0; Darkvision 60’ Passive Perception +0; Darkvision 60’ Languages - Attacks Melee slam +17/+17 (2H: 2d8+10) Melee slam +22/+22 (2d10+9) Melee slam +26/+26 (2d10+11) Melee slam +29/+29 (4d8+13) Special Proficiencies Natural Weapons Special Qualities Slow (DC 14) Slow (DC 16) Slow (DC 17) Slow (DC 18) Spell- casting - - - - Special Abilities Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise- invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Slow (Su) A dreadslime golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds, requiring a DC 16 Intelligence save to negate. 805 NPCs Dreadslimed Miner Description A dwarven miner, his light leather armor dusty and marred, appears a bit… off. The dreadslime infection has neither will nor sentience of its own, but when paired with a sentient being, the result is a zombie-like effect, a shambling echo of the man’s previous self, bent on pure destruction and murder. Any spread of the infection via wounds is completely accidental, but welcome. Appearance His limbs and chest are decorated with pulsing purple, as though his veins were pumping with a vile substance. This is not far from the truth: via one or more lacerations into which dreadslime has seeped, his innards are gradually being taken over by the substance. This dwarven miner bears a pickaxe and small throwing hammers.. Combat Tactics Miners in the deep mountain levels often come by exposure to the Dark Obelisk and/ or its liquid presence, dreadslime. Prolonged CR 2; XP 450 Low Moderate Advanced Elite Challenge CR 2 XP 450 CR 6 XP 2,300 CR 12 XP 8,400 CR 16 XP 15,000 Class / HD Undead 2 Undead 6 Undead 12 Undead 6 Size / Aln Medium NE Medium NE Medium NE Medium NE HP 8 25 56 75 Armor Class 12 14 16 17 Speed Walk 20’ Walk 20’ Walk 20’ Walk 20’ Ability Scores / Saves STR 17 (+3) DEX 7 (-2) CON 10 (+0) INT 10 (+0) WIS 10 (+0) CHA 8 (-1) STR 17 (+3) DEX 7 (-2) CON 10 (+0) INT 10 (+0) WIS 10 (+0) CHA 8 (-1) STR 18 (+4) DEX 9 (-1) CON 10 (+0) INT 10 (+0) WIS 10 (+0) CHA 8 (-1) STR 19 (+4) DEX 9 (-1) CON 10 (+0) INT 10 (+0) WIS 10 (+0) CHA 8 (-1) NE; Medium Humanoid (Dwarf) exposure to the vapors produced by dreadslime pools, or repeated damage via its toxins, produces this effect. 806 NPCs Low Moderate Advanced Elite Skills - - - - Saves - - - - Vulnerabilities - - - - Immunities Immune Death Effects; Disease; Exhaustion; Fatigue; Mind-Affecting Effects; Paralysis; Poison; Sleep; Stunning Resists Physical Damage Senses Passive Perception +4; Darkvision 90’ Passive Perception +6; Darkvision 90’ Passive Perception +7; Darkvision 90’ Passive Perception +8; Darkvision 90’ Languages Common, Dwarven Attacks Melee morningstar +3 (1d8+3) Melee slam +3 (1d4+5) Melee morningstar +5 (1d8+3) Melee slam +5 (1d4+5) melee morningstar +9 (1d8+4) Melee slam +9 (1d4+8) Melee +1 morningstar +11/+6 (1d8+4) Melee slam +11 (1d4+8) Special Proficiencies Natural Weapons; Morningstar Special Qualities - - - - Spell- casting - - - - Equipment - - - - Special Abilities Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise- invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. 807 Appendices Open Gaming License (OGL) Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. 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Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese. Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend. Pathfinder Roleplaying Game Pathfinder Unchained. © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Byers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend. Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
textdata/thevault/Dungeons & Dragons [multi]/Infinium Game Studios/Dark Obelisk 2 - The Mondarian Elective.pdf
Steven S. Long A Setting Book for Dark Champions Author: Steven S. Long Editing & Development: Allen Thomas Layout & Graphic Design: Andy Mathews Cover Illustration: Klaus Scherwinski Cartography: Keith Curtis Interior Illustration: Brett Barkley, Nate Barnes, Storn Cook, Andrew Cremeans, John Grigni, Roberto Mar- chesi, Eric Rademaker, Greg Smith, Chris Stevens, Derrick Thomas, Daniel Young, Dean Yuen DEDICATION To the players in my Hudson City: The Urban Abyss campaign, whose war on crime and injustice inspired me to new heights of creativity: Andy “Arkady Koslov” Mathews, Brad “Spencer McBryde” Barrett, John “Wiley McCoy” Losey, Gary “Prodigal” Mitchel, Tim “Marcellus Xavier” Binford, Eric “Shadowdragon” Livengood, and Dave “Nightwatch” Cunningham. SPECIAL THANKS Special thanks to the Digital Hero playtesters and testreaders who reviewed the manuscript for this book and found math errors and typos, offered their suggestions for improvements, and generally contributed their time and ideas to make Hudson City just the sort of book we wanted it to be. Thanks! Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Dark Champions © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Hudson City © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Star Hero, Justice Inc., Danger International, Dark Champions, Pulp Hero, Western Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102. Printed in the U.S.A. First printing December 2004 Produced and distributed by DOJ, Inc. d/b/a Hero Games. Stock Number: DOJHERO601 • ISBN Number: 1-58366-037-2 http://www.herogames.com TABLE OF CONTENTS INTRODUCTION ................................5 CHAPTER ONE: A HISTORY OF HUDSON CITY THE HISTORY OF HUDSON CITY ........8 THE EARLY YEARS ...........................8 THE NINETEENTH CENTURY .............8 THE EARLY TWENTIETH CENTURY ...10 THE FIFTIES, SIXTIES, AND SEVENTIES ..........................12 THE EIGHTIES, NINETIES, AND BEYOND ..............................13 HUDSON CITY TODAY .....................14 CHAPTER TWO: THE LAY OF THE LAND VITAL STATISTICS ...........................16 URBANOGRAPHY ............................18 TOPOGRAPHY ...............................18 The Streets .................................18 Landmarks ..................................19 COME RAIN, COME SHINE ..............20 UNDERGROUND .............................20 UTILITIES .......................................23 GETTING AROUND ..........................24 Air Travel .....................................24 Ground Vehicles ..........................25 Commuter Railways .....................25 Other Modes Of Transportation .....26 The Metro ...................................26 ARDMORE .....................................27 BANKHURST ...................................29 BAYSIDE .........................................33 BLACKBRIDGE ................................35 CHINATOWN ...................................38 CROWN POINT ................................41 EASTWOOD ....................................43 ELMVIEW ........................................46 FORSYTH ........................................48 FREETOWN .....................................50 GADSDEN .......................................54 GUILFORD ......................................56 HIGHLANDS ....................................58 IRISHTOWN ....................................60 LAFAYETTE .....................................62 LATIN CITY .....................................64 LeMASTRE PARK ............................66 LITTLE ITALY ...................................68 MINT RIDGE ....................................71 MOSCOW WEST .............................73 NORTH ELMVIEW ...........................75 The Strip .....................................77 PIERPOINT ......................................79 RED HILL ........................................81 RIVERSIDE HILLS ............................84 WORTHINGTON ...............................86 SUBURBS .......................................89 OUTLYING COMMUNITIES ...............90 CITY GOVERNMENT ........................91 THE MAYOR ..................................91 The Honorable Graydon T. Umstead 91 Deputy Mayor Edward Wilson .......92 Other Deputy Mayors ...................92 THE CITY COUNCIL ........................93 CITY COMMISSIONS ......................95 CITY POLITICS ...............................97 Movers And Shakers ....................97 Current Issues In City Government 98 GOVERNMENTAL CENTER ..............99 COUNTY GOVERNMENT .................99 STATE AND FEDERAL GOVERNMENT 99 CHAPTER THREE: A DAY IN THE LIFE LIFE IN THE BIG CITY ....................102 THE RHYTHM OF THE CITY ...........102 ANNUAL EVENTS .........................103 SLANG ........................................104 ON THE SCENE .............................105 TELEVISION .................................105 RADIO STATIONS .........................106 NEWSPAPERS .............................107 ON THE TOWN ..............................109 AMUSEMENT PARKS ....................109 CULTURAL EVENTS AND FINE ARTS 109 Dance .......................................109 Opera And Symphony ................110 Theatre .....................................110 Visual Arts .................................110 Auditoriums And Halls ................111 MUSEUMS ..................................111 THE MUSIC SCENE ......................112 RESTAURANTS ............................113 SPORTS ......................................114 Pro Sports Teams ......................114 Other Sports Venues ..................115 Annual Sporting Events ..............115 HUDSON CITY SUBCULTURES .......116 THE ACADEMIC WORLD ...............116 THE BUSINESS WORLD ................119 General Commerce And Industry 119 Finance ....................................120 Law ..........................................121 Retail ........................................122 Labor And Unions ......................124 THE ESPIONAGE WORLD ..............124 THE MARTIAL WORLD ..................124 THE MEDICAL WORLD .................125 Hospitals ...................................125 Health Clinics ............................127 THE MILITARY WORLD .................128 THE MYSTIC WORLD ....................129 THE RELIGIOUS WORLD ...............131 THE SCIENCE AND TECHNOLOGY WORLD .....................................132 THE SOCIAL WORLD ....................133 The World Of The Wealthy ..........133 The World Of The Poor ...............135 CHAPTER FOUR: THE LONG ARM OF THE LAW THE HUDSON CITY POLICE DEPARTMENT ............................138 ORGANIZATION AND STRUCTURE .138 Ranks .......................................138 Geographic Organization ............139 Bureaus And Squads .................139 NOTABLE LOCATIONS ..................143 STARS OF THE FORCE .................145 OTHER LOCAL LAW ENFORCEMENT 145 FEDERAL LAW ENFORCEMENT .....147 The FBI .....................................147 The DEA ...................................147 The BATF ..................................147 COURTS AND CORRECTIONS ........148 THE COURT SYSTEM ....................148 State Courts ..............................148 Federal Courts ...........................150 CORRECTIONS ............................151 State Corrections .......................151 Federal Corrections ...................151 THE HUDSON CITY FIRE DEPARTMENT ............................152 Structure And Organization ........152 Fire Statistics ............................153 VIGILANTES ..................................154 CHAPTER FIVE: PREDATORS ORGANIZED CRIME .......................158 THE MAFIA ..................................158 Territory ....................................160 Underworld Relationships ...........162 CHINESE TONGS ..........................163 Territory ....................................163 Underworld Relationships ...........164 HISPANIC ORGANIZED CRIME .......165 Underworld Relationships ...........166 RUSSIAN ORGANIZED CRIME .......166 Underworld Relations .................167 VIETNAMESE GANGS ...................167 Underworld Relations .................168 THE YAKUZA ................................168 Underworld Relations .................170 Takayama Shinsaku ...................170 OUTLAW BIKER GANGS ................170 Underworld Relations .................171 STREET GANGS AND POSSES ......172 Territory ....................................172 Posses ......................................174 Underworld Relations .................174 COSTUMED CRIMINALS ................175 CARD SHARK ..............................175 CHARLEMAGNE ...........................177 DIOMEDES ..................................178 JANUS ........................................178 THE KYPHOTIC MAN ....................179 SPEARGUN ..................................179 OTHER CRIME .............................180 ARMS TRAFFICKING .....................180 GAMBLING ..................................181 THE SEX TRADE ...........................181 CHAPTER SIX: HOT SPOTS FOR COOL HEROES AVENUE OF THE ELMS .................184 COLLINS GUNS AND MILITARY SURPLUS ...................................186 THE HUDSON CITY FISH MARKET .188 LITTLE EGYPT ...............................190 LONGVIEW CORRECTIONAL CENTER 192 THE SKYLINE CLUB ......................196 QUICKCORNER .............................198 CHAPTER SEVEN: GAME- MASTERING HUDSON CITY HUDSON CITY CAMPAIGNING .......200 CAMPAIGN TYPES ........................200 OTHER GENRES ...........................201 THE GM’S VAULT ..........................203 CHAPTER ONE .............................203 CHAPTER TWO ............................203 CHAPTER THREE .........................210 CHAPTER FOUR ...........................213 CHAPTER FIVE .............................213 CHAPTER SIX ..............................220 ALLIES ..........................................225 THE HARBINGER OF JUSTICE .......225 RENEGADE ..................................231 SCARECROW ..............................234 CARD SHARK ................................236 CARD SHARK ..............................238 BLACKJACK ................................241 DEADMAN’S HAND ......................243 JACK O’ DIAMONDS ....................245 ONE-EYED JACK ..........................247 POKERFACE ................................249 DECK AGENT ...............................252 FACE CARD AGENT ......................253 OTHER VILLAINS ...........................254 THE CAINITE ................................254 EL CONDENADO ..........................257 THE KALEIDOSCOPE MAN ............259 SHANGO .....................................264 SIDDHARTHA ...............................266 TAKAYAMA SHINSAKU ..................268 STREET FINDER ...........................271 BIBLIOGRAPHY .............................273 INDEX ...........................................274 5 Hudson City: The Urban Abyss There are a million stories in the big city, as the saying goes. In a small shop in Chinatown, an elderly man stays behind the counter of his butcher’s shop for another hour, hoping to earn a few dollars more before going home to his family. Mean- while... ...in a seedy hotel room just off the Strip, a thirty dollar a trick hooker takes off her clothes for the fourth time tonight and tries to look excited. Meanwhile... ...in the Huntsman’s Club high atop the Mur- chison Building in Bankhurst, a City Council- man shakes hands with a paving contractor, and several million dollars of the city’s money starts to find its way into the contractor’s pocket. Meanwhile... ...in an illegal casino in an “abandoned” ware- house in Pierpoint, a man dressed like he stepped out of a pack of cards deals a hand of poker for a pot with a hundred thousand-dollar ante. Meanwhile... ...in Latin City, the cops surround a taque- ria where two men with guns have taken five patrons and a cook hostage. Meanwhile... ...in a Gadsden nightclub, a DJ spins the latest hits while the crowd dances and gyrates out on the floor amid laser light and dry ice smoke. Meanwhile... ...a man wearing a black mask with a blue cres- cent moon stands on a rooftop, bringing cross- hairs to bear on a seventeen year-old kid who’s dealing twenty dollar vials of crack on a street- corner in Fayettenam. His finger slowly begins to squeeze the trigger. Meanwhile... ...on a dirty street in Freetown, a woman walks to her third job of the day past gangstas wear- ing gaudy jewelry worth at least two weeks of her combined salaries. Meanwhile... ...down in Boxtown, a man who hasn’t had a place to live for over a decade crawls inside an old cardboard box that once held a refrigerator and wraps himself in dirty blankets against the evening’s cold. Meanwhile... ...a thirty year-old stockbroker eating dinner with his girlfriend at Roberto’s on 20th fumbles nervously with a little velvet box as he starts to ask the most important question of his life. Meanwhile... ...a man born and raised in Saudi Arabia looks up at the Stailey Towers and wonders how much high explosive it would take to bring the whole building down. Meanwhile... ...most of the city sleeps, gearing up for another workday tomorrow. Welcome to the Pearl City. We hope you enjoy it... or at least survive it. WHAT’S IN THIS BOOK Hudson City: The Urban Abyss is your guide to the people and places, streets and parks, and highs and lows of Hudson City, one of the most fascinat- ing areas in modern America. It’s a study in con- trast, like so many cities these days. Though home to many immensely wealthy people, it’s also a place where grinding poverty keeps tens of thousands of people from achieving their dreams. Though it has some of the most beautiful and beloved build- ings in the country, parts of it are filled with slums and tenement housing little improved over the conditions of a century ago. And though protected by one of the largest police forces in the world, it’s plagued by crime of all varieties, including the sometimes bizarre schemes of flamboyant cos- tumed criminals like Card Shark, Janus, and Char- lemagne... not to mention the often-destructive activities of the vigilantes who fight them. In short, Hudson City is the perfect setting for many types of Dark Champions campaigns, par- ticularly those focusing on vigilante crimefighting, police action, and the like. Gamemasters who don’t want to use the city as a whole can easily adapt its locations and people for use in their own games. Chapter One, The Pearl City, discusses the history of Hudson City. From its founding in 1803, through the tumult and disasters of the late nineteenth and early twentieth centuries, right up to the advances of the Information Age, the Pearl City has grown and prospered... or, as some would put it, festered. Chapter Two, The Lay Of The Land, describes the geography, climate, and layout of the city. From the basic topography to descriptions of the major neigh- borhoods and how to get around the city, you’ll find it all here. This chapter also has a section that reviews the city’s government and major politicians. Chapter Three, A Day In The Life, covers day-to- day living in Hudson City. Every city has its own rhythms and routines, and the Pearl City is no dif- ferent. Here you’ll find information on how Hud- sonites entertain themselves, the slang they use, the media they get their daily news from, and the subcultures that call the city home. INTRODUCTION 6 Hero System 5th Edition Chapter Four, The Long Arm Of The Law, reviews the current state of law enforcement in Hudson City. The HCPD is a large and powerful organiza- tion that tackles a thankless task every day, and here’s where you’ll find out how they do it. This chapter also covers other law enforcement agencies, such as the FBI, and related institutions like the Fire Department, the court system, and the prisons. Chapter Five, Predators, looks at the HCPD’s opposite number: the city’s infamous underworld. Hudson City has a high crime rate, and this chapter discusses its causes — everyone from traditional organized crime groups (like the Mafia and Chinese tongs) to crimelords like Shango and Speargun. Chapter Six, Hot Spots For Cool Heroes, provides detailed descriptions of a few locations that might be of particular interest to you and your heroes: the Skyline Club; Collins Guns; the Avenue of the Elms; and plenty of others. Chapter Seven discusses how to GM a Dark Cham- pions campaign using Hudson City. In addition to general GMing advice and character sheets for many criminals and NPC vigilantes, it includes the GM’s Vault, which contains information about what’s really going on in the Pearl City — things only the GM should know. Check your ammo and watch your back. It’s time to descend into the urban abyss. HEY, WHERE ARE ALL THE SUPERHEROES? Hudson City is nominally a part of the Champions Universe, the Hero Games setting that includes Vibora Bay, Millennium City, and super- powered humans galore. And yet, there aren’t any superhumans in the Pearl City. There are some decidedly odd people, and some occurrences you might describe as “paranormal,” but no superhu- mans. So, the question is: where are they? The answer: in Champions books. You won’t ever find a superhuman from the Champions Uni- verse mentioned in a Dark Champions product (much less making an active appearance in one). By the same token, you won’t find Card Shark setting up illegal casinos in Vibora Bay, or the Harbinger of Justice showing up in Millennium City to deal with the Ultimates as they so richly deserve. You’re more than welcome to have them do that in your own campaigns, of course... but for “official continuity” purposes that sort of intermingling won’t occur. There’s no official “in-setting” explanation for why this state of affairs exists — no mystic flux, no ban laid down by the gods, no invisible energy field that hurts superhumans, nothing. It’s just the way things are. If you want to create a justification for the separation in your own campaign, please do — but for “official” purposes, the explanation is “because.” Think of it as an “unwritten agreement” between the Hudsonites and the rest of the Cham- pions Universe, if you will. But there are, of course, meta-explanations that have to do with game publishing, line man- agement, and campaign creation. First, including superhumans in Hudson City ruins the “feel” of the setting. There’s no point in having vigilantes and cops struggle to clean up the streets if the Cham- pions can show up and take care of the problem quickly and easily. That would just turn Hudson City into an older, dirtier version of Millennium City, and there’s no point in that. Second, if the two settings are presented as already intermingled, it becomes difficult for a GM who doesn’t want them that way to change them — it would require reworking a lot of Hudson City, since the pres- ence of superhumans affects a society in many profound ways. On the other hand, if you want to mix the two together, it’s easy: pretty much all you have to do is say “All right, there are superhu- mans in Hudson City,” make a few changes, and go from there. Hudson City is given a location in the Champions Universe for those of you who do, in fact, want to do that, but that’s as far as Hero Games books are going to take it — the rest, as they say, is up to you. AUTHOR’S NOTE: HUDSON CITY AND REALISM Dark Champions is partly about more “realis- tic” and “gritty” adventuring than what’s depicted in genres like Champions and Pulp Hero, and to that end I’ve tried to give Hudson City as strong an air of verisimilitude as I can without ruining its usefulness. It contains bits and pieces of the “feel” of the many major American cities I’ve spent time in, such as New York City, San Francisco, Atlanta, Phoenix, Washington, D.C., and Milwaukee — but it’s not precisely modeled on any of them, or any other real-world city. While I fit Hudson City into the real world by locating it on the New Jersey shore, that’s about as much real-world connection as it needs or has. I haven’t altered the map of Hudson City to fit it precisely into part of the New Jersey coastline; rather, in this fictional world, the coastline of that part of New Jersey has been re-arranged so that it looks exactly like what’s depicted on the maps in this book. (Ahhhh, the power!) I’ve added coun- ties, rivers, and other geographical features to suit the city, too, regardless of what exists in the real world — the whole point is to make a fictional city that’s fun for Dark Champions gaming, not to write a geography or social studies textbook. And while there are mentions of New Jersey politicians and people, those folks are all entirely fictional. I’m not trying to parody, satirize, or praise any actual living person (which is one reason I prefer to create fictional counties and cities instead of using real- world ones). In short: Hudson City is “realistic,” but it’s not “real world.” Enjoy it for what it is — a dark urban battleground on which to fight your war on crime and evil — and don’t let “real world” considerations get in the way of having fun. chapter one: chapter one: chapter one: A HISTORY OF HUDSON CITY THE PEARL CITY 8 ■ The Pearl City: The History Of Hudson City Hero System 5th Edition H aving only recently celebrated its bicenten- nial anniversary, Hudson City has good reason to be aware of its long history — both the good and the bad. THE EARLY YEARS Relatively little is known of the history of the Hudson City region prior to the arrival of English colonists in what’s now called New Jersey in the seventeenth century. The area was inhabited by tribes of the Unalachtigo branch of the Delaware Indians (known in their own language as Lenni Lenape, or “real people”), an Algonquin-speak- ing people. Early explorers and settlers reported encountering several small villages in the area around Hudson City, including a village named Kanahsoki near the mouth of the Stewart River. However, by the time Hudson and LeMastre sur- veyed the area, the Indian population had disap- peared for reasons that remain unclear today. Some contemporary accounts say the Indians simply “moved on,” but the accuracy of those reports remains somewhat suspect. Before 1803, the Hudson City area wasn’t heavily settled by colonists. A few lived and farmed here and there throughout the region, but most preferred the northern and western parts of New Jersey (closer to the cities of New York and Phila- delphia, respectively). The Stewart River was not, at that time, considered particularly useful for com- merce, though it was fished. The most notable event of the colonial period was the Battle of the Stewart River (1778), in which a ragtag group of Revolutionary soldiers under the command of General Richard Bankhurst defeated a larger British force, thus preventing those soldiers from joining Howe’s forces at the Battle of Mon- mouth later that year. The battle lasted for most of a day and involved a series of skirmishes more than a true open battle. Modern historians are not sure of the exact location where all the fighting took place, though they know from the occasional finds of lead balls and other artifacts that the fiercest combat was probably in and around the southwest part of what’s now LeMastre Park and down through the Stewartsboro neighborhood. 1803: THE FOUNDING OF THE CITY The Hudson City region remained quiet and basically uninhabited until 1803. In that year two men — Emil Hudson, a wealthy merchant, and Andre LeMastre, an expatriate Frenchman drawn to the New World by the promise of the nascent American republic — spent several weeks explor- ing and surveying the area. Hudson was seeking a place where he could establish a trading post and center of commerce. He recruited LeMastre, who had some training in architecture, to help him find the best location for the city and establish its layout. After he finished the general survey, Hudson settled on a site at the mouth of the Stewart River. The two men returned to civilization. While Hudson purchased the land from the government, LeMastre sketched out a basic plan for the new town that featured a broad grid of streets on the northern side of the river along the coast. LeMastre also ordered building materials and recruited work- ers and settlers whose labor would bring his and Hudson’s vision to life. In less than a year the basics of the new town, informally christened Hudsonsburg by workers of German extraction, had taken shape. Christmas, 1803 saw the first families, including Hudson’s and LeMastre’s own, take up residence in the com- munity. Some of those families, including the Bankhursts, Fraziers, and Willoughbys, remain among the most prominent in Hudson City today. THE NINETEENTH CENTURY The new town grew steadily over the next decade as Hudson spent most of his own fortune to increase trade within the city and spent count- less hours promoting his new home in other cities and in Europe. By the time of the War of 1812, it was regarded as important enough to merit attack by the British. Christopher Caldwell, a local car- penter, Revolutionary War veteran, and leader of the Hudsonsburg Militia, converted his house at Washington Street and 16th Avenue into a small fort where he and a band of like-minded men held off the redcoats until help arrived. His house, known as Caldwell’s Stand, has been preserved in its original condition and become an important tourist attrac- tion and historical resource. From 1812 until the War Between the States, Hudsonsburg kept growing. It changed its name to Hudson City in 1823 less than a week before Emil Hudson’s death. Not just merchants and workmen but many different types of craftsmen came to live there, and young farmers seeking good land moved into the area to provide the city with food. Most of the growth took place on the North Bank of the Stewart, but small settlements also sprang up on the South Bank. Hudson City commerce received a boost in 1837 when a group of southern New Jersey busi- nessmen built a canal between the upper reaches of the Stewart River and the Delaware River. This THE HISTORY OF HUDSON CITY 9 Hudson City ■ Chapter One made it possible to carry bulk goods by water all the way from Hudson City on the coast to Philadel- phia or other parts of the interior. Although neither the river nor the canal could support truly large ships, it could handle smaller ones without much difficulty. That was enough to make Hudson City even more attractive as a center of trade. The outbreak of the Civil War slowed the city’s growth, but didn’t stop it, and in some ways laid the foundation for things to come. While thou- sands of young men went off to war on behalf of the Union, manufacturers and early industrialists increased the size of their operations so they could supply the Union Army with needed goods. Some were nothing but profiteers, turning out shoddy goods at inflated prices, but others did their best to give good value for the government money they received. The Frazier Arms Company in particular was known for the quality of its product (pistols and long arms), and it’s said that the company (which was bought by Remington decades ago) is the true foundation of the Frazier family’s fortune. 1867: THE HUDSON CITY RIOTS After the War’s end, survivors returned home to Hudson City to rebuild their lives and take part in what they hoped would be a new period of economic prosperity. Unfortunately for them, they faced increasing competition from several groups. Immigration from Europe was increasing, with the immigrants often willing to work for cheaper wages than nativeborn Americans. This led to feelings of resentment, even hatred, which prompted many of the immigrants to live in small ethnic communities. Even worse was the arrival of newly-freed black slaves from the South who came north look- ing for work. They established a shantytown, called “Freetown” by Hudsonites, a couple miles south of the Stewart and began taking jobs for even lower wages than the European immigrants. Even worse, in the eyes of many whites, Freetown was a den of drunkenness, licentiousness, sin, vice, and crime; it wasn’t long before nearly every crime in the city was being blamed on “Negro invaders.” It didn’t take long for the resentment and frustration many Hudsonites felt to reach a boiling point. In 1867 a group of hot-headed men who called themselves the White Riders attacked Freetown. Though sometimes referred to as members of the Ku Klux Klan, the Riders were an independent group with a similar philosophy. Led by a man named Aloysius Flint, the Riders descended on Freetown, assaulting its “citizens,” starting fires, and destroying property. The blacks fought back, and the attack soon became a chaotic melee which gradually worked its way north as Flint and the rest were slowly pushed back by the force of numbers. Somehow, once they crossed back over the Stew- art, several fires were started in Hudson City. The blaze soon spread out of control and burned nearly a hundred buildings to the ground. Exactly how these fires started has never been determined. Most historians believe the blacks set them in revenge for the attack, but Hudson City civil rights lead- ers maintain to this day that Aloysius Flint and the White Riders deliberately started them so the inhabitants of Freetown would get the blame. 10 ■ The Pearl City: The History Of Hudson City Hero System 5th Edition AFTER THE RIOTS It took a while for the city to settle down after the riots — there were reprisal attacks by both sides, and more than a few inhabitants of Freetown left the area for good. But the truth was that the growing Industrial Revolution demanded workers to fill the factories that were slowly but surely arising in and around Hudson City. That meant the movers and shakers in the city were willing to accept blacks, Italians, Chinese, and just about anyone else. Many of them even built their new manufacturing facilities south of the river to make it easier for workers to get to them. In time local villages and towns like Elmview and For- syth became virtual company towns, only to be absorbed into Hudson City proper decades later. The rapidly-growing city and population, not to mention the technological advances of the late nine- teenth century and the social changes they brought, sometimes seemed to create as many problems for Hudson City as they did opportunities. Epidemics of cholera, dysentery, and flu swept the city several times during the 1865-1890 period, mostly due to poor sanitation within the city. After they finished rebuild- ing the parts of the city damaged by the Riots, the city fathers planned, and partly built, a more modern sewer system that significantly reduced the occur- rence of disease in the city. Another problem was crime. The Hudson City Police Department was no more professional or well-run than any other such department of the time; it ignored many areas of the city, and corrup- tion was rampant. As a result, many forms of crime flourished. Teenage boys and young men formed small, vicious gangs that fought for control over parts of the city, and ethnic crime, such as Italian “Black Hand” extortion rings and Chinese tongs, proved particularly difficult to stop. Many histo- rians date the city’s reputation as crime-ridden to these times. THE INDEPENDENCE DAY FIRE OF 1895 Sewer construction and other building proj- ects came to a screeching halt during the drought- plagued summer of 1895. Badly-manufactured fire- works lit during the Fourth of July festivities started a fire in Gadsden. Before the Fire Department could respond, dozens of buildings were ablaze, and low water supplies made it virtually impossible to fight the fires. A southerly wind carried sparks, embers, and hot ash over the river, starting fires on the Southside as well. Four days later, by the time the fires were finally brought under control (partly due to a timely thunderstorm), over 75% of the buildings in Hudson City were destroyed or signifi- cantly damaged. “The entire city has been reduced to a modern-day Hell of fire-ravaged brick and timber,” wrote one New York reporter. A lesser people would have given up and left most of the city to rot, but Hudsonites are a hardy, stubborn breed. They rolled up their sleeves and got to work, rebuilding their homes and businesses. The city fathers took the opportunity to redraw the plan of the city. They tried to eliminate narrow or winding streets, change or remove “bad” neigh- borhoods, and start anew with the best sanitation systems engineering could build. Their plans didn’t always reach fruition, but as anyone who looks at pre-1895 map can tell, the modern layout of the city owes more to the Independence Day fire and its aftermath than to Andre LeMastre’s original plan (though the city fathers preserved much of LeMastre’s vision). In many cases, Hudsonites didn’t bother to rebuild damaged buildings. Instead, they tore them down, covered up the remains (or sunk them into the earth), and built over them. As a result, to this day work crews digging foundations for new build- ings or laying new pipes for some project often come across the remains of cellars, basements, primitive sewer systems, and other remnants of old Hudson City. (If the builders tell anyone, these sites sometimes become archaeological treasure-troves... but it’s just as likely they’ll cover up the discovery so the government won’t bring the construction project to a screeching halt while scientists investi- gate the find.) As part of the Grand Rebuilding (as it was known), Hudson City constructed its first true subway system. Interest in a subway to comple- ment the city’s network of railways had been growing for decades, ever since northern rival New York City had started working on one. A few private companies had built short pneumatic tube subways in the late 1800s, but none had received much support and all had eventually shut down for lack of money. The city formed the Hudson City Rapid Transit Company (HCRTC, with Company later changed to “Division”) to oversee the project. With full public support, the HCRTC had a partial working system in place by 1913, and every year thereafter saw more and more of the city served by underground as well as aboveground commuter rail systems. THE EARLY TWENTIETH CENTURY By the time the young men of Hudson City were called to war in the trenches and forests of France, most of the city had been rebuilt and had started to grow once more. Wartime manufacturing brought great profits to many businesses the city, particularly to the Hudson City Shipyards and vari- ous arms manufacturers. PULP-ERA HUDSON CITY The new prosperity carried over into the 1920s and ’30s, an era that saw the debut of a phenom- enon many people closely associate with Hudson City: costumed vigilante crimefighters. Prohibi- tion, made the law of the land by the Volstead Act, allowed organized crime — mainly the Mafia — to flourish by providing bootleg liquor in addition to gambling, prostitution, and other forms of vice. Italian crime families like the Morellis and Torc- cones got their start during this period, and their leaders became some of the most powerful men in the city. DR. SUSAN RUSSELL 10 STR 10 DEX 8 CON 8 BODY 10 INT 8 EGO 10 PRE 10 COM 3 PD 3 ED 2 SPD 4 REC 16 END 17 STUN Abilities: Bureaucratics 8-, Concealment 11-, CK: Hudson City 11-, KS: World History 13-, KS: American History 13-, KS: Hudson City History 13-, Mechanics 8-, PS: Archaeologist 11-, PS: Historian 11-, SS: Anthropology 11-, SS: Archaeology 13- Disadvantages: None Notes: A part-time professor at HCSU and full-time member of the Hudson City Historical Society staff, Dr. Susan Russell is an historian and archaeologist spe- cializing in the history and artifacts of Hudson City. She’s conducted archaeological digs all over the city in search of bits and pieces of the Pearl City’s past. 11 Hudson City ■ Chapter One With smuggling, murder, and mayhem on the rise, a breed of men and women arose to oppose the gangsters and fiendish masterminds who beset the city. The first and foremost among these was the Raven, a masked man dressed in black and wear- ing a black cloak. He claimed to have mystic powers of foresight, but to the readers of the Hudson City papers it often seemed as if his quick trigger finger and unerring aim were the most important abilities he brought to his war on crime. Accompanied by his companion, the lovely and vivacious Velvet Phan- tom, his pet raven Cagliostro, and a group of helpers known as the Midnight Brigade, the Raven smashed crime syndicates, foiled the plans of murderous arch- criminals, and repeatedly saved the city from disaster despite being wanted by the police. As the Twenties turned into the Thirties and the tide of crime (both normal and “weird,” as the papers dubbed it) rose, several other “masked mystery men” took their place beside the Raven on the front lines of crimefighting. The Golden Tiger, an American who somehow learned the secret Oriental fighting arts, brought his skills to bear in an unending war against the tongs of Chinatown. Captain James Battle and his Science Police used their technological know- how and arsenal of gadgets to fight all manner of crime, including the insidious Dr. Fang and his Legion of Evil. The Scarlet Shadow wielded a Gas-Gun that allowed him to lay criminals low without harming them. Rawboned FBI agent Sam Spivey didn’t wear a costume, but he worked with the likes of the Raven or Jim Battle so often that he was often associated with them in the minds of the public. Together these men, and others like them, kept the good people of Hudson City from falling under an onslaught of crime. WORLD WAR II The outbreak of World War II brought most of the flamboyant adventuring of the Twenties and Thirties to an end. A few crimefighters, such as the Raven, remained on duty to smash Nazi spy-rings and keep the homefront safe, but even he had less to do than before (in part because the American government secretly negotiated a deal with the Mafia in Hudson City to ensure it would keep the docks functioning efficiently and prevent any longshoremen’s strikes, willingly turning a blind eye to many other Mafia activities in exchange). Others were absorbed into the war effort. Captain (soon Colonel) Battle and the Science Police fell in combat in 1944 while saving the world from a Nazi menace whose true nature has never been disclosed to the public, and the Scarlet Shadow is thought to have gone to work with the OSS, though records regarding him remain classified. The war affected Hudson City much as earlier wars did: it brought great profit. Countless wartime government contracts went to Hudson City indus- trialists, service providers, and entrepreneurs. Ford- ham ChemTech, at the time a small firm known as Fordham Manufacturing, rose to prominence in large part because of the armaments contracts it obtained, which led to many more such contracts with the Department of Defense in the latter half of the twentieth century. 12 ■ The Pearl City: The History Of Hudson City Hero System 5th Edition THE FIFTIES, SIXTIES, AND SEVENTIES Post-war prosperity affected Hudson City like it did the rest of America. As a result, the Pearl City grew significantly, fully absorbing formerly outlying communities like Stewartsboro, Mint Ridge, Little Italy, and even Irishtown (which had long since lost most of its ethnic character, becoming instead a haven for many wealthy Hudsonites). Throughout this period there were no notable costumed crimefighters or criminals active, but the Mafia and other organized crime groups remained and increased in power. The early Sixties was the height of La Cosa Nostra’s strength, when it con- trolled most of the crime on the Northside and a not inconsiderable chunk of it on the Southside. Increased governmental scrutiny and periodic FBI crackdowns weakened the Mafia from the late 1960s through the mid-Seventies. The Sixties, particularly the latter half, were a bad time for Hudson City. Growth stalled, and mounting city expenses meant that proposed new programs often failed to get off the ground and the city neglected some basic maintenance chores. Economic stagnation coupled with an increasing awareness of civil rights issues caused major social unrest, particularly on the Southside. A new wave of costumed crimefighters, including the first Black Whisper, the highly skilled martial artist Shatter, and a brutal adventurer who called himself Jason Scorpion, fought against the worst of the city’s evils, but often with little lasting effect. All of them were dead or retired by 1979. The worst incident of this period occurred in the summer of 1967 during a march to celebrate civil rights progress and commemorate the one hundredth anniversary of the Hudson City Riots. The celebration disintegrated into a riot itself when white bigots pelted the marchers with stones, bot- tles, and garbage. Blacks in Freetown and in the rest of the city retaliated, often leading to open fighting in the streets. The three-day spree of racial violence caused 21 deaths, untold injuries, and millions of dollars of damage. Many of the leaders of Hudson City’s early twenty-first century black community were a part of the march and experienced the riots first-hand; their bitter memories of the incident continue to affect Hudsonite racial politics today. Things calmed down in the 1970s, though crime continued to rise and the city couldn’t shake off its economic malaise. Both the Mafia and the Chinese tongs flooded the streets with heroin, creating legions of junkies who each commit- ted dozens of petty crimes every day to feed their habit. Muggings, burglaries, murders, and rapes all increased dramatically, as did gang activity. “White flight” to the suburbs changed the demographics of the city significantly. 13 Hudson City ■ Chapter One THE EIGHTIES, NINETIES, AND BEYOND If the crime situation in Hudson City was bad in the Seventies, it became even worse in the Eighties and Nineties with the arrival of cheap cocaine... and, eventually, crack (not to mention meth and various designer drugs). Many parts of the Northside were far less safe than ever before, and the public hous- ing projects of the Southside became so dangerous that the police often refused to go near them. With the Mafia weakened by tenacious federal prosecu- tion under RICO and other new laws, fresh waves of ethnic organized crime made their way into the Pearl City: Russian gangsters; Jamaican posses; the yakuza; and many more. Homegrown criminals, mostly in the form of black street gangs on the Southside (includ- ing the Nubians, the Warriors, and the Overlords), remained active. Costumed, “weird,” or flamboyant criminals like Card Shark, Redbeard, Jackknife, and Chiaroscuro became more common than ever before. New costumed vigilantes arose to face this threat. The earliest of them was Black Whisper II, who first appeared in 1983 to tackle the gang prob- lem in Freetown and Latin City. For his efforts he was shot at, labeled a racist by several organizations, and despised by far too many Freetowners, but public scorn and derision couldn’t stop him. That took a .45 bullet fired by an HCPD cop (one later dismissed from the force for taking bribes, though his shooting of Black Whisper II was, and still is, regarded as legitimate). Others included Captain X, Midnight, the Sandman, and the Scarecrow. A few of these, such as Midnight, established informal “working relationships” with the police, who often found themselves baffled or outgunned by the strange denizens of the underworld. The most infamous of this new breed of vigi- lantes was the Harbinger of Justice, who made his debut in 1986 by destroying one of Card Shark’s illegal casinos and “executing” all eleven criminals running the place. More ruthless and uncompro- mising than even the toughest of his predecessors, the Harbinger launched a one-man crimefighting crusade that has lasted for nearly twenty years and resulted in thousands of deaths. Card Shark seems to be the “Blue Moon Killer’s” particular nemesis. The two have clashed on numerous occasions, and experts believe the current Card Shark is not the original, who was probably slain by the Harbinger sometime in the late Eighties or early Nineties. Although he’s disappeared on a few occasions for months at a stretch, the Harbinger has so far defied every attempt to kill or capture him, and seems to show no signs of slowing down. BEYOND THE UNDERWORLD Street crime wasn’t the only sort of crimi- nal activity making headlines during this period. Hudson City has a not-undeserved reputation for corruption, and several scandals during the Eight- ies and Nineties illustrate this nicely. In 1987, then Police Commissioner Michael Gentry fell victim to an FBI sting operation. It seemed that he, along with several colleagues lower down the command chain, had taken bribes from defense attorneys to lose or corrupt evidence against various perpetrators. The media’s investiga- tion into the scandal uncovered other, related forms of corruption, including an old-fashioned “pad” where reporters and other people looking for police favors paid into a common till at each precinct, which was then distributed among the officers on the basis of rank. Several hundred firings and a few high-profile trials later, the Mayor’s office declared 14 ■ The Pearl City: The History Of Hudson City Hero System 5th Edition the HCPD “clean again” — much to the amusement of many Hudsonites. In 1993, the City News reported that a develop- ment and construction firm, Boyce & Associates, had lavishly spread money around the County Planning Commission and Planner’s Office to ensure that its rezoning and permit requests were looked upon favorably. Planning administrators and employees had received cash bribes, trips to Las Vegas and Hawaii, the services of hookers, and illegal drugs, among other things. As a result of the scandal, the City Council completely revised and restructured the Planning offices at the cost of mil- lions of taxpayer dollars. In 2001, the City News again broke a major scandal story. According to the paper, some HCPD officers assigned to the North Elmview neigh- borhood — which includes the notorious Strip — were arresting prostitutes, then letting them go in exchange for sexual favors. The reporter’s sources even claimed some pimps had worked out an arrangement in which their girls could provide the favors in advance, thus avoiding the hassle of an arrest. Although an internal investigation could not verify the latter claim, it did discover that a “sex- for-release” ring existed. A dozen officers were fired, and four prosecuted. HUDSON CITY TODAY As of the early twenty-first century, Hudson City is a thriving metropolis of over six million souls. Although its crime rate remains high — one of the highest in the nation, in fact — hundreds of people migrate there every day, hoping to find a new life for themselves and their families. Despite its problems, it’s still the Pearl City, home to com- merce, culture, entertainment, and all the best modern America has to offer. Other than crime and corruption (and the related phenomenon of vigilantism), several impor- tant issues confront the city as it moves forward into the future. Foremost of these is the changing nature of the modern economy. The shift from manufacturing to service industries has left many Hudsonites, particularly Southsiders, unemployed or underemployed, and often without health insur- ance as well. This situation contributes to all sorts of other problems, including crime and bloated welfare rolls. The Mayor and other city leaders struggle to attract new employers to the area, but Hudson City’s reputation for crime and corruption, coupled with its high cost of living, make it a hard sell to many businesses. Second, conflict between the city government and the unions remains a major factor in local politics. Mayor Umstead was elected despite his staunch anti-union stand, but his anti-union poli- cies have created an enormous amount of friction. The result has been work slowdowns and even strikes that have crippled the city for days at a time. Many analysts don’t believe he can possibly win re- election in 2006... or even survive ongoing efforts to recall him before then. Third, infrastructure maintenance has fallen behind in the wake of the economic downturn of the late Nineties/early 2000s. Hudson City desper- ately needs hundreds of millions of dollars’ worth of road and bridge repairs, train track maintenance, asbestos removal, and similar services, but it just can’t afford them. Despite Mayor Umstead’s efforts to squeeze out the money somehow, it’s probably going to take a major disaster before people start paying more attention to this issue. THE BICENTENNIAL In 2003, Hudson City celebrated its bicenten- nial. As part of the cel- ebration, the city spon- sored a year-long series of festivals, parades, and events throughout the city, culminating in a gigantic weekend- long “park party” in LeMastre Park. A good time was had by all, but altogether the cel- ebration cost the city approximately $100 million... and many of the bills are still coming due. chapter two: chapter two: chapter two: THE LAY OF THE LAND Hero System 5th Edition 16 ■ The Lay Of The Land The Place Size: 80 square miles (metropolitan area) (about 10 miles [8,045”] long by 8 miles [6,436”] wide) Altitude: 0-163 feet above sea level Climate: Temperate; annual precipitation approximately 40-45 inches. Standard tem- peratures are: Month Avg. Temperatures JAN. -3o-4o C (27o-40o F) FEB. -2o-5o C (29o-42o F) MAR. 2o-9o C (36o-49o F) APR. 7o-14o C (44o-57o F) MAY 12o-19o C (54o-66o F) JUNE 17o-23o C (62o-74o F) JULY 20o-27o C (68o-80o F) AUG. 20o-27o C (68o-80o F) SEP. 17o-23o C (62o-74o F) OCT. 10o-18o C (51o-64o F) NOV. 5o-13o C (42o-55o F) DEC. 1o-8o C (33o-46o F) Getting Around: Bus: $2.00 for locals, $4.00 for express buses Elevated Rail: $1.75 for locals, $3.50 express trains; one transfer allowed within an hour Subway: $2.00, one trans- fer allowed within an hour Taxi: Basic fee of $2.50 initial charge, plus $0.40 per one-fifth of a mile (or fraction thereof) after that; additional fees may apply Parking your car: Approx. $2-6 per hour The People Population: Resident, including suburbs: 5.3 million Resident, metropolitan area: 2.5 million Working: 6.3 million Racial Background: White: 54% Black: 21% Hispanic: 8% Asian: 8% Other: 9% Religious Background: Protestant: 37% Catholic: 22% Jewish: 12% Buddhist: 10% Muslim: 9% Other: 10% 2004 Sports Baseball: Heroes (70-91) Basketball: Cougars (30-52) Football: Thunderbolts (10-6) Hockey: Storm (37-27-13-5) The Society Government: Mayor (Hon. Graydon T. Umstead [R]) plus 79-member City Council Party Affiliation: Republican: 42% Democrat: 47% Other/Unaffiliated: 11% Motto: Facere quam dicere (“To do, rather than to say”) Nickname: the Pearl City Rent Average monthly rents for a two-bedroom apartment or like residence in 2004, assuming no rent stabiliza- tion or other outside factors: Luxury (Bankhurst, High- lands): $3,000 or more Upscale (Worthington, parts of Blackbridge and Guilford): $1,000-2,200 Average (Ardmore, Black- bridge, Crown Point, Gads- den, Guilford, Riverside Hills): $750-1,200 Downscale (Eastwood, Elmview, Red Hill, parts of Freetown and Latin City): $600-900 Squalid (Forsyth, Free- town, Lafayette, Latin City): $500-600 The Landmarks Tallest Building: Morehead Building (southeast corner of 4th Avenue and Centre Street), 103 stories (1,037 feet [158”] tall) Highest Point: the Gads- den Cliffs (163 feet above sea level) VITAL STATISTICS JAN. 22 FEB. 22 MAR. 20 APR. 19 MAY 19 JUNE 23 jULY 19 AUG. 23 SEP. 22 OCT. 25 NOV. 23 DEC. 24 AVERAGE SUNNY DAYS PER MONTH 17 Hudson City ■ Chapter Two Hero System 5th Edition 18 ■ The Lay Of The Land L ocated at the mouth of the Stewart River, which divides the city roughly in half, Hudson City originally occupied the land along the coast, but over the past two centu- ries has spread west along the river for a distance of about eight miles. The northern part of the city, home to the main commercial district and most of the city’s attractions, is known as the Northside or North Bank; the southern part, the poorer and more run-down section of town, is called Southside or the South Bank. TOPOGRAPHY As a coastal city, Hudson City is low-lying. Most parts of it are within 50 feet of sea level, which sometimes makes flooding a problem. But the highest point in the city — the Gadsden Cliffs, which rise 163 feet from the ocean near 12th Avenue — is also along the coast. Other elevated parts of the city include the Highlands and Mint Ridge. The Streets The main way people get around Hudson City is, of course, the city streets. Most city blocks on both sides of the river are roughly one-tenth of a mile long (80.5”) long on each side, though this can vary tremendously from place to place based on road patterns, the size and location of buildings, and many other factors. NORTHSIDE STREETS Lost? How the !$&* d’ya get lost? It’sa, whad- daya call it, grid — even a chimpanzee could find his way around. Read your map if you can’t figger it out for yerself. — friendly StarMart delivery truck driver Norm Feldbaum The Northside is laid out in a rough gridwork pattern that makes it easy to get around. Experi- enced natives can rattle off the names of the streets in order no matter which way you go, but even a newcomer knows that 8th Avenue is north of 12th, and so on. However, all on the Northside is not so organized as it might seem at first glance. Between the major streets lie an often chaotic welter of minor streets, ranging in size from one-way, one- lane alleys to two lanes in each direction. Some minor roads curve or bend in unusual ways. There are also three major expressways that twist and turn as needed, since they’re above the ordinary city streets: N. Truman Boulevard (I- 4085, which runs from the river near LeMastre Park up to a point just east of Irishtown); Kurtland Boulevard (I-2984, which runs east through Little Italy and Ardmore before curving sharply up through Guilford to meet Truman); and the Coastal Parkway. Each of these has onramps and offramps at major streets and other locations, and provide rapid transportation across the city. On the Northside, major roads (i.e., most of the ones marked on the overall city map on page 17) are at least two lanes wide in both directions, and often more; none of the major roads is one- way, though some minor roads are. The primary north-south artery is Centre Street, which is four lanes wide in both directions and continues through the Centre Street Tunnel down to the Southside. North-South The roads running north-south are designated “streets.” The major ones are all named after Ameri- can presidents — thus, you have Monroe Street, Jefferson Street, Washington Street, and so on (see sidebar). Streets that cross the Stewart and continue into the south side are named “North” and “South,” respectively; streets that are only on the North Bank have no such qualifier. (Centre Street is an exception; it has no qualifier even though it crosses the river.) North-south streets begin their numbering at the northernmost point, with a block of 1000 numbers for each mile. Thus, an address in the second mile from the northern limit of the city will be 2000-something; one near the river (five or six miles from the northern limit) would be 5000- or 6000-something. Even numbers are always on the eastern side of the street, odd numbers on the west- ern side. Thus, the Geraldine’s Restaurant franchise on the east side of N. Washington Street a little south of Courthouse Plaza has the address 2612; Detwiler’s Rare Books, on the west side of Steele Street in the Lowdown, is 6845. East-West North Bank streets running east-west are called “avenues.” Many of them are named numeri- cally: 12th Avenue, 23rd Avenue, and so forth. Roughly every fourth numbered avenue is a major road. Addresses run in 1000s per mile, as with the streets; they begin at their easternmost point (at the coast, for major roads), and even-numbered addresses are on the south side of the street. URBANOGRAPHY PRESIDENT WHO? The map of Hudson City confuses many travelers (not to mention most Hudson City schoolchil- dren) because the presi- dential streets are not named in chronological order. Major streets were named for whatever president happened to be popular at the time the street was built, paved, or renamed, so they’re in approximate historical order (run- ning more or less east- west). However, there are a few anomalies, such as the fact that Taft Street lies east of Roos- evelt Street, even though President Taft served after President Teddy Roosevelt. 19 Hudson City ■ Chapter Two SOUTHSIDE STREETS The Southside is also laid out gridwork fash- ion. However, because it grew without the benefit of central planning from the beginning, it has a much more awkward and asymmetrical grid that often doesn’t match the northern one. Major roads come to mysterious dead-ends, only to pick back up somewhere else, and streets can add or lose lanes at odd locations. Only a true native can negotiate the Southside with ease. The major streets on the Southside follow the same general pattern as the northern streets when it comes to designations and addresses. Many major roads, whatever direction they run in, are named after famous figures in the history of Hudson City (and in some cases, of the civil rights movement, such as Martin Luther King Avenue). The Southside also has three raised express- ways to speed traffic across the city: Truman Boulevard (which runs from the southwest corner of the city to the Monaghan Bridge and thence onward to the Northside); the South Expressway (I- 3275, which comes up from the suburbs of Wind- ham and Southport to merge with the Truman); and the Duvall Parkway (which starts in north Southport and crosses the Southside in a north- westerly line to end at S. Roosevelt Street). BRIDGES The Stewart River separates the two halves of Hudson City. In the early days of the city, the only way across it was ferries. (Private companies still operates several large ferryboats from ferries at Monroe Street and the aptly-named Ferry Street; see page 26.) But modern engineering techniques have made it possible to bridge the Stewart, thus allowing tens of thousands of vehicles to cross the river quickly every day. Five traffic bridges cross the river; from east to west, they are: the Adam Street Bridge; the Monaghan Bridge; the Deerman Draw- bridge (built in 1935 as a WPA project when the old bridge was damaged); the Harrison Street Bridge; and the Weston-Timpkins Bridge at Roosevelt Street. There are also two bridges, the Hite in the west and Scherwinski in the east, just for commuter railways. Additionally, the eight-lane Centre Street Tunnel runs under the river to provide another link between north and south, and there are subway- only tunnels paralleling the Centre Street Tunnel and Harrison Street Bridges. Landmarks In addition to its major neighborhoods (described beginning on page 27), Hudson City has a number of prominent landmarks. Some are known mostly to locals, while others enjoy world- wide renown. They include: Caldwell’s Stand (intersection of Washington Street and 16th Avenue): the preserved colonial-era house where Christopher Caldwell and his men held off the British during the War of 1812 (see page 8). The Hudson Statue: This 35-foot-tall (5”) bronze statue of Emil Hudson, the city’s founder, domi- nates the Centre Street Circle south of the river. Erected in 1903 to celebrate the city’s hundredth anniversary, it was created by famed sculptor Enico Torrigiani. Jason Devon Memorial Coliseum (JDMC) and the Hudson City Convention Center: Located in Black- bridge at the intersection of 8th Avenue and N. Jackson Street, this complex hosts dozens of major conventions and events every year. A skywalk over Harnett Street connects the two so convention attendees don’t have to go outside, and the complex also features a variety of shops and restaurants. The Hudson City Storm, the city’s NHL hockey fran- chise, plays at the Devon, as do the Hellions (the arena football team). See page 114. LeMastre Park: The largest park in the city, and site of the Hudson City Zoo. See page 67. Mural Street: Since the mid-1960s, Coleman Avenue between S. Jackson and S. Madison Streets has become renowned for the dozens of beautiful murals artists have painted on nearly every build- ing. In some places the murals lap down onto the sidewalk. Many street artists ply their trade here, creating caricatures and sidewalk art for a small fee. Olde Hudson City: Located next to the terminus of Ferry Street, Olde Hudson City is a preserved sec- tion of the earliest part of Hudson City. It includes Emil Hudson’s original trading post and Andre LeMastre’s first house. Employees in period cos- tume conduct tours, display crafts and trades of the time, and subtly steer visitors toward the well- stocked gift shop. Robertson House: This well-preserved early nine- teenth-century mansion at the intersection of S. Madison Street and King Avenue was once a stop along the Underground Railroad. Today it not only serves as an historical attraction but the home offices for a number of small charities serving the Southside community. St. Andrew’s Presbyterian Church: The oldest church in Hudson City, located at 28th Avenue and Cherry Street in Pierpoint. It’s known around the world for the beauty of its architecture and stained glass windows. LITTLE T 5 STR 10 DEX 8 CON 7 BODY 10 INT 8 EGO 13 PRE 8 COM 3 PD 3 ED 2 SPD 3 REC 16 END 14 STUN Abilities: PS: Skate- boarding 12-, PS: Spray- can Artistry 13-, Stealth 11-, Streetwise 8-, Reputation (best tagger in Hudson City, among skateboarders and tag- gers, 14-, +2/+2d6) Disadvantages: Psy- chological Limitation: Defiant Of Authority; Rivalry: other tag- gers; Social Limitation: Minor Notes: No matter where you live or work in the city, you’ve seen the let- ters, painted on a wall or a railroad car, a bus or an overpass. Big or small, every color of the rain- bow, painted with pains- taking artistry or slapped on quick-and-simple, they always say the same thing: LITTLE T. Ask kids who skate or tag, and most of ’em’ll tell you the same thing: Little T’s the best there is. If there’s a big, blank vertical surface some- where, he’ll do his best to scrawl his distinctive moniker on it. It’s even more fun if he gets to obliterate the marks of one of the piss-ant tag- gers who thinks he’s as good as Little T. Some people call it “street art”; others call it vandal- ism. Little T doesn’t care — he does what he wants to do, and !$&* anyone who tries to tell him otherwise. Hero System 5th Edition 20 ■ The Lay Of The Land COME RAIN, COME SHINE “White Christmas? We don’t never have a white Christmas around here, pal. Just wait a few minutes after it hits the ground and it’ll turn black and sooty from all the cars and crap. Nothin’ stays white around here for long.” — local Scrooge and street raconteur Moustache Billy Hudson City lies within the northern half of the North American temperate zone, giving it a rel- atively cool climate compared to the Southeast but a much milder climate than, say, Maine or Canada. Its annual precipitation is around forty inches, with an average of a little over three inches per month. The year begins with often-bitter cold. There are times in January and February when the aver- age temperature barely rises above freezing for days at a time, and snow and ice are frequent. A typical snowstorm drops two to four inches of the white stuff on the city, but deeper snowfalls of two feet or more are not unknown. Most Hudsonites remember the Blizzard of ’01, when nearly four feet of snow, followed by freezing rain, virtually shut down the city for several days. Fortunately, Hud- sonites have gotten good at driving on icy roads, and the city has a large fleet of trucks and vehicles to clear the streets as quickly as possible. Mounds of exhaust-grimed snow usually line the roads for most of the winter. By late winter/early spring, the temperature warms up enough that precipitation comes in the form of rain more than snow; March brings more rain, on the average, than any other month of the year. You can tell it’s starting to warm up when homeless people emerge from the shelters and subway tunnels and start spending all day and night on the street. By May, temperatures become positively balmy, reaching into the high teens Cel- sius (the 60s Fahrenheit) as trees and plants start to bloom. Many people believe that New Jersey in general, and LeMastre Park in particular, are most beautiful at this time of year. The summer months feature temperatures suitable for swimming and outdoor activities — July and August have average temperatures in the mid-to-high 20s Celsius (high 70s-low 80s Fahr- enheit). Hudsonites take advantage of the pleasant weather to walk, bike, visit the parks, or just sit around on stoops and streetcorners. Tourist attrac- tions and local “hot spots” often experience their largest number of visitors during these months. As fall rolls around and the leaves start to change color, the average temperatures drop pretty quickly, with the daily high dipping into the low 20s and high teens Celsius (70s and 60s Fahrenheit). The first snows may fall in October, but November or Decem- ber are more likely most years. At this point, most Hudsonites stop spending time outside, preferring to stay indoors where it’s warm. Museums, nightclubs, and other such attractions often do good business at this time, and shopping picks up as the year proceeds on to Christmas and New Year’s Eve. EXTREME WEATHER Hudson City’s got it pretty good compared to many other cities — it doesn’t suffer from earth- quakes, hurricanes, or tornadoes. But extreme weather makes itself felt from time to time. The most common major weather problem is blizzards. Hudson City gets snow every year, but once every three or four years it gets socked in by a big snow- storm, usually with an accompanying ice storm before or after (or both). The city tries to keep the roads plowed, and the subways and railways still run, but a major storm tends to shut down much of the city for at least a day or two. In the spring and summer, Hudson City some- times gets hit with large, violent storms from off the Atlantic. These cause flooding in some areas, and various other minor problems, but they’re rarely any significant concern. UNDERGROUND Most Hudsonites, much less most visitors, don’t ever give much thought to the world beneath their feet. But the truth is that there’s often as much going on underneath the mean streets of the big city as there is on top of them. In most parts of Hudson City, the under- ground is like a gigantic layered cake. On the very top lies the part most people know about: a three- inch deep strip of asphalt pavement. Underneath that is about ten inches of coarse concrete on top of soil; the soil soaks up all sorts of waste liquids and chemicals that leak down from the streets above. One to three inches below that layer of soil is more earth, and that’s where wires and cables are laid close to the curbline: telephone lines; power lines; cable television lines; burglar and fire alarm lines; streetlight power feeds. A foot below that come natural gas pipelines, three feet below them are the water mains, and two feet below the water mains come steam pipes (though many of those are no longer in use, since electrical heating has replaced steam heating in many places). Next come the sewer pipes, whose depth varies from place to place so the engineers can angle them to direct the flow of sewage. However, in most cases, the sewer lines (both the lines now in use, such as depicted by the map on page 22, and earlier, now abandoned, lines) are above the tops of the subway tunnels, which are usually from about eight to 180 feet (1.25-28”) below the surface. Even further below, from 200-800 feet (31-123”), are the water tunnels that bring water to the city from dis- tant reservoirs (see page 23). The Hudson City Underground One underground feature most Hudsonites do know about is the Hudson City Underground, a roughly five block by five block underground com- plex beneath Governmental Plaza and the intersec- tion of 3rd Avenue and North Madison. Subway engineers discovered the area — an entire section of the city apparently buried and built over after the Independence Day Fire — when they ran the subway line underneath Governmental Center. For IN THE NEWS IN 2004: THE CATACOMBS CLUB July — The accidental discovery of a (literally) underground “nightclub” has shone a spotlight on Hudson City’s commu- nity of below-the-streets explorers. Two weeks ago, Sanita- tion Commission work- ers digging a test tunnel for a new sewer line in Pierpoint discovered something they never expected: an under- ground room containing lights, tables covered in simple tablecloths, candlesticks with half- burned candles, a stereo, and a fully-stocked bar. The workers reported the find to the police, who sealed off the area. But before detectives could finish their investigation, someone snuck into the room and removed most of the contents, leav- ing behind only a note signed “the Catacombs Club” which respectfully requested that the HCPD not devote any further efforts to finding out more about the group. “It appears to be part of the city sewer system from the nineteenth century that was closed off for use decades ago,” said Geraldine Vincennes, a spokeswoman for the Commission. “There’s a lot of things down there that no one in the city knows about.” No one, that is, except the Catacombs Club... and people of similar disposition. According to “Gerald,” who refused to identify himself further, there’s an entire culture of “delvers” who like to go exploring in the underground. “It’s a real thrill, finding things like that room that no one’s known about for years. Continued on next page 21 Hudson City ■ Chapter Two years it was just a curiosity, but in the late Seventies a clever entrepreneur named Brad Quinn sold the city of the idea on turning it into an attraction. Several years and many millions of dollars later, the Hudson City Underground opened. Fea- turing dozens of shops (ranging from chain stores like Barcelona Shoes to trendy, cutting-edge local stores such as Venus [a woman’s clothing store] and Ashanti [African art and cultural items]), restau- rants, and nightclubs, it quickly became popular with both natives and tourists. Today it’s every bit as busy, and Quinn’s become a wealthy man. Every week thousands of Hudsonites head “down to the Underground” to eat delicious German food at Deitrich’s, grab a cup of coffee at the local Voodoo Bean, dance the night away at the Cellar or Retro- Active, or have a drink at Mako’s. THE SEWERS “Yeah, I see ’em down here all the time — some of ’em as big as rabbits, sweartaGod. Just ask some’a the other guys if you don’t believe me. The big-brains down at headquarters say they’ll always run from my light and I shouldn’t worry about it, but don’t none’a them come down here. I keep askin’ permission to carry a pistol, but they won’t let me. “The rats ain’t the worst, really. I’ve run into all kinds of things down here — snakes, snap- ping turtles, even a couple things I’m pretty sure were alligators. All those stories about gators in the sewers ain’t just urban myths. Hell, there were some kids that pulled an adult gator out of the sewers way back sometime in the Thirties — you can look it up, it was in the papers.” —Sanitation Engineer Pete Grummond The Hudson City Sanitation Commission maintains hundreds of miles of sewer and storm- water lines throughout the city. In addition to the standard lines that run along the streets at a depth of around eight to twelve feet (1.25-2”) below the surface, larger intercepting sewer lines collect the runoff and channel it to one of the dozen sewage treatment plants located around the city. (See the map on page 17.) Some treated sewage is disposed of, some sold as fertilizer or for other purposes. Typically sewer lines are constructed so that they slope just enough for gravity to do the work of moving the liquid through them at a speed of at least two feet per second, but in a few places the city has installed pumps or other devices to keep the system working smoothly. And it does work well; despite the city’s coastal location, it rarely suf- fers any flooding. In addition to sewer lines currently in use, there are miles of much older, now abandoned lines hidden beneath the surface and rarely indi- cated on any map. Some have become residences for animals or homeless people, others serve as lairs for criminals or vigilantes, but most simply remain sealed up and ignored. EVERYONE’S LITTLE FRIENDS You’re never alone in Hudson City. Even if you don’t know anyone, the rats and roaches will keep you company. Rats Everyone agrees Hudson City has a serious rat problem — but no one can agree on the exact extent of that prob- lem. Estimates of the number of rats in the city range from about 250,000 to 75 million (i.e., approximately a dozen rats per person in the working population). Most experts favor numbers on the lower end of the scale; bureaucrats looking to increase their rat control budgets and reporters prefer to emphasize the larger numbers. In just one year, a female rat can produce 285 more rats, who’re out on their own within a few weeks, hitting the town looking for a good time. The typical Hudson City rat is rattus norvegicus — the Norway rat. Although more than a few sanitation work- ers and residents have reported seeing rats as large as rabbits or housecats, biologists claim the Norway rat doesn’t get heavier than about a pound, and about a foot in length. This is in spite of the fact that they’ll eat all sorts of things humans wouldn’t consider “food,” such as soap and leather. The little varmints can chew through almost anything, including masonry and concrete. Periodically stories surface in the news of rats biting babies, small children, and even adults. However, the main danger from rats is the diseases they can carry, such as leptospirosis, hantavirus, and the plague. In an effort to combat the rat problem, the city has bud- geted a total of $12 million for pest control for fiscal 2004. No one seems to have told the rats, who’ve gone right on eating and multiplying. Civil rights activist Rev. James Pick has suggested that rather than throwing the money down a rat hole, the city ought to just give every resident of the city six bucks and call it a day — at least that way folks would be getting some good out of the expenditure. Roaches As far as most people are concerned, the rats are down- right cuddly compared to the roaches. No one’s even tried to estimate how many the city contains, but one thing’s for sure — a species that’s remained essentially unchanged for 300 million years knows how to survive and thrive. Most Hudson City roaches are German cockroaches — light brown with two distinctive stripes. At less than half an inch long, they’re much smaller than the Ameri- can cockroach, a reddish-brown bug up to two inches long that’s rarer in the city... but not unheard of. Roaches are surprisingly fastidious — it’s their constant cleaning of themselves that allows humans to poison them (the roaches lick roach powder off their feet and legs and thus die). However, they can spread disease, trigger allergies and asthma, and cause other health problems. Hudson City has no budget to speak of for roach control, other than various programs the Health and Human Services Division maintains to educate the public in how to get rid of the little buggers. The city leaves it up to each citizen to control his own roach problem. Down here, we all respect one another’s privacy; you don’t even talk to another delver if you meet him underground unless you already know each other.” Continued from last page Hero System 5th Edition 22 ■ The Lay Of The Land 23 Hudson City ■ Chapter Two UTILITIES Utilities are another side of the city few people think about — until they break down, of course. But power and water are the lifeblood of the city, and the phone lines its voice. Without them the city would quickly grind to a halt. PHONE SERVICE While the rise in importance of the cellular phone over the past decade has reduced the city’s dependence on old-fashioned telephone lines, they’re still a significant part of city services — after all, far more calls are made on normal phone lines than with cell phones. All the major phone compa- nies provide service to Hudson City. The largest by far is Hudson City Bell, which has its main office on South River Drive in Crown Point. It’s even got its own small stop on the commuter rail system to make getting to work easier for the five thousand employees who work there. Hudson Bell’s distinc- tive blue and gold-striped vans fan out across the city every day to install new lines, repair damaged lines, and fix problems people have with their phone service. POWER Hudson City’s supply of electricity comes courtesy of Hudson City Light & Power, a company founded over a hundred years ago to bring the advantages of the discoveries of Edison, Steinmetz, and Stanley to Hudsonites. HCL&P owns and operates twenty main power generating stations throughout the city, and also buys power from regional nuclear and hydroelectric power sources. HCL&P’s main office in Bayside is the nerve center of the city’s power grid. The computers there constantly adjust the flow of power throughout the city to ensure that everyone has the electricity he needs and power outages are kept to a minimum. The company updated much of its equipment throughout the Nineties, thus making blackouts (such as those that occurred in 1966, 1981, and 1989) and brownouts much less frequent than they used to be. WASTE DISPOSAL Solid waste disposal in Hudson City involves two distinct operations. The first is the Waste Removal Division of the city’s Sanitation Commis- sion (page 96). Waste Removal provides garbage pickup services for all residences within the city limits. It operates a fleet of green and grey garbage trucks; the trucks are a common sight throughout the city. It collects recyclables and non-recyclables separately in most neighborhoods. Businesses can’t take advantage of Waste Removal’s services. They rely on privately con- tracted garbage services, such as Stewart Waste Dis- posal, McGantry Trash Removal, and Ferghetti & Sons. The private waste removal industry is widely considered to be dominated by the Mafia (particu- larly the Verontese, Scatucci, and Morelli families). Several prominent prosecutions have shown just how true this is, but also seem to have done little to alleviate the problem. For example, in 1999, James Stefonelli, an Elmview entrepreneur who had started up a new waste removal company, was founded murdered and stuffed into one of his own dumpsters. The police have never made an arrest in the case, but everyone knows it was the Mafia’s way of saying “back off.” The Hudson City Landfill Both public and private waste removal com- panies cart non-recyclable garbage to the Hudson City Landfill, a facility located south of the suburb of Hamilton. Built in the late Seventies and popu- larly known as “the Dump,” the Landfill covers hundreds of acres and takes in tons of new trash every day. Although currently operated according to EPA standards, for years it leaked wastewater and other pollutants into the nearby water table and was a breeding ground for rats, feral dogs, and other creatures. WATER In the early years of Hudson City, Hudsonites got their water directly from the Stewart River, from local streams and ponds, and from wells. (Some of these streams and small ponds remain today under the surface, having long ago been paved over.) It didn’t take long before the popula- tion grew beyond those sources’ ability to keep people supplied with water; additionally, advances in public health toward the end of the nineteenth century indicated that clean water was a key ele- ment in preventing outbreaks of diseases like chol- era and dysentery. With that in mind, the city launched projects to build two large reservoirs far to the west — the Kilkipsee and the Chatataqua. Large aqueducts bring the water from them toward the city into storage reservoirs. Tunnels buried as much as 800 feet below the surface run from the storage reser- voirs into the city to large waterworks: the South Pumping Station and West 16th Pumping Station, both run by the Hudson City Water Department. These stations bring the water up riser shafts to water mains located about four feet beneath the surface. The mains, which range from six foot (1”) wide trunk mains to pipes small enough to serve a single house or building, distribute the water to all the houses and businesses of Hudson City. Where necessary, the Water Department has additional pumping stations and stand pipes to move water to higher points in the city, maintain the pressure in the fire hydrant system, and so forth. SIDE-LOADER GARBAGE TRUCK 6 Size 50 STR 8 DEX 20 BODY 6 DEF 2 SPD Abilities: Ground Move- ment 8” (Limited Maneu- verability), Extra Limb (hydraulic “arm” for pick- ing up garbage cans). HUDSON CITY AREA CODES The following are the area codes for Hudson City, by region: Area Code Region 221 Irishtown, Guil- ford, Ardmore, Worthington 377 Eastwood, High- lands, Bankhurst, Gadsden, Bayside 550 Little Italy, Mint Ridge, Moscow West, Blackbridge 655 Chinatown, Crown Point, Riverside Hills (western third) 722 Freetown (western half), Riverside Hills (eastern two- thirds) 874 Freetown (eastern half), Lafayette, Forsyth 960 Latin City, Elm- view, Red Hill, North Elmview Street slang often uses these numbers to refer to particular areas. For example, Free- town gangstas might talk about going into “the 655” or “the 960” to sell drugs. Hero System 5th Edition 24 ■ The Lay Of The Land “Spend a few hours watching the subway crowd come and go, and you’ll get the truest picture I know of life in Hudson City. Everyone rides the subway: poor single mothers with their kids in tow; bankers with their overcoats and brief- cases; construction workers; gang kids; shop owners; everyone. It’s an amazing hodgepodge. “I wish I still dared to ride them. I gave it up a few years ago, long after most of my friends had quit — the crime finally got to be too much, even for me. The final straw was when I was down at Manuel Station waiting for a train. These two kids, rival gang members I guess, got into a fight. One of them stabbed the other and then ran, slashing three other people in his frenzy to escape. I watched the injured boy die right there on the platform before medical help could reach him. I can still see how the blood pooled near him, then spread out through the spaces between the tiles like a scarlet grid. I’ve never been able to get that image out of my mind.” — City News columnist Bryan Eagen Hudson City is a big place — eighty square miles — and it’s got upwards of six million people moving through it on any given day. Here’s how they get to the city, get around in it while they’re there, and if necessary depart. Air Travel Three primary airports serve Hudson City: Aberdeen International; Hudson City International; and Sabine County. ABERDEEN INTERNATIONAL AIRPORT Located north of the city in Morgan County, James Aberdeen International Airport (ABN) is one of the world’s largest and busiest airports. Covering nearly 5,000 acres of land, it sends flights to or receives them from over 100 nations around the world. It han- dles around 24,000 flights per month (about 800 per day), has nearly 15,000 parking spaces, and employs approximately thirty thousand people. The ABN cargo area covers over 300 acres and services over fifty cargo-only airlines and other carriers. The truly amazing thing about this vast logistical morass is that it manages to keep doing its job, day after day, with a pretty high degree of efficiency. But that’s not to say Aberdeen International doesn’t have its problems. It’s crowded. Its security processes could stand some beefing up. Organized crime groups, particularly the Mafia, steal from the cargo area and nearby trucking companies on a regular basis, sometimes netting goods worth millions. Allegations of bribery and corruption relating to airport work contracts and other matters surface every year, as do accusations about orga- nized crime’s influence over various airport-related unions. While most passengers only see the bright, shiny facade, the truth is that behind the scenes there’s a lot of shady stuff going on. The Customs Service employees at Aberdeen are generally efficient and courteous. Their chief, Paul T. Wilson, runs a tight ship and doesn’t tolerate corruption. Still, no system is perfect: the DEA has made several major seizures of drugs at Aberdeen, and there’s a rumor that two years ago the FBI barely intercepted a massive bomb that had been planted on a flight by the PLRL. HUDSON CITY INTERNATIONAL AIRPORT In the Sixties, the City Council realized air traffic was soon going to outstrip Aberdeen International’s ability to handle it (or to build more runways and terminals). To ensure the city’s contin- ued economic prosperity, they voted funds to build a second major airport. With the assistance of the federal government and other institutions, Hudson City International (HCI) was begun in 1967, and finished in 1975. It’s located outside Prince William County, along the Outer Beltline. About forty percent the size of Aberdeen, and with about forty percent of the traffic, HCI handles many types of air travel that ABN has had to forego due to its size and complexity. Private jets, charter jet services, and parachutists are all far more likely to fly out of HCI than Aberdeen, and it has more facilities for helicopter landings and consumer- owned planes as well. SABINE COUNTY AIRPORT The only major airport on the south side of the city, Sabine County (SCY) is to HCI as HCI is to Aberdeen. It only flies domestically, and cannot handle the larger jets. HELICOPTERS For better or worse, the optimistic predictions in all those 1950s magazine articles describing the helicopter as “the personal automobile of the future!” or “the taxi of tomorrow!” have not come to pass. Nevertheless, Hudson City has a significant amount of helicopter traffic. Many top-dollar executives, not to mention news stations and the police, use them to get around the city without having to put up with the bother of traffic; many of the buildings in Bankhurst, Highlands, and east Worthington have helipads on top. GETTING AROUND ANOTHER AIRPORT? For years, the Hudson City Council has talked about the possibility of building another air- port in the area — even with three already, it’s dangerously crowded as far as air traffic goes, and the existing airports aren’t exactly state of the art when it comes to air traffic control systems and facilities. The tentative plan that’s been floated for years involves a major new international airport to be built outside of Benton County — but countless problems have arisen even though not so much as a spade- ful of earth has been moved. Local residents have mounted a strong “not in my backyard” campaign, citing noise, pollution, and traffic issues. Allegations that developers who own land in that area have already paid kickbacks to local politicians have surfaced in some papers, particularly the Agenda, but so far there hasn’t been so much as a grand jury convened to look into the matter. 25 Hudson City ■ Chapter Two Ground Vehicles Hudson City has thousands of miles of paved roads and streets... and more traffic problems than you can shake a stick at. Despite numerous meth- ods of mass transit, thousands of taxis, countless police officers assigned to traffic duty, approxi- mately 2,000 traffic enforcement agents who write about six million parking tickets a year, and some of the most advanced traffic control systems in the world, slowdowns, traffic jams, and gridlock are inescapable facts of life in the Pearl City. AUTOMOBILES According to Transportation Commission statistics, approximately 750,000 cars, trucks, and other privately-owned motorized ground vehicles traverse the streets of Hudson City every day, covering roughly 60 million vehicle-miles. During peak times (“rush hour”), traffic often slows to a crawl of as little as 2.5 miles per hour; at other times it ranges from nine to fifteen miles per hour depending where you are in the city and which roads you use. Some radical thinkers have proposed outlawing or restricting the use of private vehicles in some or all parts of the city, but so far Hud- sonites would rather put up with traffic problems than abandon their cars. Parking Fees The fee to park a car in Hudson City varies tremendously based on the location and quality of the parking. Hourly rates range from about $2 to $6 — the better the location or greater the demand for parking, the higher the fee. Daily rates are cal- culated from the hourly rate, but with an overall discount for “volume.” Monthly parking fees start at about $200 per month and can go up well above $1,000 for the poshest areas and highest security. BUSES The Bus Division of the Transportation Com- mission maintains a fleet of about five thousand buses, most of which entered service within the past dozen years. As of 2004, these buses cover approxi- mately 250 local and 40 express routes throughout the city, and carry over two million passengers every day (approximately 750 million per year). There are over 13,500 bus stops throughout the city. It costs $2.00 to ride a local bus, or $4.00 for an express. The buses cannot accept paper money; pas- sengers must pay with coins, pre-purchased tokens, or MetroPass Cards. Passengers who pay with cash or tokens may obtain a transfer pass to another bus that’s good for one hour from the time of issuance. TAXIS Most people who live in Hudson City don’t bother to own a car — it’s too expensive and inconve- nient when they have access to mass transportation. If necessary they can always hire one of the city’s approximately 13,000 licensed taxicabs (plus several hundred more unlicensed taxis, known as “gypsy cabs”). As of 2004, the official basic rate for a taxi within the Hudson City limits is a $2.50 initial charge, plus $0.40 per one-fifth of a mile (or fraction thereof) after that. If the cab’s stuck in traffic, you pay $0.40 per two minutes (or fraction thereof). Add a “night- time surcharge” of $0.50 between the hours of 8:00 PM and 6:00 AM every day, and a “peak hour sur- charge” of $1.00 from 4:00 to 8:00 PM on weekdays. If you want to enter the city from Aberdeen Interna- tional or other specific locations, there’s a flat fee set by the Taxi Commission. Some taxi companies add a surcharge for going to certain parts of the city (such as the Numbers or Lafayette), but this is illegal and grounds for revocation of the operator’s taxi license. The license to operate a taxi is known as a “medallion.” Wealthy individuals or taxi companies own most medallions and lease them to individual taxi drivers, but some drivers put up the money to buy their own license. As need demands, the city auctions off new medallions, usually in lots of 100 per auction. The average price of a medallion in the early twenty-first century is $300,000-350,000. The two largest taxicab companies in Hudson City are the Golden Cab Company (which has the usual distinctive yellow cabs) and the Irish Cab Company (whose cabs are kelly green), but there are many smaller companies: Hudson Yellow Cab; Bankhurst Cab & Limo; Sun Cab; and more. LIMOUSINES In Hudson City mass transit parlance, “limou- sine” doesn’t necessarily refer to the long, luxurious vehicle of the same name — it can mean any for-hire ground vehicle other than a taxi. For example, a shuttle van service from Aberdeen International to hotels in the city could describe itself as a “limousine service.” Similarly, many limousine companies provide regular length luxury cars, SUVs, civilian Humvees, and other vehicles besides stretch limos. However, if you do want to rent an actual stretch limousine for some event, or just because you’re made of money and don’t want to ride in a malodorous cab with a driver who can barely speak English, the rates range from about $30 to $300 per hour. The exact cost depends on the type of vehicle, how long you want to reserve it for, and where you want to go. Commuter Railways The earliest form of mass transit used in Hudson City was railways, and they remain in use today — albeit in somewhat different form than during the Age of Steam. ELEVATED RAILWAYS Despite the rise of subways, buses, and other ways to move lots of people around the city quickly, Hudson City maintains its network of elevated rail- ways (ELs). They’re so called because they’re typi- cally raised 15 to 20 feet (2-3”) above the ground on metal trestle arches, though in some places they come down to earth for short stretches. Sometimes they run directly along a street (so that drivers on that street drive directly under the tracks); in other places they crisscross the grid of roadways. A ride on the EL typically costs $1.75 for a local, or $3.50 for an express; one transfer to another train is allowed within one hour of disembarkation. THE METROPASS CARD In the early Nine- ties, the Hudson City Transportation Com- mission introduced the MetroPass Card — a cardstock or plastic card that allows commuters to pay for multiple rides at once to save money and time. Additionally, a commuter using a MetroPass Card may transfer from any type of mass transit (bus, subway, or elevated rail- way) to another within one hour of his last ride for no additional charge. (Persons paying in cash or tokens can only transfer within the same type of transportation.) MetroPass Cards are available in per-ride and “unlimited” use versions. Per-ride allows a com- muter to pre-pay for $5-100 worth of rides in advance, with each ride being deducted from his Card as he passes it through the reader at various sta- tions or on buses. The unlimited pass involves a daily, weekly, monthly, or annual fee (rang- ing from $7 to $500, depending on duration), but during the time period for which the card is valid the user can ride as many types of mass transit as often as he likes. However, MetroPass Cards are not valid after midnight. MetroPass Cards are available from kiosks in train and subway sta- tions, and from various private vendors. Hero System 5th Edition 26 ■ The Lay Of The Land The Unified Rapid Transit System Rather than abandon the city’s EL system with the advent of electrically-powered trains in the early twentieth century, the Hudson City Transportation Commission chose a bold and daring course of action that many at the time derided as foolish, but which modern commuters bless it for. It “unified” the EL and subway systems, making both function in largely the same fashion with the same types of tracks. Thus, a subway car can operate on an EL track, and vice-versa, if necessary. At a few points in the system, a subway line even rises from below the ground to merge with an EL line, or an EL line goes underground and becomes a subway tunnel. For the most part, the Transportation Commission prefers to keep subway cars in the subways, and EL cars on the EL, but the ability of the two systems to work together has saved the city tens of millions of dollars over the decades and made commuting even easier for Hudsonites. The map on page 22 shows the major lines of the Unified Rapid Transit System (URTS), as well as the major stations. It doesn’t indicate minor lines (such as the maintenance lines), lines beyond the city limits, various maintenance yards and related facilities, or the like. THE HUDSON CITY SUBWAY In the early 1900s, Hudson City entered the world of modern mass transportation by building its first subway lines running from Bankhurst to Worthington. In the ensuing century, the system has expanded to include dozens of miles of track, over 600 individual subway cars, and numerous stations. It transports approximately three million passengers daily. The Hudson City Rapid Transit Division (HCRTD) of the Transportation Commission sets the fares and establishes other regulations for the subway (and for the EL). Currently it costs $2.00 to ride the subway; one transfer to another subway train is allowed within one hour of disembarkation. Service is “restricted” between midnight and 5:00 AM, meaning that not all lines run (or run less frequently). Other Modes Of Transportation Cars and mass transit aren’t the only ways to get around Hudson City. BICYCLES A lot of Hudsonites prefer bikes to cars: they’re quieter, cost less to buy and maintain, don’t pollute, are easily stored in an apartment, provide a means of exercising, and can go places a car can’t. During rush hour, biking through the busy areas of the city is usually quicker, too. The city provides bike paths in LeMastre Park and other parks for recreational bicycling away from city traffic. The most avid proponents of bicycles-as-trans- port are the city’s four thousand bike messengers. These hard-charging, often iconoclastic young people bike all around the city to deliver docu- ments and other small objects with a speed cars can’t rival. Even in this day and age, some things are better transported in person than via computer and phone lines. The city’s premiere messenger service is Flash Messenger, run by crazed bodybuilder Dominic Lawrence — but it has plenty of competi- tors such as Mercury Delivery Service, Hudson Messengers, and Rapid Wheels. FERRIES During the early days of the city, ferries were the most common way to cross the Stewart River, and over a dozen ferry services existed. Today, with the advent of bridges and the Centre Street Tunnel, there are easier ways to get across, and only two ferry ser- vices — the Hudson City Ferry (which runs between Ferry Street and Centre Street) and the Monroe Street Ferry (which runs between the two halves of Monroe Street) — exist. Both are operated by private companies under a license from the city, and function more or less identically. Ferry ships leave each dock (north and south) on the hour (Hudson City Ferry) or half hour (Monroe Street Ferry). Each ship can carry up to four dozen mid-sized automobiles and takes approximately 10-15 minutes to complete the crossing. Riding either ferry costs $10 if you have a car, and $5 for passengers only. Water Taxis A few water taxis operate in Hudson City, car- rying passengers from various dockside embarka- tion points to other places along the waterfront. The taxis resemble either large speedboats or small ferries, depending on the service used, and typically charge $5 to $20 per passenger. Monthly passes are available for frequent commuters. WALKING Walking isn’t a good way to go from one side of the city to the other, but for shorter distances — such as within a given neighborhood — it’s often a viable alternative to driving or taking the bus, particularly during rush hour. But on the major streets, the sidewalks sometimes seem as crowded as the roads. The Metro The nerve center of Hudson City’s mass transit system is the Metropolitan Transportation Build- ing, a ten-story structure located at 24th Avenue and N. Madison Street and better known simply as “the Metro.” Primarily the Metro serves as the headquar- ters for the Transportation Commission (page 96) and its various divisions, but the lower two stories and the underground portions of the building are a vast mass transit depot. Buses, railways, and the subway all stop here, and it’s the standard destination for commuter bus services coming into the city from elsewhere. As such, it’s a hunting ground for “chicken hawks” — pimps and other scum looking to lure run- aways into lives of prostitution and virtual slavery. LOUIE FEINGOLD 10 STR 11 DEX 10 CON 8 BODY 8 INT 8 EGO 13 PRE 8 COM 3 PD 2 ED 2 SPD 4 REC 20 END 18 STUN Abilities: +1 PER with Sight Group; +10 Pres- ence, Only To Protect Against Presence Attacks; Combat Driv- ing 11-; CK: Hudson City 16-; KS: Hudson City Gossip 14-; Mechanics 8-; Shadow- ing 11-; Streetwise 12-; Fringe Benefit: License To Operate A Taxicab 25+ Disadvantages: Psy- chological Limitation: Loves To Talk; Rivalry (Professional, with competing cabbie or cab company) Notes: One of few native-born, native Eng- lish speaking cabbies left in Hudson City, Louie Feingold is one of those taxi drivers who seems to know every person and place in town. He can take you to the most obscure addresses as easily as he can to Courthouse Plaza or the Berkely Commercial Complex. However, he’ll probably talk your ear off on the way, because he just can’t seem to shut up — he can yak for hours on almost any subject, even those he doesn’t know anything about. 27 Hudson City ■ Chapter Two “I grew up in Ardmore, and I have to say I think it’s pretty much the best damn place in the entire city. When I was growing up, it was great. Us kids could run around all over the place without our moms worrying too much, we went trick-or-treating from building to build- ing, and the park was just a long walk away. OK, I probably wouldn’t let my kids trick-or- treat there anymore, but I wouldn’t let them do that anywhere in the city, except maybe Irish- town, and those guys won’t even let you in. But the streets are pretty clean, there isn’t much of a gang problem, and prices aren’t too bad. “The housing kinda sucks, though. All the best places have been bought up by yuppies, so a guy like me can’t afford to get a place, much less a place big enough for a family.” —Michael Keene, assistant manager of electronics, Boudreau’s Department Store In the late 1950s, after Kurtland Boulevard was completed, the relatively sparsely inhabited area between Little Italy and Guilford — Ardmore, a name taken from that of an early settler who once had a cabin in the area — suddenly became popular among developers. Brownstone apartments, town- houses, condominiums, and even some detached housing sprang up in the shadow of the expressway. Where residential construction wasn’t appropriate, the developers built blocks of low-rise office build- ings, shops, and other commercial structures. Ardmore quickly became popular with young professionals, families with children, and senior citi- zens. Though it lacked a park or major entertainment facilities of its own, it was only about a mile west of the northern tip of LeMastre Park, and a mile east of the Stewart County Stadium. Coupled with the decent reputation of the local schools, those features made Ardmore attractive to many Hudsonites. Today, most Hudsonites define Ardmore as the neighborhood bounded by N. Roosevelt, N. Har- rison, 12th Avenue, and 16th Avenue. It’s regarded as one of the safer, more pleasant neighborhoods in Hudson City, partly because of its proximity to Guilford and Irishtown, and partly due to the influence of the Mafia families of nearby Little Italy (many of whom are said to provide “protection services” in this region of the city). Kurtland Boule- vard provides easy access to the suburbs and some other parts of the city (though some residents com- plain that there’s no local subway station), and the neighborhood ambience has fostered the growth of many highly-regarded small restaurants and busi- nesses. (And people who can’t find something they like to eat have only to cross 16th to go to Little Italy, where fine restaurants abound.) Ardmore in the Sixties and Seventies was mostly a family place, but that’s changed over the past 25 years. Young professionals, taken in by the neighborhood’s charm and low crime rate, have moved in and bought up buildings, sometimes ren- ovating them so they could turn around and resell them for a hefty profit. Longtime residents don’t like it, or the rash of clubs and yuppie-oriented stores that have sprung up, but there’s nothing they can do about it, so they just sigh, shake their heads, and go on about their business. SHOPPING Hudsonites who want to spend their money at some place other than just another Durango Denim or Fast Forward Music ’n’ Video might want to try these places: Frank’s News & Books (7853 16th Avenue): Biblio- philes looking for the sorts of books they won’t find at chain stores like Darius Books might want to give Frank’s News & Books a try. It’s mostly a newsstand, with magazines and newspapers from all over the country (including more than a few “fringe” maga- zines and other weirdness). But the owner, Frank Wells, is a well-read man with interests as broad and deep as the Atlantic Ocean, so he also stocks unusual books that relate to one of his “subjects” (as he calls them). They’re not well-shelved — you might find a book on topology next to a couple on Atlantis, a his- tory of London, and one of Shane Velloric’s macabre novels, but Frank knows where everything is. Just ask him, and he can tell you what he’s got in stock, and where to find it. He’s well-known around Ardmore (even ran for City Council once) and always “up” on the latest local gossip. Hudson City Numismatics (corner of 12th Avenue and Cleveland Street): Coin collectors from around the United States, and sometimes even around the world, do business with Hudson City Numismat- ics. Proprietor Dean Schnabel has one of the best selections of rare, antique, and desirable coins in the country, and knowledge of the subject to match. A crusty old man who refuses to change the name of his store despite all the calls he gets from people who think it’s some sort of self-help program, he carries a pocketwatch and has a habit of fiddling with his good luck charm — a $50 krugerrand — when he’s nervous or lost in thought. Timeout Sports (2744 Oak Avenue): Need a baseball glove for your kid? A stick for a game of street hockey? A pair of rollerblades? A ball so you can get an autograph at a Heroes game? Well, Timeout ARDMORE IMAGES OF ARDMORE Kids playing soccer in the shadow of Kurtland Boulevard An old couple in sweat- ers on an early spring morning, walking their dog, holding hands as they go Beautiful people out on the town, looking for something fun to do after a hard day’s work Mothers doing their grocery shopping, kids in tow Hero System 5th Edition 28 ■ The Lay Of The Land Sports is the place for you. It’s got just about any type of sporting gear you can imagine, even for obscure sports like jai-alai and petanque, though it doesn’t carry exercise equipment or anything else too large to store on a shelf. Timeout also has a big bulletin board where people who want to get involved in a team sport can hook up with leagues. OUT ON THE TOWN If you’re looking for fun in Ardmore, check out these places: Edelweiss (corner of Maple Avenue and Fontaine Street): Leonhard Schroeder came to the United States in 1968 with the dream of opening up his own restaurant. For years he worked in other restaurants, first as a waiter, then as sous-chef or assistant chef, and finally as head chef... but the dream never died. In 1994, he scraped together his savings, called in a few favors from friends and admirers, and left his job at Phoenix (page 32) to open Edelweiss. His restaurant has been a favorite with Hudsonites who like good German food ever since. Edelweiss specializes in Bavarian cuisine, but offers dishes from all over Germany and Austria, including a sublime weiner schnitzel. The portions are large, and the menu has dozens of selections, so it’s no wonder people keep coming back. The New York Deli (4326 N. Roosevelt Street): If you need a quick sandwich and a cream soda instead of a big German meal, stop by the New York Deli. Unimaginatively named by its unimagina- tive owners, Marge and Jerry Ballantine, the NYD serves thick-piled sandwiches on home-baked bread, delicious pies, and the best potato salad this side of Manhattan. It’s also got deli meats, salads, and other food to go for busy people who don’t have time to cook dinner. The Zanzibar Cabaret (2480 Oak Avenue): Joel Wil- liams used to be a critically-acclaimed, but obscure, jazz musician, but the lack of fame and the rigors of the road eventually got to him. He “retired” to his hometown and opened up the Zanzibar Cabaret, a jazz club that often showcases up-and-coming new talent in the jazz world. It’s the perfect place to spend an evening if you don’t want to endure loud rock music or the latest Hollywood banality. THE DAILY GRIND Just about anywhere you go on the Northside, and even in some places on the Southside, you’ll see them: distinc- tive dull orange and rich brown awnings, sometimes with matching chairs and small tables underneath. Above the awning is a logo sign, the three words of the store’s title forming a circle around a steaming cup of coffee: THE DAILY GRIND. Since being started in 1997 by Kansas entrepreneur and venture capitalist J. Branson Martin, the Daily Grind has rapidly expanded from an initial slate of 50 stores, mostly in the eastern Midwest and Northeast, to over 2,000 out- lets nationwide. Every day tens of millions of Americans make the Daily Grind part of their routine, whether that means stopping by in the morning for a pick-me-up cup to get them through the first few hours of work, at lunch for a muffin and a cuppa, or in the afternoon for that final blast of caffeinated goodness they need to finish the day. Hudson City has numerous Daily Grind franchises, nearly all of them owned by Ardmore businessman Randy Makepeace. A former stockbroker who decided to abandon the Dawnlea ratrace for something better, Makepeace got in on the ground floor when the Daily Grind started, and he’s become one of the company’s most important franchisees. On any given day, he usu- ally spends at least an hour or two at one of his stores, watching how things go and often taking a turn behind the register for a few minutes — he’s a hands-on kind of manager who wants to know what works, what doesn’t, and what can be improved, not a paper-pusher who just likes to give orders. 29 Hudson City ■ Chapter Two Tall, tanned, and impeccably dressed, he looked south from his office window on the sixtieth floor of the Berkely Complex — the first build- ing he’d built with his name on it, but not the last. From this window alone he could see three other buildings he owned, and northward he’d be able to see at least as many. It’s good to be the king, he thought half-jokingly to himself. His reverie over, he turned back to his desk. It was a 200 year-old antique made from the timbers of a British ship sunk during the War of Independence, but as much as he loved it the papers on top of it held his attention more. If his sources down at Governmental Center were right, Hudson City was soon going to consider building another landfill — and the land described in these deeds was the most likely spot for it. With some detailed planning, a little bit of luck, and perhaps a few thousand dollars in bribes, he could turn a monumental profit on the property... ...assuming, of course, he could convince the old goat who owned the place to sell. That was going to take a little more effort, but he had a confidence borne of an almost unbroken string of business successes. No one said no to him for long. — just another business day for Ben Berkely Bankhurst — the highly-developed corridor of office buildings, government offices, shops, and luxury apartments and condominiums running roughly between N. Adams Street and LeMastre Park from the river to around 9th Avenue or so — is the heart of the Northside, and one of the world’s great centers of finance. Named for the Revolution- ary War hero of the Battle of the Stewart River, who after the war had a farm not far from the Berkely Center, Bankhurst is a hustling, bustling place where the only thing taller than the skyscrapers are the egos of some of the people who work in them. In the nineteenth century, Bankhurst, espe- cially the part known as Westhurst, was as much a residential area as a place to do business. More than one tycoon or robber baron had a large urban man- sion or fancy second house in Bankhurst within easy ride of his offices. Today, few of those houses survive, having been replaced by skyscrapers and office complexes as the land became more and more valuable. The most prominent of the survi- vors is the Crenshaw House, former home of indus- trialist Louis Crenshaw, which now serves as the headquarters of the Hudson City Historical Society. Most people come to Bankhurst to work or to shop. It has relatively few residential buildings, and even the cheapest of those has rents in the many thousands of dollars per month. Only the extremely wealthy live here — and usually they’re nouveau riche to boot, since old money prefers Irishtown. Only in Bankhurst would “rooftop helipad” be included in a real estate listing. When Hudsonites refer to “downtown,” they’re talking about Bankhurst (particularly the north- ern part). Generally speaking, the offices, shops, and condominiums in Bankhurst tend to become bigger, more expensive, and more prestigious the further north one goes. The enormous amount of money floating around Bankhurst means a high level of security as well; it’s one of the safest parts of the city. The police are always around, and unfailingly polite — they know there’s a good chance someone in Bankhurst is powerful enough to pick up the phone, call the Department, and get them fired if they’re not completely professional and courteous. BANKHURST Hero System 5th Edition 30 ■ The Lay Of The Land Many police matters involving wealthy residents, like speeding or public drunkenness, get “hushed up” or dismissed with a warning instead of leading to arrests... but of course, bums and troublemak- ers who cause “disturbances” get arrested quicker than you can say “Fifth Amendment.” Additionally, most buildings have their own security personnel, doormen, and other factotums who look out for the welfare of the locals. But even Bankhurst isn’t 100% crime-free; some criminals, such as the Black Tarantula or Prospero, see the wealth-filled high- rises as tempting targets. DAWNLEA Bankhurst is the financial center of Hudson City, and indeed an important center of the world economy due to the trillions of dollars that flow through its banks, brokerages, and exchange houses every year. Analysts and investors who talk about this often refer to “Dawnlea” the same way they’d say “Wall Street.” Dawnlea isn’t a neighborhood, but an avenue that runs right through Bankhurst. Among the buildings lining it are the Hudson City Stock Exchange (see below), the Regentsbank head- quarters, and the main North American offices of Vanden Broek and Associates, one of the largest investment firms in the world. The Hudson City Stock Exchange Located at the corner of Centre Street and Dawnlea Avenue, the Hudson City Stock Exchange (HCSE) is the center of Hudson City’s financial dis- trict. Brokers, finance houses, and everyday people trade hundreds of millions of shares of stock here every day during a frenzied six-hour period (9:00 AM to 3:00 PM) of buying and selling. Anyone who wants to act as a broker on the floor of the Exchange must have a license, and the Exchange’s Board of Governors strictly regulates the number of available licenses. Guided tours of the Exchange are given daily — one every two hours beginning at 10:00 in the morning. THE LOWDOWN “No no no, that wasn’t the deal! We had an arrangement here, Sinclair, and you know it. I want those options back in the package imme- diately. “Yeah? Well, !$&* you too, you !$&*%@# &+&*sucker! I don’t need your deal, and now I’m gonna go back to Knox Tweedham and we’re going to put together a buyout that we’re gonna shove so far up your ass that you’ll be *%&!%@# paper for a week!” — cell phone conversation overheard in the Lowdown The southernmost part of Bankhurst (the part below Currier Avenue, roughly speaking) is known as Lower Downtown, or more commonly just “the Lowdown.” Despite the poor connota- tions of the name, which was coined a few decades ago by snobbish residents of the “upper” part of Bankhurst, Lowdown is every bit as nice as the rest of Bankhurst. Since it’s nearer the river, it’s got fewer tall office buildings and more small office complexes, shops, and even some manufacturing and industrial facilities. Though rents are high, competition for an apartment or condo here is fierce; places with a view of the river or LeMastre Park are particularly sought after. Many people claim the best part of the Low- down is Timothy Street, a road that was once little more than an alley. Over the past couple of decades developers have transformed it into a half-elegant, half-trendy/hip shopping area, almost like a pedes- trian mall. Visit the Longino & Pierce art gallery for the latest selection from Hudson City’s art com- munity, stop by the Bagel Joint for some breakfast, or get a new suit at the local branch of Berghalter & Sneed! WESTHURST The westernmost part of Bankhurst — the part in the “bight” of LeMastre Park, bordered by N. Jackson Street and 20th and 16th Avenues — is usually referred to as “Westhurst.” Although slightly more residential than the Lowdown or the main part of Bankhurst, with a tendency toward small, elegant brownstones painted cream or shades of tan, it’s still primarily a business neighborhood. The buildings aren’t quite as tall as they are to the immediate east, but they’re just as filled with stock- brokers, lawyers, accountants, and businessmen of every variety. LANDMARKS Some of the most prominent buildings in Hudson City are in Bankhurst. They include: The Berkely Commercial Center And Sports Metroplex Located on the southwest corner of 16th and Centre, and dominating all of Bankhurst, is the Berkely Commercial Center and Sports Metroplex (sometimes known simply as “the BCC”). The brainchild of financier and developer Ben Berkely (page 119), and the crown jewel of his empire, the Commercial Center has some of the most presti- gious (and expensive!) office space in the city. Its sixty floors contain some of Hudson City’s largest and wealthiest brokerages, law firms, and real estate developers in addition to Berkely Enterprises... and his personal office takes up the entire sixtieth floor. The Sports Metroplex portion of the complex is a 33,000-seat arena that’s home to the Hudson City Cougars basketball team (page 114), of which Berkely is part owner. It also hosts conventions and other events in addition to sports matches. The third part of the Commercial Center is the Berkely Grande Plaza Hotel, a 25-story luxury hotel where visiting basketball teams, well-heeled sports fans, and businessmen come to strike deals with the Center’s residents often stay. While nowhere near as well-regarded as the Stewart Regency or the DeBal- lenger, it’s an excellent place to spend a few nights... assuming you can afford it. DALTON BRUNNER 10 STR 12 DEX 12 CON 12 BODY 15 INT 12 EGO 15 PRE 8 COM 4 PD 3 ED 3 SPD 5 REC 28 END 25 STUN Abilities: +1 with All Combat, Climbing 11-, Deduction 12-, KS: Berkely Center Person- nel 14-, KS: Berkely Center Security Proce- dures 16-, Martial Arts (Jujutsu), Paramedics 12-, Security Systems 12-, Tactics 12-, WF: Small Arms, Contact (Ben Berkely), Contacts (various, in the U.S. Army), Fringe Benefit (Membership in Berkely commercial empire) 25+ Disadvantages: Psy- chological Limitation: Duty Above Everything, Social Limitation: Sub- ject To Orders Notes: Dalton Brunner, a twelve-year veteran of the United States Army who saw combat during Desert Storm, serves as the Head of Security for the Berkely Center. As such, he’s responsible for all security matters pertaining to the Center, the Sports Metroplex, and the Berkely Grande. Responsibility like that would be too much for most people, but not “the Captain” (as his men call him) — he’s always cool under pres- sure and looking for the quickest, easiest way to resolve the situation. He’s so devoted to his duty that he’s wrecked his marriage, but he views his job with the same sort of fervor he once reserved for mili- tary service. 31 Hudson City ■ Chapter Two The Murchison Building Designed in the late 1920s by renowned archi- tect Lemuel Perrault and built in the 1930s by stub- born industrialist Herbert “I’ll be damned if some stock market collapse is going to stop me” Mur- chison, the Murchison Building has a sort of “Art Deco” aesthetic to it that reminds some observers of the Chrysler Building in New York City. Mur- chison intended it as the headquarters for what he hoped would his commercial empire, not knowing that both of his sons would die on the battlefields of World War II and that Murchison Industries would be broken up and sold off following his own death of a heart attack in 1947. Today it’s home to the offices of many important and powerful companies, but none bearing the name “Murchison.” With its arch-like polished copper roof, the Murchison Building is a distinctive part of the lower Northside skyline. Nestled right underneath that roof is the Huntsman’s Club, a members-only club popular among wealthy businessmen who work in the building (or elsewhere in Bankhurst). Decorated in a “hunting lodge” theme (Murchison himself having been a skilled big game hunter), it’s often perceived as a “men’s club” even though it has plenty of female members. Membership is by invi- tation only, though a member can bring anyone he wants into the club as a guest. Stailey Towers Built in the early 1980s, these two build- ings have an unusual “nested” configuration. The larger (48 stories) and more northerly of them is vaguely crescent-shaped and seems almost to wrap or “embrace” the shorter (36 stories), square-shaped building (despite the fact that the two are separated by enough space that there’s no skywalk connecting them). The brainchild of architect Monroe Stailey, the Towers have become associated with “trendy” up-and-coming companies, including many software firms with more money than sense. Many people think the Towers bring a touch of modern “hipness” to the otherwise stodgy Bankhurst neighborhood. The Stewart Regency Hotel Considered by many the most elegant hotel in Hudson City, the Stewart Regency at Centre Street and Aiken Avenue is a beautiful twenty-story edifice built nearly a hundred years ago in a clas- sic Victorian style. Despite its age, it offers all the modern amenities one could hope for: high-speed and wireless modem connections throughout the building; in-room whirlpool baths; personal valets; and two five-star restaurants. Just a few blocks south of the Berkely Center and a few more south- west of the Gadsden Consumerplex, it’s perfectly located whether you’ve come to Hudson City on business, pleasure, or both. SHOPPING Got a lot of time to kill... and a lot of money to spend? Take a shopping trip to Bankhurst and visit some of these places: Cartographica (2526 Hastings Avenue): Owned and operated by Melinda McKittrick, Cartographica sells maps, atlases, globes, and similar objects, both antique and modern. While most of the money comes in from hikers and other people buying the latest, most up-to-date maps available, McKittrick’s real love are the antique maps she sells, some of which are worth tens of thousands of dollars. The best of her stock adorn the walls, though they’re all for sale. Elegancia (southeast corner of 25th Avenue and Rich- mond Street): Specializing in the most exclusive of designer fashions for women, Elegancia is a must- stop destination for wealthy young women, movie actresses, and others who insist on looking their absolute best no matter what the cost. Even people who can’t afford to shop at Elegancia often walk by to see its beautiful, elaborate windowfront displays. Feinblum’s Jewelry (3957 25th Avenue): After buying a few frocks at Elegancia, a woman needs jewelry to go with them, doesn’t she? Fortunately, all she has to do is stroll half a block down the street to Feinblum’s, supplier of the finest in jewelry to dis- criminating clients for over 55 years. Abe Feinblum, the 90-something owner of the store, is well-known throughout the world of gems and jewelry; it’s said he can estimate the carat weight and value of a stone simply by holding it in his hand and looking at it closely. Mortenson and Sons Tailors (southeast corner of 10th Avenue and Lennox Street): Men who refuse to buy “off the rack” — even at the most upscale of stores — turn to “Morrie” Mortenson and his four sons for the best in custom-tailored suits, tuxedos, and casual wear. A Mortenson original typically costs a minimum of three thousand dollars, but those who wear them swear it’s worth every penny. Morrie also has contacts with exclusive shoemakers in Italy and can provide footwear worthy of his suits. OUT ON THE TOWN Most of the nightlife in Bankhurst is stockbro- kers, lawyers, and accountants unwinding after a hard day at work. Here are some of the places they go to relax: Aces High (6863 Lennox Street): An inviting atmo- sphere, a festive crowd, and inexpensive drinks and appetizers bring in a crowd every night at Aces High, a nightclub in the Lowdown. It plays only soft music, making it much easier for the patrons to carry on a conversation, cut a deal over drinks, or maybe even ask someone out. Biff’s Grill (5936 N. Madison Street): Biff’s, a Hudson City institution for nearly forty years, serves well-cooked American food in a restaurant decorated like a Fifties diner. The Biffburger has won the annual “Hudson City’s Best Hamburger” contest sponsored by the Star-Gazette three of the last six years. IAN MCANDREWS 8 STR 10 DEX 10 CON 8 BODY 14 INT 12 EGO 16 PRE 12 COM 3 PD 3 ED 2 SPD 4 REC 20 END 19 STUN Abilities: +1 Overall, Computer Program- ming 8-, Concealment 12-, Deduction 12-, Disguise 8-, Forgery (Documents) 8-, Gam- bling (Card Games) 12-, Lockpicking 8-, Security Systems 8-, Stealth 11-, Systems Operation 8-, Survival (Temperate) 8-, Contacts (40 points’ worth around the world), Fringe Benefit: Membership (the secret network of Hudson City concierges) 25+ Disadvantages: Psychological Limita- tion: Nothing Must Go Wrong! Notes: Ian McAndrews is the head concierge at the Stewart Regency, and a fussier, more precise man you never met. He’s determined that every guest’s stay be trouble-free, and that anything a guest wants, a guest gets. He brooks little failure or tomfool- ery among his staff, who regard him as a mar- tinet, but to the guests he’s as friendly, pleasant, and accommodating as someone can be without becoming an ass-kisser. He’s part of a small group of concierges at elite Hudson City hotels who meet at Gadsden Park every morning to trade event tickets and find ways to help each other out. Hero System 5th Edition 32 ■ The Lay Of The Land The Garden (southwest corner of 14th Avenue and Steele Street): Fine food, lush music, and elegant decor combine to make the Garden a destination spot for those whose idea of entertainment runs more toward dining and dancing than ear-splitting rock music. Owned by Kenneth Riley, a movie buff inspired by the dance scenes in old black and white movies, the Garden harks back to the elegance of the Thirties and Forties. Phoenix (southwest corner of 15th Avenue and Mathews Street): Phoenix is a restaurant for Hud- sonites with discriminating palates and “an inclina- tion toward gustatory experimentation,” as owner and head chef Alberto Raimundo puts it. Phoenix specializes in rare and exotic foods: elephant, scorpion, caribou, iguana, weird Asian and Oceanic vegetables, you name it — the more unusual, the better. It’s usually booked weeks in advance, but somehow the famous or influential always seem to get a table that “freed up at the last minute.” Running With Scissors (5865 Steele Street): Up and coming rock, rhythm and blues, and soul acts dream of getting a gig at Running With Scissors, one of the most prominent music clubs on the East Coast. It’s well-known that music critics from major magazines, papers, and websites frequent the place, and more than a few bands have gone on to success and stardom after playing here. Hudsonites in the mood for some cutting-edge popular music know that this is the place to go to hear it. Satin Angels (4787 Steele Street): “Beauty amidst elegance,” reads the gold lettering on the face of the jet-black card-key possessed by members of this exclusive adult club — and it’s a motto the club lives up to. Everything at Satin Angels is of the finest, whether it’s the furnishings, the wine, or the women up on the stage. The annual mem- bership dues are hideously expensive, but for those unwilling to tolerate the more sordid clubs of the Strip, Satin Angels represents the ultimate in adult entertainment. Top Of The World (top floor of 3418 Hastings Avenue): Located on the top floor of the eighty-story office building known simply as 3418 Hastings, Top of the World is one of the most exclusive and elegant nightclub/bars in Hudson City. Most people can barely afford to have one drink, much less an evening’s worth of them or a meal, at TotW, but for those with money to spend it’s one of the most popular watering holes in Bankhurst. It usually features light jazz or other non-intrusive music in the evenings. IMAGES OF BANKHURST Sunshine glittering off glass and steel skyscrapers Well-dressed business- men talking on their cell phones as they walk down the crowded sidewalks A constant stream of traffic, half of it yellow or green cabs, heading up and down Centre Street A breeze whipped into a strong wind as the skyscraper cliffs chan- nel it down the concrete canyons of the streets Stockbrokers pouring out of the HCSE at noon to grab some lunch The wet concrete smell of just-washed streets after a rainstorm or a streetsweeper passes through A cool half-million in diamond necklaces displayed in the show- case window of a jewelry store AEGIS PERSONAL SECURITY SERVICES In this modern world, full of uncertainties and dangers, it pays to do whatever you can to protect yourself from the likes of criminals, terrorists, kidnappers, and their ilk. When you’re a wealthy Bankhurst executive, or a corpora- tion that employs one, you have to be even more careful; to many people in this world, you’re nothing more than the possibility of a big, fat ransom Well-heeled and important Hudsonites looking for the ultimate in personal protection often turn to one of the most highly-regarded, and highly-specialized, security firms in the world: Aegis Personal Security Services. Based in London, APSS provides highly trained body- guards for the rich and famous — everyone from mem- bers of various royal families, to Hollywood mega-stars, to executives and their families around the world Aegis’s services aren’t cheap by any stretch of the imagi- nation, but as the company’s representatives are so fond of observing, you get what you pay for. Most experts consider Aegis bodyguards to be the best trained and most competent available. All of them are military and/or law enforcement veterans, but beyond that Aegis puts them through a rigorous six-month training course of its own design that covers every aspect of bodyguarding in excruciating detail. An Aegis bodyguard also has combat driving and marksman qualifications so he can provide all-around protection. The company’s so certain of the value of its services that it offers a money-back guarantee in the event one of its protectees suffers injury or death due to error on the part of an Aegis employee In addition to its standard bodyguard services, APSS has two specialized subsidiaries: Aegis Child Protective Services and Aegis Executive Assistant Services. ACPS is a group of trained bodyguards who are also trained child care workers. Most of them are woman, and they’re all qualified to care for children from infants to teenagers while protecting their lives. Many of them are licensed nurses as well AEAS covers the other end of the spectrum: its person- nel are, in effect, “combat butlers” who provide valet and manservants services in addition to being bodyguards. They can do everything from from expertly pressing their employer’s clothing, to ironing the newspaper for him so he doesn’t get inkstains on his hands, to parachuting him to safety from a crashing airplane or preventing him from suffering injury in a firefight. 33 Hudson City ■ Chapter Two “Ahhh, it ain’t so bad most’a the time. I can do a lotta stuff with it — it’s pretty amazing what the docs can come up with. I still can sorta feel my hand there, though, which creeps me out, ’specially in the morning. “I’m gonna miss the shipyard, but my cousin said he figured he could get me some kind’a job at the plant where he works. At least there I won’t hafta worry about that !$&*-up Sturzo droppin’ sheet metal on me again. Hey, Bertie, gimme ’nother beer!” —former shipyard worker Mark Munson, showing off his new prosthetic arm down at the Anchor Room tavern North of Owl Bay, the Hudson City coastline bulges out slightly. Hudsonites refer to the neigh- borhood occupying that bulge as Bayside. Most of them would describe its boundaries as 20th and 24th Avenues and around Easley Street. Given its position on the bay, Bayside has historically been a neighborhood devoted to industry and heavy commerce. Even in the earli- est days of the city, large ships would pull right up to the Bayside docks to discharge their cargo and take on new goods. That trend continues today, though the ships are no longer made of wood and don’t show up as frequently. In recent years, as manufacturing has declined, Bayside has taken on more of the characteristics of a residential neigh- borhood. It always had a few areas where the men who worked on the waterfront and their families lived, but things have improved a little. Devel- opers have converted some old office buildings and tenements to modern apartments, and a few warehouses to lofts — but even taking that into account, Bayside remains mostly a place where people work, not where they live. The crime rate in Bayside is moderate. In many ways it’s a rough neighborhood: the longshoremen, shipbuilders, and dockworkers who form such an important part of Bayside’s economy aren’t genteel folk. After work they often get rowdy; fistfights and more violent encounters occur frequently, and muggers and other criminals often prey on the drunk and the unwary. There have also been some reports of prostitution, but with the Strip not too far south there’s no chance for an extensive sex trade to develop in Bayside. The western parts of the neighborhood, where there are more residences and small businesses than manufacturing firms or warehouses, are generally safer and quieter, but not always by much. It’s widely believed that the Mafia — in the form of the Marcelli family — dominates a lot of the activity in Bayside, particularly the waterfront and its businesses. In the past twenty years, several organized crime figures have been convicted of racketeering charges stemming, at least in part, from their activities in Bayside. The Marcellis supposedly control Bayside union locals, extort protection money from many businesses, own several warehouses that charge exorbitant rates but nevertheless remain heavily patronized, and siphon money out of the Shipyards in many illegal ways. Marcelli lieutenant Angelo “Big Anj” Campanaro and several of his soldiers were sent to jail for life in 1997 for murdering one shipbuilding firm execu- tive and threatening another, but no one thinks disrupting his organization means getting rid of the Mafia in Bayside. In fact, there are rumors that Campanaro continues to run his people from jail. MARWICH Some people consider Marwich — the neigh- borhood between N. Adams and Oxnard or Easley Street, running from about Gilraith Avenue down to 24th — part of Bankhurst, Gadsden, or even Pierpoint, but city statisticians generally lump this neighborhood in with Bayside for some reason. It was a lot more like Bayside in the first half of the twentieth century, but since then it’s transformed into a residential and retail neighborhood that really has more in common with Bankhurst. In fact, a lot of young professionals who work in Bankhurst live in the condominium towers, apartment build- ings, and brownstones of Marwich. Smaller invest- ment and financial firms find the office space in Marwich a lot more affordable than similar build- ings just a few blocks west. With so many well-off residents, Marwich has plenty of clubs, bars, and stores that cater to them. Businessmen looking to take a load off after a long day of pushing paper around a desk can relax with a drink at Gordon’s Taproom, grab a bite to eat at Bears & Bulls or the Hanover Room, and maybe go clubbing later at places like Downstairs. LANDMARKS There’s nothing in Bayside proper to attract the average tourist... or even the average Hudsonite. But it does have a few noteworthy places: The Hudson City Shipyards: Shipbuilding firms dominate the economy and geography of northeast Bayside. Decades ago the city designated this area “the Hudson City Shipyards” as a way of promoting the trade, but the name implies more uniformity than actually exists: it’s not a single shipyards BAYSIDE ASSISTANT HARBORMASTER ANDY POLEVSKI 10 STR 8 DEX 10 CON 11 BODY 10 INT 8 EGO 10 PRE 8 COM 3 PD 2 ED 1 SPD 4 REC 20 END 21 STUN Abilities: Bribery 8-, Concealment 11-, Streetwise 8-, WF: Pistols, Fringe Benefit: Assistant Harbormaster 25+ Disadvantages: None Notes: Andy Polevski is one of the assistant har- bormasters charged with overseeing the docks in Bayside. He usually works the second shift, and tries to spend as little of his working hours actually working as possible (after all, it’s a lot more fun to stay inside where it’s warm and watch his portable TV than it is to walk around the docks and ships in the cold wind). Polevski is a big, beefy guy whose stomach betrays his love of deep- dish pizza, fudge ripple ice cream, and beer. At work he’s supposed to wear a shirt and tie, but as long as there aren’t any supervisors around, he loosens the tie and unbuttons his collar. When he’s outside he usually has on a wind- breaker and a cap, both prominently marked “Harbormaster.” Hero System 5th Edition 34 ■ The Lay Of The Land run by the government or any other authority, but instead a group of businesses all in the same industry. All these firms belong to a trade organi- zation called the Hudson City Shipyard Associa- tion (HCSA), but the truth is most of them have as much to divide them as bring them together. They often compete with one another (sometimes intensely) for shipbuilding contracts, and rivalries and animosities have built up over the years. Some of the companies have disputes or grievances that stretch back decades, and there doesn’t seem to be any hope of resolving them anytime soon. The largest company in the Shipyards is the aptly-named Hudson Ships, which mainly builds big commercial vessels. Others include Owl Bay Yachts (small- to medium-length pleasure craft), McNarron Shipbuilding, and Hibernia Manufacturing. Most of the shipbuilding that goes on at the Shipyards is commercial and civilian — everything from large tankers to small pleasure craft. The ship- builders do little in the way of military shipbuild- ing, though some of them occasionally win govern- ment contracts. They’re certainly not equipped to build anything as large and complex as a destroyer, battleship, aircraft carrier, or submarine. 24th Avenue Armory: Located at the corner of 24th and Easley Street, this building once housed one of the armories that held the weapons for the Hudson City Militia. Even through the 1960s, it was a National Guard armory, but eventually that use was phased out and the city bought the building. In the 1970s it was cleaned, renovated, and turned into a community center. It’s a favored meeting place for Baysiders, who take classes and play sports there, and is often featured in Hudson City architectural guides due to its two distinctive towers (which have been closed to the public for nearly 30 years). SHOPPING Bayside really isn’t the sort of place people go shopping — not unless they’re looking to buy industrial equip- ment or bulk raw materials shipped in from overseas. But a few noteworthy retail stores have opened up in recent years in the more residential parts of the neighborhood, such as: Makin’ Tracks (southeast corner of Kemp Avenue and Silas Street): Located in the shadow of one of the city’s elevated railway tracks, this small specialty busi- ness caters to model train enthusiasts. It makes most of its sales via mail order or the Web, but has a dedicated core of local railroading afficionados who come in to pick up the latest models and talk about trains. Every Wednesday night the owner, Rob O’Malley, holds a “movie night” and shows films about trains, home movies of train trips, and the like. The Doughnut Hole (3888 Easley Street): A local favorite, this combination coffee shop/bakery/newsstand caters mainly to the breakfast and brunch crowd. There aren’t a lot of seats, but if you get there at the right time it’s a great place to relax with your morning paper of choice, a cup of good black coffee, and a bagel. Most people just get their coffee and paper to go, or later in the day pick up some bread or doughnuts. ON THE TOWN There’s not much nightlife in Bayside. Most people looking for something to do head north to Gadsden or (if they can afford it) west to Bankhurst. But as the residential character of the neighborhood has improved over the past three decades, it’s brought some related businesses along with it. Ankara (432 Dawnlea Avenue): Turkish immigrant Husmettin Nemria opened up this restaurant, which serves the cuisine and coffees of his native land, in 1996. The patronage of local residents kept it going at first, but since it was “discovered” by Bankhurst businessmen with long lunch hours it’s become a definite success. The White Event: Where the eastern terminus of Dawnlea Avenue intersects with the Coastal Park- way, there used to be a warehouse that stored goods which arrived in Hudson City by ship before they were distributed to local businesses or sent else- where. But in the late Eighties the owners fell on hard times, and the warehouse was bought by some entrepreneurs who wanted to open up a nightclub. Their club failed, and so did those of a couple other people who tried the same thing. Then Johnny Skevington came along. A devotee of the goth/rave scene, he had a finely-tuned appreciation for what modern clubgoers wanted. It didn’t take long for his new club, the White Event, to become a success where others had failed. Since its opening in 2001, it’s been a favorite nightspot for pale-skinned, late- night partygoers. IMAGES OF BAYSIDE The clang and bang of work at the Shipyards The smell of the half- rotten old piers down along the waterfront Bar signs at night, slash- ing the darkness with their neon glow The smell of fresh bread baking at the Doughnut Hole 35 Hudson City ■ Chapter Two “Man, this place rocks! This is like the great- est club ever! I can’t believe Flog My Nixon just showed up here to do a gig. I never get to see anything like this in Missouri. This is so cooool....” — convention attendee Charlie Biddick, enjoying a night on the town at Inferno Blackbridge takes its name from a time back in the 1800s when a large stream ran through the heart of the area (the stream still exists today, a couple feet under Harnett Street). The main bridge across the stream was built with wood from an enormous black oak tree, so it became known as Black Oak Bridge. Residents later shortened this to Blackbridge, and eventually the name came to signify the neighborhood as well as the bridge. By 1935 the stream was completely paved over and the bridge removed. Pieces of wood from the bridge were sold to raise money for charity. Many older families in the city still own a piece or two; some businesses in the city bought numerous pieces and used them to build furniture or artwork for their offices. Pieces remain available in antique stores all over the city. Roughly speaking, Blackbridge is the area north of LeMastre Park, east of N. Madison Street (excluding Westhurst), west of Kurtland Boulevard, and south of 4th Avenue. For most of its history it was primarily a residential neigh- borhood, and it retains much of that character today. Middle-class families, nature-lovers who wish to be near the park, students from nearby Hudson City University, and others call Black- bridge their home. Most of the residential build- ings are brownstones and high-rise apartment buildings, with only a few apartment complexes and “detached” houses (the detachment is so small as to be nearly non-existent). There are also plenty of businesses that cater to the resi- dents — restaurants, small shops and stores, and the like. Many Hudsonites consider Blackbridge to be one of the nicest neighborhoods in the city. However, as the city has grown, bigger busi- ness has intruded on Blackbridge. Particularly where the neighborhood nears Bankhurst and the Convention Center, office buildings have arisen — none reaching the size of skyscrapers, to be sure, but commercial buildings nevertheless. Some Blackbridgers like having office buildings in the neighborhood, since they work in them and it makes for a short commute. Others would prefer to keep the neighborhood mostly residential. Most don’t have a strong opinion one way or the other. Blackbridge is a fairly safe neighborhood, though not as safe as Bankhurst or Highlands. It’s thought that the Mafia commits a lot of crimes in the area (and sometimes competes for “turf” there with the Russian Mafia, yakuza, or various inde- pendent criminals), and occasionally street punks wander north from the park looking for easy pick- ings. The vigilante DarkAngel seems to pay special attention to Blackbridge; some authorities speculate that she lives or works there in her civilian identity. LANDMARKS In addition to Jason Devon Memorial Coli- seum (page 114) and the Gangland Museum (page 111), here are some of the places people associate with Blackbridge: Blackbridge Park: Bounded by Cayuga and Onon- daga Streets and 8th and 9th Avenues, this small, quiet park is a welcome haven from the hustle and bustle of city life. Although Blackbridge is close to LeMastre Park, some residents prefer the less crowded Blackbridge Park. It includes a large play- ground area for children. Catholic Cemetery (northeast corner of Wallace Avenue and Onondaga Street): Years ago, when many of the city’s early cemeteries were close to filling up, several local Catholic churches pooled their money and bought a large plot of land in Blackbridge for use as a cemetery. Today Catholic Cemetery itself is nearing capacity, but it’s become more than just a peaceful resting place for the dead. Locals often jog or walk there, and students from nearby HCU go there when the weather’s fine to sit outside and study. The cemetery’s many large and fanciful tombstones and crypts sometimes attract tourists as well. Hudson City Convention Center: Located between 8th and 11th Avenues, and Rhine and Harnett Streets, right next to the Devon Coliseum, the HCCC is the largest convention venue in the city. Capable of supporting conventions of up to 50,000 people easily, and more than that with a little difficulty, it brings hundreds of thousands of businessmen from around the world to Hudson City every year. Sev- eral large hotels cluster around it. LeMastre Office Park (5357 13th Avenue): This group of three buildings (two six stories tall, one five) sits right across 13th Avenue from LeMastre Park, and just a couple blocks south of the Convention Center, making it a prime commercial location. Most of its tenants are what you’d expect — stock brokerages, law firms, and other professional offices — but some are a bit more unusual. Perhaps the most notable is Comrade Capitalists, a security ser- BLACKBRIDGE IMAGES OF BLACKBRIDGE Conventioneer-welcom- ing banners hung on the lampposts all around the Devon Coliseum and HCCC The laughter of children playing on the playground in Black- bridge Park The unique facade of the Teale Building The sounds of jazz waft- ing out of Beethoven’s Ninth on a nice night when the guy watching the front door leaves it open The unmistakable sky- line of the LeMastre Office Park Hero System 5th Edition 36 ■ The Lay Of The Land 37 Hudson City ■ Chapter Two vices planning and consulting firm. Run by Arkady Koslov, a veteran KGB agent, and Spencer McBryde, a former CIA agent, Comrade Capitalists brings what one of its clients called a “unique and thor- ough” perspective to security issues. Teale Building (4000 Van Buren Street): Of all the apartment buildings in Blackbridge, the Teale Building stands out. Built by famed architect Robert Teale in 1918, it has a distinctive facade with broad front steps and gargoyle-like ornamentation along the top of the building. The early residents, who had a reputation for being somewhat Bohe- mian, developed the habit of painting their window casements teal, a tradition that later residents main- tained. Apartments in the Teale Building are in high demand, and thus expensive. SHOPPING Blackbridge has plenty of interesting stores just waiting to serve Hudsonites and tourists look- ing to spend a little money. Edgar McCreedy’s (412 Searcy Avenue): Although smoking isn’t much in fashion these days, there are some who still indulge... and some who remem- ber the elegance of the habit eighty years ago. McCreedy’s is one such store: a tobacconist’s that caters to the smoking connoisseur. It carries an extensive line of pipes, pipe tobacco, and fine for- eign cigarettes and cigars. The cigar craze of the Nineties brought it to the attention of a whole new generation of customers. Paper Kingdoms (northeast corner of 5th Avenue and Admiral Street): A favorite among Hudsonite geeks and pop culture fans, Paper Kingdoms carries an extensive line of comic books, roleplaying games, other non-computer games, and genre fiction. The owner, Paul Kassabian, has an encyclopedic knowl- edge of pop culture and rock music trivia, and uses it to steer each customer toward just the right books and games for him. The Wheel Bookstore (northwest corner of Oak Avenue and Cayuga Street): Founded in 1927 by iconoclastic artist Clarisse Lemoine, The Wheel specializes in books on left-wing political sub- jects. A rallying point for the city’s Communists through the 1950s, radical leftists in the Sixties, and feminists and gay activists since the Seventies, it remains a quirky part of Hudson City’s political landscape. It also carries an extensive selection of obscure poetry. ON THE TOWN Blackbridge has a lot of attractions for people looking for a fun and relaxing evening out, particu- larly in the area around the Convention Center and Coliseum (where you’ll find a lot of bars and res- taurants, mostly chains but some local places). Beethoven’s Ninth (3786 9th Avenue): A trendy jazz club just a few blocks east of the Coliseum, Beethoven’s Ninth attracts an eclectic crowd: jazz musicians and record executives looking to catch the next “big thing,” college students enjoying the atmosphere, young professionals trying to impress their dates with their knowledge of “culture,” and people who are actually cultured hoping to meet others of their ilk. The owner, Marvin Walker, has a reputation for finding talented jazz musicians before they become well-known. Inferno (3413 Admiral Street): This club usually features up-and-coming rock bands and is known for its stiff (but high-priced) drinks, including the famous Hellfire Cocktail. It’s a favorite “watering hole” not only for convention attendees (many of whom come back to it, year after year) but for local businessmen looking to unwind after a hard day. The Jackhammer (5950 Onslow Avenue): This dance club just a couple blocks north of LeMastre Park attracts both locals and conventioneers. The puls- ing beat of the loud music (rock, house, or techno, depending on the evening) makes it difficult to hold a decent conversation... but no one really goes there to talk anyway. Midnight Star (6532 Hastings Avenue): One of Hudson City’s most popular nightclubs, the Mid- night Star is a three-story tribute to the joys of the nightlife. The first floor is mostly a bar, with music played softly enough that people can drink in peace or hold a conversation. The top two floors are a multi-level dance floor. Jessica Sung, a former strip- per, owns the place; her sister Rebecca is the club’s business manager, and her brother-in-law Oliver Younce, a former NFL linebacker, is the bouncer and general troubleshooter. COLISEUM STATION Most subway and EL stations in Hudson City aren’t any- thing to write home about — just poured cement floors, brick or tile walls covered with advertising posters in flat plexiglass-covered cases, flyers taped up here and there by people promoting some band or event, and that vaguely disturbing musty-sweaty smell that comes from having people stand around there waiting for trains. Coliseum Station in Blackbridge is different. When it became apparent that many visitors to the city went through there on their way to the Jason Devon Memo- rial Coliseum or Hudson City Convention Center, the city decided to make it more of a showcase. It hired several noted mosaicists and mural painters to beautify the place, and moved all the advertising so it wouldn’t spoil the view. Today commuters who go to Coliseum Station are treated to wall art depicting the early his- tory of the city, sports heroes of Hudson City, famous American presidents, and more. The station still has its share of panhandlers, homeless people, and street musi- cians, but at least the art brings a smile to most peoples’ faces for a little while. MIRANDA HAINES 10 STR 10 DEX 10 CON 8 BODY 10 INT 8 EGO 10 PRE 13 COM 4 PD 2 ED 2 SPD 4 REC 20 END 18 STUN Abilities: AK: LeMastre Park 8-, CK: Hudson City’s Northside 12-, KS: The Club Scene 11-, KS: The Music Scene 8-, PS: Bike Messenger 11-, PS: Play Ultimate Frisbee 11-, Streetwise 8-, TF: Two-Wheeled Muscle- Powered Ground Vehicles Disadvantages: Depen- dence (Addiction to amphetamines) Notes: It’s hard to miss Miranda. With her bright pink hair and what looks like a half a pound of metal rings stuck through various parts of her face, she stands out in a crowd. And it’s a good thing, too, since as a bike mes- senger she wants driv- ers and pedestrians to see her coming from a long way off — fewer accidents that way. An employee of Flash Mes- senger, she’s one of the company’s fastest, hard- est-working messengers, but her talent isn’t all natural. She’s able to maintain her frantic pace by using uppers, and sooner or later that’s going to catch up to her. Hero System 5th Edition 38 ■ The Lay Of The Land “Dim sum? You want dim sum? Good dim sum! Also Pepsi!” — dim sum pushcart owner “Uncle Bennie” Hwan, usually to be found somewhere on the north side of Mott Park Like many major metropolitan areas in the United States, Hudson City has a neighborhood populated almost exclusively by persons of Asian extraction. And like those other cities, Hudson City refers to this neighborhood as Chinatown. For most of the first century of Hudson City’s existence, few “celestials” (as they were then often referred to) lived there. But after the Indepen- dence Day Fire of 1895, the need for cheap labor to rebuild the city was so great that it attracted Chinese laborers, many of whom had first come to the country to work on the railroads out west. These immigrant workers mostly settled south of the Stewart River, building a small shanty com- munity that the rest of the city soon came to call “Chinatown.” As Hudson City grew, so did China- town, which was eventually absorbed into the city proper. Today its boundaries are usually defined as S. Roosevelt Street, Kiser Street, Coleman Avenue, and the river. During the Twenties and Thirties, when Chi- natown was considered a den of vice, newspaper writers often referred to it as “the Yellow Crescent” due to the neighborhood’s shape. Today most people consider that term crass and insulting, and Chinatown’s gone from being seen as a place of depravity to one of hard work and cultural diver- sity. Its residents simply see it as home. Modern Chinatown is a busy, crowded neigh- borhood with seemingly little in the way of central planning — residential buildings sit cheek-by-jowl with commercial ones, and often the top floors of a small store or shop serves as a residence for the store’s owner and his family. Factories and other businesses that rely almost exclusively on Chinese labor cluster along the waterfront. Many of these are little more than sweatshops that hold their employ- ees in quasi-slavery, though a rising class of Chinese entrepreneurs is doing what it can to provide better jobs and working conditions for Chinatown’s resi- dents. (Since the residents of Chinatown are notori- ously reluctant to even talk to the police, much less cooperate with them, the city has repeatedly been frustrated in its efforts to correct many of the illegal practices.) Elsewhere, the shops and restaurants that outsiders think of when they hear the word “China- town” dominate the commercial scene. ONE NEIGHBORHOOD, FOUR WORLDS While most Hudsonites think of “Chinatown” as one large neighborhood, in truth it’s actually four sub-neighborhoods dominated by different Asian groups. Chinatown was almost exclusively Chinese for the first half of the twentieth century. But after World War II Japanese immigration to the city increased... and the same applied to Vietnamese immigration after the fall of Saigon. Over the last thirty years, an influx of Koreans has also occurred. The result is a neighborhood more splintered than many outsiders can see. Chinatown Chinatown “proper” consists of those parts of the neighborhood still dominated by Chinese — which is to say, most of overall Chinatown. (The use of the same name to mean two different areas, one of which is part of the other, causes all sorts of confusion except among the Chinese themselves, who always seem to know which one they’re referring to.) It occupies the western half of the neighborhood. Koreatown Korean residents, most of whom come from Seoul and other parts of South Korea, live mostly in the northeastern part of greater Chinatown. They keep to themselves, rarely mingling with their Chinese and Japanese neighbors. Although they encourage some tourist traffic to Korean restau- rants and stores, for the most part Koreatown keeps to itself and prefers to be left alone. Little Saigon Wedged in between the other three neighbor- hoods, Little Saigon evolved in the 1970s to handle the influx of Vietnamese (and Cambodian and Lao- tian) immigrants after the end of the Vietnam War. Although not quite as stand-offish as the Koreans, the residents often prefer their own company (they don’t even have nearly as many restaurants and other tour- ist attractions as the other neighborhoods). Little Tokyo Located in the eastern and southern parts of Chinatown, Little Tokyo is home primarily to persons of Japanese ancestry — one of the larg- est concentrations of ethnic Japanese outside of Japan itself, in fact. The residents are a curious mix of successful Japanese businessmen who long for native surroundings (and most of whom work in Bankhurst, Blackbridge, Highlands, or Worthing- ton, not Chinatown) and poorer Japanese trying to get by. The architecture of the area is an eclectic blend of Japanese and American that strikes some critics as hideous, others as charming. CHINATOWN IMAGES OF CHINATOWN Young men rushing boxes and carts of fresh vegetables and fish from the waterfront to restau- rants in the early morn- ing hours Bright red Chinese characters painted on stark white or yellow signboards The smell of dim sum cooking Ducks hanging in a butcher’s window like a line of soldiers awaiting inspection Chinese children dressed in colorful silk jackets for Chinese New Year Japanese teens talk- ing animatedly about the latest Jap-pop teen heartthrob The setting sun cast- ing the shadow of Four Dragons Rising east like a long finger pointing toward night The sounds of Oriental languages being spoken at a rapid-fire pace 39 Hudson City ■ Chapter Two CHINATOWN CRIME The crime rate in Chinatown seems quite low... and it is, at least as far as tourists and “round-eyes” are con- cerned. But the police and community leaders acknowledge that behind the scenes, the area has a serious crime problem — one exacerbated by the residents’ preference not to get involved with the police (or other Western insti- tutions) at all. In Chinatown proper, vari- ous tongs (see page 163) control the underworld. Well-funded and well- entrenched, they usually have strong links to powerful Triads back in China, from whom they buy heroin (which they often distribute in the city with the help of allies in the Mafia — the geographic proximity between China- town and Little Italy has made it easy to foster mutually profitable ties between the two groups). The tongs also control an extensive network of illegal gam- bling dens and other vice operations. In Little Tokyo, the various clans of the yakuza dominate, each with its own carefully-delineated territory. Much more so than other Chinatown crime groups, the yakuza is involved with schemes all over the city. Little Saigon is plagued by Vietnamese gangs, but like their Chinese neighbors the residents rarely cooperate with the police.. Even if the HCPD smashes one gang, it’s not long before a successor steps up and takes control, since the police never have enough information to really make a dent in the overall crime problem. Koreatown also has its gangs, but they’re much more fragmented and less effective than their Viet- namese counterparts. The yakuza seems to hold some sway here as well. See Chapter Five for more information about the Hudson City underworld. CHINATOWN GAMBLING Chinese people love to gamble. A particular Chinese person might not care for it, but as a people they love games of chance. It’s something of an open secret that there’s plenty of illegal gambling going on in Chinatown’s back rooms, basements, cellars, warehouses, and attics — any- where a few people can come together and put a few dollars down on a game without the law trying to break things up. Westerners would have a hard time finding one of these games, much less getting permission to play, but they’re going on out there nevertheless However, the games of chance Chinese gam- blers prefer aren’t the same as those favored by Westerners. You might find some poker or craps going on, but most Chinese prefer to stick to their native gambling games, such as fan-tan and pai gow. Fan-tan is a simple game. It requires a table with a square marked in the center, or a square piece of metal laid on top. The sides of the square are marked 1, 2, 3, and 4. The banker (the person in charge of the game) puts a handful of tokens on the square. Typically small Chinese coins are used as the tokens, but he could use any similar item, such as pennies, poker chips, dried beans, or the like. Then the banker covers the tokens with a bowl, and the players place their bets on 1, 2, 3, or 4. When all bets are made, the banker removes the bowl and uses a small stick to remove tokens in groups of four until he gets down to the final batch of four, three, two, or one coins. That remainder indicates which number wins. Anyone who placed a bet on that number has one-fourth of his bet removed by the house, then receives winnings of five times the remaining 75%. Any bet placed on another number loses. (There’s also a card game that goes by this name, which can be played by up to eight players.) Pai gow is a dominoes game, not to be con- fused with the modern casino game of “paigow poker.” The name means “make nine,” and some consider it the original form of baccarat. Each player places a bet and the bank then deals him four dominoes (or “tiles”) from the stack (the “woodpile”). From these four dominoes, he must make two hands (one called the “high hand,” the other the “low hand”). The goal is to make both hands total as close to 9 as possible. To win, a player must have a high hand that beats the bank’s high hand, and a low hand that beats the bank’s low hand. If that happens, the player wins his bet and gets paid. If the player and the bank each win one of the hands, that’s a “push”; the player gets his money back but wins nothing more. If the bank wins both hands, the player loses his bet. In the event of a tie, the low hand with the higher-rank- ing tile wins. The ranking of dominoes is complex and has to be learned by memory; the best possible hand is gee joon (“supreme pair”), 4-2 and 2-1. Other pairs have their own special names Other Chinese gambling games include tien gow (a trick-taking dominoes game for four play- Hero System 5th Edition 40 ■ The Lay Of The Land ers), che deng (“diagonal nails,” another dominoes game), and gwat pai (“bone tiles,” a trick-taking game very different from tien gow). LANDMARKS As far as most tourists are concerned, all of Chi- natown is a Hudson City landmark. But the neigh- borhood offers a few special attractions of its own. Four Dragons Rising (southeast intersection of S. Harrison Street and Cutler Avenue): To mark the “entrance” to Chinatown, neighborhood movers and shakers long ago commissioned a special statue. It depicts four celestial dragons, one facing each direction, rising from a wave. The distinc- tive appearance of the statue as a whole, and the individual dragons, have become closely associated with Chinatown; they’re often seen on souvenir t-shirts, posters announcing neighborhood events, and even some business letterheads and signs. Mott Park (southeast intersection of S. Lincoln Street and Iris Avenue): Most of Chinatown is heavily built up, with buildings clustered densely together. The largest open space is Mott Park, where locals go to relax and walk on grass instead of concrete. Although two streets pass through the park, there’s still plenty of space for kids to play games. The annual Summer Kite Festival held here in July attracts thousands of visitors to watch the elaborate Chinese kites (and kite-fighting competitions). SHOPPING While many Chinatown stores are ordinary businesses catering to the locals, others aim to attract the tourist crowd. It’s a great neighborhood for bargain-hunters, Asian antique enthusiasts, and curio-seekers. Great Wall Oriental Gifts (southwest corner of Cutler Avenue and Wellsley Street): A small building crammed to the gills with Chinese antiques, curios, knick-knacks, and dust-gatherers, Great Wall Gifts is a mecca for collectors of Chinese art and artifacts (including several museum curators). The owner, Chu Shou-Ming, immigrated to the United States in the early 1960s and opened his store a few years thereafter, but barely seems to have Americanized. His English is atrocious (though he has no trouble understanding his American customers), he wears Chinese clothing, and in general he seems faintly contemptuous of Western culture... though not of Western dollars. His sources for genuine Chinese art objects are extensive. Japanamania (1676 Union Street): Established in the mid-80s to take advantage of the growing Ameri- can fascination with Japanese pop culture, Japana- mania sells all things trendy and Japanese: anime; manga; card games; toys; you name it. Ken Iwahara, the owner and an ardent follower of Japanese cul- ture, travels back to Tokyo several times a year to find the latest and neatest things for his store. The Thousand Leaves Bookstore (northwest corner of Windham Street and Covent Street): Although it mainly caters to locals by selling books written in various Chinese languages, Thousand Leaves also carries a selection of English-language books on various Asian subjects. Sinophiles often visit to look for unusual and interesting books not available in mainstream bookstores. ON THE TOWN Like Chinatowns across the country, Hudson City’s Chinatown is renowned for its Asian restau- rants. It also has a few clubs that cater to Westerners as well as Asians. Budokan (1679 Anson Street): Opened in 2003, this club mixes traditional samurai-themed Japanese decor (suits of samurai armor, swords, medi- eval illustrations of Japanese warfare) with more modern touches to create an intriguing “techno- samurai” look that seems to appeal to both Japanese and Westerners. It’s a favorite watering hole for local Japanese businessmen early in the evening, then becomes a dance club catering to a younger, hipper crowd after 10:00 PM. Golden Palace (northeast corner of Cutler Avenue and Childress Street): Chinatown’s most famous Chinese restaurant didn’t earn its reputation just because of its food (though its food is without a doubt excel- lent). It’s also known for a 1996 incident in which three members of the Scarlet Dragon gang came looking for their enemies, members of the Emerald Door gang. They shot up the place, killing one Emer- ald Door and five innocent bystanders. Raw Fish (southeast corner of Cabell Avenue and Union Street): Established by comedian Jimmy Konishi in 2002, this upscale sushi restaurant takes its name from Konishi’s famous “it’s raw fish, people!” comedy routine. It’s been a tremendous hit, with a waiting list over a month long, and he’s hoping to franchise it to other cities. MRS. ISHIHARA 5 STR 8 DEX 7 CON 6 BODY 13 INT 8 EGO 13 PRE 8 COM 2 PD 2 ED 1 SPD 3 REC 14 END 13 STUN Abilities: AK: China 11-, AK: Japan 11-, AK: Hudson City’s China- town 11-, Languages: Cantonese, English, Mandarin (all idiomatic; Japanese is Native), PS: Instructor 13-, PS: Translator 11- Disadvantages: None Notes: If you want to learn Chinese or Japa- nese, the best person to see in Hudson City is Mrs. Ishihara (no one seems to know what her first name is; even her husband calls her “Mrs. Ishihara”). A 60-ish, grey-haired woman of intense demeanor, she’s an expert in Canton- ese, Mandarin, and her native Japanese, and also speaks English better than most Americans. But don’t ask her to teach you if you’re not willing to really devote yourself to the study of your chosen language; she’s not one of these “learn to speak the lan- guage in six weeks!” sort of instructors. Just the opposite — she’ll spend the first two weeks just teaching you the history of the language before you even start to learn basic words. But if you stick with her for a year or two, your command of the language will be perfect. 41 Hudson City ■ Chapter Two “This usedta be a nice enough neighborhood. Lotsa old families that had been around a long time, lotsa community spirit. It wasn’t the safest place in Hudson City, but I damn sure been in worse. I was raised here, and I turned out OK. “Then all the Hindus started moving in. And them Muslims and Arabs and stuff. Things started to go downhill a little — you didn’t know who all your neighbors were anymore, or whose kids you should let your kids play with. Some of ’em didn’t even bother to learn English so’s you could talk to ’em. And then came the fags. Ashwood used to be a nice place, now it’s just Fruit-town. Can’t even go down to Harry’s to have a beer anymore — the fags bought the place and turned it into some fern bar or something.” —Crown Point resident Julia Murrow Decades ago, Crown Point was mainly an industrial neighborhood, a place of factories, wharves, warehouses, and miscellaneous stenches. Only a few poor factory workers lived there, and most of them were looking for a way out. After World War II, when the manufactur- ing sector of the Hudson City economy began to decline, many of the Crown Point businesses, including most of the heavier industry, shut down one by one. People looking for cheap housing moved in, and slowly but surely developers tore down a lot of the larger factories to make way for apartments and houses. By the mid-Seventies, Crown Point was as much a residential neighbor- hood as a commercial one, if not more. The trend continued into the Eighties and Nine- ties. In the early Eighties the city built the Museum of World Art in Crown Point, in recognition of the neighborhood’s new character. And immigration began to change the face of the community a little: Indians, Pakistanis, Middle Easterners, and a few Africans and Southeast Asians moved in. But none of them staked out any specific neighborhoods as their own ethnic enclaves, creating a sort of cultural mish-mash that some Crown Pointers like, and others object to. But it seems as if the newcomers are here to stay, so most people just try to make the best of it... and take advantage of the many new restaurants. Today, most people would describe Crown Point (including Ashwood; see below) as the area bounded by Kiser Street, Coleman Avenue, Centre Street or Ferry Street, and the river. Some people quibble over exactly where Crown Point ends, and Riverside Hills or Forsyth begins, but for most Hudsonites Coleman Avenue (particularly the part known as “Mural Street”) makes a good border. The southern part of the neighborhood (the part below Link Avenue) is mostly residences — apartment buildings (some of them refurbished tenements or warehouses) and some detached houses — and small businesses, while the northern part contains mostly light industry and waterfront businesses. Some real estate developers consider Crown Point the next likely target of “yuppification” renovations; others scoff at the thought that young professionals would ever choose to live on the Southside. Crown Point has a significant crime problem. In addition to the gangs that wander up from Free- town and Forsyth to sell drugs and look for easy pickings, the crimelord Charlemagne claims part of Crown Point as his “turf,” and his rival Speargun tussles with the Mafia and other groups for control of the Crown Point waterfront. See page 86 for a map of Crown Point. ASHWOOD The southwest part of Crown Point is known as Ashwood, though no one knows exactly where the name comes from. Since roughly the early Seventies, it’s been the center of Hudson City’s gay community, and hence also of much of its artistic community. It’s mainly a patchwork of older apart- ment buildings and stores, with a good many art galleries and clubs thrown in for seasoning. It’s got an active nightlife that attracts the young and hip, be they straight or gay, from all over the city. LANDMARKS Crown Point doesn’t have much in the way of landmarks — it’s not really a tourist destination or anything like that. But people do come to see Mural Street (page 19), visit the Museum of World Art (page 112), or attend a game at the Herodome (page 114). SHOPPING Some of the places in Crown Point where Hudsonites can spend their money include: Crown Point Seafood (2 Wilson Street): Located right on the waterfront, Crown Point Seafood mostly sells to the restaurant trade, but it’s also ready and willing to deal with individual consumers. Crown Pointers with a taste for seafood come here to get the freshest fish, shellfish, and crustaceans around. Crown Point Seafood also sponsors a lot of local events and children’s sports teams, making it a popular member of the business community. The Klein Gallery (northwest corner of Avon Avenue and Edgecombe Street): Owned by Joel Klein, himself a highly-regarded artist, the Klein Gallery CROWN POINT IMAGES OF CROWN POINT The smell of seafood and water along the wharves Two young men walking hand-in-hand down an Ashwood street Crowds streaming toward the Herodome, eager to scarf down some hot dogs, guzzle a few brews, and see the Heroes win The murals on Mural Street, and the sidewalk artists working beneath them to earn a few bucks for the day Paintings in the gallery windows in Ashwood A rack of glossy maga- zines in a dozen lan- guages Hero System 5th Edition 42 ■ The Lay Of The Land sells the latest and trendiest in modern art, both American and European. It holds frequent shows as well, where a crisply-uniformed staff serves brie and champagne to rich clients on the lookout for the next “hip” thing in the art world. Teotihuacan (976 Avon Avenue): This gallery special- izes in Precolumbian art and artifacts — Zapotec, Aztec, Mayan, Incan, North American Indian, whatever the owner, Jorge Rodriguez, can obtain on the legal market. An expert on the Precolum- bian civilizations of Mexico and Central America, Rodriguez sometimes serves as an adjunct profes- sor or guest lecturer at Hudson City universities, and has helped the authorities capture art smug- glers or forgers on several occasions. ON THE TOWN Crown Pointers like a beer and burger just as much as anyone else. Some of them have more refined tastes, or prefer ethnic cuisine. But they all like to have a good time. Caribbean Karma (northwest corner of Iris Avenue and Starr Street): This reggae club, located not far from the Centre Street Circle, also serves Jamaican food at lunch and for an early dinner seating. In the past few years it’s been the site of several shootings, but that doesn’t seem to have done anything to lessen its popularity — if any- thing, the touch of danger seems to attract cer- tain kinds of people more. The Doghouse (northwest corner of Iris Avenue and Ingram Street): Ever had a hot dog made with lamb? How about alligator meat? This gourmet hot dog restaurant not only sells some of the best traditional beef franks in the city, it offers a wide selection of “alternative” hot dogs. It’s got a satellite “Doghouse Stand” at the nearby HeroDome, where its hot dogs consistently outsell those of other vendors. Krazy Karl’s (southeast corner of Link Avenue and Moss Street): Crown Pointers who like their bars dark, smokey, and quiet come to Krazy Karl’s. Run by an ex-Ranger named Karl Jorgenson, it’s a place where pro sports and darts are the height of culture and beer is the drink of choice. If Karl likes you, he might even whip up one of his famous beer-bat- tered burgers for you. Mandala (2500 Cutler Avenue): Pravar Kambhatla, an immigrant from southern India, opened this res- taurant in 1999. It’s prospered thanks to its superb food and impeccable service. Most of the rest of the staff is related to Kambhatla in some way, giving the place a sort of pleasant “homey” atmosphere not usually found in elegant restaurants. P/J (769 Naomi Street): The red-hottest, hippest club in Ashwood today, bar none. Although it caters mainly to gay men, the owners aren’t particular and will gladly let in anyone who looks good and can afford to buy drinks (or convince someone else to buy drinks for them). There’s usually a long line of people waiting to get in, and a big, brutish-looking bouncer who decides if someone’s cool enough and pretty enough to make it through the door. ART FORGERY AND THEFT As the center of Hudson City’s visual arts scene, Crown Point and Ashwood often have to deal with the specter of art theft. Even worse, in the eyes of some dealers and col- lectors, is the threat of art forgery In the minds of most people, art theft is the bigger prob- lem — after all it gets the bigger headlines. On more than one occasion the owner of a gallery in Ashwood have opened for business only to discover that during the night some skilled thief bypassed his elaborate security systems and made off with some valuable piece of art. The value of art in general, and of well-known pieces in particular, has increased significantly over the past decade or so, making art a tempting target for anyone with enough skill and daring to steal it Given the level of security in the best galleries, only the most skilled thieves can hope to obtain the truly valuable prizes. Some of the most infamous thieves in the world, including the Black Tarantula, Chiaroscuro, Meteor, and Prospero have hit the local museums, Ashwood galleries, and the homes of private Hudson City collectors. While some of them, particularly the Black Tarantula, have a personal appreciation for art and sometimes steal it just to have it for themselves, most art thieves work for someone else. Typically this person is either (a) an unscrupulous private collector who wants the piece for his collection, or (b) a fence or other person who’s serving as an agent for such a collector. No reputable gallery or museum would buy an item it knew to be stolen As if the possibility of having a piece of art stolen weren’t enough, galleries and collectors must beware of forged art. While modern criminalistics and investigation techniques have given experts and forgery-seekers an arsenal of new tools with which to analyze works of art and determine their authenticity, science also provides forgers with more and more ways to create believable fakes. Devilishly clever forgers can use everything from chemical baths, to rabbit skins, to ultraviolet light to create forged works of art that can pass even many elaborate scientific tests The world of art forgery is an obscure and shadowy one; the best forgers never make it to the public eye. In Hudson City, perhaps the best-known forger is Erich Dugan, who was arrested in 1998 after it was discovered he sold several faked paintings to a local collector. He’s currently serving time at Oldemyer Prison. HONUR The most prominent gay and lesbian activist group in Hudson City is HONUR: HOmosexuals Needing Understanding and Respect. Founded in the Eighties as the AIDS epidemic was beginning, it quickly earned a repu- tation for its willingness to use confrontation tactics and other meth- ods that often did more harm than good. Over the past twelve years the group as a whole has calmed down somewhat, but has never ceased its unflagging advocacy of issues important to gays and lesbians. As of 2004, the lead- ers of HONUR are Executive Director Lucy Manero and her Assistant Director, Brent McCormick. Both work for the group full-time, drawing salaries much smaller than they could make in private indus- try. Manero’s particu- larly good at organizing parades, street festivals, and protest marches on short notice. 43 Hudson City ■ Chapter Two SUSPECT: Look, see, it ain’t that bigga deal. We got inna shoving match in the bar, see, over this girl. I mean, she weren’t that much to look at, but when a guy starts givin’ ya trouble, ya gotta stand up. So this guy gives me trouble, tries to hit on this girl I’m hittin’ on, so I tell him to back off. We start shovin’, but the bartender breaks it up and tells us to take it outside. So we do. We get back in the alley, and he starts swingin’, and I fight back, see? I’m knockin’ him around pretty good, ’cause he’s basically a big pussy, so he picks up a brick and comes after me with that. So that’s when I pulled my knife and stuck him. It was self-defense, see? OFFICER REILLY: Sir, are you aware that posses- sion of a switchblade knife is itself a crime? SUSPECT: What? Gedouttahere. I’ve had that thing since I was a kid, see? — transcript of police interrogation session, 10/16/04 Occupying the northeast corner of Hudson City, just south of the oceanfront suburb of Hudson Beach, Eastwood is a neighborhood that may, at long last, be changing for the better. Early in the history of Hudson City, it began as a neighborhood where sailors and laborers lived. It was considered a squalid, often dangerous, place to live, and with good reason — even as early as the late 1800s it had problems with gangs, street crime, and prostitu- tion. An increased police presence ameliorated the worst of these conditions by 1950, but Eastwood’s remained a solidly working-class neighbor- hood ever since. Even its proximity to Bankhurst, Worthington, and Highlands, all of which are nice neighborhoods, hasn’t done much to improve it... but it looks like that’s about to change. In recent decades, developers have been eyeing Eastwood greedily. It’s a perfect location for upscale housing for business executives and their families. Beginning with the Eastdale neighborhood, gentri- fication and yuppification have slowly but surely set in. Many locals scoff at this, and some of the intel- lectual “culture experts” at the newspapers decry the loss of Eastwood’s “unique community identity,” but it seems likely that the old, rough-and-tumble Eastwood written about in so many novels and police reports is going to fade away. The completion of the popular Three Lakes Mall in 1998 is consid- ered the final nail in the coffin by many residents who’d have preferred to keep things the way they were. As of 2004, it’s still not safe, and Eastwood High School retains its well-deserved reputation for violent crime... but with some old warehouses and brownstones already converted into lofts and pent- houses, can Daily Grind coffee shops and Electric Zone superstores be far behind? EASTDALE The southwest corner of Eastwood, around the intersection of Beaufort Avenue and N. Jefferson Street but extending as far as Leigh or N. Adams Streets in some peoples’ minds, is a neighborhood known as Eastdale. It got its name because it’s slightly lower in elevation than the rest of the area. The yuppification that seems to be making its way into Eastwood proper got started here because of Eastdale’s nearness to Highlands. The housing has been improved (in some cases simply by tearing down decrepit old tenements and replacing them with brand-new brownstones), and new, upscale businesses have moved in — mostly chain stores and franchises like Janice’s Fine Foods and the Pecos Steak House. The HCPD has made a con- certed effort to patrol here, which has reduced the crime rate significantly... though it’s still not as safe a neighborhood as Highlands or Worthington. NORTHPOINT The easternmost neighborhood in Eastwood — and for that matter, the easternmost point of Hudson City — used to be a center of shipping. But the shoreline isn’t as suited for the larger modern ships as points south (such as Bayside), and so time has gradually passed Northpoint by. Today it’s mostly a lot of old wharves used at about half capacity, plus a lot of warehouses and similar build- ings, many of which are abandoned, all of which are in some state of disrepair. It was hoped that the presence of nearby Three Lakes Mall and Eastwood Medical Center would revitalize the area, but so far that hasn’t happened. NORTHSHORE Northshore is the center of manufacturing in Eastwood. Several small- to medium-sized factories still operate here, providing jobs for many of the area’s residents. EASTWOOD IMAGES OF EASTWOOD Young teens being dropped off at Three Lakes Mall by their parents Couples walking con- tentedly along the Vid- ersea Boardwalk A group of gang kids walking down the street dressed in leather and jeans, all bravado and swagger Old people sitting on benches in Vidersea, conversing in Dutch, Russian, or some Baltic tongue The mosaic tilework decorating the walls on the Beaufort Avenue entrance to Eastdale Station Hero System 5th Edition 44 ■ The Lay Of The Land VIDERSEA Vidersea, by the sea Where my angel fell in love with me And what was meant to be came true When I fell in love with you — excerpt from “Vidersea, By The Sea” (1938) “That !$&*%@# song! I must hear it five !$&*%@# times a day. If I ever meet the guy who wrote it, I swearta God I’m going to beat the *%&! outta him!” — local curmudgeon Arthur Kresznewski Wedged in between Gadsden, Eastwood proper, and the ocean, this primarily residential neighborhood is a bright spot in the otherwise dingy Eastwood environs. Dutch sailors, their fami- lies, and other immigrants from the Low Countries began moving into the area in the 1800s, and grad- ually transformed it from a rough waterfront into a prosperous community of picturesque brownstones and shops. Gradually, over the course of decades, the Dutch were mostly replaced by eastern Euro- peans — Poles, Romanians, people from the Baltic region — and Russians, though the Low Country element never entirely disappeared. Today Russia seems to be the largest source of immigration, and in recent years this has led to an Organizatsiya- fueled rise in the local crime rate. Nevertheless Vidersea is still popularly (and not without reason) thought of as an elegant and romantic place to live in or visit. The 1938 song, “Vidersea, By The Sea,” celebrates the neighborhood’s charms, and can still be heard in the area today. LANDMARKS Eastwood doesn’t have too many places that stand out — it’s mostly full of run-down housing, small manufacturing businesses, and the like. But there are a few notable locations on the map. Brantley Park: This rather small, sad park on 3rd Avenue has definitely seen better days. It was once a pretty, green place where Eastwooders could enjoy the fresh air, but over the past thirty years or so vandalism, crime, drugs, and homelessness have robbed it of its charm. In the past few years a group of concerned citizens, aided by some funding from the owners of the Three Lakes Mall, have tried to clean up and revitalize the place, but so far they haven’t had much luck. They’re determined to keep trying, though. Hibernia Hotel (515 Brenner Street): Actually more of a long-term rooming/short-term apartment house than a hotel, the Hibernia has become famous due to some of its former residents. In the 1930s, it was home to several artists of minor fame, but in the 1950s the renowned “Back-Beat” poet and novelist Jerrold Silverstein lived there. He wrote several of his best-known works, includ- ing Going And Coming and the poem “Overhang,” during his stay in room 7-B. Today the room is pre- served as it was then, as a shrine to him. The Vidersea Boardwalk: Despite seeming “old- fashioned” to young people, the Vidersea Board- walk — a long, broad, plankwood sidewalk run- ning along the shore for roughly a quarter of a mile — remains a popular tourist attraction. Its combination of quaint shops, cheap amusements, and an unobstructed ocean view attract all sorts 45 Hudson City ■ Chapter Two of people. Weddings are often performed there in the summertime. SHOPPING Eastwood doesn’t have much in the way of fancy shops — it’s a working-class neighborhood, not a commercial district. Its main attraction for consumers is the Three Lakes Mall, on the shoreline where Dunlop and Beaufort Avenues terminate. Though not as large as the Gadsden Consumerplex (page 55) or Stewartsville Mall (page 52), it’s the largest shopping venue in the northeast section of Hudson City, and thus attracts shoppers (particu- larly teens and younger adults) from neighbor- hoods beyond Eastwood. As Hudson City’s newest major mall (it opened in 2001), it’s a young, aggres- sive business that actively promotes itself with a lot of contests, giveaways, and special events. Unlike many malls, it actively courts the younger crowd, with lots of businesses like video game arcades, fast food joints, and music stores that appeal to teens. More than one Eastwood parent effectively uses Three Lakes as a “babysitter” — they drop the kids off early in the evening with enough money for dinner and a little entertainment, then come pick them up at closing time. ON THE TOWN Eastwood doesn’t have much of a nightlife — at least, not one that would attract outsiders. While there are a few nice places in Vidersea and Eastdale, most of its residents are happy to stick with plain old bars and burger joints. The Copper Samovar (114 Winwood Avenue): Spe- cializing in Russian cuisine, the Copper Samovar is the restaurant of choice for many recent immi- grants from Russia and the Ukraine, as well as Hudsonites in search of culinary adventure. The furnishings and decorative art are all genuine Rus- sian work that the owners bought cheap in Moscow and Kiev and shipped over to Hudson City. Some of the items are for sale to discriminating collectors (meaning, “anyone who can afford them”). Stan’s (854 Dumont Street): If you’re looking for a nice, thick burger and a good brew to wash it down, check out Stan’s. Stan himself doesn’t talk much, and neither do most of his patrons, but for most people that’s a plus. The decor is straight out of the late Fifties/early Sixties. Sunshine Fishing (the Vidersea waterfront, just north of 4th Avenue): If you’ve got a hankering to get out on the water and go after some fish, you need to talk to the people at Sunshine Fishing. They run a sport fishing charter service in the summertime (and at other times of the year for customers who book in advance), and can even arrange larger tours for groups, bachelor parties, and the like. STREET GANGS OF EASTWOOD While it’s not as bad as it was in the 1800s and early 1900s, Eastwood rightly retains its reputation as something of a rough-and-tumble working-class neighborhood. It’s still got a significant crime problem compared to surrounding neighborhoods like Worthington, Highlands, and Gads- den. Part of that problem is street gangs. Compared to the gangs of Latin City, Freetown, or Lafay- ette, the Eastwood gangs don’t seem like much. Mostly gang members just hang out together, occasionally commit crimes like shoplifting or joyriding, fight with other gangs, and maybe sell a little marijuana or cocaine here and there. But they’re definitely not the happy-go- lucky sort of gangs you see in West Side Story; they’re often tough and violent, even if they don’t always show it the same way Freetown gangs do. Some of the best- known Eastwood gangs include: The 3-7s: No one knows where the “7” comes from; the 3 presumably refers to 3rd Avenue, since the gang tends to congregate a lot along that street. At other times they hang out in Brantley Park, sometimes selling coke or even heroin to interested buyers. Many of them wear rings or necklaces displaying a 3 and a 7, or have those numbers as a tattoo. The Bangers: Frequently seen hanging out in or around Three Lakes Mall — and often thrown out of there by the security guards after they make trouble or harass shop- pers — the Bangers are one of the least violent local gangs. They joined together mostly to protect themselves from other gangs, and to make a little money; they’re not really hard-core or interested in getting into a lot of fights. But if push comes to shove, they’ll step up and throw down. The Dumont Crew: This gang takes its name from Dumont Street, since most of the members live on or near the northern part of that road — one of the toughest areas in Eastwood. Some of the other gangs call them “the Stink- ers” because they often hang out on the waterfront not far from the sewage treatment plant... and if they do it to the Crew’s face, a fight’s sure to break out. The Lady Killers: Most Eastwood gangs don’t allow girls to become members; at most, girls can hang around with the gang as members’ girlfriends, “associates” who run errands for members, and so on. The Lady Killers is one of the few all-girl gangs in the area. When it got started, a few of the gangs figured it was easy pick- ings and set out to take it over... only to learn, to their sorrow, that these girls were just as tough as any group of punks with dicks. The leader of the gang is a girl who calls herself Jewel. She looks like she’d weigh about 90 pounds soaking wet, but everyone on the streets of Eastwood knows she’s too mean to trifle with. Hero System 5th Edition 46 ■ The Lay Of The Land “C’mon, that’s bull*%&!.” “No *%&!, man. I’m tellin’ you, I heard it straight from the brass’s mouth. I was walkin’ over to the accounting office to talk to ’em about a problem with my check when I overheard these two guys talking. AmSteel’s sellin’ the plant to the Japanese! They’re probably gonna close the whole thing down and sell it off. Or maybe they’ll convert it to make computers or some such *%&! guys like you ’n’ me don’t know squat about. We’re !$&*ed, man — probably both be out’ve a job inside six months, tops.” “There’s no !$&*ing way, Frank. The steel mar- ket’s on an upswing right now, they’d never sell the place while the price of steel remains high. We got nothin’ to worry about.” — conversation overheard at the Chez Chug-a-Lug This large Southside neighborhood is located between Latin City, North Elmview, Forsyth, and Red Hill; most people think of its boundaries as Day Avenue, Ferry Street, and Port Avenue (though it goes a bit north of Day in the west, up to around Martin or Bost Avenues). It began in the early decades of Hudson City, when settlers led by Jona- than G. Losey sought new lands to call their own. They crossed the river and claimed the area around roughly where Losey Boulevard and Willow Street now intersect (Losey Square, as it’s called). There were several large elm trees in the area, so they called their new village Elmview. In time, other villages, founded by other settlers, sprang up around Elmview: Keyes Point, home to a strong nineteenth-century fishing and canning indus- try; Treymont; Hazelton; Westerbrook. But none of them flourished to the extent Elmview did, thanks to several factories and other prominent business con- cerns that got started there, and gradually Elmview grew to encompass them. For many decades it occu- pied virtually all of the eastern part of the Southside. In the Fifties and Sixties, when the northern part of the area began to go downhill, Elmview leaders per- suaded the city to declare that neighborhood “North Elmview” as a way of differentiating it a little. Around the same time, as Hispanic immigration to Hudson City increased, Elmview south of Port Avenue became known as Latin City. Today Elmview is a solid lower- to lower middle-class residential and industrial neighbor- hood. Most people live in tall apartment buildings (or, in the worse parts of the neighborhood, refur- bished tenements dating from the late nineteenth century); there’s little detached housing (and most of that in Hazelton). Though it’s unquestionably a rough neighborhood, it’s a lot nicer than the nearby slums and ghettoes of Latin City and Freetown (not to mention the human sewer that is North Elm- view) — residents of those areas consider Elmview a “move up,” and often work hard to be able to relo- cate there. Residents of Elmview, in turn, often try to earn the money to move to a better part of the city (such as Guilford or Gadsden), though many live their entire lives within just a few blocks of the apartment they grew up in. The crime rate in Elmview is high — crime problems from North Elmview, Latin City, the Needle, and other surrounding areas often spill over into the neighborhood, and it has its share of native street gangs and similar problems. Fighting between the “hometown” gangs and incursions by black and Hispanic gangs has led to a lot of shoot- ings and other violence. Additionally, the crimelord Janus claims part of Elmview, mainly the Wingate neighborhood and nearby blocks, as his “turf.” See page 82 for a map of Elmview. LANDMARKS Sightseers rarely come to Elmview, but there are a few places local residents consider important: AmSteel (on the coast just north of Southridge Avenue): Elmview’s single biggest employer, AmSteel has a steel factory on the coast. In recent years the company has struggled to keep the plant profitable, and the locals fear that its days are numbered. If the plant shuts down, the Elmview economy will go into a major tailspin. Janson Field (399 Jacinto Avenue): Before they built the Herodome in 1981, the Hudson City Heroes played their games at Janson Field, an open-air stadium capable of seating about 45,000 people. After the Heroes moved west, Janson Field became city property. It’s now used by a variety of community, amateur, and college sports teams for their games, and is also the site of some neighbor- hood festivals and events. Losey Square (intersection of Losey Boulevard, Willow Street, Alamo Avenue, and Parmiter Street): The heart of Elmview proper, Losey Square is a traf- fic nightmare. Between the four roads leading into it and all the pedestrian crosswalks, it turns into a snarl of slow-moving cars during every rush hour. But Elmviewers love the burger joints, restaurants, and stores here (including Greenman’s Grocery, one of the oldest continually-operated grocery stores in Hudson City), and have no interest in seeing the place changed. ELMVIEW IMAGES OF ELMVIEW Block after block of working-class apartment buildings A group of guys relaxing outside a bar, laughing at some story one of them just told Women sunning them- selves on apartment building rooftops in the summertime Street festivals down on Losey Square The early morning sun shining down on a guy passed out in a gutter after a few too many the night before 47 Hudson City ■ Chapter Two Our Lady of Divine Mercy (501 Griffin Avenue): “OLDM” is the largest church in Elmview, and one of the largest Catholic churches in the city. Built in the 1930s in a more or less gothic cathedral style, it’s not just a place of worship for Elmview’s Catho- lic residents. Over the years it’s become something of a community center for all Elmviewers regard- less of faith. It holds classes, sponsors children’s sporting events and other competitions, and gener- ally serves as a rallying point for the neighborhood. SHOPPING Almost no one comes into Elmview from outside to shop, but Elmviewers have some favorite stores and shops of their own. Lardner’s Drugstore (344 Benbow Avenue): With its full-service pharmacy as well as a lunch counter and a generous selection of other health, personal, and convenience items, Lardner’s has been the drugstore of choice for many Elmviewers since it opened in 1973. Arthur Lardner still works in the pharmacy, but he’s getting on in years and delegates most duties to his employees these days. Michelle’s Stop ’n’ Shop (southeast corner of Binford Avenue and Dickson Street): Chain convenience stores like QuickCorner exist in Elmview, but they often take a back seat in popularity to similar local businesses. Michelle’s Stop ’n’ Shop is one such busi- ness. Proprietor Michelle Jemson is a well-known figure throughout the community, beloved for her generosity to local charities, top-notch coffee, and willingness to keep the Stop ’n’ Shop open regard- less of weather, riot, robberies, or illness. Unfortu- nately, she’s starting to get on in years. None of her children seem to have an interest in taking over the business, so the Stop ’n’ Shop may not be around for too many more years. Moe’s Junkyard (235 Port Avenue): Elmview- ers looking for parts to repair an old car, a used appliance they can fix up, or some scrap wood for a building project come to Moe’s Junkyard, an Elmview institution for decades. Now run by Moe Blomstein, Jr., the son of the business’s founder, the Junkyard has been a source of amusement for generations of Elmview kids. One of the toughest “dares” in the neighborhood is to leap the fence and run across the Junkyard without getting caught by Midnight and Talon, Moe’s two fierce dogs. ON THE TOWN Here are some of the places Elmviewers go for entertainment: Argosy (southeast corner of Toledo Avenue and McLawhorn Street): Opened in the mid-Seventies as a disco, Argosy was a popular dance club for years, then fell into bankruptcy and disrepair when disco died. New owners bought it in 1990, repaired and refurbished it, and opened it as a modern dance club. It’s become a popular nightspot for younger Elmviewers, but even with that the owners often have trouble making ends meet. Chez Chug-a-Lug (northwest corner of Green Avenue and MacDonald Street): If you’re looking for fine wine and food in pleasant surround- ings, don’t come here. The Chez Chug-a-Lug is a plain old neighborhood bar — a little run-down and seedy, and sometimes a bit rowdy maybe, but mostly just a place where Elmviewers go to toss down a beer or five after work. It tends to be especially crowded before, during, and after major events at Janson Field, and immediately after shift changes at AmSteel. Hog Heaven (corner of Griffin Avenue and Barnes Street): A classic “biker bar,” Hog Heaven doesn’t attract much custom from the average Elmviewer. Its patrons are bikers from elsewhere, including more than a few associated with outlaw motorcycle gangs. The HCPD has tried to get the place shut down on several occasions, but has never been able to prove that any wrongdoing actually goes on at the bar itself, or that Hog Heaven’s owner, a devil- ishly-bearded guy named Walt Jasons, has commit- ted any illegal acts. Southside Rhialto (379 Carter Avenue): Built in a grand style in the 1950s, this five-screen movie theater still retains much of its “golden days of Hol- lywood” charm. In addition to screening first-run movies every day, it shows a classic movie on one screen every Thursday night. THE ELMVIEW MUTUAL PROTECTION ASSOCIATION Crime is a big concern for almost everyone in Hudson City. The residents of Elmview have even more to beware of than most: freaks and sickos wandering down from North Elmview; gangs from Latin City or Lafayette coming into the neighborhood to sell drugs; the crimelord Janus; and their own home-grown gangs. Rather than sitting around feeling scared or depending on the cops to protect them, some local folks decided to do something to protect themselves and their families. What they did was form the Elmview Mutual Protection Association EMPA members, who receive safety training from the HCPD, patrol the streets of Elmview, looking for prob- lems the police need to know about. They wear distinctive red shirts and jackets, carry heavy-duty flashlights, and all have cell phones. Each member works one to two nights a week from 9:00 PM until 2:00 AM. They walk the streets in groups of three, and if they spot a crime or suspicious activity, they call it in. The police estimate that they’ve been responsible for stopping nearly a thousand crimes since the group began in 1997. SLOW HAND 8 STR 10 DEX 8 CON 8 BODY 13 INT 10 EGO 13 PRE 10 COM 3 PD 2 ED 2 SPD 4 REC 16 END 16 STUN Abilities: Bribery 8-, Conversation 11-, Gam- bling (Card Games, Dice Games, Sports Betting) 8-, CK: Hudson City 11-, PS: Three-Card Monte 11-, Sleight Of Hand 8-, Stealth 11-, Streetwise 12-, Survival (Urban) 11-, Trading 12-, WF: Handguns, Blades Disadvantages: Psy- chological Limitation: Greedy; Social Limita- tion: Criminal Record Notes: “Tha’s it, man... watcha card, watcha card, gotta keepa eye onna lucky lady....” Slow Hand (“they calls me that ’cause I moves th’ cards s’slow tha eveyone c’n see th queen, man”) is into anything that’ll make him a quick buck. Usu- ally that means setting up his three-card monte table and hauling in a few bills from suckers who missed the memo a hundred years ago that the whole damn thing is a scam. Other times you’ll find him on a street corner sell- ing “genuine” Rolex and Gucci watches, or maybe in a crowd somewhere trying his hand at a bit of simple pickpocket- ing. Whatever he earns during the day, he usu- ally spends later that evening on booze, weed, and women, or throws away on some pony. Hero System 5th Edition 48 ■ The Lay Of The Land Forsyth is a cesspool. Mothers on welfare using the money to support their crack habits instead of their kids — and many of them have two or more children by different fathers. The fathers are no better: gangsters, unemployment cheats, bums. And Boxtown! If anything symbolizes what’s wrong with this city, and this society, Box- town is it. Those people ought to be driven out or killed, not coddled and given free needles. Give me a big enough firebomb and I’ll do the job myself. The millions it would cost the city to rebuild the highway afterward would be a small price to pay. — from the journals of the “vigilante” Siddhartha Partly a working-class neighborhood and partly a college neighborhood, Forsyth evolved from a village of the same name founded by Eng- lish settlers early in Hudson City’s history. It never attracted the sort of industry or attention that Elmview did and languished for many years. An influx of relatively educated and prosperous freed slaves after the Civil War — blacks who didn’t have to settle for the shanties of Freetown — caused Forsyth to grow and even expanded the economy some, though many of the “natives” were less than pleased with their new neighbors. Tensions remained high for years, and even today are likely to flare during times of stress (such as the civil rights movement of the late Sixties or recent riots sparked by blacks’ dislike of court verdicts in police brutality cases). The building of Hudson City College in the 1950s revitalized the flagging neighborhood. Not only were many locals employed in the construc- tion, and later in various positions at the College, but students looking for cheap off-campus housing often came to Forsyth. The parts of the neighbor- hood between the college and roughly Burns Avenue have since become a “student ghetto,” filled with small apartment buildings and detached houses rented by students... as well as the college bars and other businesses that cater to them. Today, most people define Forsyth as the area bounded by Centre Street or Ferry Street, Day Avenue, Southridge Avenue, and S. Madison Street or Heine Street — though it’s not always clear where Forsyth ends and Elmview, Riverside Hills, or Lafayette begins. Most people also consider the neighborhood directly south of Hudson City Col- lege (as far west as Carver Street and south to King Avenue) as belonging to Forsyth. The southern and western parts of Forsyth in particular tend to resemble “Fayettenam” more than they do north Forsyth. The presence of Boxtown (see below) has really brought parts of the neighborhood down over the past twenty years. A high crime rate plagues Forsyth. Gangs from Freetown and Lafayette come over to sell drugs and fight over turf with a few local gangs. More than a few of the inhabitants of Boxtown are desper- ate enough, selfish enough, or mentally disturbed enough to commit all sorts of crimes (particularly the property crimes necessary to support alcohol- ism or a drug habit). Anyone who lives in Forsyth and doesn’t at least triple-lock his doors is a fool. See pages 53 and 82 for a map of Forsyth. LANDMARKS ““Spare change? Spare change?” That’s what they ask me, every day. They get me while I’m walkin’ to the train, goin’ to the grocery store, you name it. You figure they’d get the idea after all the times I’ve told ’em no — I worked hard to get what little I got, and I’m ain’t givin’ any of it to those bums. They should earn their own money. If I could afford a car I wouldn’t haveta put up with this *%&!.” — Forsyth resident Dumont Jefferson Other than Robertson House (page 19), there’s not much to draw anyone to Forsyth — and plenty of reasons to stay away. The neighborhood’s main feature is one most residents wish would just go away: the homeless camp called Boxtown. Boxtown began in the mid- to late Seventies where the South Expressway merges into S. Truman Boulevard. Bums, vagrants, and homeless people congregated there, since the elevated highways cre- ated a sheltered area where rain and snow couldn’t fall to the ground. Some of them brought scrap wood or cardboard boxes to create small personal shelters, and that’s how the place got its name. During the Eighties and Nineties, Boxtown grew extensively along the undersides of the highways, and in good weather even beyond their bounds. At times it’s dominated several blocks around the intersection, creating significant sanita- tion and public safety problems. The police have tried to clean the place out several times, but civil rights activists and other protestors have made their job difficult... and even when they disperse the “residents,” it isn’t long before the residents come back. At this point the police have given up trying to make Boxtown go away; instead they concen- trate on trying to minimize the problems it creates. FORSYTH IMAGES OF FORSYTH The sight, sound, and smell of the sea of human misery that is Boxtown An HCC student work- ing nights at a Quick- Corner, studying math whenever there are no customers to wait on Gangs selling drugs from their little patches of turf near (or under) the South Expressway An astounding variety of goods, each with its distinctive mauve tag, in the windows of Dino’s Pawn 49 Hudson City ■ Chapter Two SHOPPING Most of the shops and stores in Forsyth are chains, like In Step shoes, Big Screen Video, and Head Games hairstylists. But some local businesses still survive, such as: Dino’s Pawn (3662 Rosemont Street): Paul “Dino” Dinetti has run this pawn shop near the intersec- tion of Rosemont and Toledo (and not far from Boxtown) for nearly forty years. He’ll buy just about anything, from old jewelry, to used VCRs, to dishware, to clothes, but he’s got a well-deserved reputation as a cheapskate — he pays as little as possible, then tries to sell the item quickly for more than he paid so the former owner can’t reclaim it. The police have investigated him for selling stolen goods several times (he doesn’t seem very particu- lar about where his Boxtown “customers” may have gotten the things they sell him), but he’s quick to return anything they can prove was stolen and has never been implicated in any serious wrongdoing. Forsyth Tracks (southwest corner of Benbow Avenue and Pugh Street): Catering to both the student crowd and local residents, Forsyth Tracks sells CDs and tapes, and even has a small section of used record albums for the old-timers. Mostly it just sells the latest hits, rap and hip-hop, and other contem- porary music, but it also carries a few local favor- ites. The owner, Derrick “DJ” Jamison, isn’t much of a businessman, but he’s got a lot of connections in the Southside music scene. ON THE TOWN Most of the nightlife in Forsyth is in the north- ern part of the neighborhood, near the College. There’s enough going on up there that people are willing to be out on the streets late. In other parts of Forsyth, once someone’s in for the night, he usually stays in for safety’s sake. Club Twenty (4784 Carpenter Avenue): This dance club appeals mostly to the College crowd with its blend of modern pop, alternative rock, and techno music. Periodically it hosts raves or other events; student organizations can rent it out for a night for special parties. It has a full bar and also serves some food. The Eagle’s Nest (879 Heine Street): The HCC mascot is the eagle, and the Eagle’s Nest is a home- away-from-home for fans of the team. This bar and grill’s decor is wall-to-wall Eagles paraphernalia, team and player photos, and pictures of famous plays; the specials include the Eagle-Burger (a half- pound of beef, bacon, two cheeses) and Victory Rings (onion rings with special dipping sauce). The Nest even has TVs set up to receive broadcasts of Eagles games, which are filmed by the College’s communications department. Verne’s Fish Shack (3910 Day Avenue): Despite its homey-sounding name, Verne’s Fish Shack is actually a pretty good seafood restaurant. The food’s not fancy — you won’t find crab-stuffed lobster or lemon- grilled swordfish steak on the menu — but there’s plenty of it, and it’s all delicious. The owner, Verne Tisdale, does most of the cooking himself, but often comes out of the kitchen to greet his customers. BOBBY 6 STR 7 DEX 9 CON 8 BODY 6 INT 5 EGO 8 PRE 6 COM 1 PD 1 ED 1 SPD 3 REC 18 END 16 STUN Abilities: Concealment 11-, PS: Panhandling 11-, PS: Scrounging 11-, Survival (Urban) 11- 25+ Disadvantages: Dependence (heroin addiction; alcoholism); Money: Destitute; Psy- chological Limitation: Severe Mental Distur- bances; Social Limita- tion: Homeless Person Notes: Bobby’s been on the streets so long he doesn’t even remember his own last name, or where his parents live... or even if they’re still alive. He took his first hit of heroin years ago as a teenager, and he’s been riding the needle ever since (not to men- tion drinking like a fish). He’s got his own little patch of concrete at Boxtown and an old refrigerator box to sleep in, but everything else he owns he carries with him in a few plastic grocery bags. If it’s rain- ing or snowing he just stays in his box all day (unless he has to go out to get a hit, or earn/steal the money to buy one); other days he usu- ally wanders aimlessly around Forsyth and Lafayette asking people for money. But while he may be mentally disturbed, and high half the time, he’s not stupid. He sees a lot that hap- pens on the streets, and he might be willing to talk about it if someone gave him a few bucks or bought him a meal. THE KING AVENUE MASSACRE Everyone who lives in Forsyth knows just how bad the neighborhood’s crime problem is. But the rest of the city got a stark reminder of the situation in 2002. One warm April evening a group of gangbangers later determined to be associated with the Warriors gang was walking down the north side of King Avenue a few blocks west of Robertson House. According to witnesses, the gang members weren’t doing anything unusual or even threatening; they were apparently just walking some- where. A few minutes later, a car drove alongside them. In it were members of another gang, the 5 Parkfield Nubians, a rival gang to the Warriors. Without warning, the gang- bangers in the car opened fire with pistols, shotguns, and at least one submachine gun. Several Warriors were killed instantly by the barrage; others, luckier or more alert, escaped unharmed or with only wounds by diving behind any cover available. As the car sped away, the Warriors returned fire. One of them hit the car’s left rear tire, and the driver lost control. With a screech of tires, the car skidded out of control, smashing into a lamppost. The wreck left the car undrive- able. Deprived of their getaway vehicle, the Nubians (all of whom were unharmed by the crash) piled out of their car and took cover themselves. They began firing back, and an entire block of King Avenue became an urban battle- ground. Bullets began flying back and forth between the two groups as innocent bystanders fled for their lives. One of them, an elderly man named Richard Chesson, couldn’t move fast enough; he was cut down by a bullet fired by one of the Warriors. For the next six minutes, the two groups fought on, unhindered by any efforts to stop them; two gangbangers were killed, and several injured. Then the first HCPD car arrived on the scene. Sensing a common enemy, both groups of gang members turned their guns on the cops, killing officers Raymond Tanner and Raul Perreira. Then the gun battle resumed. Before more cops could get there, a third party entered the fray: the Headless Hangman. Apparently attracted by the sound of gunfire, he waded into the Warriors, filleting two with his sickle weapon, breaking the neck of a third, and leaving several others unconscious. Before he could turn his attention to the Nubians, several HCPD cops arrived, so he faded into the night and left the police to clean things up. In the wake of this incident, several members of the City Council called for more stringent city firearm regulations, or more funding for body armor for police officers, but both measures died in committee. Hero System 5th Edition 50 ■ The Lay Of The Land “Bitch.” Since I began work on this report, I’ve heard myself referred to by that word dozens of times — sometimes with affection, sometimes with suspicion; sometimes humorously, sometimes angrily. I grew up in your typical white middle- class suburban home where we didn’t even use that word for female dogs, so it took some get- ting used to. But hearing it spoken constantly as a virtual synonym for “woman” finally wore down my knee-jerk reaction. I never did get used to “ho,” though. —reporter Gail Donovan, from the introduction to her six-part series “Running the Numbers: Among the Gangs of Freetown” in the Hudson City Mirror In the 1860s, after the end of the Civil War, a lot of freed blacks migrated north, hoping to find work and a new life. Some of them settled on the south side of the Stewart River outside of the borders of Hudson City at that time. They set up a shantytown Hudsonites called Freetown (or, more derisively, Smokeytown — because of the haze of cooking fire smoke that often hung over it, and the “smokey” smell of the inhabitants). Life wasn’t easy for the residents of Freetown. In addition to grinding poverty, lack of food, and epidemics of cholera and dysentery, they had to endure the dislike, even hatred, of the Hudsonites (which sparked riots in 1867; see page 9). But in time the city came to accept them, and eventually Freetown grew into a prosperous black commu- nity. As Hudson City itself expanded, it eventually absorbed Freetown into the greater metropolitan area, and people came to think of it as a large neighborhood rather than a separate town. But becoming part of Hudson City didn’t do much to lift Freetown out of poverty. It was basically a slum and a ghetto then, and it remains a slum and a ghetto right up to the present day. Most of the residents live below the poverty level — often significantly below (though a few neighborhoods, such as Greenbriar or Wister Park, enjoy better standards of living, sometimes approaching middle class). Jobs are scarce, home- lessness and crime are everywhere, and for most people the dominant emotions of their lives are despair, frustration, and resentment. Modern Freetown (generally considered the area between S. Jackson Street, Day Avenue, and the city’s western and southern borders) is mostly residential, and most of the residences are high-rise projects or apartment buildings. There are plenty of small businesses serving the populace — grocery stores, drug stores, cell phone providers, restaurants and bars, things like that — but relatively few major employers. Here and there a factory like Sharpless Medical Supplies remains open, drawing on the wealth of relatively cheap labor to keep operating costs down. But most industrial facilities shut down long ago, victims of America’s shift away from a manufacturing economy. FREETOWN CRIME The crime rate in Freetown is the highest in Hudson City — there are parts of the neighbor- hood, such as the Numbers, where only the bravest policemen dare to go without significant backup. Two crimelords — Shango, an enormous bull of a man with appetites to match; and the mysterious FREETOWN TREY-Z 10 STR 10 DEX 10 CON 8 BODY 10 INT 10 EGO 13 PRE 8 COM 3 PD 2 ED 2 SPD 4 REC 20 END 18 STUN Abilities: Concealment 11-, PS: Drug Dealer 11-, PS: Gangbanger 11-, PS: Play Basketball 11-, Stealth 11-, WF: Blades, Small Arms, Fringe Benefit: Membership (Wooster Park Warriors) 25+ Disadvantages: Distinctive Features: Wooster Park Warriors colors and tattoos; Psychological Limitation: Devoted To His Gang; Social Limitation: Criminal Record Notes: Charles Zealey was born to Robert Zealey, a brick- layer and construction worker, and his wife Josephine in 1987, the third of five children. The Zealeys worried about exposing their children to life in Freetown, but they didn’t have any choice — they couldn’t afford to live anywhere else, even if they didn’t have five young mouths to feed. They were right to worry. Despite the Zealeys’ best efforts, both their older boys got involved in gangs when they became teenagers; one died in a drive-by shooting in 1996. And when Charles was old enough, he followed in his brothers’ footsteps. Since he was the third member of the Wooster Park Warriors from the Zealey family, it didn’t take long before his homies were calling him “Trey-Z.” As of 2004, Trey-Z is 17. He’s never held any kind of job, and he hasn’t been to school since he was 15. But he wears $150 sneakers, $200 sunglasses, and hundreds of dollars’ worth of bling-bling. The good life comes easy when you’re selling $20 vials of crack like they were going out of style and not worrying about what it does to your “customers.” If you asked Trey-Z to care about anyone besides himself, his gang, and his girlfriend of the month, all you’d get would be a blank, hostile stare. IMAGES OF FREETOWN Crack vials crunching under your feet as you walk down the side- walks of the Numbers in the morning The sound of gunfire a few blocks away An old black woman walking determinedly down the street, afraid of nothing Gangs, dressed in gold or green, clustered on the front steps of apart- ment buildings, on streetcorners, outside stores Cars pulling to the side of the street near gang kids, the driver handing money to the kids for a dime bag Homeless people and junkies sleeping in MLK Park The pulsing beat of music playing at a rent party, and the smell of frying fish coming from a balcony grill 51 Hudson City ■ Chapter Two aesthete Strad — compete not only against each other, but countless other, smaller or less well-orga- nized groups. The latter include several Jamaican posses and countless street gangs. Gang member- ship numbers over 12,000 boys and young men according to the HCPD’s 2004 estimates. Most (but not all!) of the gangs are “sets” of one of three larger gangs: the Nubians; the Warriors; or the Overlords. The crime problem in Freetown is so bad that most mothers won’t let their children play out- side, and many families sleep on the floor at night — both ways of trying to prevent badly-aimed bullets from hitting unintended victims. Most of the residents have become numb to the problem in many ways. They don’t even bother to call the cops anymore to report gang activity or drug deal- ing; they know nothing’s going to be done about it. They just go on about their business, stepping on the empty crack vials in the street and avoiding the more confrontational gangs the best they can. THE PROJECTS In many parts of Freetown, particularly the Numbers, most of the residences are apartments in high-rise government housing projects. These are typically ten- to twenty-story buildings, a block or half a block long, arranged in groups of three or six with all the imagination of a worker ant. Designed with the same practical functionality that gave rise to dumbbell tenements in the late 1800s, they’re little more than brick boxes with row after row of windows along the sides. Few of them have been properly maintained. For example, a study by the Sociology Department of Hudson City University estimated that in the Freetown projects, there’s only about an eighty percent chance of a building’s elevator being in working order at any given time. Gangs have virtually taken over some of the high- rises; they hold the residents hostage and charge them money to enter or exit the building. Even in buildings where the gangs don’t rule, they usually claim the roofs for their own — anyone going on a Freetown rooftop without permission is taking is life in his hands. Some of the more prominent housing projects include: Astoria Towers Eden Plaza Gracie Park Jackson Heights Halcyon Village (pronounced “halikon” by Free- towners) Livonia Green Newman Towers Parkfield Terrace Parsons Plaza Southside Homes Turlingdale Whitehall Wooster Park THE NUMBERS The heart of Freetown, and the most danger- ous part of the entire neighborhood, is the Numbers — nearly two miles of streets and housing projects built as a joint project by the city, state, and federal governments in the Sixties and early Seventies. Run- ning east-west from S. Jackson to S. Harrison Streets, and north-south from King to Miranda Avenues, it consists of five avenues (A, B, C, D, and E) plus Southridge Avenue bisecting thirty-seven numbered streets beginning with First Street in the west (the street names are spelled out, not written as numer- als), thus creating roughly 240 individual blocks. Most of the housing in the Numbers is proj- ects, or slumlord-run tenements that aren’t any better. There are no lawns to speak of, and no parks except MLK — kids play in the street or in vacant lots, heedless of the junk, the junkies, and other threats all around them. Most of the kids don’t go to school beyond junior high — unless they’re athletes and want the big shot at a college scholar- ship or pro career — and according to Department of Social Services estimates as many as 12% of the girls above age 14 are pregnant or have children already. What money there is in the neighborhood is mostly squeezed out of the residents by the drug dealers, then recycled back through stores catering to the nouveau riche thugs. Life in this neighborhood is so dangerous, so beset by hopelessness, that Freetowners have a term for it: running the Numbers. Anyone who can run the Numbers is a street-smart guy, someone whose wits, speed, or connections help him stay alive day after day on the urban battleground. OTHER NEIGHBORHOODS Freetown’s so big that it’s divided up into a lot of little neighborhoods, some covering just a few blocks. The rest of Freetown isn’t quite as bad as the Numbers, but no part of it is truly nice or safe com- pared to, say, Riverside Hills, Crown Point, or just about any part of the Northside. The rule of thumb is that the further west and north a neighborhood is, the better it tends to be. Greenbriar and Wister Park — the areas north and west of Freetown Community College — are the best parts of Freetown. They have some detached housing, and the buildings generally aren’t as tall or oppressive. Some small businesses thrive here, largely due to the efforts of entrepre- neurial FCC graduates. Charlesburg, which is located south of the Com- munity College, is a little worse than Wister Park. Proximity to I-4085 makes it a desirable location for trucking firms, some small manufacturing businesses, and even a couple of biker gangs. City planners pre- dict continued economic growth for Charlesburg. Garlock centers around Southridge Avenue between S. Roosevelt and Pershing Streets. The build- ings don’t cluster quite as thick as they do in the Num- bers, but they’re as harsh and oppressive looking, and the people who live here don’t have much more hope. Oakdale, just east of Greenbriar, has seen better days. While it’s the home of the Sharpless Medical Supplies factory, one of Freetown’s largest FLASHMAN JACKSON 10 STR 10 DEX 10 CON 10 BODY 13 INT 10 EGO 15 PRE 12 COM 3 PD 3 ED 2 SPD 4 REC 20 END 20 STUN Abilities: Bribery 12-, Conversation 12-, AK: Freetown 14-, CK: Hudson City 11-, KS: The Freetown Commu- nity 12-, Mechanics 8-, Persuasion 12-, Sleight Of Hand 8-, Stealth 11-, Streetwise 12-, Trading 13-, Well-Connected and 20 points’ worth of Contacts and Favors in Freetown and Lafayette, Vehicle (Peddler Van) Disadvantages: None Notes: Flashman Jack- son has been an institu- tion in Freetown for nearly twenty years. A former gangbanger who abandoned “the life” for a better one but never left the streets, he cruises around Freetown in his “Peddler Van,” a custom- made oversized van with extra doors and special shelving installed in the back. Wherever he sees a crowd, he pulls over and opens for business. A miniature convenience store on wheels, the Ped- dler Van has all sorts of non-perishables people need: candy, t-shirts, cigarettes, condoms, discount CDs, you name it — ask the Flashman for it, and he’s probably got it squirreled away in there somewhere. His prices are fair, and he’s even willing to dicker a little. On top of all that, he tries to keep an eye on the neighborhood kids, making sure they stay out of trouble and giving them rides home sometimes if they need one. Everyone from hard-core gangstas to tired old ladies likes the Flashman and looks forward to seeing his gold-toothed smile. Hero System 5th Edition 52 ■ The Lay Of The Land employers, there aren’t many more jobs to be had. The housing was once fairly nice, but has become run-down through neglect. The area’s nominally part of Shango’s territory, but he often fights for turf with various Nubians sets. Astoria runs in a long strip south of Parsons Avenue, expanding to the north a little once you cross Pershing Street. Businessmen from Stewart- ville, the suburb to the south, have recently bought several properties in Astoria with an eye toward renovating and revitalizing them... but it remains to be seen whether they’ll succeed, or fail like so many before them. Just east of Astoria is Masonville, named by the freed slaves who founded it for the Mason-Dixon Line. Despite the presence of the Stewartville Mall (see below), there’s little good that can be said about Masonville, except maybe that the gang warfare isn’t nearly as bad here as it is to the north — no one claims this territory right now. Directly north of the Numbers are two neigh- borhoods, Camden and Hadleyville. Both are like the Numbers writ more gently: poor housing; poor people; poor prospects. They get better to the north, between Harvey and Day Streets. There the neighbor- hoods take after Riverside Hills as much as Freetown, and offer a little more in the way of economic and cultural opportunity than most of Freetown. LANDMARKS Freetown isn’t exactly a tourist attraction — not unless a visitor takes a really wrong turn. But like any other neighborhood it has its note- worthy locations. Freetown Community College (1043 Drexel Road): The largest institution of higher learning in Free- town, FCC (as it’s widely known in Hudson City) is the center of the somewhat nicer communities of Wister Park and Charlesburg. It’s the site of many community events, and quite a few alumni remain in the area after graduation. The homecom- ing celebration every fall is a sight to behold, with a contest to build the most elaborate parade float and people dressing up in their best finery or most outlandish costumes (depending on inclination and social status). For several years FCC has been lobbying city and state authorities to change its name to Free- town College (or better yet, Freetown University). Its Board of Trustees rightly feels that dropping the word “Community” would increase the institution’s prestige, and make it easier for two-year students to transfer credits to other colleges. So far this effort hasn’t succeeded, but most people at the college feel it’s just a matter of time and perseverance. Martin Luther King, Jr. Park (southeast corner of King Avenue and S. Harrison Street): In 1970, city officials renamed Abercrombie Park in Freetown to honor Rev. Martin Luther King, Jr. Since that time the park has deteriorated so much that it’s a disgrace to King’s name and causes. What was once a beautiful park, suitable for families and children, has become a battleground between gangs and a haven for criminals and the homeless. Gangbangers have van- dalized its play and sports facilities, covering them with gang graffiti. In effect, MLK Park has degener- ated into a vast open-air drug market; anyone who goes there, especially after dark, is risking his life. The park has a fairly simple arrangement: a large playground for children at the south end, basketball courts at the north end, and greenspace (or what used to be green — it’s now mostly dirt) in between. Most of the playground equipment doesn’t work well anymore (if it works at all). The gangs regard the basketball courts as “neutral terri- tory,” where two warring groups can meet for peace talks (or, on those rare occasions when reason prevails, to settle differences with a game of hoops instead of gunfire). Quarrels over who has the right to sell drugs elsewhere in the park have often erupted into firefights. Mt. Zion Baptist Church (southeast corner of Benbow Avenue and S. Harrison Street): Mount Zion was once the largest church in Freetown — and the most beautiful as well, with architecture evoking both European and African designs. Unfortunately, it burned down in June, 1996... at which time it was discovered that a church employee had been embezzling the money intended to pay for insur- ance. The church has been trying to rebuild ever since, but has had great difficulty raising enough money. The cause of the fire has never been finally determined; the Fire Department’s tentative con- clusion is faulty wiring. SHOPPING Shopping isn’t the best in Freetown — most residents don’t exactly have lots of bucks to blow. But for a neighborhood that has so many impov- erished people, Freetown has quite a few retail businesses ready and willing to sell luxury items to wealthy drug dealers and their hangers-on. Smithstone Jewellers (northeast corner of Anson Avenue and Holden Street): Formerly a more or less ordinary jewelry store getting by on sales of engagement rings and expensive Christmas gifts, Smithstone became better known in the commu- nity, and more profitable, when it began designing and selling its own line of the “bling-bling” jewelry favored by gangstas, rappers, and their fans. Its original and innovative designs have caught and kept the eye of Freetown’s hippest street people, and that meant — and continues to mean — big sales. Stewartville Mall (4995 S. Jackson Street): This large mall, completed in 1997, sits right on the edge of the city proper and the suburb of Stewartville. Most pundits predicted that it would fail within a few years, but its clever managers have confounded the experts by making the mall one of Freetown’s few modern economic success stories. It caters primar- ily to black and Hispanic consumers, which make up about 65% of its business. Included among its wealth of chain stores (such as Downtown Music, Dynasty [clothing for women], and Miles Of Smiles [cards and gifts]) there are a few locally-owned businesses, like Bessie’s Chicken (a Freetown favor- ite) and The Auto Motive (automobile painting, decoration, and alteration). HOOPS ON TWENTY-THIRD Down on Twenty-Third Street, not far from the Southside Homes, there’s a blacktop bas- ketball court wedged in between three grimy brick buildings. The nets got torn down long ago, and the rims are rusty — but if you want a serious game of hoops, that’s the place to go. The guys who play on Twenty-Third play hard — no-holds-barred hoops where no one gets a rest break, the only talk is trash talk, and a guy who misses a shot he should’ve made gets jeered by teammate and opponent alike. And don’t come to play if you’re not prepared to bet: when the game ends, the losers fork over the green and slink off to wait for their next chance. Not everyone likes to play at the court on Twenty-Third, but it’s got nothing to do with the competition. A couple years back, there was a close game where the losers took things a little too hard. The argu- ment got settled with lead, and by the time the paramedics got there four guys were dead. Some people claim they can still see the blood- stains on the ground, and the whole damn place just gives them the creeps. Plenty of other places to play anyway. 53 Hudson City ■ Chapter Two ON THE TOWN People who live in Freetown enjoy a night out as much as anyone else. Here are some of the places they go to relax. Eddie’s (3427 Wilson Avenue): A dark, seedy bar in the mold of dark, seedy bars all over the world, Eddie’s serves a clientele that ranges from the poor- est Freetowner to the richest gangbanger. Provided the bartenders know who you are, and that you have a job, they’re usually even willing to run a tab. It’s an open secret that a lot of underworld deals get made at Eddie’s. On any given night, it’s not unusual to find half a dozen of Freetown’s most prominent gangstas there, warily eyeing their ene- mies and ready for anything... be it the chance for profit or an opportunity to put one over on a rival. Somehow, owner Eddie Malden keeps the peace... usually. But even if the patrons keep their cool, the bar sometimes attracts other forms of unwanted attention. More than one vigilante has gone there looking for information... and sometimes even gotten it without a major brawl. The Paradise Club (northeast corner of Lindsay Avenue and Kingston Street): While most of the city’s topless bars and sex clubs congregate over in North Elmview along the Strip, not all of them do. Freetown has its share of vice businesses, and the Paradise Club is one of them. With its red-carpeted entrance, plush decor, fully-stocked bar, and beauti- ful dancers, it’s the destination spot for gangbangers with money to blow. It’s said that Buckshot (page 173) is a frequent customer and even has unlimited use of one of the private back rooms... and all the women he wants. Sensations (southwest corner of Montgomery Avenue and Childress Street): This dance club often features guest DJs from around the country spinning the latest dance favorites, and sometimes even live acts. It draws everyone from Numbers gangstas to FCC college students; occasionally tempers flare and a fistfight or a shooting occurs... but somehow the club is just as full the next night. Hero System 5th Edition 54 ■ The Lay Of The Land “Nahhh, it ain’t so bad living near the prison. Sure, it’s kinda scary and imposing to look at, but all those walls and barbed wire and stuff are what keep the bad people in. You hear a lot of stories about what goes on in there, but you don’t ever hear about very many escapes, do ya? Besides, if one’a them guys did manage to make it outta there, you think he’s gonna wanna hang around here? No god-damn way — they wanna get as far from Longview as they can.” — Gadsden resident Roger Arnesen Named after John Gadsden, beloved mayor of Hudson City from 1876 to 1892, Gadsden encompasses several former small residential neighborhoods (such as Willow Brook, Goshen Heights, Fulton Green, and Cranleigh, all of which frequently pop up today in the names of build- ings, businesses, and social clubs) as well as vari- ous non-residential zones. Developers looking to attract people to the area, which had something of a reputation as a rough-and-tumble place, coined the name in the 1910s, and their relentless publicity campaign eventually paid off. Gadsden’s boundaries are usually defined as 8th and 20th Avenues and N. Adams Street. Today Gadsden is mostly a middle-class resi- dential neighborhood, with a few somewhat lower- class areas. Most of the residences are brownstones or apartment buildings. Small stores and offices are sprinkled throughout the residential areas. Toward the coastline there are some industrial facilities and warehouses, but fewer than might be expected since the Gadsden Cliffs prevented a true waterfront from developing in part of the area. The neighborhood’s two most notable features are Longview Correctional Center (the city’s massive jail complex; see page 192) and the Gadsden Con- sumerplex (see below). The crime rate in Gadsden is moderate; no one group dominates the local underworld. How- ever, because of Gadsden’s proximity to Bankhurst and Highlands, it’s slowly but surely being “yuppi- fied,” “upscaled,” and “urban renewed” (longtime residents believe they won’t be able to afford to live there in ten to fifteen years, at the latest). That may mean the crime rate will go down... or at least change somehow. LANDMARKS Church of St. Stephen (northeast corner of 14th Avenue and Caxton Street): Built in the late 1800s primarily to serve a Hungarian community that lived in the area (but which has since vanished into the city’s cultural tide), St. Stephen’s is now the church of choice for many of Gadsden’s Catholics. It’s best known outside the city for its large, beautiful stained glass windows, crafted for it in the early twentieth century by the Hungarian artist Rikárd Antall. The Gadsden Cliffs: The promontory between 12th and 16th Avenues rises sheer and steep from the Atlantic Ocean for 163 feet, creating the Gads- den Cliffs. The city built Longview Correctional Center here specifically because the Cliffs made fleeing from the city harder for any prisoner who escaped the facility. Since the Cliffs make most seaside businesses impos- sible, this small length of the Hudson City coastline remains only lightly developed. Sightseers can drive right up 13th or 14th Avenue to the Scenic Over- view, a viewing park from which one can see miles out to sea on a clear day. In recent years, the Cliffs have become a favorite target of rock climb- ers, who not only find them a chal- GADSDEN IMAGES OF GADSDEN Looking out to sea from the Scenic Overview, the ocean breeze ruffling your hair and picking at your clothes The grim and overbear- ing walls of Longview Correctional Men moving wheeled racks of new clothes down the streets of the Garment District Picnickers, frisbee-play- ers, and dog-walkers enjoying Gadsden Park The polished marble floors, ever-moving escalators, and glitter- ing store displays in the Gadsden Consumerplex 55 Hudson City ■ Chapter Two lenging climb but enjoy thumbing their nose at the authorities by scaling them (since the law explicitly forbids it). Daring climbers approach the Cliffs by boat, then have to make it to the top and get away before someone notices them and calls the cops. Gadsden Park: This 65-acre park, bounded by N. Adams Street, N. Jefferson Street, and 8th and 9th Avenues, is widely regarded as one of the city’s finest. Unlike the much larger LeMastre Park, it contains a relatively sparse selection of facilities — just a baseball diamond or two. Mostly it’s given over to pleasant green fields interspersed with small wooded areas and thickets. Plenty of benches are sprinkled throughout to give visitors a place to sit, and there are walking paths and similar attractions. In the past couple of decades, Gadsden Park has developed its share of problems. Homeless people started “camping out” in some of the wooded areas, and criminals began mugging park visitors. The worst of these incidents occurred in 1999, when a young teenage couple, Roberta Andresen and Mark Finch, were murdered by assailants who have never been caught. The authorities believe the two were in the park on a date, were robbed, and were then killed by the robbers so neither of them could later identify their assailants. The police stepped up patrols of the park after the Andresen-Finch killing, but that only lasted for a few months. Residents of Gadsden treasure the Park, and do what they can to preserve it: neighborhood watch-style patrols to try to cut down on the crime problem, trash clean-up days, and the like. For years, developers have lobbied the city to sell this incred- ibly valuable piece of real estate for commercial development, but every time a concerted effort by neighborhood residents, other concerned Hud- sonites, and environmentalists has beaten them back. The Garment District: Along the west edge of N. Jef- ferson Street in Gadsden is Hudson City’s famed Gar- ment District, one of the centers of the world fashion industry. For most of the twentieth century it was the site of countless clothing manufacturing, display, and sales businesses. In recent decades the manufac- turing end of the trade has steadily shifted south to Latin City or west to Chinatown, where labor is much cheaper. The industry has taken a few publicity hits because of this, and once or twice highly-anticipated new designs have been hijacked on their way to from the sewing room to the showroom, but the garment makers save so much money doing business this way that things aren’t likely to change. The Garment District truly comes alive for two weeks in April, and a corresponding two weeks in October, when all the major fashion houses hold their spring and fall shows. Elegant showrooms like Galbraithe Hall and the Swann Showplace are packed every day with fashion industry glitterati and reporters eager to say the latest offerings from major designers. Getting tickets to the hottest shows — not to mention the receptions that take place later that evening — is difficult. The Hudson City Fish Market: One of the largest wholesale fish markets in the country. See page 188 for a full description of this fascinating place. SHOPPING Most Hudsonites don’t really think of Gads- den as a mecca for shopping; it’s still got a little too much industry and too few retail areas. But there are some places that might attract someone who’s got money burning a hole in his pocket, such as: The Gadsden Consumerplex: This ten-story monu- ment to rampant materialism was built in 1990 by Candace Vanderburg. An enormous department store-cum-mall occupying roughly two by one entire city blocks at the southeast corner of 16th Avenue and N. Adams Street, it features a dizzying array of stores, shops, and services for the eager consumer to patronize. In terms of physical layout, the Consumerplex is basically a big box. An atrium running the full height of the building fills the center, while stores and utility spaces line the outer part. Escalators and elevators provide easy access to every floor. The ground floor has an extensive network of fountains and water sculptures as well as an event stage where fashion shows, charity events, and concerts are held. From mid-November through Christmas, the entire floor transforms into Santa’s Wonderland, a favorite attraction of young children all over the city. The tenth floor is a skylight-lit food court filled with so many restaurants that even the pickiest person can find something he likes to eat. The Con- sumerplex also boasts a 15-screen movie theater on the second floor. Most of the stores in the Consumerplex are chains — Kill Zone electronic games, Emerald Buddha (Thai fast food), Night Eyes lingerie, Polar Bear ice cream, Silver Screen Productions (movie and cartoon merchandise and memorabilia), Bluebird (women’s clothing), CD Alley, Kuperman Shoes, and so on — but a few are local. Examples include Aunt Ethel’s Home-Made Candy, Hartzog Stationers, and Designs By Sharon. Vanderburg is constantly on the lookout for ways to improve the Consumerplex; she wants it to be a prime “destination” not only for anyone visit- ing Hudson City, but for every resident. She’d like to make it bigger, but she can’t (yet) afford to buy any of the land around it, and the zoning commis- sion has twice denied her permission to add more stories. Her current goal is to persuade the city to build a rail station at Tyrrell Avenue and then build a skywalk directly to that station. So far the city fathers remain skeptical, but she’s lobbying hard. Cranleigh Costumes (3616 Broome Street): Founded as Cranleigh Custom Tailors by the Bellamy family in 1953, this business gradually developed a specialty in creating and storing costumes and costuming props for the theater and film industries, as well as for ordi- nary people looking for an imaginative, high-quality costume for Halloween or a theme party. In 1979 it changed its name to Cranleigh Costumes, ceasing all non-costume-oriented work. Today it has one of the largest collections of costumes and related items in the northeastern United States. ON THE TOWN When Gadsdenites hit the town, here are some of the places they go: Blue (southeast corner of 11th Avenue and Leigh Street): Some of the best drinks around and a soundtrack of “time- less classics” suitable for dancing (such as Sinatra, Dean Martin, and the like) make Blue a prime destination for people whose idea of a fun evening out involves dancing but not a puls- ing rock beat. The club’s trademark Blue Magoo cocktail is a city favorite. Cooley’s Irish Steakhouse (2061 17th Avenue): Some of the best steaks in the city are served fresh off the grill at Cooley’s, and fine Irish music accompanies the dining experience. The restaurant’s owner, Angus Mulroney, often circulates among the patrons, entertaining them with stories and anecdotes told in his delightful Irish brogue. The Factory (450 Hast- ings Avenue): Formerly a shoe and leather goods factory, this long-empty building was bought in 1992 by entrepre- neur and restauranteur Gabriel Steubing. He refurbished it and cre- ated The Factory, a cutting-edge restaurant serving nouvelle cuisine and whatever else seems culinarily fresh and trendy at the moment. While no longer as crowded as it was in its first few years of busi- ness, it remains a popu- lar nightspot and busy place. Hero System 5th Edition 56 ■ The Lay Of The Land The pulsing beat of some insipid boy-band song began to fill the place as he stepped through the door. “Just my luck,” he thought. “Couldn’t be playing the Stones or something else that’s actually worth listening to.” But he wasn’t there for the music. Two days ago a girl turned up dead on the HCU campus. He’d gotten a copy of the pathologist’s report, and it said she’d had an unidentified drug in her system — some designer thing, no doubt, that was so new the cops hadn’t heard about it yet. He knew what it was. On the street they were calling it Sky. Some chemist at some under- ground lab somewhere in the Caribbean created it, probably. Kids like that girl wouldn’t dream of taking heroin or coke, but this sort of stuff — they thought it was “safe” just because it wasn’t illegal and didn’t leave a hangover. Idiots. Since putting a stop to idiocy was an even more difficult task than fighting crime, he was going to stop Sky from getting to the idiots in the first place. He’d had to ask around on the streets a little, but it hadn’t taken more than a few hours... and a few broken hands and ribs... before someone told him what he wanted to know. At the Zodiac, they said. Black guy with dreadlocks, calls himself Kingston — prob- ably where he’s from, since he’s got a Jamaican accent. “Probably a posse member,” he thought — if it were the Nubians or some other gang, there’d be a pack of them, and his informant told him this guy worked alone. He walked across the room, stepping on the astrological symbols inlaid helter-skelter in the floor, looking for someone who fit Kingston’s description. It didn’t take long to find him; in that gold jacket, the man was about as subtle as a locomotive. He watched him for about an hour. Picking out his routine wasn’t any harder than finding him — someone would approach Kingston’s booth, sit down, and strike up a con- versation. After a while some folded bills would be quickly passed to Kingston, who’d pass back a small vial in return. That was all he needed to know. He walked over and sat down. Once he was in his seat, he quietly drew the silenced pistol from the false pocket in his pants, using the table to hide what he was doing from everyone in the room. “You Kingston?” “Yah, mon. Who’re you?” He didn’t bother to answer. The silencer was so effective that someone sitting in the next booth probably wouldn’t have heard the gunshots even without the loud music. Two shots was all it took. He caught Kingston as he began to fall, easing him down to the table so it looked like he was just taking a nap. Without a backward glance he got up and walked out of the club. Guilford is a primarily residential neighbor- hood located in the northwest part of Hudson City. Bordered by Ardmore, Irishtown, Black- bridge, Worthington, and Little Italy, it occupies the land roughly between the city limits to the west, 12th Avenue and Kurtland Boulevard to the south, N. Lincoln Street to the east, and 3rd Avenue to the north. Guilford began in the mid-1800s as a settle- ment for English and Scottish immigrants, who created a village they called Glenwood. Other communities, such as Burnside, Tarleton, Suther- land, Salem, and McCrimmon’s Grove sprang up nearby (as did solidly Irish communities to the immediate north; see Irishtown, below). Over time these villages became towns, and the towns grew together. It was a bureaucratic and administrative mess until the early 1950s, when Hudson City expanded its city limits and absorbed them all, rechristening the area “Guilford” in a name chosen by a plebiscite of the residents. Many Hudsonites agree that Guilford is one of the most pleasant neighborhoods in the city. Its residential areas contain a mixture of detached houses and nice apartment buildings (though the quality of housing deteriorates a bit as you get close to Hudson City University), while its retail areas bustle with consumer traffic to many fine stores (both chains and local businesses). To the west, in the area around Stewart County Stadium and the Grolnick Power Station, there’s also some light manufacturing, office parks, and similar commer- cial properties. Housing in Guilford was considered some- thing of a bargain up until the late Seventies. At that point prices began to rise due to proximity to Irishtown and real estate speculation. Today most middle-class families can’t afford to buy a house in Guilford; it’s slowly but surely becoming a neigh- borhood of the nouveau riche and arrogant young businessmen. The crime rate in Guilford is much lower than in most parts of the city — there’s no gang problem to speak of, for example. Most residents attribute this to the character of Guilford’s residents and GUILFORD IMAGES OF GUILFORD The roar of the crowd from Stewart County Stadium when the Thunderbolts score a touchdown Neighborhoods of small houses with small yards, carefully lined up in rows that run for blocks and blocks The full moon casting an eerie glow over the Pilkenton Mansion Diners sitting on the patio at the Marietta Grill, enjoying some good pork barbecue and hush puppies The stained glass win- dows of St. Ignatius lit by the sun 57 Hudson City ■ Chapter Two the neighborhood’s nearness to Irishtown. A few policemen hint darkly that connections to nearby Little Italy have more to do with it. Regardless of the cause, Guilford’s inhabitants appreciate the peace, quiet, and security. For a map of Guilford, see page 28. LANDMARKS In addition to the Pilkenton Mansion (page 130), the Stewart County Stadium (page 114), and Hudson City University (page 117), Guilford’s best-known location is the St. Ignatius Cathedral, at the northwest corner of 12th Avenue and Iroquois Street. The largest Catholic church in the city, it was built about a hundred years ago. Today its luster is dimmed somewhat by the noise from nearby Kurtland Boulevard, but thousands of Catholics still visit it each week to attend Mass, go to confession, or just admire the delicate woodcarving on the pews and the exqui- sitely-detailed stained glass windows. SHOPPING Guilfordans have plenty of money to spend, and plenty of stores to spend it in. Avalon Books (southeast corner of 8th Avenue and Hickman Street): This chain of upscale bookstores was founded right here in Guilford. The “mother store” is now one of the largest, best-stocked book- stores in the city. Its managers expertly mix modern best-sellers with obscure books of note and long- time classics to create an eclectic blend of books suitable for hours of browsing. Calibers (724 Taylor Street): Despite the relatively low crime rate in Guilford, many Guilfordans (not to mention the residents of nearby Irishtown) live in fear of crime — and with good reason, consider- ing that places like Freetown and North Elmview are only a few miles away. Many of them visit Cali- bers, a gun store and shooting range near the inter- section of Cranford and Taylor, to buy some “per- sonal protection” and learn how to use it. Calibers also hosts an international shooting competition every April, awarding tens of thousands of dollars in prizes to the best shots. Nina’s Exotic Pets (southwest corner of Isherwood Avenue and Cleveland Street): Ever thought about owning a tiger? A tank of piranha? Maybe a wolf? Well, if you have, there’s a place in Guilford that can make your dreams come true: Nina’s Exotic Pets. Owner Nina Ruskin specializes in acquiring any animal you can imagine having as a pet... as long as it’s legal, since she’s an ardent environmentalist. She’s also an ardent (and humorless) feminist, and deals with lewd jokes about “exotic pets” by threat- ening to unleash her pet ocelot on the offender. Westwood Mall (between Beck and Winwood Ave- nues, Cleveland and Hickman Streets): About ten years ago, a group of entrepreneurs built this pedes- trian mall in Glenwood. Mixing precisely-sculpted natural areas and broad walkways with carefully- selected high-end retail stores like Moon & Sun nature stores, Cardboard Heroes sports cards and memorabilia, Glenwood Diamonds, and Whirlies (a fancified bar and grille), they’ve created a consumer destination. The owners are looking to expand, but have yet to convince nearby landowners to sell to them (and even if they could, it’s uncertain whether the city would grant permits for the expansion). ON THE TOWN When they’re done shopping, here are some of the places Guilfordans go to relax: Angus Café (northeast corner of 9th Avenue and Snow Street): Consistently voted one of the best burger joints in Hudson City by the readers of various newspapers and magazines, the Angus Café mixes modern decor and service with old-fashioned taste and quality. For many Guilfordans the day just isn’t complete unless they stop at the Angus for lunch (or maybe pick up a burger to go for dinner). The Junction (southeast corner of LaSalle Avenue and Huron Street): A college bar serving the HCU crowd (and younger Guilfordans who still want to feel like they’re a part of that scene), the Junction has everything you’d want in this sort of place: lots of seats, big screen TVs, and cheap beer. It’s par- ticularly crowded whenever Pioneers games are broadcast on television. Marietta Grill (northeast corner of Cranford Avenue and Meade Street): Specializing in Southern cook- ing at its finest, the Marietta Grill has become a local favorite since it opened in 1998. Owner Scott Carr grew up in Atlanta, and he’s brought his love of fine Southern food to Hudson City. He’s plan- ning to open up another Grill in east Worthington or Bankhurst. Zodiac (344 Crestwood Avenue): Just about everyone in Hudson City has seen one of this club’s now- famous “What’s Your Sign?” advertisements or t- shirts. That level of exposure, coupled with Zodiac’s popularity among both the college crowd and older partiers, has made the club a profitable business for its owners, the Elliman twins. It’s become a place to see and be seen, where you can’t even get through the door if you don’t have the right threads and the right attitude. FELICITY MCQUADE 8 STR 8 DEX 9 CON 8 BODY 10 INT 10 EGO 13 PRE 16 COM 2 PD 2 ED 2 SPD 4 REC 18 END 17 STUN Abilities: Acting 13-, Dis- guise 8-, High Society 12-, KS: Hollywood Society 11-, Mimicry 8-, PS: Actress 11-, PS: Dancing 11-, Rep- utation (famous actress, +2/+2d6) Disadvantages: Hunted (Watched by the media); Rivalry (Professional, with some other Hollywood actress); Social Limitation: Famous Notes: Regarded by many critics and fans as one of the finest — and most beautiful — actresses of her day, Felicity McQuade has starred in nearly twenty major motion pictures and typically earns over $15 million per film. Although still single at 31, at various times through- out her career she’s been romantically linked with nearly every major male star as well as numerous wealthy bachelors from other fields. Born and raised in Guilford, she often returns to Hudson City to see friends and relax. She has an apartment in Guilford and a luxury condominium in an exclu- sive building in Bankhurst. Hero System 5th Edition 58 ■ The Lay Of The Land “Look, I hate to say it, but you’re crazy. That’s never going to work.” “I don’t agree. I tell you, we can do it — it just involves getting the right people on board and playing our cards just right.” “Oh, sure. Anything works if everything goes just right. The odds of that happening here are ridiculously small.” “That’s where you’re wrong. I have some con- nections over at Governmental Center. They can put us in touch with the people who have the say-so over this sort of thing... and given the right “persuasions,” I’m sure they’ll see things our way.” “Hmmm. What sort of “persuasions”?” “Blondes, brunettes, redheads... whatever. I’m told this guy’s not real particular.” — conversation overheard in the City Club A couple of miles west of Puritan Bay the land rises, creating a small plateau before sinking back down again as one approaches N. Truman Boule- vard. Hudsonites call this neighborhood Highlands not only because of its elevation, but because this is where the movers and shakers of the city spend their time — journalists have parlayed the name into pseudo-intellectual slang terms for city politics like “gathering of the clans” or “the Highland games.” To most residents, Highlands is defined less by topog- raphy than as “the area around city hall.” On most maps the boundaries are N. Adams Street, N. Madi- son Street, 9th Avenue, and Chatham Avenue. Highlands is mainly a commercial and gov- ernmental center. There are few residential build- ings (mainly luxury condominium towers like the McMillan Building); most of the neighborhood is filled with skyscrapers containing the offices of rich and powerful businesses, business parks and plazas, cultural attractions, and government facilities. With Police Headquarters right on Courthouse Plaza, and the Department eager to protect the powerful men and women who work here so they’ll look favorably on police appropriations, Highlands is by most mea- sures the safest, most crime-free area in the city. See page 44 for a map of Highlands. LANDMARKS Besides such well-known institutions as the Kleinmann Center (page 111), Governmental Center (page 99), and the Museum of Natural His- tory (page 111), Highlands has many well-known buildings and other attractions. Cherokee Tower (southeast corner of 8th Avenue and Newport Street): Built in the late 1950s by renowned architect Jalmari Laukkonen, the Chero- kee Tower, headquarters of Cherokee Bank (page 120), underwent significant renovations from 1997- 2002. While retaining its distinctive profile, includ- ing the famous “porthole” window that dominates the eastern facade at the fiftieth and fifty-first floors, engineers replaced the grey granite exterior with a lighter-colored, sturdier marble and significantly re-arranged the interior space on about half of the building’s sixty floors. Today most Hudsonites find the building a more striking sight than ever before. Flag National Bank Building (southeast corner of 4th Avenue and N. Madison Street): The headquarters of Flag National Bank (page 120), which has dozens of branches throughout the greater Hudson City area, this building also houses several law and account- ing firms who work closely with the city’s banking community. The distinctively-shaped gilded radio tower on top of it can be seen from just about any place on the Northside (provided one has a clear line of sight). Hudson City Corporate Center (along Centre Street at 7th Avenue): This cluster of six forty-story glass- and-steel skyscrapers houses some of the most important law firms, brokerages, and financiers in the city. Tower Seven is only twenty stories tall, but contains the ultra-luxurious Highlands Regency Hotel and has skywalks at the tenth floor connect- ing it to Towers One and Two to the north, and Three and Four to the south. Hunneford Library (southeast corner of 8th Avenue and Washington Street): With a collection of approximately 15 million volumes, and millions more magazines, recordings, artifacts, and related information resources, the Hunneford Library is one of the largest public libraries in the United States. Begun in the early 1900s with private donations (including the princely sum of $8 mil- lion from financier James Hunneford, for whom the building was named), over the past century it’s grown into a major institution of learning. Its distinctive arched main entrance has become symbolic of scholarship and knowledge. The main building, a twelve-story facility, houses both the Lending Collection (books anyone with a library card can borrow) and the Research Collection (reference books that don’t leave the building); the library system includes dozens of other branches throughout the city that hold part of the Lending Collection. Other features of the Library include an enormous reading room on the tenth floor, a Foucault pendulum, and one of the best Rare Book HIGHLANDS IMAGES OF HIGHLANDS People walking across the Governmental Center square or through Courthouse Plaza The red brick staircases leading down to the Hudson City Under- ground The Fourth of July deco- rations at Governmental Center The “porthole” of Chero- kee Tower The intangible but unmistakable smell of money wafting out of the City Club Orthodox Jewish dia- mond merchants walk- ing on the streets near the Gemstone Exchange 59 Hudson City ■ Chapter Two Rooms in America. The RBR’s collection includes such treasures as medieval incunabula, a Shake- speare First Folio, autographed copies of the works of many authors, several unique diaries, and rare Bibles in many languages. The Library’s manage- ment has beefed up security significantly since Penny Dreadful’s appearance in town. SHOPPING The streets of Highlands are lined with all sorts of stores and shops... but you’d better have a hefty bank account to shop in most of them. Renee’s (southwest corner of Cranford Avenue and Richmond Street): Women’s clothing and furs are the goods in trade at Renee’s, and the boutique stocks only the best — designer dresses and gowns from the biggest names in fashion from around the world, the most luxuriant fur coats and stoles avail- able. It’s reputed that several of the most famous actresses in Hollywood shop here. Walters Plaza (southeast corner of 8th Avenue and N. Madison Street): A collection of small, elegant shops clustered around a delightful fountain, Walters Plaza is a must-visit shopping destination for many of Hudson City’s wealthiest consumers. Women can find European cosmetics at Sevres and the latest shoes at Difazio’s while men buy custom-tailored suits and ties at Meloni & Burroughs, Haberdashers and fly-fishing gear at The Compleat Angler. Wonderland Toys (2053 Beck Avenue): If Barbie and Hot Wheels aren’t good enough for your children, stop by Wonderland Toys, which bills itself as “The World’s Greatest Toy Store!”. A better description would be “the world’s greatest toy store for little rich kids,” since there aren’t many things for sale in Wonderland that cost less than a hundred dol- lars — and many of the toys range into the thou- sands. If you’ve ever wanted to buy your kid a solid mahogany racecar track with inlaid gold highlights, teddy bears made out of real Russian bear fur, or a child-sized Porsche that really works, Wonderland is the place to go. ON THE TOWN Highlands definitely has a night life — one several steps above the sort of thing you’d find in Bayside or Elmview. In addition to the Skyline Club (page 196), you might want to try: The Carthage Club (near the Flag Bank Building on 4th Avenue): The renowned “adventurers’ club” of the Twenties and Thirties still exists, but as a dinner and dancing club rather than a place where explor- ers, aviators, and crimebusters share their experi- ences with one another over brandy and cigars. The staff wears period outfits, and the dining room is the very definition of “elegance.” The Club also boasts a large ballroom where a big band plays dance music every night from 9:00 PM to 1:00 AM. The City Club: Located on the top floor of the Flag National Bank Building (see above), the City Club is an expensive, members-only lunch and dinner club. When two prominent Hudsonite businessmen decide to have a lunch meeting, as likely as not the City Club is the place where they’ll agree to meet. It’s said that millions of dollars’ worth of deals are struck here every day. The Club is also famous for its Christmas egg nog, said to be the best in the city. Faces (888 6th Avenue): Perhaps the poshest “gentle- men’s club” in Hudson City, Faces features excellent drinks served by beautiful, topless waitresses as well as “exotic dancing” taking place on a well-lit stage. Many businessmen like to “unwind” here after a hard day at work. Most of the club is open to anyone who can pay the $20 “one-time member- ship” fee and behaves himself... but those in the know say that membership in the Back Room, the private part of the club, is worth every penny of the $1,000 annual fee. MARILIS KETTLER 8 STR 9 DEX 8 CON 8 BODY 13 INT 12 EGO 14 PRE 12 COM 2 PD 2 ED 1 SPD 4 REC 16 END 16 STUN Abilities: Computer Programming 8-, Deduc- tion 11-, KS: Hunneford Library Collection 13-, KS: Layman’s Arcane And Occult Lore 11-, Lan- guage: English, French, German (fluent conversa- tion; Romanian is native), PS: Librarian 14-, SS: Anthropology 11- 25+ Disadvantages: None Notes: A second-gen- eration Romanian immigrant, Marilis Ket- tler studied Library Sci- ences and Anthropology at HCU and parleyed her excellent grades into a job at the Hunneford Library. Since then she’s worked her way several steps up the ladder to a position of significant responsibility: she’s in charge of overseeing the Library’s Research Collection as it per- tains to anthropology, archaeology, and related matters (including the occult). Well-educated and highly intelligent, she can converse ably on many different subjects. DIPLOMATIC PARTIES With Embassy Row as part of the neighborhood, it’s not surprising that the movers and shakers of Highlands often find invitations to swank embassy parties in their mail- boxes. Someone who’s important enough, rich enough, or popular enough may find himself invited to diplomatic parties every week... and at some times of the year, almost every day. A typical diplomatic party celebrates some important event in the host country: a day of independence; a religious holiday; a traditional festival. Less commonly, an embassy may host a party to celebrate the signing of a treaty or some other major event — or maybe just to show itself off, or try to build contacts within the interna- tional community. Diplomatic parties are usually formal events at which the men wear tuxedoes (or the cultural equivalent) and women wear dresses of corresponding quality. Getting in requires a physical invitation that the doormen (read: guards) can check. The attendees are usually an eclectic mix of diplomats, politicians, businessmen, and other important people. Some embassies make sure to have a generous selection of beautiful single women circulating among the crowd as well. It’s accepted as fact by many people that a lot of espio- nage-related activities go on at some embassy parties. Mostly this is low-level stuff, like a “diplomat” from one embassy checking out a “diplomat” representing a rival or enemy nation. Sometimes it helps an analyst to have had face-to-face contact with his opposite number — it lets him better understand what motivates that person (or at least, so spies assume). Other times more extreme activi- ties, such as passing messages or even kidnappings and assassinations, take place; the latter are particularly good ways to embarrass the host embassy, if that’s one of the goals of the operation. Hero System 5th Edition 60 ■ The Lay Of The Land “Excuse me, sir?” “Yeah?” “May I see some ID, sir?” “You a cop?” “No, sir, I’m a private security guard working for Blazon Security Services and hired by the residents of the North Thain Street subdivision to protect their property. I need to see some ID, sir, or I’m going to have to ask you to leave.” “I don’t haveta show my ID to no rent-a-cops.” “Sir, you’re on private property here, not city property. If you don’t show me your ID and tell me what you’re doing here, I’m going to have to ask you to leave immediately.” “And what if I don’t leave?” “Then I’ll have to place you under citizen’s arrest and escort you off the premises, sir — with force, if necessary.” — exchange between an Irishtown security guard and an unidentified person When the first major waves of Irish immi- grants began reaching Hudson City in the mid- 1800s, they encountered significant discrimination from the primarily English-descended residents. As a result, they had trouble finding places to live in what were then the main parts of town — the Northside coast and a couple miles inland from there. Rather than fight the tide, they looked fur- ther west and established their own “ghetto” on the northwest edge of modern Hudson City (it was outside the city limits at that time). The neighbor- hood quickly became known as “Irishtown,” though the residents themselves called it Westlow. In the ensuing decades, as the city grew and became more crowded and polluted, the wealthy and pampered members of society decided they’d be better off living away from the center of town — a practice which advances in transportation were making more feasible than ever before. Attracted to the Irishtown area by its pleasant land- scape and available land (since many of the Irish residents were technically squatters), they began moving out there. A century later, Irishtown is the domain of the richest and most fabulous members of Hudson City society, and the slang term “Irish” has come to signify great wealth (and those who possess it) in the Hudsonite patois. Frequently compared to Beverly Hills, Irishtown features large, opulent mansions, elaborately manicured lawns, and streets shaded by stately trees. Its inhabitants are typically “old money”; the nouveau riche are more likely to be found in Bankhurst, Guilford, Highlands, or east Worthington, though many yearn for the mansions of Irishtown and pay enormous sums for one that becomes available. The borders of Irishtown are clearly delin- eated: 3rd Avenue, Cleveland Street, and the city limits. You can tell you’ve reached them because the streets become cleaner and detached houses with large lawns are the rule rather than the exception. You’ll also notice a lot of cops, not to mention pri- vate security guards and gated communities. The residents fear the criminal rabble of the city (and not without justification; Irishtown children are sometimes the targets of kidnappers, for example) and spend good money to keep themselves as safe as possible. As a result, the crime rate stays extremely low... but the occasional spectacular rob- bery or bizarre homicide keeps the security forces on their toes, the burglar alarm companies in busi- ness, and tabloid readers titillated. For a map of Irishtown, see page 28. LANDMARKS In many ways, Irishtown itself is a landmark. Hudson City tourists often come out to Irishtown to drive along the manicured streets and stare at the mansions of business magnates, film and music stars, and old money families. But even among the homes of the rich, a few places stand out. Nicolaus Aquarium (1 Meade Street): Home to fresh and saltwater fish and aquatic animals from all over the world, the Nicolaus Aquarium is both an educational facility and a research institution. While the public comes to see such attractions as Shark Country USA, Ollie the killer whale, and the Penguin Follies show, scientists use the lab’s exten- sive collection of sealife to conduct many types of studies and experiments. Under the leadership of director Jill Winston, the Nicolaus has increased its earnings every year for the past decade, and has now drawn up plans for a significant expansion. Westlow Park: Every morning, nannies and au pairs from all over Irishtown bring their young charges to play in the fields of Westlow Park. Nearby you can see people walking or playing fetch with expensive purebred dogs, couples walking hand in hand, and birdwatchers on the prowl with their binoculars. On Thursday evenings in the summer, the Concerts in Westlow series fills the night with fine classical and jazz music. All in all, it’s one of the nicest, best-maintained parks in Hudson City. IRISHTOWN IMAGES OF IRISHTOWN Private security guards standing post at the gates to residential com- munities Millions of dollars’ worth of Italian sports- cars on the lot at Kelley Ferrari The largest, best-mani- cured lawns in town Women walking down the streets in outfits costing more than the average Freetown family earns in a month The distinctive blue-lit windows of Far Bombay Lots of cops cruising the streets, keeping a careful eye on things 61 Hudson City ■ Chapter Two SHOPPING If there’s one thing Irishtown residents have, it’s money to spend. The shopping here is among the best in the city... though you’d better have deep pockets if you plan to spend the day on MacDon- ald Avenue. Hathaway Custom Accessories (499 MacDonald Avenue): Located at the corner of MacDonald and N. Roosevelt in the heart of Irishtown’s world- famous shopping district, Hathaway’s sells one-of- a-kind handbags, scarves, and other accessories designed by the boutique’s owner, Tina Hathaway. A typical Hathaway bag costs about $4,000, and some cost considerably more than that. Kelley Porsche-Ferrari-Lamborghini (411 Patterson Avenue): If you’re in the market for an Italian sportscar, Kelley’s on Patterson is the place to go. An authorized dealership for Lamborghinis, Porsches, and Ferraris, Kelley’s specializes in meet- ing the needs of its demanding clientele. No matter what model of these sportscars someone wants, and what features, Adrian Kelley and his staff find a way to satisfy them. Randolph’s Market & Delicatessen (northeast corner of Bell Avenue and Rotterdam Street): For many Irishtowners, the typical food bought at a chain grocery store is far too common and crude. They want only the best... and Randolph’s provides. Its shelves are stocked with the choicest gourmet foods available, and its Delicatessen can turn out everything from a pound of potato salad to a catered seven-course meal. This quality doesn’t come cheap, of course, but for some Irishtowners it’s more than worth it. Vanderwaite & Flynn (602 MacDonald Avenue): “Jew- ellers to Royalty,” this firm bills itself with justifi- able pride. “V&F” creations have graced the heads, hands, and necks of many princes and queens in Europe, the Middle East, and Asia... not to mention the society mavens of Hudson City. If you have to ask the price, you can’t afford it — but there’s no mistaking a V&F original, or the prestige wearing one confers. The firm frequently loans jewelry to famous actresses for Oscar ceremonies and other special occasions. ON THE TOWN Irishtowners want to enjoy life, to be enter- tained... and they’re willing to pay handsomely for it. Some of their favorite “hot spots” include: Club Irish (6869 Chatham Avenue): If it’s hip, if it’s trendy, if it’s cutting edge, you’ll find it being played and danced to at Club Irish, the hottest after-dinner spot in Irishtown. Don’t even think about trying to get in if you haven’t spent a few thousand dollars on your clothes and hair... and are willing to spend hundreds more on drinks and tips. Far Bombay (300 Bell Avenue): Taking its name from an old Sinatra tune, this upscale cocktail bar serves drinks made from the rarest, most expensive, gins, tequilas, and other exotic booze. Liquor snobs flock to this place like deer to a salt lick to show off their taste and talk with the “sommeliers” about the latest and trendiest in alcohols. The decor mixes Rat Pack chic with modern touches of neon in a way that, surprisingly, works. Marco Polo (990 Patterson Avenue): An intriguing culinary experiment that succeeded, Marco Polo offers a split menu: half Italian food, half Chinese food. Most critics predicted it would fail within a year, but somehow the mixture — not to mention Chef Paul Chou’s excellent cooking — caught the fancy of Irishtowners. Marco Polo also boasts a fine selection of Italian wines. Orleans (northeast corner of Cook Avenue and York Street): The house salad costs $20, the menu is entirely in French, and the wine cellar is stocked with millions of dollars’ worth of bottles of wine — even if the waiters’ combination of snootiness and servility weren’t a tip-off, it wouldn’t be hard to tell that Orleans is a restaurant patronized only by the very well-to-do. Orleans consistently receives a five-star rating from all the major restaurant guides, and some argue it’s the best French restaurant in America. ALLEN STANFORD 10 STR 12 DEX 12 CON 10 BODY 13 INT 10 EGO 15 PRE 10 COM 4 PD 3 ED 3 SPD 4 REC 24 END 21 STUN Abilities: +1 to Sight Group PER Rolls, Criminology 12-, Deduction 12-, Forensic Medicine 8-, KS: The Law Enforcement World 11-, Lockpicking 8-, Paramedics 12-, Security Systems 12-, Stealth 11-, Streetwise 12-, 20 points’ worth of Contacts in the Law Enforcement World of Hudson City 50+ Disadvantages: None Notes: A former Hudson City cop and FBI agent, Allen Stanford left public law enforcement nearly twenty years ago to form Blazon Security Services, a full-spectrum security company providing alarm systems, armed guards, armored cars, and bodyguards to customers in need of protection for themselves, their family, and their property. His business has done so well that today he not only provides security guards for many communities in Irishtown, he lives there himself with his wife Cla- rice and four children. THE IRISHTOWN SOCIAL WHIRL More than a few rich people enjoy showing off just how much moola they’ve got. Some do this by buying the fan- ciest sportscars, biggest houses, or most expensive jewelry they can. Another way, one favored by many Irishtown families, is to throw elaborate parties Over the years, an informal calendar of parties, balls, cotillions, and similar events held by Irishtowners has developed; the Irishtowners refer to it as “the social whirl.” With so many wealthy families competing for time on the social schedule, it’s tough for a newcomer to break into the routine and make a mark for himself, but that doesn’t stop lots of people from trying The three rock-solid anchors of the social whirl are the Frazier “Spring Gathering” in May, the Bankhurst “cookout” in August (one of the few events that attracts large numbers of the far-flung Bankhurst clan back to Hudson City), and the Willoughby Christmas party in mid-December. The latter is particularly highly- regarded because of the skill displayed by the Willough- bys’ cooks and caterers, and the lavish hands with which their bartenders pour the drinks, but anyone who’s anyone makes a point of appearing at all three func- tions. Whether it’s filet mignon burgers and gourmet Doghouse hot dogs at the Bankhurst compound, or the elegant hors d’oeuvres and pastries at the Spring Gath- ering, everyone has a good time The other parties on the social whirl aren’t quite such major affairs, but they’re a lot of fun nevertheless. Many Irishtowners particularly enjoy the Andrews “wine and cheese party” in September. The latest party to make it big on the social whirl is Adriene and Jake Davidson’s Halloween costume party in the Mustard Mansion; the competition to win the prizes (best, scariest, sexiest, etc. costume) can get intense! Hero System 5th Edition 62 ■ The Lay Of The Land Down in Fayettenam Ya gotta have a bomb Ya gotta have a gun If you wanna see the sun ’Cause night comes down Y’gonna hear th’ sound Of bucks and nines Guns and knives Guns and knives All’a the time — from “Fuller,” by Dis Tense Better known in city slang as “Fayettenam” because of all the shootings that take place there, Lafayette competes with Freetown and North Elmview for the title of worst, most dangerous neighborhood in the city. Most people would con- sider its borders to be S. Jackson Street to the west, Ferry Street to the east, the city limits to the south, and a zig-zag pattern along Southridge Avenue, Heine Street, and King Avenue to the north — but the truth is that in most peoples’ minds it merges almost imperceptibly with the Numbers and the rest of Freetown (and to some extent with Latin City as well, as the Hispanic community has started to grow beyond the bounds of Ferry Street). For the most part, Lafayette is a residential neighborhood: few businesses can survive in such a place, and most of them are small, one-person or one-family operations providing services the locals find indispensable (i.e., small grocery and liquor stores) or desirable (such as beauty par- lors and check-cashing services). The only major employer in the area is the South Pumping Station. Most of the residences are public housing projects (not nearly so large or monolithic as the ones in Freetown, but project nonetheless), tenements, and run-down apartment buildings. For most people who live in Lafayette, moving to Forsyth would be considered a step up the social ladder. Statistics paint a grim picture about what life is like in Lafayette. According to the Department of Social Services, over 90% of Lafayette residence receive some form of public assistance (usually in addition to public housing), and the unemploy- ment rate approaches 50% in many periods. HCPD officials claim that over half the men age 16 and up living in Lafayette have criminal records or are involved in gangs or the drug trade. The crime picture in Lafayette is muddled, though intense. No one street gang or crimelord dominates the area, leading to frequent gang war- fare and drive-by shootings. Gangstas selling crack and heroin on the street aren’t the worst problem for most residents, though; junkies who steal or rob to get enough money for their next “fix” are far more of a threat to the average Lafayetter. See page 53 for a map of Lafayette. THE NEEDLE The narrow, arrow-shaped strip of land between Pender Street, S. Truman Boulevard, and Parsons Avenue has been known for years as “the Needle.” By any measure it’s one of the worst, if not the worst, neighborhoods in the city. Its tenements are survivors (barely) of firebombings, urban street warfare, and years of slumlord control. What few retail establishments exist are so shabby and so tightly barred and barricaded against crime that they offer little incentive to shop there... other than the fact that they’re all there is. Crime and drug use are rampant (the neighborhood’s name doesn’t relate entirely to its shape). All of the inhabitants are black; any whites, Hispanics, or Asians who dare to venture into the Needle are putting their lives in serious danger. No one can remember the last time they saw a cop car there. LANDMARKS The closest thing Lafayette has to a “landmark” is the Barton Street Mission, located at the inter- section of Hoke Avenue and Barton Street, not far from the Barton Station subway stop. Founded in 1955, the Mission has served the poor, homeless, and downtrodden of the area for five decades. It serves three hot meals a day, not turning anyone away until the food runs out. It also has a fifty-bed homeless shelter that’s available on a first-come, first-serve basis each night. The Mission’s board of directors would like to expand the facility, but they just don’t have the money. SHOPPING The retail businesses in Lafayette aren’t exactly the kind that attract shoppers from other neighbor- hoods. Money Now! (4150 Ingram Street): For the low, low price of twenty percent of its value, Money Now! will cash your paycheck, welfare check, or tax refund check and give you cash on the barrelhead, no fuss and no waiting. Thick bulletproof win- dows, steel bars on the windows, an excellent alarm system, and a top-notch vault keep the place from becoming a constant target for burglars despite the large amounts of cash on the premises. Ticino Liquor (84 Ticino Street): Offering the gamut of potent potables from beer to malt liquor, with occasional shipments of cheap wine that owner Carl Lewison happens to lay his LAFAYETTE JULIE WALKER 8 STR 8 DEX 8 CON 9 BODY 10 INT 10 EGO 10 PRE 8 COM 2 PD 2 ED 1 SPD 4 REC 16 END 17 STUN Abilities: PS: Book- keeping 11-, Streetwise 8-, Survival (Urban) 8-, Trading 8-, WF: Pistols 25+ Disadvantages: Psy- chological Limitation: Short-Tempered Notes: A plump black woman in her mid- twenties, Julie lives not far from the Mission in Forsyth. She works in Riverside Hills as a bookkeeper and vol- unteers at the Mission three to five days a week, usually at dinner- time so she can serve meals and help clean up. Although she loses her temper quickly and becomes sharp-tongued and waspish, she genuinely wants to help and is always on the lookout for additional things the shelter can do to serve the Lafay- ette community. She knows a lot of the area’s homeless on sight. 63 Hudson City ■ Chapter Two hands on, Ticino Liquors ranks as one of the most successful businesses in Lafayette. In fact, Lewison doesn’t even live in Lafayette anymore, having earned enough by selling cheap booze to move his family to Riverside Hills. ON THE TOWN Most people in Lafayette have enough trou- ble paying their basic bills — there’s not much left over for wining and dining. But there are a few popular places when someone does have a few bills to spend. N-Z (southwest corner of Livengood Avenue and Starr Street): This club was a favorite of several of the Lafayette gangs for a while, but a few incidents of gang violence (including a shooting that left three people dead) tarnished the place’s reputation. The owners have been working hard to build the crowds back up again, and they’re slowly but surely starting to succeed. Rap star Dis Tense got his start per- forming at N-Z on amateur night, and the owners hope they can lure him back for a show sometime. Taco Box (4187 Rosemont Street): The longtime dream of local half-black, half-Hispanic entrepre- neur Derrick Rodriguez, Taco Box opened in 2003 to serve Mexican food based on Rodriguez family recipes. The name come from its signature “Box o’ Tacos” meal, which includes ten beef tacos, salsa, and a bagful of tortilla chips. It’s become a big hit with gangbangers looking for a late night snack and junkies who’ve got the munchies. IMAGES OF LAFAYETTE Junkies passed out on the sidewalks of the Needle Gang kids on streetcorners at night, trying their hand at creating their own raps in between selling to crack cus- tomers A bag lady shuffling down the street, pushing a battered shopping cart containing all her worldly possessions Crowded, crumbling tenements Partiers in N-Z forgetting the misery outside — at least for a few hours Empty beer and liquor cans and bottles casually discarded on the sidewalk. Hero System 5th Edition 64 ■ The Lay Of The Land <“Yo, Carlito!”> <“What up, man?”> <“Git down here, man — we got work ta do!”> <“What th’ !$&*’s goin’ on?”> <“It’s Martín, man — they killed him!”> <“What the !$&*?!? Who, man?”> <“Who d’ya think, man? It was those !$&*%@# EME pricks.”> <“What the !$&* happened? Wasn’t he with you? Whyn’t you protect him?”> <“Man, they jumped us, a dozen of ’em, there was nothin’ we could do! They grabbed him, shoved him into a van, and drove off. We got a call later where to find him.”> <“What’d they !$&*%@# do to him?”> <“Man, they !$&*%@# nailed him into a big wooden box with a bunch of starving rats. By th’ time we got to him, we could hardly tell it was him no more.”> <“!$&*. !$&*!!!! We are going to !$&*%@# kill those !$&*ers, man. You got your nine?”> <“I do now.”> — late-night conversation overheard in the barrio near Corley and Stanton Decades ago, Latin City was MacGregor Hill, a part of Elmview — just another working-class neighborhood among other working-class neighbor- hoods. Beginning in the late Fifties and early Sixties, immigrants from Puerto Rico began settling there in large numbers due to the cheap housing and cost of living. Increasing immigration from Puerto Rico, and later Mexico and many Central and South American countries, quickly turned the area into a full-fledged barrio where the only signs in English are the street signs... and sometimes not even them. Today, Latin City fills the area south of Port Avenue and east of Ferry Street down to the south- ern city limits, and it’s threatening to spill over into Lafayette and south Elmview as the Hispanic population keeps increasing. It’s been called by a lot of names over the years — Little Puerto Rico, Havana North — but most people seem to have settled on “Latin City.” The main inhabitants are Puerto Ricans, Cubans, Mexicans, Nicaraguans, Colombians, and Salvadorans — but natives of every country in Central and South America can be found there. Most of the area is fairly run-down and squalid residential neighborhoods. Here and there residents with money have tried to improve things a bit, even building some duplexes amid the sea of tenements and apartment buildings. Most Hudsonites will tell you these “upper class” Hispan- ics got their money dealing drugs; for their part, the residents of Latin City dismiss this as discrimina- tion — “if he’s a drug dealer, why don’t they come and arrest him, huh?”. But the truth is that Latin City has a major crime problem — so much of one that in the Nine- ties, Hispanic gangs backed by the Colombian and Mexican drug cartels worked their way north up the waterfront, displacing the Scatucci family from its long-held fief there. Gangs like Los Reyes (the “Latin Kings”) and the Mexican Mafia often fight each other. It’s a constantly-shifting battlefield where life is short, teenagers get rich dealing coke and crack, and innocent bystanders get caught in the crossfire. Besides the drug dealing, “businesses” catering to other vices, such as the sex trade, have also sprung up. Anglos rarely cross into Latin City; it’s obvious with every stare they receive that they’re regarded with suspicion, fear, and hatred. However, a few brave souls go there for the restaurants (many of which are undiscovered gems, with food prepared by native chefs) and the Latin nightclubs. None of the residents — known as Latinistas — dislike anglos so much that they’ll turn down their money. LANDMARKS Most of Latin City is pretty plain — street after street of apartment buildings, bodegas, taquerias, and other small businesses — but a few places stand out. City Rail Yard (2000 Potter Avenue): The largest single employer in Latin City is the City Rail Yard, where the Hudson City Transportation Commis- sion maintains trains, fixes broken trains, and stores trains not currently in use. It’s busy nearly 24 hours a day, full of hustle and bustle that young boys like to watch from nearby rooftops. Hispanic Pride Community Center (southwest corner of Willow Street and Whittier Street): Every neigh- borhood has its heart, and for Latin City that’s the HPCC — or just the “HP,” as it’s usually called on the street. The center runs outreach programs to help improve the lives of Hispanics in Hudson City, helps find people jobs, sponsors (and often hosts!) community events, fights drug abuse and gang vio- lence, and generally does whatever it can to have a positive effect on the community. LATIN CITY LORENZO OLMEDO 6 STR 8 DEX 8 CON 8 BODY 8 INT 7 EGO 8 PRE 9 COM 2 PD 2 ED 1 SPD 3 REC 16 END 15 STUN Abilities: KS: Hudson City Train And Subway Systems 14-, Mechanics 11-, TF: Railed Vehicles 25+ Disadvantages: Age: 40+; Physical Limita- tion: Badly Nearsighted Notes: Lorenzo Olmedo has worked for the Hudson City Rapid Transit Division, and later directly for the Transportation Com- mission, for nearly thirty years. He’s got an exten- sive knowledge of how the subway and train systems work — knowl- edge earned the hard way by slogging it out in the tunnels day after day for years. His vision has deteriorated to the point where they won’t let him actually operate the trains anymore, so they gave him a job at the Rail Yard helping to maintain and repair them. He doesn’t like the job as much, but it pays a little better and it’s a lot shorter commute, so he deals. 65 Hudson City ■ Chapter Two Elpedia Herranza, a striking woman about 30 years old, was hired in 2001 to replace the outgo- ing director of the Center, and by all accounts she’s done more than just fill his shoes. Her enthusiasm (and at times stubborn determination) have ener- gized the place, making volunteers work harder and clients more hopeful. She’s proven quite adept at wringing money out of the City Council and pri- vate donors to keep the HP going, and more than one reluctant politician has learned that when she sets her sights on something, she doesn’t take “no” for an answer. SHOPPING Most of the stores and shops in Latin City are small family affairs — not even many chain stores have opened there. If Latinistas want to really indulge the urge to spend, they go west to the Stew- artville Mall. Closer to home they can choose from such places as: Compás Hispanico (4538 Ervin Street): Latin music has become popular in the U.S. in recent years, but there’s still a lot of it that never makes it north of the border into this country. Compás Hispanico (“His- panic Beat”) stocks music and movies from Mexico, the Caribbean, and South America that generally aren’t available in the United States. Most of the store’s customers are locals who long to hear the sounds of home, but a few cutting-edge anglo music fans wander in to try to pick up on cool new things before the general population hears about them. Elena’s (4020 Barnes Street): Eight years ago Elena Padilla started supplementing her income from temp jobs by taking in seamstress work at her brother-in- law’s dry cleaning business. Today she has a business of her own, where she sells both manufactured cloth- ing and her own custom-made designs to Latinista women — and she employs people to do the sewing for her. An outspoken oppo- nent of drugs and gang violence, she’s had her store vandalized five times... but that just makes her work all the harder. Tienda de Todo (southeast corner of Corley Avenue and S. Jefferson Street): The “Everything Store” lives up to its name: small though it may be, it seems to have a little something of everything. One-quarter of the store is given over to groceries, but on the rest of the shelves a determined shopper can find toys, books, phone cards, playing cards, toiletries, cosmetics, shoes, secondhand clothes, and car parts... among other things. The owner and sole employee, Pepito Canalejas, is a smooth, fast-talk- ing salesman always looking for a way to make a quick buck. ON THE TOWN When the workday’s done, it’s time for fun! And here are some of the places Latinistas go to have that fun: Águila y Serpiente (1740 Port Avenue): Head south straight down S. Jefferson Street until you hit Port Avenue, then hang a left. Just a few doors down you’ll find Águila y Serpiente (“Eagle and Serpent”), one of Latin City’s best res- taurants. It doesn’t look like much from the outside, but once you go through the doors you’ll see that the owners concentrated on improving the interior rather than the exterior. Everything is bright and festive, with authentic Mexican decorations. And the food is just as good as everyone says. Ray Meléndez and his team (see page 141) eat there almost every day. Ariando’s Tacos (334 Gates Avenue): If the health inspector ever came into Ariando’s Tacos, he’d probably have a heart attack. But dirty and dingy though it may be, there’s no denying it makes some damn fine tacos and other dishes. Residents who couldn’t care less about how clean the place is flock here every day for lunch and dinner. Badass Hector’s (southwest corner of Parnell Avenue and Ervin Street): With a name like “Badass Hector’s,” you’d expect a bar/pool hall to be pretty tough... and you’d be right. Both Hector Baquero and his place live up to their name — anyone who comes into Badass Hector’s had better be able to look after himself. An anglo who walked in through the doors would be lucky to walk back out through them without having received a beating. Club Aztec (southeast corner of Parnell Avenue and Platt Street): One of the few relatively new and “hip” businesses in Latin City, Club Aztec is just what it sounds like: a nightclub decorated in a sort of Aztec theme, right down to a scale model of the Gran Templo Mayor on one side of the dance floor (the DJ’s booth is up top, where the sacrificial altar would be). The young and young at heart come from all over Latin City... and even anglo neighborhoods... to dance the night away to a pulsing Latin rhythm. IMAGES OF LATIN CITY Signs and posters all in Spanish, not English Hispanic boys too young to grow full moustaches yet hanging out down on the streetcorner sell- ing coke The smell of Mexican food cooking The blood-driving beat of Latin music coming from passing cars, open doors, boomboxes Beautiful young His- panic girls with long, straight, black hair Kids playing soccer in the street Hero System 5th Edition 66 ■ The Lay Of The Land “I think the crime problem in the park has really been blown out of proportion by the media. Sure, we’ve got some crime here — what part of Hudson City doesn’t? But it’s not like there are packs of wild-eyed murderers and rapists roaming the park at night looking for victims. Between the crowds and the Park Police, most areas are pretty safe. Just use your common sense: don’t walk around by yourself after dark, don’t leave your stuff unattended while you play frisbee, things like that. If you get in trou- ble, look for one of the blue lights; that indicates a public safety phone that connects directly to the Park Police headquarters.” — Park Police officer Roberta Stimpson During the founding of the city, Emil Hudson’s business partner Andre LeMastre realized that if Hudson’s plans came to fruition, the city he (LeMastre) was drawing up plans for would soon become very large. As a huntsman and lover of fields and streams, he decided the residents of the city would need an area of preserved wilderness — a park — to restore and rejuvenate their spirits when the dreary life of the city became too much to bear. With this thought in mind, he set aside a large area of land that would, by law, remain undevel- oped in any significant way: no large buildings or permanent residences, no major roads, nothing to disturb the tranquility of the place. Early in the city’s history, when much of the land around it remained uncleared and unsettled, no one gave much thought to LeMastre’s park. They used the large, barren hill in the area for public executions, but otherwise left the area alone except as a hunting ground. But in time, the city grew as LeMastre had predicted, and the need for LeMastre Park — as everyone already called it — became obvious. Blessing LeMastre for his foresight, the city fathers established the Parks Commission to turn the Park into a true urban recreation area, rather than just a patch of wilderness. Almost 2,000 acres (roughly three square miles) large, LeMastre Park is more than twice as large as Central Park in New York City and occupies approximately four percent of the land within the city limits. It includes approximately 350 wooded acres, 800 acres of lawns and fields, and 150 acres of bodies of water (Cedar Lake, various streams and ponds, and the like). It also has: ■ over 90 miles of paths and walkways (some paved, some not) suitable for walking, running, biking, skating, and similar activities ■ approximately 12,000 benches, many of which are “adopted” by citizens or businesses who become responsible for their maintenance ■ dozens of sports fields for playing baseball, soccer, rugby, and other games, as well as a section of tennis courts ■ a large skate park (added in the early Eighties to keep skateboarders off the paved pathways) ■ the Brucato Bandshell, which features an exten- sive series of concerts and plays throughout the year (outdoor concerts are sometimes held in other parts of the park as well) ■ two nice restaurants (Elysian Fields south of the Zoo near Mint Ridge; and Armstrong’s, near Bankhurst) as well as numerous hamburger stands, pushcarts, and other fast food/snack vendors For a map of LeMastre Park, see page 36. WILDLIFE As the least developed area in Hudson City, LeMastre Park is home to all sorts of wildlife found nowhere else in the city. It’s a birdwatch- er’s paradise, with nearly 300 species of birds — mostly songbirds and the like, but also includ- ing some waterbirds at Cedar Lake and along the river. Ornithologists have even found hawks and falcons in the forests; apparently they live on pigeons and rats. Besides the birds, Hudsonites can see squirrels, chipmunks, raccoons, opossums, rabbits, and many other small mammals. In recent decades the dep- redations of feral dogs and cats have cut into the native wildlife population somewhat, despite the efforts of the Park Police to trap or shoot the preda- tors (most of which are former pets abandoned in the park by their owners). A charitable organiza- tion, the Vrtis Wildlife Trust, works to preserve the diversity of park species. GETTING AROUND THE PARK Except for 16th Avenue up in the northern “panhandle,” no roads run through LeMastre Park. Visitors take the subway or train to a stop near the Park, or drive there and park in one of the many lots lining it. A stout stone wall sur- rounds most of the Park, allowing entrance only at designated gates. Once someone passes through one of the gates, the only way to get around the park is on foot, by bicycle, or the like. The law forbids gaso- line-powered vehicles on park grounds, except for (a) the scooters and other vehicles used by the Park Police, (b) the Park’s official shuttlebuses, and (c) LeMASTRE PARK IMAGES OF LEMASTRE PARK The smell of fresh-cut grass Streams rushing over rocks People playing team sports Signs featuring a logo with two cloud leopards, pointing the way to the Zoo Kids running around, shouting, laughing, playing The lights of Elysian Fields sparkling out over the southwestern park after dark Park Police cops patrol- ling on horseback HYFIELD GREENHOUSE What the Zoo is to animals, the Hyfield Greenhouse is to plants. Featuring a rich, diverse botanical collection, including a valuable assortment of rare orchids, it’s a delightful place for a refreshing, restoring walk. It also features a Butterfly Garden and a series of classrooms where the staff gives lectures on gardening, houseplants, and similar subjects. 67 Hudson City ■ Chapter Two other vehicles that receive short-term temporary permits (usually for the purpose of setting up spe- cial events). As a result, getting to the interior areas of LeMastre Park can be a time-consuming chore... but once you get there, it’s worth it. Crime And Homelessness After I was done with her, I hit her in the head with a rock to shut her up, zipped up, and left. Bitch ought to know better than to go jogging after dark. God, I love the Park. — David Greene, serial rapist While most people who come to LeMastre Park enjoy the facilities without any difficulties, there’s no denying that the park has a problem with both crime and homelessness. Homeless people come to the park looking for a place to camp out — usually in the forested areas, where it’s harder to see them. At times some of the wooded parts of the park have housed small communities of homeless people. Most homeless people come out of the woods during the day to panhandle and look for something to eat, but by the time night falls they’ll be back at their chosen “campsites” (though sometimes fights break out over “ownership” of the best places). Periodically the Park Police roust the homeless out of the park, but eventually they come back. Crime is a much more serious problem. During the day, it’s mostly property crimes: purse-snatching; stealing unattended items; pick- pocketing; three-card monte dealers. But after night falls, more dangerous predators come out. Muggers looking to earn a fast buck, rapists hunt- ing for victims, and even street gangs on “wilding” sprees infest the park, and woe to anyone they come across. Despite constant warnings from the police and periodic horror stories in the news, people persist in visiting the park after dark: young lovers looking for a place to get intimate; joggers and walkers who figure they’re safe if they stick to the lighted areas; teenagers on dares. More than a few of them end up as statistics on the police blotter... or as “guests” at the City Morgue. THE PARK POLICE The Park Police, a 30-member branch of the HCPD, tries to maintain order in the Park, but it’s a tough job: they’ve got 2,000 acres, many of them nowhere near a paved pathway, to patrol (mostly on foot, though sometimes on bikes or horses). They also have to take on park ranger-like duties to pre- serve the wild areas, give nature tours, and so forth. Some of them loathe the job, regarding it as a step below “true” police work; others love the chance to be outdoors all day in the park. Park Features LeMastre Park has so much to offer that even long-time residents of the city rarely have a chance to experience it all. Some of its most prominent features include: CALDWELL FOUNTAIN In the eastern part of the park, just south of the Greenhouse, stands a large, elaborately marble fountain. In the middle of the fountain is a statue of Christopher Caldwell, hero of the War of 1812 and one of the early “movers and shakers” in Hudson City. The plaza and meadows around the fountain are a favorite site for picnics, sunbathing, frisbee, pick-up tag football games, and similar activities. In addition to the Caldwell Fountain, LeMas- tre Park has four other ornamental fountains and approximately fifty statues and monuments, the newest being a statue of J.R.R. Tolkien surrounded by small-scale versions of the characters he created in The Hobbit and The Lord Of The Rings. Accord- ing to informal polls conducted by the city’s papers, most people would pick the Dinosaur Garden statues (a tyrannosaur, a triceratops, and several others) as their favorites. HANGMAN’S HILL The highest point in LeMastre Park is Hang- man’s Hill, where citizens in the early days of the city used to hang outlaws. Today it’s a considerably less sinister place — people climb to the top to look at the rest of the park, or jog up and down the hill for exercise. At Halloween the Vrtis Wildlife Trust hosts a large costume party here to raise money; some Hud- sonites consider it the premiere event of the year. Where the executioner’s platform once was, a large stone called Gibbett Rock now stands. For many years, a traditional prank played by Hudson City teens was to sneak into the park late at night and paint the rock. As the crime rate in the Park has increased, this stunt has become much more dangerous, and thus rarer. On at least two occa- sions, teens in the park to paint the Rock were assaulted or murdered. But still the tradition per- sists among the daring and stupid. THE HUDSON CITY ZOO Originally known as the Scheulman Zoological Gardens (after Jacob Scheulman, who donated a large sum of money to get the zoo started), the Hudson City Zoo adopted its current name in 1921, after it was significantly renovated and expanded. Today the Zoo receives millions of visitors a year, and is regarded as one of the premiere zoos in America. Zoo Director John Geistdoerfer took over the leadership of the facility in 1985 and began a reno- vations program. He closed the Zoo from 1988 to 1992, but when it re-opened the quality and cleanli- ness of the new Zoo amazed and pleased city offi- cials and Zoo visitors alike. It’s best known for its Great Cats of the World and North American Small Mammals exhibits, and the Peteira Aviary. The Zoo’s logo features its famed pair of cloud leopards, Tufani and Radi. REX 5 STR 17 DEX 14 CON 12 BODY 10 INT 5 EGO 18 PRE 10 COM 6 PD 3 ED 3 SPD 5 REC 28 END 22 STUN Abilities: HKA 1d6, Running +1” (7” total), Leaping +1” (2” total), +5 PRE (only pro- tects against Presence Attacks), +3 PER with all Sense Groups, Track- ing for Normal Smell, Ultrasonic Perception (Hearing), Lightsleep, Concealment 13- (self only), AK: LeMastre Park 8-, Stealth 13-, Fringe Benefit: Leader Of The Pack Disadvantages: Physi- cal Limitation: Animal Intelligence; Physical Limitation: Small; Phys- ical Limitation: Very Limited Manipulation Notes: Rex — or Cani- nicus Rexicus, to give his full pedigreed name — is a purebred mastiff who escaped from his owner and has lived wild in LeMastre Park ever since. Big and broadchested, he looks more like some mon- strous, slavering, deadly beast than a dog. He’s the alpha male in a pack of feral dogs that live in the park: a ruler of out- casts and rebels in a land of neutered slaves. Rex doesn’t particularly like people. Anyone who gets too close to him is likely to find himself under attack by an animal who can crack heavy bones with his teeth without strain- ing — he’s a survivor and pack leader, not a pet. But like most cin- ematic animals, he has an instinctive sense of Right and Wrong, and can at least develop a grudging respect for true heroes... and a hatred for evildoers. Hero System 5th Edition 68 ■ The Lay Of The Land “Whadda we gotta come out here on the street for, Nick? It’s cold, it’s raining. Let’s go back inside the club and have some linguini.” “What are you, stupid? Don’t you know the feds have that place wired from top to bottom? We don’t discuss business in there, Joe — we don’t ever talk about anything incriminating, you get me?” “OK, Nick, OK, I got it, no problem. What’d you wanna talk about?” “You know that restaurant up on 4th, the French one?” “Sure, Nick, I been there a couple times.” “Well, it’s been doing business with one of our trash companies. But now the owner’s gotten “sick and tired” of paying our “outrageous” cart- age fees. He says he’s gonna switch to another company. We gotta “persuade” him how stupid that’d be.” “You got it, Nick. Whatta you want me to do, smack the guy around some? Bust up the place?” “No, moron. He can’t do any kinda business if we go after him or his place. He’s got a kid — a baseball player. Break one of the kid’s fingers. If that doesn’t straighten this guy out, then we’ll get rough.” — conversation taking place outside the Sicilian Oyster Bar One of the city’s largest and most active ethnic neighborhoods, Little Italy dominates the south- western corner of the Northside. Its boundaries are the city’s western limits, the river, N. Harrison Street to the east, and 16th Avenue and Kurtland Boulevard to the north. Hudson City’s earliest Italian inhabitants were mainly sailors and similar tradesmen, who lived in the eastern part of the city along the waterfront. Even through the period immediately after the Civil War, only a few thousand Italians lived in and around Hudson City. But from 1890 to the First World War, nearly half a million Italians — most of them contadini, landless farmers seeking a pros- perous life in the New World instead of settling for grinding poverty in the Old — immigrated to Hudson City. Since they found the eastern parts of the city already crowded (and many long-time Hudsonites prejudiced toward them), most of them went a few miles up the Stewart River and settled on the Northside in lands which at that time were mostly vacant. The early arrivals tried to set up small farms, but as more and more Ital- ians poured in, the area quickly gave way to rapid urban growth... and attendant urban squalor. By most accounts life in early Little Italy was miser- able. Exploitive developers slapped up tenements as fast as they could, leading to crowded neighbor- hoods and frequent outbreaks of disease. The lack of jobs in the area forced the men to commute back to the eastern parts of the city to work; the need to provide ways for them to reach work in the eastern half of the city spurred the growth of commuter rails and the subway (on which thousands of Ital- ian laborers worked) as well as the extension of 16th Avenue through and past LeMastre Park and Mint Ridge. Numerous aid societies, many established by groups of Italians who all came from the same village or region in Italy, tried to make living condi- tions better, but it was a long, hard struggle. But despite segregating itself into one part of the city, the Italian community eventually thrived. Slowly but surely, Italian immigrants learned English and merged with the city’s cultural main- stream. Regardless of the negative image of Italian gangsters that arose during the Prohibition era and the 1930s, by World War II Italians were prob- ably the most prominent and prosperous ethnic group in Hudson City. Slowly but surely, as Italians made money and entered city politics, Little Italy was transformed from little more than a wretched slum into a neighborhood of apartment buildings, brownstones, and some detached housing, inter- mingled with small retail and commercial districts. It remains that way today, one of the most pictur- esque and pleasant neighborhoods in Hudson City as far as many Hudsonites are concerned. Most long-time residents tell you they wouldn’t want to live anywhere else in the world. THE MAFIA Italian benevolent associations weren’t the only groups that arose in response to Italian pov- erty and despair — organized crime evolved to prey on Little Italy. The “Black Hand” gangs of the early 1900s transformed into the Mafia during Prohibition. From the Thirties through the Fifties, Mafiosi dominated crime not just in Little Italy, but throughout much of the Northside. Eventually the various gangs coalesced into five “families”: Mar- celli, Morelli, Scatucci, Torccone, and Verontese. Each had its own territories and activities. (For more on these groups, see page 158.) Today, the Mafia remains a powerful part in the Hudson City underworld, though not the dominat- ing force it once was. Its ranks weakened by federal LITTLE ITALY IMAGES OF LITTLE ITALY Old Italian men playing checkers in Hunsecker Park, speaking Italian as often as English The red-and-white checked tableclothes used in so many Italian restaurants Groups of young “businessmen” hanging around outside “social clubs,” smoking and joking around The taste of homemade pasta and sauce The smell of garlic bread 69 Hudson City ■ Chapter Two prosecution and conflict with the Russians and other criminal groups, it faces challenges it never even had to consider forty or fifty years ago. But despite these problems, in Little Italy and nearby neighbor- hoods like Ardmore and Guilford, the Mafia’s power remains supreme. Street crime is largely unknown in Little Italy, since the Five Families keep the peace in ways the police cannot. After all, if they don’t protect their own sheep, they won’t be able to keep fleecing them. The HCPD and FBI have tried repeatedly to break this stranglehold, but the Mafia’s popularity in Little Italy has thwarted most of their efforts. Many a time the release or acquittal of a “suspected Mafia figure” has led to riotous street celebrations and par- ties in Little Italy, much to the disgust of the city’s law enforcement community. STEWARTSBORO The southern part of Little Italy, known as Stewartsboro, is less residential and more industrial than the rest of the neighborhood. Lying along the northern bank of the Stewart, it’s always been a good location for factories, fish canneries, garment production, and similar businesses. Historically, the tenements and other residences in Stewartsboro were the worst in all of Little Italy. In the twenty-first century, things are a little different. While some of the industry remains, a lot of it began leaving in the Seventies. For years this put Stewartsboro in difficult economic straits, but in recent years urban renewal — in the form of old factories renovated into small business office space and loft apartment buildings — has revitalized the neighborhood. Residents hope the trend continues. LANDMARKS Many visitors to Hudson City come to stroll the streets of Little Italy because they consider the whole place (or at least its heart, the area around Poplar Avenue and Arthur Street) picturesque — a feeling local businessmen have gone out of their way to encourage. But aside from this sort of faux cultural tourism, Little Italy does have a few genu- ine attractions. Hunsecker Park (eastern terminus of Peterson Avenue): Even though LeMastre Park was just a mile or so to the east, some early residents of Little Italy wanted their own park as part of their neigh- Hero System 5th Edition 70 ■ The Lay Of The Land borhood. The city obliged by demolishing several abandoned buildings and creating Hunsecker Park. At first it wasn’t much to look at, but several residents formed the Hunsecker Park Association and set out to improve the place. Today, the results of their dedication and hard work, and that of their modern descendants, are apparent to every- one: lush lawns, small copses of cultivated trees, brightly-painted play equipment for the children. Italian Heritage Museum (340 Peterson Avenue): This cultural and learning institution is dedicated to the history of Italians in general, and in Hudson City in particular. It’s a common destination for primary school field trips, and the site of an Italian Heritage Day celebration that coincides with Columbus Day. The attached Columbus Café restaurant serves sur- prisingly good food. SHOPPING Little Italy has some great places to shop, despite the inevitable flood of souvenir shops and other places catering to tourists that most people usually associate with it. Some of them include: Lambertini’s Italian Grocery and Pizzeria (4642 Meade Street): If even homemade Little Italian food is not enough — if you have to have genuine Italian food straight from Italy itself — then Lam- bertini’s is the place to go. Most of the food you’ll find there doesn’t even have English labels, and the deli meats and cheeses just can’t be beat. If all that shopping makes you hungry, go through the door in the back to the pizzeria. The Lambertini family grows all its own vegetables, makes its own sausage and hamburger, and uses other fresh ingredients to make mind-bogglingly delicious pizzas. Lambertini’s will even overnight a custom-made frozen pie to you, if you’re willing to pay the price. Salem Square (southwest corner of Rowan Avenue and Ritter Street): Salem Square is a small plaza lined with shops. The tiling and architecture roughly suggest those of Rome, but with a few modern American touches. Most of the stores sell clothing, shoes, or cosmetics for women, and the goods are often imported directly from Italy. There’s also a fine men’s clothing store, Rinaldi’s, where Giacomo Rinaldi and his assistants create hand-tailored suits for their wealthy clientele. Mob boss Mario “the Prince” Maneti wears nothing but Rinaldi suits, and has often been seen on television in them. ON THE TOWN If there’s one thing Italians love, it’s social- izing — so you’ll find plenty of great places to eat, drink, and be merry in Little Italy. Non-residents frequently come to the neighborhood for the fine restaurants; sometimes it seems like every other business there is a restaurant. Four Kings (corner of Litchfield Avenue and Allen- dale Street): Easily recognized from its distinctive sign depicting a hand of four kings and the ace of spades, Four Kings is a cut above your typi- cal waterfront bar... though not by much. It’s the perfect place for people who just want to sit and drink: it doesn’t play loud music, doesn’t serve food, and isn’t conducive to a lot of chit-chat. The head bartender is a pretty woman named Donna Scollari who’s well-known for her ability to insult- ingly shoot down the variety of come-ons and lewd propositions she gets every night. Manetti’s (southwest corner of Beech Avenue and N. Roosevelt Street): This Italian restaurant is known not only for its fine food, but for its well-stocked wine cellar. It’s said that Paul Manetti, Jr., the cur- rent owner and son of the restaurant’s founder, is such a connoisseur of Italian wines that he can identify the vineyard and vintage of one from a single sip. Manetti’s takes pride in making all of its pasta and other dishes from scratch. Sicilian Oyster Bar (southeast corner of Crowley Avenue and Ritter Street): One of many “social clubs” scattered throughout Little Italy, the Sicilian Oyster Bar offers dinner, drinks, and dancing in a nice, but not overly formal, atmosphere. It’s known as a haunt of the Marcelli crime family. Viva Italiana (southeast corner of Beech Avenue and Fontaine Street): The brainchild of Tuscany-trained chef Maurizio Grazioli, Viva Italiana has become a major success since its opened in 1998. Situated so that it’s easy to reach from both Ardmore and Mint Ridge, it attracts a lot of customers from outside Little Italy. CHARLES HARMON 8 STR 10 DEX 10 CON 9 BODY 13 INT 13 EGO 15 PRE 9 COM 3 PD 3 ED 2 SPD 4 REC 20 END 18 STUN Abilities: Bribery 12-, Bureaucratics 12-, Conversation 12-, High Society 12-, KS: Hudson City Politics 14-, KS: The Mafia 12-, Lockpick- ing 8-, Persuasion 12-, Shadowing 12-, Stealth 12-, Streetwise 12-, WF: Small Arms, Well-Con- nected and 30 points’ worth of Contacts, Money: Well Off Disadvantages: None Notes: Born Charles Armonetti, Harmon is a wealthy Democratic powermonger. At ease both with the very rich and the very poor, he has a knack for find- ing out what people are thinking and making them feel at ease no matter what their back- ground. He’s part owner of the Viva Italiana, and can often be found eating there. A widower, Harmon lives in Forsythia, a posh seven-floor apartment building in Guilford, in Apartment 6-F. He also has a place in Pierpoint. IL GIORNALE The Little Italy of the early twenty-first century isn’t nearly as Italian as it was even forty or fifty years ago, much less a century ago. Thanks to years of cultural integration, the modern economy, and mass media, most Little Italians grow up without ever learning Italian, and many of them don’t stay in the neighborhood after they grow up — they move out to other neighborhoods, or even leave Hudson City altogether. Despite this, there are still more than a few Little Ital- ians who remember the old country fondly... even if only from stories their parents and grandparents told. Most of them speak English well enough, but they’re also fluent in Italian, and many of them prefer the lyrical language of Rome to the Germanic strains of the Scepter’d Isle. It is to such people that Il Giornale (“The Daily”) appeals. Begun in the late 1800s by Italian journalists who emi- grated to Hudson City, Il Giornale is Little Italy’s neigh- borhood newspaper. As the name indicates, it was once a daily, but with the passing of time it lost many of its cus- tomers and eventually transformed into a weekly. Full of local news (often written in a gossipy style), articles on subjects of interest to Little Italians, and ads from local businesses, Il Giornale is published in Italian. Bowing to the inevitable, the publisher introduced an English version in the late 1970s, though it’s available mainly by subscription (or, these days, on the World Wide Web). If you want to know what’s going on in Little Italy, pick up a copy of the latest Giornale — it’s the next best thing to being hooked into the Mafia. 71 Hudson City ■ Chapter Two “Hey, man, what’s up? Wanna go to the park, toss the frisbee around?” “No way — check this out!” “Holy *%&! — is that real?” “Yeah, you know it, man.” “Where the hell’d you get a gun?” “You hear all that noise last night, where the cops were chasing some gang kids from the park through here?” “Yeah, woke me up ’n’ all.” “Well, I figure one’a those gang kids must’ve had it with him, and he tossed it while he was runnin’ behind our building so the cops wouldn’t catch him with it. I found it out back this morning.” “No *%&!. Does it work?” “I doubt it. It’s already all rusty from the dew an’ *%&! this morning.” “Cool, lemme see it.” “Sure, here ya...” <BLAMM!> “Joey? Joey?!?” — incident on Delano Avenue Years ago, not long after Hudson City was founded, a rich old man named Horace Oakley moved to town. He claimed to have made his money trading cotton and indigo down in South Carolina. He bought a large piece of land a few miles out of town — a hilly place where the Dela- ware Indians used to gather mint plants. He built an estate there that he called Mint Ridge. He lived there by himself, a recluse, attended only by a few servants. When he died alone and with no heirs, his land escheated to the state, which sold it to the city. The city fathers briefly considered using Mint Ridge to enlarge LeMastre Park, but at the time the park was already far larger than the city needed it to be, so they did nothing with the property. In the early twentieth century, as the southwest corner of the Northside was growing due to the incoming wave of southern European immigration, develop- ers bought the land from the city and built cheap housing there. It remained more or less an ethnic ghetto for Italians, Greeks, and Balkan immigrants until after World War II. The housing boom at that time created a demand for better living areas, and developers with vision thought Mint Ridge had potential. They bought up the land relatively cheaply, bulldozed the tenements and ramshackle houses, and built new residential communities more suitable to the pre-baby boomer generation... and their children. Today, Mint Ridge is a thriving residential area bounded by 16th Avenue to the north, LeMastre Avenue to the south, N. Harrison Street to the west, and LeMastre Park to the east. Being right next to the park has made it a desirable neighborhood for many families, with a resulting steady increase in property values over the past few decades (though proximity to the park creates some crime and social problems as well). Plenty of families with south- ern European names still live in the area, but for all intents and purposes it’s become just a typical generic American middle-to-upper-class urban neighborhood. Most of the residences in Mint Ridge are apartment buildings or brownstones, but there are a few neighborhoods of small detached houses in the southern part of the area. The central parts of the area — around Crowley and Litchfield Avenues, where Horace Oakley’s mansion used to stand (though it was completely demolished nearly sev- enty years ago) — are the retail district. And here and there, in backyards and gardens, you can still find a mint plant or two if you look around a bit. The crime rate in Mint Ridge is generally mod- erate... though that seems to be changing. Experts believe the neighborhood’s proximity to Little Italy used to “protect” it from street crime to a large extent — the Mafia dominated the underworld here as it does west of N. Harrison, keeping the citizens safe from violent assaults and burglaries while exploiting them in less obvious, less immediately dangerous ways. But in recent years, the influx of vicious Russian mobsters into Moscow West (and the resulting competition between them and the Mafia) and the increase in crime in LeMastre Park have spilled over into Mint Ridge. More than a few apartment buildings have hired outside security to protect the residents, and it’s not as safe to walk the streets at night as it once was. But Mint Ridge is still light-years ahead of places like Bayside and Elm- view, not to mention Lafayette and Freetown, when it comes to public safety. See page 69 for a map of Mint Ridge. LANDMARKS For the most part, Mint Ridge is just another residential neighborhood, but it’s got a few places that attract outside attention. Church Of The True Messiah (northwest corner of Rowan Avenue and Onondaga Street): Considered by many people a cult of the most pernicious sort, the Church of the True Messiah maintains its “World MINT RIDGE IMAGES OF MINT RIDGE The smell of a mint leaf crushed between the fingers The music, costumes, dancing, and food of the Greek Festival The trees of LeMastre Park off to the east, turning colors in early autumn The facade of the Odeon Theater Hero System 5th Edition 72 ■ The Lay Of The Land Headquarters” in Mint Ridge in what used to be an office building. Periodically anti-cult protesters stage small rallies or demonstrations on the street outside. See page 132 for more about the Church. Dormition Greek Orthodox Church (4765 Algonquin Street): This Greek Orthodox Church, on the other hand, is the height of respectability. Its members include some of the most influential families in Mint Ridge, but people of southern and eastern European extraction all over the city also belong to it. Every May the church holds its annual Greek Festival, which attracts all kinds of Hudsonites eager to hear the music, watch the dancing, sample the delicious food, and maybe even have a small glass of ouzo... or two.... Odeon Theater (southeast corner of Elmore Avenue and Oneida Street): Though it still shows movies, the Odeon is renowned as the site of the final gun battle between Hudson City’s crimebusting masked mystery man, the Raven, and “Machine Gun Marko” Ghazarian, one of America’s most-wanted criminals at the time. Ambushed as he exited the theater, Ghazarian and his men fought back hard. By the time the shooting was done, Ghazarian and most of his men lay dead or dying, and every car and storefront along the block was pockmarked with bullet holes. To this day objects damaged in the gunfight are sold in Hudson City antique and collectibles stores. SHOPPING The Mint Ridge retail district has a few stores Hudsonites all around the city know about. Dellinger’s (southwest corner of Litchfield Avenue and Oneida Street): “It’s no Boudreau’s,” as 1960s wit Walt Finney once observed, and no one can deny it... but most people think Dellinger’s is still a pretty great department store. It carries an enor- mous inventory of items, and its employees have a much-deserved reputation for their friendliness and service. Its wedding, china, and jewelry depart- ments are particularly well-regarded. Dolman’s Confectioners (620 Crowley Avenue): What better place for Hudson City’s best-known candy store than Mint Ridge? From its hand-made chocolate truffles, to its tantalizing pies and cakes, to the so-good-they’re-almost-addictive sugar cookies, Dolman’s has it if it’s sweet and delicious. Dolman’s gift baskets are a favorite Christmas pres- ent for many Hudsonites... and they can be shipped around the world! Yesterdays And Tomorrows (365 Crowley Avenue): Large and chaotic, this antique store is a favorite of treasure- and bargain-hunters. Amidst its laby- rinthine shelves you can find everything from top- quality rare antiques to chachkis that barely rise above the level of junk. But “one’s person’s trash is another person’s find of a lifetime,” as owner (and self-described “packrat collectomaniac”) Patricia Lindsay says. ON THE TOWN Since Mint Ridge is mostly a residential area, a lot of people who live there don’t want to go back into the main parts of the city once they get home from work. If they’re going to go out, they’d rather stick close to home, at places like these: Daphne’s On Birch (northwest corner of Birch Avenue and Cayuga Street): “Continental cuisine in an elegant atmosphere” is what it says on the door and the menus in gilt lettering, and Daphne’s lives up to that motto. Owner and head chef Daphne Morin wants each customer’s dining experience to be unique and exciting, so she pushes herself and her staff hard to stay fast, creative, and clever... and it shows. Greek Islands (northwest corner of Elmore Avenue and Algonquin Street): If it’s from Greece and you eat it, you can get it at Greek Islands: moussaka, baklava, souvlaki, keftethes, and lots more. And as if the food weren’t enough, the nightly bellydancing show is not to be missed! LeMastre West Bar And Grille (457 LeMastre Avenue): The name says it all: this is a place to sit down, relax, and get a burger or a steak, not a big, fancy meal like you could have at Daphne’s. One wing of the building is a bar, so you can have a beer with your burger if you want. LeMastre West is a few cuts above your everyday burger joint, and it’s a neighborhood favorite — the Maddocks, who own it, have been mainstays of the Mint Ridge commu- nity for years. HIGH FATHER PATRICK TALMADGE 9 STR 10 DEX 10 CON 10 BODY 10 INT 10 EGO 13 PRE 11 COM 3 PD 3 ED 2 SPD 4 REC 20 END 20 STUN Abilities: Bureaucratics 8-, Conversation 12-, KS: Church Doctrine And Practices 12-, KS: Football 11-, Oratory 12-, Persuasion 12-, PS: Play Football 11-, PS: True Messiah Priest 11-, Contacts (10 points’ worth, among Church members of impor- tance), Fringe Benefit: Membership (High Father in Church of the True Messiah) 25+ Disadvantages: Psy- chological Limitation: Devout; Social Limita- tion: Subject To Orders Notes: A former col- lege football player who’s gone soft with age, Patrick Talmadge was anointed a High Father (roughly speaking, a priest) in the Church of the True Messiah five years ago. Thanks to his talents for administra- tion and proselytizing, in 2003 the Church leaders assigned him to the Church’s head- quarters and gave him a position of responsi- bility in the Outreach Program — the Church’s term for its recruitment network. Since then he’s worked hard to bring unbelievers to the light of the True Messiah. 73 Hudson City ■ Chapter Two He didn’t look like much, the little man sitting in the coffee shop. Old and worn out by life, liver spots covering the backs of his hands and his scalp where there weren’t any wisps of grey hair, he looked just like any other old Russian living out his days here in Hudson City instead of the bitter cold of Moscow or St. Petersburg. That is, he didn’t seem like much until one observed him more closely. The two younger men, the hard-looking ones with the rigid posture of former KGB agents that sat nearby — they seemed to hang on his every move and gesture. The rest of the people in the coffee shop were subdued, as if the old man were a por- celain doll and the least little bit of loud noise could break him. And though the old man’s face was worn with age, a fire of malice and greed still glittered in his eyes. Before another ten minutes had passed, the old man finished his coffee. He got up and walked out, signaling to the two men to follow. He didn’t bother to put any money on the table before he left. Down the street the three men walked, and people on the sidewalk got out of their way. They went around the corner and down another half a block to the little grocery store with the sign above it that said Vanechka’s. It wasn’t open yet, but the old man banged on the front door. A few seconds later, a worried-looking man hurried up and opened the door from the inside. <“Mr. Molenko, sir, how good....”> The rest of his nervous speech was cut off when the two big mafioski grabbed him and hustled him into the back room. The old man followed at his own pace. When he got to the kitchen, he found his two bodyguards holding the grocer in a chair. He looked at the terrified man sadly and shook his head as if in sympathy. <“Vanechka, Van- echka... you disappoint me. It was to be yester- day that you repaid me, was it not?”> <“Yes, sir. I’m very sorry, sir, but business has not been good this past month... I only have a little of what I owe you. If I could only have a little more time on the debt, I promise I can repay in full!”> <“What, with the interest mounting day by day? I think not. No, Vanechka, you must pay us now. I have run out of patience.”> <“But... but Mr. Molenko, I swear to you, I don’t have the money! All I have is in the register out front, there is nothing more!”> <“So... that is all, those few dollars?”> <“Yes, yes, I swear it!”> As the old man considered, he walked around the room, lightly touching utensils and boxes of food, running his fingers along metal tables. Then he spoke. <“It seems, then, that we shall have to find some other way to get paid.”> And with the delicate grace of an artist he turned on the meat slicing machine. Vanechka shrieked once, hollowly, as the two bodyguards picked him up and carried him over to the machine. With surprising strength the old man grabbed the grocer’s head and forced his face into the machine’s meat-holding bar. Then with one quick gesture he moved the cutting blade across the underside of the bar, trimming a thin slice of flesh off Vanechka’s left cheek. <“So, you will pay us now?”> Vanechka only bawled and screamed incoherently. Another pass, another slice. <“And now?”> <“Yes, yes!”> Vanechka shrieked through his blubbering. “Ahhh,” the old man sighed, letting Vanechka go. The grocer stumbled back and fell down on the floor. He clutched his cheek, blood seeping out around his fingers. <“Since you have no money, I will have papers drawn signing half your business over to me. Fair, yes?”> Vanechka only nodded miser- ably. <“Good, then,”> the old man continued. <“We’ll come by tomorrow for you to sign.”> In the late nineteenth and early twentieth centuries, when Italian and southern European immigrants began to enter Hudson City by the tens of thousands, the wedge of land between what are now LeMastre Avenue and N. Harrison Street was part of the large Italian ghetto. But beginning in the 1920s, other immigrants, ones coming from Russia, eastern Europe, and Arme- nia, began to displace them. In fact, so many Russians (many of them fleeing the chaos of the Bolshevik Revolution and its aftermath) settled there that many people began to call it “Moscow West” instead of its official name, Graham. MOSCOW WEST IMAGES OF MOSCOW WEST Orthodox Jewish schol- ars in their black clothes and hats, walking down the street conversing in fluent Hebrew Hard-eyed old Russian men and women sitting on benches, passing the time The burning taste of vodka, chilled to just above freezing and tossed down in one swift gulp The rumble of the subway running under Huron Street Hero System 5th Edition 74 ■ The Lay Of The Land The neighborhood’s population grew and changed in the years leading up to and immediately after World War II as numerous Jews fleeing Nazi and Soviet oppression made it to Hudson City and settled down there. Thanks to their bravery and hard work, Moscow West today has several lovely temples and renowned Hebrew libraries; it’s also the home of the Hebrew University of Hudson City (see below). Moscow West’s population remained steady or decreased in the years leading up to the late Seven- ties. At that point, Russian immigration to the area took an upswing. Unfortunately, few officials in the United States realized then, but are bitterly aware now, that more than a few of the emigrants the Soviet Union released as a symbol of “cooperation” and its “commitment to global peace” were actually hardened criminals it wanted to get rid of. Moscow West’s crime problems date to that time, though it was only in the Nineties, after the fall of the Soviet Union and the removal of any significant restric- tion on travel to and from Russia, that the problem assumed its current dimensions. Like Little Italy, Moscow West is a mixture of residential and retail areas, with some light manu- facturing or similar concerns along the waterfront. Businesses such as corner grocery stores, neighbor- hood bars, and ethnic restaurants predominate in the retail areas. A small tourist trade has sprung up in the past couple of decades, and some businesses cater to this as well. Moscow West experiences relatively little street crime, but despite this criminals — the Organi- zatsiya, or Russian Mafia — dominate the neighbor- hood. Different groups and gangs fight for turf and power, in the process squeezing the residents for as much as they can afford... and sometimes catch- ing them in the crossfire. The FBI and HCPD have worked hard to break the gangs’ hold over the area, but so far it seems to be a losing battle — most resi- dents won’t talk to the police, both because of fear of retaliation and poor experiences with Nazi and Soviet authorities in the past. Until they learn to band together and oppose the thugs preying upon them, or someone comes along who can help them outside of “official” channels, they’ll never truly be able to live in peace. (See page 166 for more informa- tion on Russian organized crime in Hudson City.) See page 69 for a map of Moscow West. LANDMARKS Most of the residents of Moscow West keep to themselves, and are just as happy for outsiders to do likewise and not come into the neighborhood. But sometimes interesting places attract visitors. Hebrew University Of Hudson City (6300 Cayuga Street): Founded in 1948 by Simon ben Eshel, a rabbi born in Germany, HUHC has grown from a small, little- known rabbinical college into a world-renowned institute for the study of Torah, Talmud, Jewish his- tory and philosophy, and related subjects. Some of its professors are ranked among the most respected Jewish scholars in the world, and its library contains many rare and valuable texts. The HUHC’s Board of Visitors is currently negotiating with the city for sup- port and funding to expand the university. Slavic Languages Institute (6452 Oneida Street): Half a school and half a translation service, the SLI was founded in 1981 to study Russian, other Slavic languages, and their literature. Unfortunately, schol- arly study alone didn’t pay the bills, so the Institute slowly and painfully transformed itself into a paying business. In addition to teaching Westerners Russian, as a community service it teaches English as a second language to Russian immigrants. SHOPPING Most of the shops and stores in Moscow West are the typical small, family-run businesses you’d find in almost any big-city neighborhood. But a few stand out from the crowd. Iron Curtain Imports (northwest corner of Meade Avenue and Huron Street): The motto under the sign reads “Bringing the Biggest Yard Sale in World History Direct to You!”, and that’s a pretty accurate assessment of the situation. Owner Leon Alexandrov buys surplus Soviet military and government goods, ships them to this country, and puts them on sale as Cold War curios. Given the way the kleptocrats in Russia are selling off their country piecemeal for a quick buck, he can get just about anything if the price is right and it’s legal to export and import. He also occasionally deals in genuine Russian art and antiquities for selected customers. Most of his busi- ness is by mail order, but his store in Moscow West allows for plenty of walk-in shopping. Lukin Tobacconists (southwest corner of Coyle Avenue and Huron Street): Smoking is one of many vices that many Russians indulge in to excess — and some who’ve come to this country miss their favorite brands from back home. Lukin Tobacco- nists carries not only common American brands of cigarettes, but a wide variety of smokes from the Old Country. ON THE TOWN If you find yourself in Moscow West with a desire to wet your whistle or have a bite to eat, try these places. Red Square (346 Graham Avenue): Russian cui- sine isn’t exactly the most popular ethnic food in Hudson City, but there are some — including many in Moscow West — who enjoy it. And the best place in town to get it is Red Square, an understated but refined restaurant opened in 1989 by Russian emigre Alyosha Chernyshev and his wife Stepanida. Decorated in a style that mixes traditional Russian motifs with modern American flair, it appeals to native and immigrant alike. White And Black (244 Joyce Avenue): Dark and a little dank, this bar is a lot like many in Russia — and that’s the whole point. It caters mainly to residents who want to drink in familiar surround- ings, not to visitors or tourists. Most tables have a chess set on them in case anyone wants to play a game; some of Moscow West’s old men — includ- ing, rumors say, some mafioski — sit here nearly all day, every day playing chess and sipping vodka. PIOTR KUZYOMIN 10 STR 10 DEX 10 CON 10 BODY 13 INT 10 EGO 15 PRE 8 COM 4 PD 3 ED 2 SPD 4 REC 20 END 20 STUN Abilities: Climbing 8-, KS: American Special Forces 11-, KS: Cold War History 11-, KS: The Military/Merce- nary/Terrorist World 8-, KS: Military Science 11-, KS: Russian Cold War Military Doctrine 8-, KS: Russian Special Forces 14-, PS: Play Chess 16-, Stealth 11-, Streetwise 8-, WF: Small Arms, Contacts (20 points’ worth, in the Russian military and government) Disadvantages: Age: 60+; Psychological Limi- tation: Just Wants To Be Left Alone To Enjoy His Retirement Notes: If you want to take on the top dog among the chess players of Moscow West, you’ll have to track down Piotr Kuzyomin and get him to agree to a match. Usually you can find him at White And Black, or maybe outside one of the shops not far from LeMastre Park. Time was when he was a powerful warrior, a member of the Spetznaz who performed all sorts of covert operations for the Russian government. But those days are long, long behind him now; most of his skills have atrophied or been for- gotten altogether. Today he just wants to enjoy his retirement here in the capitalist paradise, play chess, and leave the old days behind him. 75 Hudson City ■ Chapter Two “Herr Colonel Cross, are you ready to see German soldiers marching through the streets of your precious Hudson City? For I promise you, soon they shall.” “Your life’s your own, Major — but there are parts of Hudson City that I’d advise you to stay out of even if you have the entire Wehrmacht at your back.” —Colonel Rick Cross and Major Arndt Teufelmann, from the movie Cross’s Cavaliers “Even on the brightest days, it’s always dark as night in North Elmview.” —former Hudson City Commissioner of Police Kenneth Walshe Page 46 describes the early history of the entire Elmview area, which once included the neighbor- hood now known as North Elmview (i.e., the part bounded roughly by Ferry Street, Day Avenue, and the coast). Traditionally the northern part of greater Elmview was the roughest, most industrial- ized part of the neighborhood. In the early days of the city it was a center for shipping, bulk storage, and manufacturing. As the technologies involved in those industries evolved, so did northern Elmview... though it remained a district of tough, brutal men working hard jobs, never becoming residential except for a few flophouses and cheap hotels catering to sailors, dockworkers, and the lower end of society. Beginning in the 1950s, some parts of the area — particularly eastern Redwine Avenue, known today as “the Strip” — began to become a center for the city’s sex trade. First topless bars and strip clubs, then in time harder-core vice businesses, congregated in the area. This, in turn, attracted pimps and prostitutes. Unable to make these problems go away entirely, the city fathers settled for segregating them into northern Elmview, an area no one important cared about that was slowly but surely slid- ing into an economic malaise. Leading residents of Elmview, not wanting to be associ- ated with such a sordid mess, worked hard to get Hudsonites to think of that area as “North Elmview,” a separate neighborhood from theirs, and by the early Seventies had succeeded. And the “neighborhood” has only gone down- hill from there. The sex trade still dominates the area from the Strip, and has in some places spread beyond it... and not always publicly, since some of the “businesses” in North Elmview do things even most hardened criminals find repugnant. Along the waterfront, barely-used docks, empty or half-empty warehouses, and cheap, dirty bars are the order of the day. Elsewhere, the “residents” live in weekly rate hotels, some of the worst tenements and slums in the city, or a few dirty housing projects erected in the Sixties... or simply squat in abandoned build- ings. In addition to plenty of illegal businesses, a few legal businesses eke out a living catering to the human refuse, or take advantage of the incredibly cheap rents to remain profitable, but they don’t exactly do anything to improve the quality of life in the area. Unless you grew up there, in which case you probably don’t function well in society, to walk the streets of most parts of North Elmview is to take your life in your own hands. But whatever sort of human evil or perversion you’re looking for, you can find it there... provided you can pay the piper. The western and southern parts of North Elm- view are a little better and safer than the Strip and parts north and east of it. Thus, you find more of North Elmview’s non-sex trade businesses there, along NORTH ELMVIEW NORTH ELMVIEW HOUSING PROJECTS Back in the Sixties, the city and federal govern- ments tried to “revital- ize” North Elmview by building a few housing projects. It didn’t work, but people too poor or troubled to go elsewhere still live in these miser- able places. The largest and most prominent of them are: Elmview Terrace Hornaday Towers Kennedy Heights Victoria Gardens Hero System 5th Edition 76 ■ The Lay Of The Land with various tenements and apartment buildings that aren’t quite the picture of utter, abysmal squalor. CRIME The crime most associated with North Elmview is prostitution, which is omnipresent along the Strip (see below). Territory along the Strip shifts con- stantly, though it’s widely believed that four vice lords — Cleopatra, a former prostitute; Ernest “King” Cole, infamous throughout America as one of the country’s chief creators and peddlers of pornographic maga- zines and films; the corpulent “businessman” who uses the street name Caligula; and upscale master pimp Carl Spears — control most of the flesh trade to one extent or another. However, none of them has ever been prosecuted for any major crimes. See page 181 for more information. There’s some other street crime along and around the Strip — pickpocketing, the occasional mugging, three-card monte, that sort of thing — but the merchants on the main parts of the street try to keep it to a minimum so their customers don’t get scared away. Rumor has it they occasion- ally hire gangs of thugs to “clean out” undesirables. Beyond the relatively bright and clean Strip, things get considerably worse. Vice acts too degener- ate for public viewing — child pornography, white slavery, torture clubs, and worse — sprout like fungi in the darkness, and anyone who walks the streets is fair game for the criminals and gangsters who call them home. Among the housing complexes, the Doom Fever posse dominates the drug trade, eliminating rivals and other problems with swift, lethal violence. The Morelli family controls the Atlantic-side docks, but the ones along the river remain open territory, and Speargun (page 179) has been steadily encroaching on them from his base of power further west. LANDMARKS It’s no Bankhurst or Worthington, but North Elmview has a few interesting places marked on the maps. Five Points: The intersection of S. Monroe Street, South River Drive, and Redwine Avenue has tra- ditionally been known as Five Points. Early in the neighborhood’s history it was mostly a cluster of ten- ements beset by poverty, youth gangs, and epidem- ics of cholera and dysentery. Eventually businesses displaced the residences. As the Strip spread east like a virus it swallowed up Five Points, turning the run- down office buildings and stores into exotic dance clubs and peep show parlors. Today the intersection is just a tawdry neon altar where the lonely and the degenerate worship the naked female body in all their perverse ways. New York City found a way to clean up Times Square, but Hudson City’s never even tried to remake Five Points. Gilead Park: The only part of North Elmview that isn’t unrelieved urban blight is Gilead Park, a little southeast of Five Points. For reasons no one can fully explain, somehow more than a little of the park’s grass and trees have survived the neighborhood’s long, slow slide into corruption and decay. But that’s not to say it’s a nice place. These days, it’s mostly used by homeless people as a camp, by drug addicts as a place to buy and shoot up, and by prostitutes as a big outdoor bedroom where they can transact business with johns too cheap to spring for an hour at a hotel. SHOPPING In North Elmview? Are you kidding? It’s hard enough to find a place that sells groceries, much less other things... ...unless those other things are pornography, hookers, or drugs. If you’re willing to get dirty enough, lucky enough to talk to the right people, and tough enough to survive, you might even be able to find stuff that even stores on the Strip won’t sell. But if you stick to the Strip, you can easily find places like these: The Emporium (537 Redwine Avenue): Your one- stop shopping place for all the pornographic magazines, adult videos, sex toys, and other erotic paraphernalia your perverted little heart could desire. The home store of Ernest “King” Cole’s por- nography empire, the Emporium caters to everyone from “adventurous” young couples to truly sick freaks: the deeper you go into the store, the harder- core the wares become. But none of it violates the law; Cole wouldn’t endanger his various businesses by stocking anything illegal. Erotic Fantasies (626 Redwine Avenue): Ever wanted to star in your own adult film? Well, now you can! The digital fleshmongers at Erotic Fan- tasies can take a few pictures of you, then insert you into one of several dozen pornographic videos via the magic of computer manipulation. Available in VHS and DVD. ON THE TOWN Most of the entertainment businesses in North Elmview are found along the Strip, or nearby (or at least, that’s where you’ll find the legal ones). Besides the clubs described below, other places of “interest” in North Elmview include: Lucky Seven (303 Taber Avenue): If you’ve had enough of the bright lights and costume jewelry glitz of the Strip, or you’re looking to drown your sorrows in another way, the Lucky Seven may be just the place you need: dark, quiet, and smokey, and the booze is cheap. Most people who come here to drink follow the Golden Rule by keeping to themselves. In the event of unpleasantness, Big Lou the bartender gets his trusty shotgun “Lizabeth” out from underneath the bar and restores order. International Dockworkers’ Union Local #3178 Hall (southeast corner of Dahl Street and Stanton Avenue): Out of a sense of perverse pride, IDU Local #3178 has never moved its union hall to a better part of town (or even a better part of North Elmview): union leaders figure their men work down there, so they might as well meet down there. But meetings are few and far between; mostly the place is used for “social events” (read: nightly drinking) as a bar with an exclusive membership. The Whiskey Room (northwest corner of Bost Avenue and McCollom Street): A lot of bachelor parties that end up on the Strip get their start at the Whiskey APOLLO 10 STR 10 DEX 8 CON 8 BODY 10 INT 8 EGO 13 PRE 10 COM 3 PD 3 ED 2 SPD 4 REC 16 END 17 STUN Abilities: AK: The Strip 14-, CK: North Elmview 12-, CK: Hudson City 11-, Interrogation 8-, PS: Pimp 11-, Streetwise 12-, WF: Handguns, Knives Disadvantages: Hunted (Watched by Carl Spears); Psychological Limitation: Vain; Social Limitation: Criminal Record; Social Limita- tion: Subject To Orders Notes: One of many pimps who manages a stable of Carl Spears’s “bitches,” Apollo’s been on the street hustling tail since he was 18. He knows just the right combination of sweet talk, intimidation, and backhanding to get his girls to bring in the money... most of which he then forks over to Spears. He longs for the old days when he was his own boss, but he knows that if he tried to break away, Spears would have him killed without a second thought. Apollo is pretty good- looking for a pimp, and he knows it. He’s vain about his looks, and spends a lot of money every week getting his hair done, his skin treated, his nails mani- cured, and so on. Com- pared to many pimps, he wears relatively low-key clothing — usually to match one of his three Cadillacs, gold, green, or red — but he’d still stand out like a pile of manure in a parlor anywhere but the Strip. 77 Hudson City ■ Chapter Two Room, a not unpleasant (but definitely not upscale) club a couple blocks east of Ferry Street. A few independent prostitutes work the club, since they consider it a safer place to meet johns than on the street (where they’d also have to submit to some pimp); they kick back a little to the club’s owners and dress better than your typical streetwalker so no one raises a fuss. The Strip “Sure, I’ve been down there on some cases. Lots of cases, actually. Too many. “Usually it’s missing persons *%&! from out of town. You know the type — some teenage kid has a fight with his parents, or breaks up with her boyfriend, or what the hell ever, so they run away to the big city. Mom and dad get in touch with me, beg me to find Junior, throw whatever money they have to at me just to get their pre- cious baby back home safe. “Had one just like that a couple months back. Girl, age 15, short blonde hair, from some place down south... Kentucky, maybe, I don’t remember. Usually these cases lead nowhere — once these kids hit the Metro, nowhere to go, no money, no friends, someone gets ahold of them, and they vanish into the city, !$&*ed for life. But this time I got lucky. A janitor at the Metro recognized the girl from a picture I showed him, told me about the guy who met her, some younger-looking guy in a leather jacket. I learned later she’d been talking to this guy online, but I didn’t know that at the time. All I had to work with was that the janitor described the guy’s tattoo. I knew it for a North Elmview gang tatt. “I headed down there, started looking around the area where the gang was from. Got lucky again, saw the guy coming out of this *%&!heap of a building. When they got far enough away I snuck inside. “They’d duct-taped her to the radiator when they were finished with her. Her face looked like raw hamburger, and I don’t know how many times they raped her, or how many of them. It’s the usual way of breaking them down before putting them out on the street or into movies to earn money. “I got her out of there quick and over to Vree- land Memorial. Her parents came and got her and took her home, and that’s the last I heard about her. I imagine she’s in therapy or some such *%&!, but there isn’t a shrink in the world that can help her get over what happened. Grow strong or go crazy, that’s about her only choices.” — private investigator and bounty hunter Eric Doyle Beginning around where it crosses S. Jef- ferson Street, Redwine Avenue turns into some- thing less than a street... and more like a sewer. It becomes the Strip, the heart of the sex trade in Hudson City. Starting as early as the 1950s, topless dance clubs and adult bookstores began to cluster on Redwine just a little east of South Jefferson. A few people com- plained, but the movers and shakers in Hudson City had long ago given up on North Elmview. As far as some of them were concerned it was better to have all those sorts of businesses in one place so they wouldn’t infest the rest of the city. In the ensuing decades these establishments proliferated, but the area didn’t earn its nickname until around 1970, when the businesses took a harder turn. Most of the bookshops were crowded out by strip clubs, live sex clubs, peep show emporiums — anything the people who owned the land could do to make a buck off of women’s bodies. Long before then the Strip had become the favored hangout of most of the city’s hookers as well. By the early Eighties, a definite pecking order had become entrenched on the Strip, with the human refuse slowly sliding downhill toward the sea. On the “upper” end of the Strip, closer to South Jefferson, there were the nicer clubs — places with actual names, like the Blue Door, Amber’s, and Fil- lies — and not too many streetwalkers. This was the end of the street frequented by Hudsonites slumming for bachelor parties and degenerates too nervous or scared to go further. As you walked east, toward Five Points, the places became more and more sordid, the names replaced by simple descrip- tions: 24 Hour Nude Dancers, Hot XXX Shows. By the time you reached about Havelock or Shorrock, the pimps and prostitutes were clustered so thick that a guy couldn’t walk half a block without being offered every sort of “date” known to man. Beyond Five Points the Strip spread out onto South River, Perkins, and Grinnell like a toxic waste spill. This was the home turf of hookers too old or broken to make it anywhere else — the sort of place where the only way left to make any money to support their drug habits was quickie curbside work with their mouths or submitting to the lusts of men too perverted to get any action back on Redwine. That’s pretty much the way the Strip is today — it sure hasn’t gotten any better. The two “anchors” of the western end of the street are Little Egypt, the club run by Cleopatra (page 190), and The Empo- rium, the main book and video store run by por- nographic movie producer Ernest “King” Cole (see above and page 182). The dozens of other places range from large to small, tolerable to squalid, and they’re supported by lots of secondary businesses on the surrounding streets: by-the-hour hotels; cheap rooming houses; secondhand clothing stores. It’s an open secret that just about any business on the Strip that puts women on stage — whether it’s a fairly sedate strip joint like the Rainbow Club, a harder-core club like Jericho, or a live sex act the- ater such as the imaginatively-named SEXXX — is a haven for prostitution. Not everyone who visits the Strip wants to consort with the streetwalkers; some prefer to arrange their liaisons in a more pri- CHUCK KELFER 8 STR 9 DEX 10 CON 11 BODY 8 INT 8 EGO 12 PRE 8 COM 3 PD 2 ED 1 SPD 4 REC 20 END 20 STUN Abilities: Conversation 11-, AK: The Strip 12-, KS: The Strip 12-, Street- wise 12-, Trading 8- 25+ Disadvantages: Psy- chological Limitation: Anything For A Buck (Common, Moderate) Notes: Chuck Kelfer is the night manager at the Hotel Las Vegas, a place near the Strip that rents rooms by the hour and half-hour. Basically his job is to sit behind the counter and collect $20 for each hour from the johns who bring the girls in. (He also rents rooms to prostitutes by the day for much cheaper rates, often taking payment “in trade” instead of cash.) He puts on a facade of friendliness, and can even be kind of talkative sometimes, but the truth is he doesn’t care about any of the people he deals with every night — he just wants their money. Chuck knows the Strip pretty well, both its places and its people. After all, he sees a lot of the same girls, night after night, and even when he’s off-duty still hangs around in the neighborhood. He’d be a good source of infor- mation if approached properly, though he hates cops and govern- ment types. Hero System 5th Edition 78 ■ The Lay Of The Land vate fashion. Some of the places even have rooms in back — that way the girls can do their business and get back out on stage quicker. Whatever you want in a woman, you can find it on the Strip... provided you can afford it. STRIP JOINTS Here are brief descriptions of some of the better-known places along the Strip. The Blue Door (733 Redwine Avenue): Named for its royal blue-painted front entrance, the Blue Door is really nothing more than a strip club and top- less bar. It gets its reputation from the fact that the staff is unfailingly polite and helpful, and the girls among the prettiest on the Strip. A lot of bachelor parties end up here. Jericho (355 Redwine Avenue): Jericho is one of the sleazier “exotic dance” clubs on the Strip. It’s cheaper than the Blue Door, that’s for sure, but the staff is surly and the girls aren’t exactly fresh off the farm. The Paradise Theater (northeast corner of Redwine Avenue and S. Jefferson Street): Unlike most places on the Strip, which will let anyone through the door who can pay the cover charge, the Paradise Theater is a members-only club. In advertisements throughout Hudson City, the management tries to bill it as “the Gentlemen’s Club of the New Millen- nium” and its money-green membership cards as some sort of exclusive thing, but the truth is it isn’t really any different from most places on the Strip... and anyone who can pay the membership fee can get one of those cards. The Rainbow Club (744 Redwine Avenue): An exotic dance club that specializes in what it calls “duet dancing” — putting two girls on stage at once, usually girls of different races (or at least different hair colors). SEXXX (260 Redwine Avenue): By the 200s block of the Strip, the nude dance clubs and topless bars have given way to harder fare. SEXXX, for example, is a live sex club, where the “dancers” perform actual sex acts on stage, usually to a chorus of suggestions and requests to jump in from audience members. STRIP PLAYAS Where there are working girls, there are the men who put them to work: pimps. They’re the kings of the Strip (or so they like to think) — the playas who walk the walk, talk the talk, and fight like wolves over small sections of concrete or the slightest perceived insult. The toughest group of pimps on the Strip these days are the ones working for Carl Spears (page 182), and there are others that people claim work for the likes of Cleopatra or Caligula, but plenty of pimps fend for themselves — “I don’t need no white-ass cracka to tell me howta run my bitches,” as one of them so eloquently put it. Some of the most colorful of them include: DuLayne: With a stable of a dozen girls out ped- dling tail every night, DuLayne Johnson is rolling in green. He’s got a fat bankroll on him, spends thousands on clothes every week, can barely move some of his fingers thanks to the size of the rocks on his rings, and drives a sweet purple Cadillac. To make sure some rough-off artist doesn’t try to take his stuff, he’s got a couple of big legbreakers who stick near him all the time. Jersey: Jersey isn’t far behind DuLayne when it comes to flash. His favorite color is orange, so he’s got orange clothes, a long orange jacket he wears all the time (even at the height of summer), and an orange car — “looks like a Got-damned traffic cone,” as another pimp once put it... ...though he didn’t say it within Jersey’s hear- ing, because Jersey’s well-known for his violent temper. If his girls don’t bring home enough money at the end of the night, they know they’re going to get a beating; if someone disses him, he’s as likely to pull out a switchblade and go to work on them as anything. He just got back on the street recently after pulling a couple years in Longview until his lawyer got a murder charge against him dismissed on a technicality. Keeshawn Wilson: Laughing, smiling, joking, breaking into impromptu little raps — that’s what Keeshawn Wilson’s like most nights. You might get the impression he enjoys life, and you’d be right. What’s not to like? He’s got the nicest threads, the sweetest rides, and the hottest girls on the Strip, and everyone knows it — just ask him, he’ll tell you. Try to argue with him, and he’ll make a monkey out of you with his quick wits and quicker words. Keep arguing, and he might have to dish out a little pun- ishment that’s not quite so pleasant. STRIP WISDOM “Don’t get in vans. I got in a van once, when I’d only been hooking a couple months. These guys who were hiding yanked me into the back. I didn’t get out of there ’til the !$&*ers dumped me out the back doors the next morning.” — Mindy, age 25 “Look for the guys that blush, even a little. You can usually trick ’em into giving you more. Every dollar I make that Anto- nio don’t know about, good for me.” — Kim, age 17 “Don’t wear those real long high heels. Guys love ’em, yeah, but they don’t gotta wear the !$&*ing things. You’ll kill your ankles walkin’ on the street in them things. Go for somethin’ shorter ’n’ thicker — they look almost as good, and yer feet won’t hurt so damn much.” — Stephanie, age 22 “It’s all about blowjobs. That’s all most of these guys want. If their girl- friends and wives would just put out for ’em like they want, they’d never come to me.” — Amber, age 29 IMAGES OF NORTH ELMVIEW The gaudy and garish lights of the Strip Men wearing raincoats, learing with eager eyes at every- thing around them; broken-down old whores wearing nothing but raincoats so they can get their tricks over with quicker The smell of mildew and rot coming from the old, aban- doned buildings near the waterfront Girls who don’t look like they’ve even reached puberty yet selling themselves on the street The flashy cars, and flashier clothes, of pimps 79 Hudson City ■ Chapter Two “I tell ya, Benny, this neighborhood is goin’ ta hell.” “How d’ya mean, Bill?” “You remember what it was like when we started to work on the docks? It was a great place — a man’s place, where we worked, and drank after work, and got things done. It was a tough neighborhood, sure, but you could be yourself, and your friends looked after you like you looked after them. “But Christ, look what it’s turnin’ into! Half the docks and most of the factories have gone outta business, and God knows how long the rest of them will remain. Every day I go inta work I half expect to get my pink slip. “And *%&!, it’ll probably be some woman handing it to me. Company just hired this broad to take Tommie’s place when he retired. You remember Tommie, big guy with a little scar on his chin?” “Sure, I remember Tommie. He still comes in here sometimes. Geez, they gave his job to a chick?” “Yeah, but not no chick you’d want to date. Big chunky broad with a major mouth on her. Probably one’a those dikes.” “Yeah.” “And that’s not all! The whole damn neighborhood is changing. All them yuppies are moving in and turning the old warehouses into “lofts” and “luxury apartments” and crap like that. And they’re replacing all the great joints like yours with that crap they think is all trendy and special. There’s a !$&*%@# Irish Glen up on Twain Street now, do you believe it?” “No way.” “I’m tellin’ you, man, it’s there. Right where that cheap little diner usedta be. Walk by there when you head for the train this morning — you’ll see it.” — conversation between Benny Stankiewicz and one of his customers at Benny’s Place Located on the southeast side of the Northside, this peninsular neighborhood — roughly speaking, the area south of 24th Avenue and east of Washing- ton Street (below 28th Avenue) and N. Adams Street (between 28th and 24th) — was once a busy port and the site of a lot of warehouses, medium to heavy industry, and the like. The docks are still there today, as well as plenty of warehouses and a few small facto- ries, but none of them are as busy as they once were. The gradual shift in the American economy over the past century slowly but inevitably turned Pierpoint from a bustling waterfront into a not-so-bustling one. But where the old economy failed, the new economy has come to the rescue... after a fashion. In the past few decades, newly wealthy urbanites (many of whom work in nearby Bankhurst) have moved in, renovated old warehouses and turned them into lofts, and given the area an upscale resi- dential quality it never had before. Businesses have followed them, and thus parts of Pierpoint (mainly the areas to the west and north of the neighbor- hood) have become some of the most fashionable addresses in the city. However, this new residential culture clashes with the dockyard culture that still exists along the waterfront, causing resentment on the part of longtime Pierpoint workers and disgust from the newer Pierpoint residents. The crime rate in Pierpoint is moderate. Some of the areas along the waterfront are pretty rough, and sometimes Southside criminals drift over the Adams Street Bridge looking for easy pickings among the yuppies, but violent street crime isn’t PIERPOINT IMAGES OF PIERPOINT The bright colors of the goods at the Flower Market contrasted against grey buildings and grey streets in the earliest moments of dawn How the neighborhood improves as you walk uphill from the tip of the peninsula toward Bankhurst Men shouting instruc- tions to each other as they work on the water- front The ferry coming in to dock at the Ferry Street pier Hero System 5th Edition 80 ■ The Lay Of The Land as common as in many other neighborhoods. For years the police have tracked a conflict between the Verontese family (which controls most of the docks in this area, as well as the associated International Dockworkers’ Union locals and other unions) and Speargun, the self-styled “Ruler of Dockland” (see page 179). It’s believed that Verontese influence over the Flower Market (see below) was lost to Spe- argun a couple years ago, but police investigations into the matter have reached dead ends... often because the undercover detectives assigned to them have been murdered. LANDMARKS Besides the Pierpoint Arena (page 115), some of the noteworthy places in Pierpoint include: The Columbia’s Pride (32nd Avenue Pier): Over a hundred years ago, before the development of the great steam engines, men depended on the wind to make their ships move over the waves — and no ships moved as fast as the clipper ships. With bold captains at their helms, the clippers sailed all over the world, bringing exotic goods from far lands to American cities. The Columbia’s Pride — a fully- preserved clipper ship that people can board and tour — is a tribute to those glorious days of mari- time adventure. Open 9:00 AM to 4:00 PM seven days a week, closed holidays. Hudson City Flower Market (waterfront, west of N. Jefferson Street at the terminus of Ilderton Street): Flowers are no good for sale if they’re not fresh and vibrantly-colored. Although refrigeration technol- ogy has eased the problem considerably, once flow- ers are cut flower growers have only a short time to get them to market, and buyers likewise have to get them to their place of sale quickly. The Hudson City Flower Market exists to make these transac- tions as swift and painless as possible for everyone concerned. Wholesalers set up stalls to which sell- ers deliver and buyers come to buy; a wholesaler’s location depends upon seniority and the like. In the hours just before dawn, the place is bustling with flower shop owners, hotel and restaurant flower buyers, and other customers eager to make their purchases and get their flowers to their destination as soon as possible; by late morning it quiets down until nightfall. SHOPPING There wasn’t much shopping to speak of in Pierpoint until the “yuppification” of the area set in. Now there are quite a few places that attract the big bucks the young and wealthy have to spend. Carolyn Kaye’s (350 24th Avenue): This women’s apparel and accessories store caters mainly to female urban professionals, but has a section of lower-priced clothing for administrative assistants and the like. Some of its higher-end dresses, not to mention its fine selection of jewelry, are extremely expensive, so it has a top-notch security system. Jansen’s Shoe Sales & Repair (931 Price Avenue): What started out several decades ago as a simple cobbler’s store has, through the time and hard work of owners Norman and Maria Jensen, transformed into a top-flight shoe store that also does repair and dying work for shoes. It carries a wide variety of domestic and imported shoes, with a small stock of work boots and outdoor footwear. More than one Bankhurst stockbroker swears by Jansen’s when it comes to comfortable shoes. The Sportsman (342 26th Avenue): If you’re the type of person who wants to escape the polluted air and stressful life of the city for a peaceful week or weekend in the great outdoors, the Sportsman has just want you need. It stocks a full line of fishing, hunting, and camping gear, and all of its employees are knowledgeable outdoors enthusiasts who can recommend just the right piece of gear for your trip. The Sportsman also runs a booking service for outdoor travel; it can arrange anything from a cabin in the mountains to a full-blown African safari. ON THE TOWN Pierpointers looking for something fun to do often visit these places: Benny’s Place (616 Riverfront Drive): A favorite after-work watering hole for many of Pierpoint’s longshoremen and dockworkers, Benny’s Place fea- tures good beer at reasonable prices, sports on the big screen TV, a handful of dart boards, and two pool tables. The owner, Benny Stankiewicz, used to be a dockworker himself, and still knows a lot of people all around the Pierpoint Waterfront. The Mortuary (804 26th Avenue): Through the early Eighties, the Mortuary was just that: a funeral home. But the owner’s gambling debts caused the place to fall into the hands of the Mafia, which let it sit fallow for a while before selling it to a couple of young entrepreneurs. They turned it into a club that’s become one of Pierpoint’s favorite nightspots. The ghoulish decor seems odd when contrasted with the hip fashions and well-tanned skins of the patrons, but somehow it works. Tropicala Exotica (northwest corner of 27th Avenue and N. Jefferson Street): The theme of this adult nightclub is “exotic jungle splendor.” It does its best to provide just that with lots of tropical greenery, tiki torches, wicker furniture, and other such decor... not to mention the topless waitresses dressed as native girls and the “umbrella drinks” the bar serves. It doesn’t feature exotic dancing, but does have a stage where musicians (usually light jazz, but sometimes calypso or reggae to go with the club’s theme) perform live. Vincent’s Seafood Grille (southeast corner of 28th Avenue and Leigh Street): Whether you want finely- grilled mahi-mahi with lemon sauce and capers, a big plate of superb calamari, or some surf and turf, Vincent’s is the place to go. Its chefs prepare some of the best seafood in town, but it also has a generous selection of chicken and beef dishes for people who don’t like fish (including an exquisite filet mignon). It’s said that some members of the Verontese family like this place so much they eat here nearly every night. MICHAEL DEANGELO 10 STR 11 DEX 12 CON 12 BODY 13 INT 10 EGO 15 PRE 9 COM 4 PD 3 ED 3 SPD 4 REC 24 END 23 STUN Abilities: Bribery 12-, Bureaucratics 12-, Concealment 12-, AK: Hudson City 11-, KS: The Flower Business 11-, KS: Hudson City Flower Market 12-, Stealth 11-, Streetwise 13-, TF: Small Motorized Boats, Large Motorized Boats, WF: Small Arms, Contacts (10 points’ worth, in the Flower Market and flower industry), Favors (from various restaurant and hotel managers he’s helped out) 25+ Disadvantages: Social Limitation: Criminal Record; Social Limitation: Subject To Orders Notes: Years ago, several of the Flower Market’s wholesalers banded together to create an umbrella organization to buy flowers from their growers in larger quantities (and thus at better prices). Michael DeAngelo is the Admin- istrator of this group, the Hudson City Flower Buyers Association. He does his best to obtain the best prices and pro- vide the best services for his group’s members, and to beat out other, competing, groups. 81 Hudson City ■ Chapter Two “Thank God you SWAT boys finally got here.” “Sorry for the delay — goddamn traffic coming over the bridge. We didn’t get much of a brief- ing; what’s the situation, Hendricks?” “We got three, maybe four guys holed up in that four-story building over there. My men have had the place surrounded for an hour now, but we just got the floodlights about fifteen minutes ago. They’ve been quiet since then.” “What is this place?” “Used to be an armory, I think, but converted to office space back in the Fifties or Sixties. Been abandoned since the mid-Seventies. Squat- ters live there occasionally, and a couple times gangs have taken it over for a while, but mostly it just sits there empty. First time we’ve had a major problem with it.” “Where are they?” “Up onna top floor, Lieutenant — or at least usually. Every one of those broken windows you see, they’ve shot at us from.” “Okay, what’ve they got?” “The whole arsenal, I think. !$&*, look around. That heap of metal over there used to be a squad car; they blew it up with a grenade, sent one officer to the hospital. He’s probably not gonna make it. From the automatic fire and the size of the holes in the rest of the cars, I’d say 5.56 or 7.62 millimeter assault rifles. But all that’s your department, not mine.” Before the lieutenant could reply, another stac- cato burst of fire split the night. They both hit the ground behind the car as the solo became a duet, then a trio. After ten or twenty seconds of firing, the bullets stopped flying. “Hey, pigs!” shouted a voice from the building. “You better get the !$&* outta here right now or we’re gonna turn you into !$&*%@# Swiss cheese!” “See what I mean?” the cop said. “They haven’t issued any demands or made any statements. I don’t even know why they started firing at people over an hour ago.” “Who gives a !$&*. All we gotta do is stop ’em. Leave the motives for the shrinks and the D.A. Here’s what I want you to do. When I give the signal, have all of the men open up on the build- ing. Those guys won’t dare stick their faces up to see anything, giving me and my men time to get to one of the doors and inside before those assholes can....” Before he could finish, there was a bloodcur- dling shriek from inside the building. Then came more gunfire, but a few seconds after everyone instinctively ducked, they realized no one was firing at them — the shots were being fired inside the building. “!$&*%@’ A — they turned on each other. Let’s move, men!” The lieutenant jumped to his feet and ran for the building as fast as he could, his squad of men right behind him. The door they got to first wasn’t locked. With military precision they opened it and entered, each man holding his submachine gun at the ready and covering the guy next to him as they moved into the building, around cor- ners, through doors, up stairs. Second floor, no incident. Third floor, no incident. Fourth floor door. When his men were ready, the lieutenant kicked the fourth floor door open. Instantly the squad members covered every angle, but they saw no targets and no one fired at them. With the same precision as before, they moved toward the west side of the building. A few minutes later, Officer Hendricks got a call on his radio. “Come on up — we’re clear.” When he got to the fourth floor, Hendricks saw plenty of stuff he expected to see — shell cas- ings all over the floor, bullet holes in the wall, four dead scumbags — but also something he’d never have expected in a million years: three of the perps were pinned to the walls by arrows. The other lay on the floor, his neck obviously broken. “What the !$&* happened, Lieutenant?” “Damned if I know. It was like this when we got up here. Somebody beat us to it, that’s for sure.” “Yeah, but how? We’ve had the building sur- rounded for an hour. We’ve had floodlights on it for twenty minutes. How did someone get in here, pull the Robin Hood routine on these guys, and get the !$&* out again?” — from a criminal incident in Red Hill During the early history of Hudson City, Red Hill — the area bounded by the modern streets of King Avenue, Day Avenue, and S. Monroe Street — wasn’t considered a separate neighborhood so much as it was part of greater Elmview. That began to change in the late nineteenth century, when relatively large numbers of German, Austrian, and RED HILL IMAGES OF RED HILL Block after block of run- down apartment build- ings, their once-reddish brick weathered to a brownish-rust shade The smell of an eve- ning’s worth of smoke in a bar that’s never heard of “no smoking” laws People coming home after a hard day’s work somewhere else walk- ing up out of Red Hill Terminal The sound of motorcy- cles as a biker gang rides to one of its favorite watering holes Hero System 5th Edition 82 ■ The Lay Of The Land Polish immigrants settled there. They soon began to leave their mark on the neighborhood, but it wasn’t until the early twentieth century that Red Hill achieved a separate identity. When the United States went to war with Germany in 1917, residents in the rest of Elmview were quick to try to distance themselves from their Hunnish neighbors by refer- ring to that part of the city as “Red Hill” instead of “eastern Elmview” (much as they’d disassociate themselves from North Elmview decades later). The situation worsened with the rise of Nazi Germany and, eventually, the conflagration of World War II. The fact that both federal officials and masked mystery men like the Raven fought secret Bundist conspiracies, fifth columnists, and Nazi secret agents in Red Hill during the 1930s only exacerbated the problem. Red Hill withdrew into itself, its residents finding jobs in the neighbor- hood whenever they could, and shopping there as much as possible. In the sixty years since World War II, Red Hill has changed. It remains basically a working-class neighborhood with small businesses, light industry, and a waterfront, though economically it’s not in nearly as good shape as it was in the first half of the twentieth century. But the “German character” and insularity of the neighborhood have withered in light of the change in American-German rela- tions, the cultural leveling affect of the modern mass media, demographic shifts, and other societal trends. Almost no one grows up in Red Hill learn- ing German as well as English anymore, and despite the last names most families are as American as apple pie or electoral fraud. Modern Red Hill is an odd mix of residential and commercial, with more residences — apart- ments and old brownstones, mostly — to the west and south of the neighborhood, and more industry and the like as one approaches the docks. A lot of people who grew up there speak longingly of it... but don’t take any steps to move their own families there. Crime is a persistent problem. Between vari- ous local gangs of young punks, Hispanic gangs sometimes drifting up from Latin City to sell drugs or try to claim turf, various psychos and criminals drifting down from North Elmview, and the occa- sional outlaw motorcycle gang blowing into the neighborhood to drink beer and show off Nazi tat- toos, it’s not the safest place to live. And more than one crimelord or criminal gang has used the aban- doned warehouses, crumbling piers, and decrepit old factories of Red Hill to hide himself or his loot. LANDMARKS For better or worse, Red Hill really doesn’t have anything in the way of significant landmarks. It’s got no major parks, no special cultural attrac- tions, and no sites of general historic interest. Every now and then people with a special interest in German-American history, or the lives of the masked mystery men of the Thirties, tour the area to see where certain events took place, but other- wise there’s not much for tourists to do in Red Hill. 83 Hudson City ■ Chapter Two SHOPPING Most of the retail establishments in Red Hill are pretty ordinary. Here are a few that stand out from the pack: Bob’s Gun Rack (264 Nelson Street): While not quite as well-stocked as Collins Guns (page 186), Bob’s Gun Rack nevertheless has a lot to offer the discriminating firearms shopper. Bob was a Marine sniper in Vietnam and knows a lot about guns — just ask him, he’ll be glad to tell you what you need to know. Bob’s also offers gunsmithing and gun customization services. Elmview Custom Cycles (northwest corner of Binford Avenue and Stanton Street): Hudsonite motorcy- clists from weekend hobbyists to the hardest of hard-core outlaw bikers know that if you want just the right bike, you go to Elmview Custom Cycles. Not only does ECC carry a full line of both Ameri- can and foreign-made bikes (mostly top-of-the-line and “custom collectible” models), but its mechanics are fully qualified to do any sort of work a biker needs done. They can improve a motorcycle’s per- formance, install aftermarket parts and upgrades, or even paint and accessorize the thing if that’s what the customer wants. Hillside Secondhand Furniture (2692 Whittier Street): Local residents looking for a bargain on furniture often stop by Hillside, which carries a large stock of used and remaindered furnishings. Owner Terry Cooke has a knack for distinguishing trash from treasure, so the pieces she sells are usually in pretty good shape even if they look a little shabby. Most of what she carries is strictly for the discount shop- per market, but she does have a small selection of antique pieces that she sells via the Internet and her connections among furniture collectors. Pilsner House (southwest corner of Harvey Avenue and Hannigan Street): If Budweiser, Miller, and Coors aren’t quite your style, stop by the Pilsner House. In addition to a selection of modern American microbrews and specialty beers, it car- ries dozens of popular brands of British, German, and Austrian beers... and it can place special orders for hundreds more. Charlemagne’s bodyguard and enforcer, Caber, once robbed the place just to get several cases of one of his favorite brands of beer from England. ON THE TOWN When the work day ends in Red Hill and people are ready to relax, here are some of the places they go to. Hannigan’s Waterfront Dive (northwest corner of Benbow Avenue and Losey Boulevard): Jake Han- nigan doesn’t have any illusions about what his place is like: it’s a waterfront dive, pure and simple, so that’s what he decided to call it. The cheap beer, pool tables, and mix of classic rock and hard-hit- ting country music attracts a diverse clientele: dockworkers, their bosses, local residents. A good many of the area’s bikers like to drink here as well, and they don’t take kindly to people who get in their way, play crappy songs on the jukebox, or drive Japanese-made motorcycles. Harwell’s (northeast corner of Holden Avenue and Whittier Street): Harwell’s is in many ways a typical American restaurant. One side of the place is where you sit down and eat, choosing from a menu that covers many different types of food, from burg- ers, to pasta, to steaks, to a small list of vegetarian selections. The other side of the building is a bar. What sets the place apart is the small stage in the restaurant area where live performers can play light jazz or simple modern pop tunes to entertain the patrons. A lot of Red Hillers find they enjoy eating here more than they do at hundreds of similar places throughout the city because the live music adds a touch of class to the meal. Radermacher’s (northeast corner of Burns Avenue and Nelson Street): The ceiling beams are 200 year- old oak. The decorations are arms, armor, and other relics from fifteenth and sixteenth century Bavaria. The menu contains dishes inspired by the food served at the most famous hotels and inns of Ger- many and Austria, and the beer list includes more than 400 different beers. The current owners are the great-grandchildren of the original founders, and all of the chefs were either born in or trained in Germany. In short, if you want authentic German food served in a setting that’s positively dripping with ambience, there’s only one place to go in Hudson City: Radermacher’s. BOBBY WATSON 10 STR 13 DEX 10 CON 10 BODY 13 INT 10 EGO 13 PRE 8 COM 4 PD 3 ED 3 SPD 4 REC 20 END 20 STUN Abilities: Bribery 8-, Concealment 12-, Combat Driving 12-, Deduction 12-, Gam- bling (Card Games, Sports Betting) 12-, KS: Pool 13-, Mechanics 8-, PS: Play Pool 15-, WF: Small Arms Disadvantages: Distinc- tive Features (various scars and tattoos); Social Limitation: Criminal Record Notes: Bobby’s origi- nally from Georgia, but he’s lived in Hudson City so long he’s practi- cally a native. Although none of the business papers show it, he’s the owner of a pool hall in Red Hill that does pretty good business. He’s there every night from 8:00 on, playing pool and watching everyone else play. The regulars have already learned that he’s pro-level good and won’t play against him for money, but enough new fish come in for him to supplement his income nicely with pool winnings. He’s thought about going pro in the past, but he just doesn’t wanna mess with all the paperwork, travel, and other nonsense. Hero System 5th Edition 84 ■ The Lay Of The Land “Hey, man, what’s up?” “Nothin’. Just trying to get some of this English Lit reading out of the way so I’m ready for old man Garvey’s class this afternoon. What’d you get into last night?” “Oh, man, did you miss out! I went over to Fallout with James, and Mindy, and Hank, and four or five other guys. There was this one girl sitting a couple tables over from us who just got completely bombed. She was so drunk she got up on one of the tables and began dancing around and taking her clothes off! It was like being on the Strip.” “No *%&!. What happened?” “Nothin’. She was only halfway into it when she got sick and puked all over Mindy! Man, was she pissed. After that girl came back out from cleaning herself up in the bathroom, I got her phone number, though.” “Sweet!” — conversation overheard on the Hudson City College campus This narrow strip of the Southside, bounded by Day Avenue to the south, Coleman Avenue to the north, the city limits to the west, and Centre Street to the east, gets its name from its mildly hilly geography — it’s got its ups and downs, though the elevation’s not as high as Highlands or Mint Ridge. It evolved from a number of smaller communities, such as Millford, Allston Park, Morris Square, and Arlington, which were founded in the nineteenth century. Some of these towns were created by people fleeing the crowded Northside, others by immigrants, and still others by Freetowners who thrived and found ways to move to a better place. Eventually the whole area came to be known as Riverside Hills after an ambitious, but failed, devel- opment project in the early twentieth century. As of the early twenty-first century, Riverside Hills is mainly a residential and retail neighbor- hood. It has plenty of businesses, and even some office buildings, but little in the way of manufactur- ing or industry. Throughout most of the area, the housing takes the form of apartment buildings and brownstones (most of them reasonably nice, if not up to the standards of Bankhurst or Worthington), but in the west, around Morris Square and even parts of Millford, there’s some detached housing. The crime rate in Riverside Hills is high, mainly due to the area’s proximity to Freetown. Residents have been particularly concerned with a growing street gang problem in recent years — Nubians and Warriors sets travel a couple miles north to cause trouble and sell drugs in fresh ter- ritories. Additionally, the crimelord Charlemagne claims parts of Millford as his territory, while his freakish competitor Diomedes asserts control over Arlington. But despite all these travails, Riverside Hills is a far better place to live than Freetown; many Freetowners “move up to the River,” as they say, when they get the chance to do so. LANDMARKS If you’re in the mood to wander around River- side Hills, check out these places. James Court (southwest corner of Barbour Avenue and Anson Street): This cluster of five brick apart- ment buildings painted white is on the National Register of Historic Places. Designed by famed early twentieth century architect T. Robert Jorgens- son, the buildings display his trademark rich sense of style, without sacrificing utilitarianism for aes- thetics. The waiting list to get into these apartments is usually months, even years, long. Millford Park: A favorite haunt not only of area residents but students at Hudson City College who are willing to walk a few blocks, Millford Park squeezes in everything you’d want in a park: green areas, walking and jogging trails, and even a playing field suitable for either baseball or pickup football games. When the weather’s fine, you can always find teams of players waiting to use the field. By unwrit- ten neighborhood rule, two teams play for an hour. The winner gets to keep playing; the loser leaves the field and the next team in line takes its place. For years, the amateur football games in the fall have been dominated by a team of late twentysome- things/early thirtysomethings that calls itself the Mustangs; all the rest of the teams enjoy defeating the Mustangs most of all. Wainwright Orphanage (northeast corner of Robin Avenue and Naomi Street): Technically now known as the “Wainwright Children’s Center,” most people (including its employees) still refer to this place as what it is: an orphanage. The home to sad legions of children whose parents abandoned them or who have no living relatives, it’s a place where hope springs eternal but is more often than not dashed rudely to the ground to shatter. The staff does its best to make life comfortable and pleasant for the kids, but there’s only so much they can do on the center’s limited budget. RIVERSIDE HILLS MELISSA THOMASON 8 STR 8 DEX 9 CON 7 BODY 10 INT 10 EGO 12 PRE 10 COM 2 PD 2 ED 2 SPD 4 REC 18 END 16 STUN Abilities: Bureaucrat- ics 11-, Computer Programming 8-, Lip- reading 8-, Streetwise 8-, Contacts (8 points’ worth in city govern- ment and appropriate federal government offices) 25+ Disadvantages: None Notes: Melissa Thoma- son is Assistant Direc- tor of the Wainwright Orphanage. Her duties involve general admin- istration, financial man- agement, fundraising, and assisting with the placement of children into foster and adoptive homes. Caring and com- passionate, she’ll go to great lengths to ensure a successful adoption or find the right adoptive parents for a particular child. She focuses much of her efforts on getting the older kids adopted, since there’s always demand for babies. 85 Hudson City ■ Chapter Two SHOPPING Riverside Hills doesn’t have any major malls, department stores, or anything like that, but it’s got plenty of retail areas filled with everything from favorite chain stores to one-of-a-kind Hudson City shops. Abercrombie Groceries (2555 Anson Street): In today’s world of chain supermarkets and mega- sized grocery stores, some people still prefer the traditional neigh- borhood food store. Abercrombie Grocer- ies appeals to just such people. Carrying a mix of about 40% mass produced brand foods and 60% specialty and deli items it prepares itself, Abercrombie’s (as it’s known in the neighborhood) has a loyal clientele. It’s even got some Victorian-style benches set up outside along the sidewalk so customers can sit down, relax, talk with each other, and maybe make a meal of whatever they just bought inside. Galacticon Games (northeast corner of Colum- bus Avenue and Edgecombe Street): Whether you prefer to play your games at a computer or using a console and your TV, Galacticon Games has what you’re looking for. It carries the big hits and computer gaming standards, of course, but it’s also good about stocking lesser-known games and recommending them to customers. Its employees, mostly part-timers from the College, are all expert game-players with strong opinions about which games are good... and which aren’t. The only thing they seem to like to do more than play games is argue about them. The Newsstand (2648 Garrison Street): Just what the name says it is. This store, run by newsaholic and speedreader Bobby Donnett, carries hundreds of different magazines and newspapers, as well as a small selection of books and personal convenience items (cigarettes, bandages, snack food, that sort of thing). However, Bobby does not stock “adult” or “for men” magazines, which he considers offensive and degrading to women. ON THE TOWN Riverside Hills has what the Hudson Sun once described as a “jumping” social scene. To the east, Hudson City College dominates the nightlife with bars and clubs that cater mostly to the student crowd. In the western half of the neighborhood, things are a little more laid back, but if you’re ready for a night on the town, you have lots of options. Arthur’s (864 Vernon Crescent): If a college bar like Fallout (see below) isn’t really your thing, try Arthur’s. It’s a little more upscale, it serves more than just beer, and the music is kept to a low enough volume that the patrons can carry on con- versations without making themselves hoarse. Fallout (northwest corner of DeVries Avenue and Moss Street): With $3 pitchers of beer every night from 9:00 to 11:00, and baskets of wings with its trademark “Fallout Sauce” for not much more, this bar is one of the most popular hangouts for Hudson City College students. Fallout’s annual Darts Tournament in February is a college mini- event, attracting not only determined competitors but lots of spectators. Marshall Cineplex (southwest corner of Coleman Avenue and S. Jackson Street): Let’s go to the movies! At the Marshall Cineplex, even the pickiest person can find something he wants to watch: its 30 screens shows everything from the latest block- buster, to obscure independent films, to the produc- tions of Bollywood and other foreign film markets. And the popcorn’s been voted best in city twice. Scoville’s (southeast corner of Honeywell Avenue and Rosemont Street): Do you like it hot? Try Scoville’s, where the “mild” food is enough to make most people gulp down a gallon of water. Named for the scale that ranks the “hotness” of peppers and other food, Scoville’s appeals to the macho in its patrons: can you stand the heat? More than a few of the items on its menu carry warnings about pos- sible permanent damage to the taste buds, tongue, mouth lining, or stomach — and the heat on some is so fierce that if a diner can eat the whole thing without drinking more than one small glass of water, he gets his meal for free. IMAGES OF RIVERSIDE HILLS Steam rising from manhole covers and sidewalk grates on cool mornings College kids walking around in Allston Park The sad stone walls sur- rounding the grounds of the Wainwright Orphanage Street gangs from Free- town, making forays north to sell coke and heroin where there’s less competition... but the risk of encountering the cops is worse A small crowd watch- ing the pickup football games in Millford Park Hero System 5th Edition 86 ■ The Lay Of The Land “‘Hi, honey, I’m hoooome!’” “Ha, ha. Very funny. How was your day?” “Ehhh, not bad. Mostly paperwork, but we finally got the Myerson case settled. All we need now are the documents from Peterbaugh & Kirkpatrick, and the whole thing goes away.” “Congratulations! That’s a real load off your shoulders.” “No kidding. I feel like I lost 20 pounds.” “We should celebrate!” “Mmmm, what did you have in mind?” “Not that, silly. Later. Let’s go out to dinner.” “I know you. You have some place in mind already, don’t you?” “Let’s try the Spinning Diamond. Alicia was telling me how she and Ted had an absolutely fantastic meal there a couple weeks ago.” “D’ya think we can get reservations this late?” “Can’t hurt to call and ask. You dial, I’m going to go change.” — evening conversation in a Worthington condominium Worthington is the north-central neighbor- hood in Hudson City. Its boundaries are generally considered 3rd Avenue to the south, N. Adams Street to the east, N. Lincoln Street to the west, and the city limits to the north. In the earliest days of the city, Worthington was a district of small farms. As the city grew, these gave way to light industry (such as textiles and furniture manufacturing) and some residences. By the latter half of the nineteenth century, the residential areas, such as Red Branch and Yellow Branch (named after the two branches of a large creek that used to run through the area), became extremely crowded, almost slum-like. Residents of nicer areas to the south didn’t care for that, so they began pressuring the city government to do something about the situation. Over the course of several years, the Mayor and City Council altered the zoning for the area to diminish the population, forcing many people to move west into such neighborhoods as Burlington Heights and Norward. Taking advantage of the new zoning regulations, developers and wealthy businessmen constructed office buildings and other commercial structures in Worthington. In time the commercial buildings took the place of most of the manufactur- ing, which moved to other parts of the city. Today Worthington is a pleasant neighbor- hood, partly residential, partly commercial. In contrast to the nineteenth century, the eastern parts of the area, such as the two Branches, is mostly commercial: office buildings, some sky- scrapers, business parks, and such. The western areas are more residential, and in the middle you have the neighborhood of Somerset, which mixes the two and has some retail districts as well. The presence of Hudson City State University (page 117) also affects Somerset and Burlington Heights, giving rise to student-oriented busi- nesses and cheap student housing. Worthington has a moderate crime rate. It’s not as safe as Highlands, Guilford, or Irishtown, but definitely less dangerous than Eastwood or the Southside. Some criminals drift into the area because they consider the HCSU students easy pickings; skilled criminal crews may target Worthington banks or offices. See also page 44 for a map of eastern Worthington. NORWARD Taking its name from “North Ward,” back in the days when the citizens elected their officials by wards, Norward is a neighborhood in southwest Worthington. These days most people use the name to refer to the “wedge” between 4th Avenue, Kurtland Boulevard, and N. Truman Boulevard. Years ago it was almost entirely a residential neigh- borhood, but the building of the two highways changed things. Shipping companies like EZWay Trucking and other businesses who need easy access to the highways (or to the airport, which is only a few minutes’ drive to the north of Norward via the Truman) began getting parts of the neigh- borhood rezoned for commercial use. Most resi- dents, eager for more job opportunities, welcomed the newcomers, though others warned darkly of the unforeseen consequences of change and an increase in the crime rate. Both predictions have come to pass. Nor- ward now has one of the lowest unemployment rates of any neighborhood in the city, thanks to the influx of light industry and related firms... but as a consequence the character of the neigh- borhood has gone downhill a little. It’s not as safe as it used to be, nor as family-friendly, but such is the price of progress. WORTHINGTON IMAGES OF WORTHINGTON Trucks pulling off the highway into Norward, their drivers home at last The darkness-dispelling lights of the Golden Avenue advertising the latest shows The rustling leaves of the trees on the Avenue of the Elms The office parks and corporate centers along the city’s northern edge Businessmen hurry- ing to work early in the morning The beautiful facade and broad front steps of the Ferranti Auditorium The distinctive buildings of HCSU 87 Hudson City ■ Chapter Two LANDMARKS Some of the best-known buildings and locations in Hudson City can be found in Worthington. Fordham ChemTech Tower (southeast corner of Vance Avenue and N. Madison Street): The world headquarters of Fordham ChemTech, one of the world’s leading industrial firms, this ninety-story skyscraper is the tallest building in the area. The company’s current chief execu- tive, Jeffrey Fordham, has his offices on the 89th floor; the ninetieth contains a small but elegant restaurant (Madison 90) and an observation deck. The Golden Avenue: The section of 1st Avenue between N. Adams Street and N. Madison is Hudson City’s theater district and the heart of its community of performing artists. Referred to as “the Golden Avenue” because of the bright lights of the many playhouses clustered along its length, it’s a top destination spot for natives and tour- ists alike. The theaters host original productions, traveling Broadway plays, small concerts, and many similar events. A locally- published weekly pamphlet, the Golden Avenue Gazeteer, provides information about what’s cur- rently being shown at places like the Neapolitan Theatre, Kelleher Music Hall, the City Theatre, the Mannheim Playhouse, and the Millennium Theatre. Harpcor Towers (northeast corner of Combs Avenue and Northampton Street): One of the most striking office buildings in Hudson City is the headquarters of the Harper Corporation (Harpcor; see page 120), called Harpcor Towers. Consisting of two towers rising from a central base, it reminds some critics of a chimneystack, others of a sort of castle. In addition to the Harpcor offices (which occupy the first ten floors), the building contains various law firms, brokerages, accounting firms, and other businesses, including the famed Spinning Diamond restaurant (see below). Lowder Publishing (820 Newport Street): Fans of genre fiction have a special place in their hearts for Lowder Publishing, which started as a producer of pulp magazines in 1924. After years of success in the pulp fiction business, it shifted over to more mainstream publishing, but still focused on genre fiction: westerns; science fiction; horror; fantasy; romance. Some of the most popular fantasy and science fiction novels of the twentieth century were first published by Lowder, and its “Lowder Fantasy Classics” series is still regarded today as one of the best and most influential collection of seminal fan- tasy works. In addition to the company’s offices, the Lowder Publishing Building includes the Lowder Museum (one of the world’s largest and most valu- able collections of pulp and genre fiction memo- rabilia) and the Lowder Archives (a library of pulp magazines and the like). SHOPPING Worthington’s retail and commercial districts have a wide selection of stores, shops, and bou- tiques for the discriminating consumer. Boudreau’s Department Store (southwest corner of 2nd Avenue and Washington Street): This large, freestanding, twelve-story department store has been a Hudson City institution for well over a hun- dred years. The subject of movies such as A Day At Boudreau’s and Meet Me On The Fourth Floor, it includes some very upscale, expensive departments (such as Jewelry and Fine China), but also quite a few that carry economy goods and other inexpen- sive wares. The store’s employees have a reputation for being knowledgeable, tasteful, and efficient; for a small fee they’ll deliver your purchase to your home or office. Boudreau’s hosts many events and spon- sors many community functions through the year — wine-tasting parties, Little League teams, charity events, and more — making it beloved for more than just its vast selection of goods. Its best-known annual feature is Christmas Village, which it erects in the center of the store the day after Thanksgiving so the children of Hudson City can come sit on Santa’s lap and tell him what they want for Christmas. For holiday-minded shoppers, the Boudreau’s staff creates special displays in the outside windows; walking up and down the street looking at them is a favorite holiday pasttime for many Hudsonites. Che’s Book Nook (northwest corner of Vance Avenue and Mathews Street): This enormous bookstore sells both new books (first floor) and used books (second and third floors). Located in the heart of Somerset, it’s become a haven for the city’s book- lovers and literary figures. The owner, Che Andrew- Hero System 5th Edition 88 ■ The Lay Of The Land son, is a softspoken women who loves to talk about books. When she’s not dealing with administrative matters, you can usually find her enjoying a cup of tea in the little coffeehouse on the first floor. Callahan Gem Importers (Floor 14-A of the Harp- cor Towers building): One of the few major gem importers not to do most of its business at the Hudson City Gemstone Exchange (page 121), Cal- lahan Gem Importers deals directly with suppliers of precious stones in Belgium, Russia, Africa, South America, and elsewhere. The firm in turn sells the stones to jewelers and other customers in this country. Due to the large amount of “stock” it has on hand at any one time, it has a strong security system and the best small vault money can buy. ON THE TOWN Worthington’s got plenty of places where people can have a good time. PoMo (southeast corner of Ashmont Avenue and N. Gabriel Street): The latest in trendiness, PoMo serves drinks you’ve never heard of to people who wouldn’t be caught dead hanging around someone as uncool as you. The guys covering the door allow in only the hippest of the hip among the beautiful people; the un-hip and unbeautiful need not even apply. Those who make it through the doors earn the privilege of paying three times as much for a drink as they would anywhere else while staring at the decidedly odd decor (bubble fountains, plasma globes and sculptures, weird neon things...). But hey, it’s the place to be seen, and for some people, that’s more than enough. Marge’s Place (northeast corner of 2nd Avenue and Onondaga Street): Truckers and similar folk work- ing over in Norward often stop off at Marge’s Place to have a drink before going home... or maybe before going on duty. Marge Sweetwater, the owner, is a trucker’s widow who sort of informally “adopts” many of her regulars and makes sure they’re doing OK, not working too much, are eating well.... The Spinning Diamond (Floor 20-B of the Harpcor Towers building): The top floor of Tower B of the Harpcor Towers building contains the Spin- ning Diamond, a restaurant whose interior slowly revolves, giving most diners alternating views of the northern suburbs and the city. It’s fast becoming one of the city’s trendiest restaurants with its eclec- tic menu and impeccable service. A Taste Of Paris (northwest corner of Chatham Avenue and Watts Street): Hudson City has many fine French restaurants, but few that rise to the level of quality shown by A Taste Of Paris. Owner Rene Bouvard, a Paris-trained master chef him- self, makes sure that every last detail — from the print on the menus, to the quality of the floral centerpieces, to the amount of seasoning used in the escargot — is perfect. More than one employee who’d earn top marks at another restaurant has been fired from A Taste Of Paris for failing to live up to Bouvard’s exacting standards. LIMELIGHT DREAMS The presence of all the major playhouses and theaters along the Golden Avenue, not to mention the many smaller or less prominent venues elsewhere in the neighborhood, has spawned an actors’ culture in east Worthington. Sometimes it seems as if everyone you run into there who isn’t obviously a businessman is an actor, a wannabe actor, a producer, or someone else associated with the theater business in some way, shape, or form. The average Hudsonite is most likely to encounter the actors’ culture in one of two ways (besides going to see a play, of course!). The first is by going out for some- thing to eat in the neighborhood. Countless actors work as waiters, waitresses, coffee shop employees, cooks, you name it. Not only is it work that suits their oddball schedules, it puts them in a position to swipe a bite to eat when the boss is not looking — when you’re a struggling actor with the income of a Third World bureaucrat, every free feed helps! The second is on the street. Many actors try to scare up a few extra bucks by putting their talents to work as street performers. Technically this requires a license from the city, but most of the actors don’t bother, and only the most bored, hardest-hearted cop wastes his time running someone in for performing without a license — well, anyone other than mimes, maybe. The actors themselves tend to be a close-knit bunch, for all that they compete with one another for jobs. They help each other find work to tide them over until the next acting job, form support groups and social cliques, and sometimes even assemble acting or comedy troupes that make a name for themselves. The most famous of these is probably the Yellow Branch Company, a mostly comedy- oriented group that’s spawned some of the great comic talents of this generation. More than a few of the Yellow Branch alumni have gone on to big success on television or out in Hollywood, and they often repay the favor by returning to Hudson City to teach the Company classes or help put on benefit performances. Getting into the YBC is tough; the group accepts only the most talented performers on the basis of a unanimous vote by all cur- rent members. KAREN BAKER 10 STR 13 DEX 11 CON 9 BODY 10 INT 10 EGO 13 PRE 16 COM 4 PD 3 ED 3 SPD 4 REC 22 END 20 STUN Abilities: Bureaucratics 8-, Combat Driving 8-, Combat Piloting 13-, CK: Hudson City 11-, KS: The Military/Mer- cenary/Terrorist World 8-, KS: The U.S. Army 8-, Paramedics 11-, PS: Charter Pilot 11-, Stealth 12-, TF: Common Motorized Ground Vehicles, Helicopters, Small Planes, SCUBA, WF: Small Arms, Fringe Benefit: Licensed Heli- copter Charter Pilot Disadvantages: None Notes: Karen Baker owns and operates Ambassador Air Service, a helicopter charter company that flies executives, diplomats, and other important, wealthy people all around Hudson City for a stiff fee. She has five employees (two other pilots, two support staff) and a small office and hangar at Hudson City International Airport. An Army veteran, she runs her company with military efficiency, and responds level-headedly to the emergencies that sometimes arise. 89 Hudson City ■ Chapter Two E ven as large as it is, Hudson City proper simply doesn’t have the space necessary to house the millions of people who work in the city. Additionally, not everyone who works in the city wants to live in an urban area. For that reason, dozens of suburbs and bedroom communities have sprung up on all sides of the city. Most of the suburbs surrounding Hudson City are pretty much the same: they’re much less built up than the city, have more detached housing and isolated neighborhoods, and so forth. They differ in the standard of living they provide, but otherwise they’re all just bedroom communities for the Pearl City. Hudson City occupies the entirety of Stewart County. Six counties ring it: Morgan; Corinth; Prince William; Benton; Franklin; and Sabine. See page 276 for a map of the area. MORGAN COUNTY Located north of the city along the coast, Morgan County is a pleasant, sometimes even pic- turesque, place. Most of the suburbs here are on the upper end of the economic and social scale; their residents tend to be the families of high-powered executives and the like. (The areas around Aberdeen International Airport, which are mostly industrial or working-class residential, are an exception.) The schools are top-notch, and in Hudson Beach and Bayside (not to be confused with the Hudson City neighborhood of the same name) the county offers Northsiders places to go down to the sea. The beaches there tend to get very crowded on summer weekends; seaside houses and condominiums are extremely expensive and highly desirable. Morgan County townships include: Arcadia Bayside Cambria (site of Aberdeen International Airport) Hudson Beach Mill Creek Northdale (also in Corinth County) Pleasanton Swan’s Quarter Morgan County also includes Pine Island, the site of a number of small resorts frequented by Hudson City’s wealthy. (Nearby Osprey Island isn’t in Morgan County, but similarly has lots of resort areas.) CORINTH COUNTY Lying just west of Morgan County, Corinth County is best known to most Hudsonites as the location of Albion, a delightful little town with sev- eral first-class bed and breakfasts. The town fathers of Albion have adopted stringent zoning regula- tions and other ordinances to preserve the town’s charm; getting permission to build a new house there (or renovate an existing one) is harder than pulling teeth. Corinth County townships include: Albion Jordan (also in Prince William County) Norwood Rockwell (also in Prince William County) PRINCE WILLIAM COUNTY Irishtown borders Prince William County, and the presence of so much money can be felt in nearby suburbs like Jordan and Andrews Heights, which in many respects aren’t much different from Irishtown itself. The houses and lawns are large, the streets are well-patrolled by police and sheriff’s offi- cers, and the shops and restaurants are highbrow and elegant. A little further out, such as in Willow- ford, things become more middle-class, but still on the upper end of the scale. Prince William County townships include: Andrews Heights Bedford Belmont Buena Vista Carlyle Haines Ridge Iroquois Rome Sparta Willowford BENTON COUNTY Benton County sits across the Stewart River from Prince William County. Its towns are mostly middle-class and working-class places; many a Hudsonite has fond memories of having grown up on the streets of East Maple, Elk Lake, or Pineville. Maple Valley is the site of the famous Maple Valley Pottery Works, which produces pots and jugs that are often considered valuable collectibles. SUBURBS Hero System 5th Edition 90 ■ The Lay Of The Land Benton County townships include: Arlington Blanton Drexel Park East Maple Elk Lake Harrington Knoxboro Maple Valley Pineville FRANKLIN COUNTY This county, located southwest of Hudson City proper, has only a few large towns. For the most part, they’re black enclaves like Freetown, but safer, better off economically, and more spread out. On the Freetown streets, the term “Franklin” describes a black from Franklin County who’s not as street- smart as the speaker thinks he ought to be. Franklin County townships include: Bluefield Clifton Douglasburg Stewartsville SABINE COUNTY Located directly south of Freetown, Elm- view, and Latin City, Sabine County and its towns (mainly Southport, which is along the coast) are mostly working-class residential mixed with the heavy industry and other businesses that cannot or will not function within the city limits. For exam- ple, the Hudson City Landfill is located just south of Hamilton. The towns of Southport and Easton include land along the coast. The beaches here aren’t as nice as those in Morgan, but Southsiders have just as much fun swimming and enjoying the cool ocean breezes as their Northsider counterparts. Sabine County townships include: Deweyville Easton Hamilton Lukesburg Southport Windham Sabine County’s territory also includes Fort Butler Island, the site of Hudson City’s only large defensework during the nineteenth century. The Fort Butler Historical Society gives guided tours of the fort’s ruins. OUTLYING COMMUNITIES Beyond the immediate ring of counties and towns around Hudson City lie other, more rural com- munities. Hudsonites willing to make long commutes into work sometimes live in these places, where they can own lots of land. These towns include: Beckett’s Landing; Burkett’s Mill; Cookville; Eagle Springs; Farmingdale; Huntington; Jonesburg; Manchester; Raleigh Hills; Riverwood; Springfield; Stewartsburg (site of Stewartsburg Penitentiary); and Westridge. THE INNER AND OUTER BELTLINES Not everyone driving through New Jersey wants to go through Hudson City. After all, traffic on Truman Boulevard can slow down to a crawl at some times during the day... and what happens if your car breaks down in Freetown or Lafayette? To avoid these potentially unpleasant fates, drivers can take either of two beltlines around the city: the Inner and the Outer. The Inner Beltline, I- 8755, splits off from I-3275 south of Sabine County and wends its way through Franklin, Benton, Prince William, Corinth, and just a bit of Morgan Counties before merging into I-4085 a little ways south of the town of Raleigh Hills. The Outer Belt- line (I-2379) arcs around all of the counties (except for one corner of Benton) and joins I-4085 a couple miles north of where the Inner Beltline does. The Outer Beltline and I-2984 (Kurtland Boulevard) both cross the Stewart River at a town called Burkett’s Mill. As a result of all the trucking traffic passing through there, Burkett’s Mill has become notorious as a town of truck stops, prosti- tution, and illegal gambling. LAKE CHICAROA Roughly eighty miles west of the Hudson City limits is Lake Chicaroa, a large, deep lake whose waters are usually too cold for swimming even at the height of summer but ideal for fishing most times of the year. Fed by underground springs and rivers, Lake Chicaroa serves as a backup water supply for Hudson City in the event of a calamity with its current water sources (see page 23). And Lake Chicaroa may hold more than just fish. From the sasquatch of the Pacific Northwest, to the yeti of the Himalayas, to the mokele mbembe of the West African jungle, the world is suppos- edly full of creatures man has not yet discovered and catalogued. One such creature is the “Chicaroa Beast,” Hudson City’s equivalent of the Loch Ness Monster. Colloquially known as “Chickie,” and fea- tured in cartoon form on countless t-shirts, base- ball caps, billboard, and the like, Chickie is said to resemble a gigantic, long-necked lizard with some sort of “claw-flippers” along its sides. No one has ever provided definitive proof that Chickie actually exists. Several well-known “photographs” of the creature, which tend to follow the description given above, are inconclusive (and some of them have been revealed as fakes or hoaxes in recent years). Proving Chickie does (or does not) exist is an obsessive quest for many residents of the area. BERINGHURST -ON-STEWART Upriver from Hudson City, well outside the main ring of suburbs surrounding the city but not so far out in the country that it’s completely isolated, sits a charming little resort called Beringhurst-on- Stewart. This bed-and- breakfast occupies the former home of the Beringhurst family, one of the area’s most prosperous farming and ranching families in the mid- to late 1800s. In addition to impeccable service and delicious food, the b-and-b offers a superb view of the Stewart River and many other amenities, includ- ing temporary fishing licenses, horseback riding, and “lawn sports” like croquet. And the B-on-S’s lemonade is so good people often drive out from Hudson City just to have a glass or three along with lunch. 91 Hudson City ■ Chapter Two T he Hudson City government has two branches: the mayor’s office, which performs executive duties; and the City Council, which acts as a legislative and regulatory body. Additionally, it has hundreds of “commissions” that oversee certain city functions, such as Transporta- tion, Sanitation, or historical preservation. THE MAYOR Hudson City’s chief executive is the Mayor. He (no women have ever held the job) is elected by the citizens at large for a four-year term. There’s no legal limit on the number of terms a single person can hold as mayor. The record is four terms (John Gadsden, 1876-1892), but given the modern politi- cal scene and mass media, the odds of someone serving for more than two terms in a row are slim. The mayor’s office is located at the very top of City Hall, the largest building in Governmental Plaza (see below). The mayor’s duties are broad and far-reach- ing. In addition to representing the city on the national stage, he handles a wide variety of executive functions, including law enforcement, city personnel and hiring, city budgeting and finance, economic development, and the like. He also interacts frequently, and on many levels, with the City Council to push his agenda for the city, resolve problems in city government, and otherwise keep the city operating as smoothly as possible. In the rare event of a tie in a Council vote, the mayor hold the tiebreaking vote. The Honorable Graydon T. Umstead The current mayor of Hudson City is the Hon- orable Graydon T. Umstead, a Republican. Elected by a narrow margin in 2002 on a reformist, anti-union, pro-law enforcement plat- form, he came into office promising to trim the city’s budget and bloated employee rolls, reduce the crime rate, and curb the power of local unions. His efforts to reduce city spending and employ- ment have generally succeeded so far — but not to the degree he’d like, and with the unavoidable side effect of angering people who lost their jobs or now have more difficulty accessing city services. Other than that, his record is neutral or mixed. His staunch support of the Hudson City Police Department has received accolades in some circles, but criticism in others, where he’s called a racist and proponent of police brutality. His efforts to control the crime rate have not accomplished much (to no one’s surprise), but have earned him the city’s respect. Umstead’s dogged attacks on the city’s unions (especially those that include city employees) have been his biggest lightning rod for both praise and criticism. On the one hand, Hudsonites are sick and tired of union abuses (such as part-time school janitors earning $60,000 a year, and the 2002 sanita- tion workers’ strikes for more money for less work). On the other hand, many citizens are union mem- bers or know a union member, and they’re angry about Umstead’s vilification of the unions. CITY GOVERNMENT THE CHAIN OF COMMAND According to city law, if the election for mayor results in a tie, the cur- rent City Council — the one that was in existence the day of the elec- tion, not the new one that may have resulted from that same election — chooses the mayor. This has never happened in city history. Also according to city law, if the mayor and deputy mayor are both unable to serve, the Speaker of the City Council becomes mayor pro tem until an election can be called, which must take place at the earliest reasonable time (i.e., the city does not wait until the next November). The winner serves a standard four- year term. This hap- pened in 1950, with the long-term result being that Hudson City may- oral elections are not held in the same year as presidential elections the way they once were — they’re held two years after each presidential election. THE HONORABLE GRAYDON T. UMSTEAD Mayor Of Hudson City 10 STR 10 DEX 10 CON 10 BODY 18 INT 14 EGO 20 PRE 14 COM 2 PD 2 ED 2 SPD 4 REC 20 END 20 STUN Abilities: Bureaucratics 13-; Conversation 13-; Deduction 13-; High Society 13-; CK: Hudson City 11-; KS: Hudson City Politics 13-; KS: Law 13-; KS: Political Science 13-; Navigation (Marine) 13-; Oratory 13-; Persuasion 13-; PS: Lawyer 13-; PS: Politician 13-; PS: Sailor 11-; Riding 11-; Seduction 13-; TF: Small Wind-Powered Boats; WF: Small Arms; Contacts (50 points’ worth throughout Hudson City, state politics, and federal politics); Favors (15 points’ worth from various people he’s helped during his career); Fringe Benefits: Mayor of Hudson City, License To Practice Law; Money (10 points) 25+ Disadvantages: Hunted: Watched by the media and various other groups; Hunted: various political oppo- nents who want to defeat him in the next election; Psy- chological Limitation: Must Do What He Feels Is Right; Psychological Limitation: Devoted Family Man; Reputa- tion (that fascist bastard of a mayor) 11-; Rivalry (various political opponents); Social Limitation: Famous Notes: Graydon T. Umstead is the first Republican mayor Hudson City’s had in 28 years. A handsome man in his late 40s, he’s got green eyes and hair gone prematurely grey from the stress of his job. He is a committed, slightly moderate conservative who’s firmly devoted to his prin- ciples — no matter what the cost, he does what he thinks is the right thing, even if it means taking on powerful, entrenched special interest groups. He’s equally devoted to his wife, Pat, and children, Graydon Jr. (age 10) and Melissa (age 8), and does his best to shield them from the ugly side of being the Mayor’s family. Umstead’s hobbies include horseback riding and sailing. Hero System 5th Edition 92 ■ The Lay Of The Land With an election coming up in 2006, Umstead is considered vulnerable in some circles. Union support of his opponent alone could turn the election against him, unless between now and then he can break the unions’ power and show that his actions have had a measurable benefi- cial effect. Similarly, a real victory in the war on crime could land him another four years in Gov- ernmental Center... while one high-profile case of police corruption or brutality could get him tossed out on his ear. Deputy Mayor Edward Wilson Ranked immediately below the mayor in the city hierarchy is the deputy mayor, who runs on the same ticket with the mayor during elections. The deputy mayor assists the mayor, stands in for him when he can’t be present at various functions, represents the city’s government at many different events, and if necessary replaces the mayor in the event he cannot serve out his full term. Ed Wilson, a black man about the same age as Graydon Umstead, serves with him as deputy mayor. A moderate-to-conservative Democrat and long-time friend of the Mayor’s, he was chosen for Umstead’s ticket to balance it out both politi- cally and racially. He plays an important role as Umstead’s link to the black community — though he’s angered the NAACP and some other groups with his outspoken comments about the “poisonous nature” of modern urban black culture and how it holds black people back. He’s considered a potential candidate for mayor or governor in the near future. Other Deputy Mayors Although press and public alike refer to Ed Wilson is the Deputy Mayor, in fact he’s not the only one Hudson City has — Chief Deputy Mayor or Vice-Mayor would be more accurate titles, reflecting his role as the Mayor’s second-in-com- mand. The other deputy mayors handle specific divisions of the executive branch of the city govern- ment, and are always referred to by their full title (deputy major for so-and-so) to distinguish them from “the” Deputy Mayor. Each Deputy Mayor has one or more Deputy Assistants serving under him. Among the ranks of the deputy mayors, the main ones (and their corresponding depart- ments) are: ADMINISTRATION Often referred to as the “Administrative Ser- vices Division” (its name under an older scheme of city government organization), “Admin” is considered the most important branch of the city government by some people. It’s responsible for managing all the city’s personnel and financial matters. Its most important task is to draw up the annual city budget for approval by the Mayor and City Council, and its ability to suggest increased or decreased funding for particular offices or projects makes it feared throughout the city. Deputy Mayor for Administration Myron Evans is known around Governmental Center as “the Hangman” for his ability to strangle policy initiatives through lack of funding. His main assistant, Comptroller Ray Krueger, knows more about the minutia of the city budget than anyone else in the government. One of the most important sections in this Mayor: Graydon T. Umstead Deputy Mayor: Edward Wilson Deputy Mayor (Administration): Myron Evans — Human Resources Division Deputy Mayor (Commerce): Kevin Ramis — Consumer Affairs Division — Small Business Assistance Division — Film and Broadcasting Division — Labor Relations Division Deputy Mayor (Community Development): William Froward — Economic Development Division — Planning Division Deputy Mayor (Legal Affairs): City Attorney Regina Hallowell Deputy Mayor (Operations): Roberta Medrano — Children’s Services Division — Environmental Protection Division — Health and Human Services Division — Information Services Division — Taxi and Limousine Commission The City Council (79 Councilmen elected by districts) — Speaker: Tony Hyatt City Commissions — Parks And Recreation Commission — Public Works Commission — Sanitation Commission — Schools Commission (School Board) — Transportation Commission — Utilities Commission — Other Commissions 93 Hudson City ■ Chapter Two department is the Human Resources Division, which is in charge of all city hiring, payrolls, and the like. Georgina Flynn, a large, no-nonsense black woman, has held the position of Director of Human Resources for fifteen years, through three different mayors — although her job is an appointed position, she has such extensive experi- ence (and, some say, knowledge of which skeletons are in which closets) that each incoming mayor reappoints her. But that doesn’t mean she gets along with her boss. She and Mayor Umstead have clashed on several occasions over city staffing, and she’s lost each time (much to her seething resent- ment). She’s also mostly pro-union... some say because she’s in the back pocket of the Mafia. COMMERCE Under the steady, if uninspired, leadership of Deputy Mayor for Commerce Kevin Ramis, the Commerce Department handles a wide variety of trade- and business-related matters for the city. Its divisions include Consumer Affairs, Small Business Assistance, Film and Broadcasting, and Labor Rela- tions. The latter is a particularly tense and touchy place these days, given Mayor Umstead’s seemingly ceaseless quarrels with the unions. COMMUNITY DEVELOPMENT This department, one of the largest (and according to Umstead, most bloated) bureaucracies in the city, has two main sections (and thus func- tions). The first, and in terms of staffing the small- est, is the Economic Development Division (EDD). It’s responsible for monitoring the city’s economy and suggesting ways to improve it, attracting new businesses and jobs to Hudson City, and so forth. It’s a thankless task that generally only attracts notice when EDD fails. The EDD often butts heads with Commerce over which department has pri- mary authority over a given matter; Deputy Mayor for Community Development William Froward loathes Kevin Ramis, and vice-versa. The second, and by far the larger, is the Plan- ning Division. If you want to build a new building or subdivision, or alter an existing one, this is where you get the permit. When it’s time to have plans for that building approved, these are the people who do the review and make recommendations to the City Council (which the Council follows over 85% of the time). If you want to have an area rezoned or peti- tion for a zoning variance, this is the department you talk to. When it’s time for your building to undergo an inspection for building and zoning code viola- tions, Planning sends out the inspectors. In short, the Planning Division is both bane and boon to the city’s developers, contractors, and property owners. For decades, one story or rumor after another has claimed the Planning Division is rife with cor- ruption, from the lowliest inspector all the way up to the top office. Like his predecessors, Director of Planning Phillip Taggart staunchly denies these allegations, though some have resulted in pros- ecutions whose findings of “guilty” he can’t argue against. He says those “bad days” are behind the department, and that he looks forward to proving the Planning Department’s integrity to the people of Hudson City. LEGAL AFFAIRS The Legal Affairs Department handles legal matters for the city — in other words, it’s Hudson City’s lawyer, the agency that handles civil suits brought against the city, and files suit on behalf of the city when the Mayor deems it prudent to do so. It also includes divisions devoted to legal issues such as Women’s Affairs, Children’s Affairs, Immi- gration Affairs, Human Rights, and so forth. Umstead’s appointee to this post, Regina Hal- lowell, was formerly a partner at the high-powered law firm of MacDougal, Shorte, and Abraham, but left that job to devote her not-inconsiderable legal skills to the public good. During her tenure the city has paid out 42% less money in civil verdicts against it, and won 21% more cases, than under the past two City Attorneys. OPERATIONS Operations is a sort of catch-all department for offices, boards, and authorities that don’t fit into any other mayoral branch. Deputy Mayor Roberta Medrano oversees such divisions as Health and Human Services, the Taxi and Limousine Commis- sion, Information Services, Environmental Protec- tion, Children’s Services, and so forth. THE CITY COUNCIL The Hudson City Council (HCC) is a legisla- tive body composed of 79 Councilmen — one for roughly every 30,000 residents (though more than a few people who work in the city illegally register to vote there even though they actually live in the suburbs). Councilmen are elected for two-year terms by districts. Half of the Council is up for re- election every year, ensuring that Hudson City has to suffer through a plague of election advertising on a constant basis. The Council’s function is to write, consider, and pass laws and ordinances for the city, create and make appointments to the various city com- missions (see below), oversee various other aspects of city government, and generally act as a check and balance on the Mayor’s power (as he does on theirs). The Mayor has veto power over the laws the HCC passes, but a two-thirds vote in the Council overrides the veto. Throughout the city’s history, the Mayor has almost never exercised his veto. Although all Councilmen enjoy equal voting privileges, every January (and occasionally at other times) the members elect one of their number to serve as Speaker. The Speaker nominally leads the Council, and does have a certain amount of extra prestige and pull (particularly among his own party), but for the most part the position just tacks some extra administrative duties onto the typical Councilman’s responsibilities. The Speaker may appoint other Councilmen to assist him, if desired; so far the current Speaker, Tony Hyatt (see below), has made no such appointments. The City Council is in session most days of DANIELLE RICHARDSON 8 STR 8 DEX 9 CON 8 BODY 10 INT 10 EGO 10 PRE 10 COM 2 PD 2 ED 1 SPD 4 REC 16 END 17 STUN Abilities: Bureaucrat- ics 11-, CK: Hudson City 11-, KS: City Plan- ning 11-, KS: Hudson City Zoning Code 14-, PS: City Planner 12-, Immovable (5 points) Disadvantages: Social Limitation: Subject To Orders Notes: Danielle Rich- ardson is one of the city planners who works for the Planning Divi- sion of the Hudson City Department of Com- munity Development. Day in and day out, she evaluates developers’ proposed plans, requests for variances, and other paperwork related to building structures in the Pearl City. She’s earned herself a repu- tation as a stubborn battle-axe who won’t budge an inch if she feels a project’s not right for the city, but also as a fierce advocate before the City Council for projects she thinks are worthwhile. Hero System 5th Edition 94 ■ The Lay Of The Land the year. Barring emergencies, it does not meet as a formal body on Thursdays and Fridays so Council- men can spend time in their local offices helping their constituents. All Council sessions are open to public viewing (and are broadcast on local cable television), but not public participation. The Coun- cil holds a special Monday night session every two weeks at which citizens can address the council, bring complaints and grievances to its attention, and so forth. As mentioned above, each Councilman maintains an office in his district. Depend- ing on the Councilman’s preferences, image, and finances, an office may be as simple as a two-room storefront staffed by volunteers, or as elaborate as a suite of rooms in a skyscraper with a well-paid staff of four to ten employees. Each Councilman receives the same stipend for office establishment and maintenance, but some supplement it with leftover campaign contribu- tions, their personal fortunes, or donations from supporters specifically for this purpose. In 2002, the City Council elections were largely influenced by Mayor Umstead’s coattails, giving him the muscle he needed in the Council to achieve several of the items on his anti-union, spending-cutting agenda... but not enough to push his agenda through effortlessly, or do as he pleases. Even worse, the Council had to authorize a minor increase in city property taxes to cover certain city expenses, which left some of them vulnerable to attack. The 2004 elections were mixed, with a few surprising changes, but didn’t do much to alter the fundamental balances of power within the Council: roughly 55% Democrat, 40% Republican, and 5% other. Political consultants are already working on next year’s campaigns. NOTABLE COUNCILMEN Here are brief descriptions of some of the best-known members of the HCC. Max Bishop: A black Democrat from the 65th District, deep in the heart of Freetown, Bishop is regarded as a smart, hardworking legislator who’s constantly trying to improve conditions in his district. Unlike racial agitator Reverend James Pick (page 132), Councilman Bishop is regarded as a positive influence in racial politics and a man to whom both sides in a racial dispute will listen. Some in the civil rights community regard Bishop as a “dream candidate” for future mayoral elections; others find him a little too moderate for their taste. Henry Chen: Henry Chen represents the 41st Dis- trict, which includes part of Chinatown. He’s been on the HCC for 22 years, and most political consul- tants in the city consider him unbeatable — he usu- ally runs unopposed these days. Although he nor- mally remains quiet during Council debates, he has a lot of influence behind the scenes when Council- men discuss issues privately. He is extremely pro- business and has done a lot to encourage economic growth in the city. Tony Hyatt: The current Speaker of the HCC, Anthony Hyatt represents the 10th District, which covers part of Worthington. Although registered as a Republican, he’s a moderate one who sides with the Democrats as often as not; his centrism made him an acceptable Speaker to both sides of the Council aisle, and most observers expect him to be re-elected to the position next year. He’s particu- larly interested in health care issues, and has intro- duced several bills on that subject. Frank Jasinkiewicz: The Assistant Speaker of the City Council is a Democrat from the 14th District. Against the tapestry of waffling, ideological pan- dering, and corporate ass-kissing that is Hudson City politics, Jasinkiewicz stands out for being par- ticularly evasive; pinning him down for his opinion on an issue is like trying to catch a greased pig. The one thing he’s known for is his ardent support of the city parks system. Catherine Lewis: Recently put into office in the 2004 elections, Catherine Lewis is a political newcomer, having previously worked as a homemaker, Red Cross volunteer, and home remodeler. She ran for the 36th District seat on a fairly liberal platform, and is expected to vote solidly with the Democratic bloc in the Council. No one really takes her seriously yet, though she’s already introduced a sweeping bill aimed at improving teachers’ pay and benefits. Richard Pendergrass: Pendergrass, an openly homosexual male, represents the 43rd District, which includes Ashwood and part of Crown Point. He’s been elected several times, largely on the basis of the fact that he seems to know everyone in his 95 Hudson City ■ Chapter Two district on a first-name basis; as a moderate Demo- crat, he’s actually not nearly left-wing enough to satisfy more than a few of his constituents. Larry Pettigrew: A Democrat from the 23rd Dis- trict, which includes parts of the Blackbridge and Worthington neighborhoods, Councilman Pet- tigrew describes himself as a “champion of the middle class,” but his actions in the Council don’t necessarily support that position. For example, he’s voted for property tax increases and more lenient sentences for city crimes in the past — two issues that nearly cost him his last election. Joseph Ruggiero: If there’s a Councilman more corrupt than Democrat Joseph Ruggiero, the FBI would like to hear about it. Twice convicted of taking bribes, and once of possession of illegal narcotics, he’s avoided jail time by hiring the best lawyers and cleverly using his numerous con- nections. Despite his checkered background, his constituents in the 34th District have re-elected him several times, usually by overwhelming margins. He’s known to be a personal friend of Michael “Black Mike” Calvino, don of the Verontese crime family, and most people think the Veronteses have used their clout in Little Italy to ensure that Rug- giero remains in office. The FBI and DEA suspect Ruggiero in many more cases of corruption, and believe he has some connection to Colombian and/ or Mexican drug cartels, but they have no proof of this — yet. Julia Shuman: A Republican from the 1st District (Irishtown and environs), Councilwoman Shuman is a tireless campaigner against pornography (“smut”) and anything else she views as “tearing apart the fabric of the American family.” She con- stantly pressures the police to crack down on “the Strip” and pushes for tighter regulation of what local cable television providers can show. But even her fiercest opponents — and they are legion — admire Councilwoman Shuman for her fundraising efforts on behalf of Habitat For Humanity and her attempts to highlight the problem of sexual harass- ment in the workplace. Daphne Wong: Wong represents the 40th District, which includes part of Chinatown. Well-liked by both side of the aisle for her friendly manner and unwillingness to engage in mudslinging, this Republican serves as the HCC’s parliamentarian. William Zogby: What Joseph Ruggiero is to corrup- tion, Republican William Zogby of the 29th District (which covers part of Bankhurst, Marwich, and Gadsden) is to hard living. His three drunk driving arrests testify to his love of good liquor, his four marriages to his fondness for beautiful women (and inability to remain faithful to just one). Despite these problems, his extensive contacts in the Hud- sonite business and financial community (and his willingness to use his political clout to help them) ensure he always has the fat warchest he needs to keep getting re-elected. CITY COMMISSIONS In addition to standing mayoral depart- ments like the Community Development Division, Hudson City also has numerous city commissions. Commissions are established by the Hudson City Council, but staffed by the executive via mayoral appointment and the Administrative Services Divi- sion (though the mayor is expected to, and does, consult with the Council on who it would like to have in charge of a given commission). Commis- sions range from ones so large, important, and longstanding that they’re effectively permanent (Public Works, Transportation) to minor ones that only exist for a short time or about which the public may never learn (Artistic Restoration, City Bicentennial Celebration, Anti-Litter Campaign). Although not specifically part of the executive branch of the city government, the commissions for the most part answer to, and take orders from, the mayor. A stubborn commissioner who refuses to go along with the mayor’s “requests” can cause havoc throughout the city and Governmental Center. Some of the better-known and more impor- tant city commissions include: PARKS AND RECREATION COMMISSION The Parks and Recreation Commission is in charge of building, maintaining, and promoting the city’s cultural and recreational resources: every- thing from LeMastre Park to the smallest, most obscure museum. It also takes care of cemeteries in the city, trees and other plantings along the streets, and the Hudson City Zoo. The Recreation Division of the Commission is responsible for the many sports facilities around the city, ranging from Devon Coliseum to local tennis and basketball courts. It runs several recreational sports leagues based on age groups (children, teen- agers, adults, seniors), and sponsors advertising cam- paigns encouraging people to exercise. Juanita Salcedo, a former Councilwoman and long-time Hudson City political veteran, runs Parks and Rec. It’s an open secret that she’s not particu- larly happy with the job — the best she could get after losing her last Council election — and would like to find something “better” to do. PUBLIC WORKS COMMISSION Run by Clarence Ingold, who’s worked for it in one capacity or another for forty years, the Public Works Commission takes care of a large number of infrastructure-related duties for the city: engineering on city buildings (and engineer- ing inspections of other buildings); animal control; road and parking facility maintenance and repairs; and maintenance and repair of city vehicles and equipment (most people refer to Maintenance Divi- sion simply as “the Shop,” as in “OK, looks like it’s broken — send it to the Shop for repairs”). In the latter capacity, the Commission works closely with the Transportation Commission, which plans the roads, conducts traffic analysis studies, and so forth — in fact, the two Commissions occupy adjoining blocks of offices in Governmental Center 3. ALICIA BROOKES 6 STR 8 DEX 8 CON 9 BODY 10 INT 8 EGO 10 PRE 8 COM 2 PD 2 ED 1 SPD 3 REC 16 END 16 STUN Abilities: Bureaucratics 14-, High Society 8-, KS: Hudson City Politics 11-, KS: Who’s Who Around Governmental Plaza 11-, KS: Govern- mental Plaza Gossip 11-, PS: Secretary 14- Disadvantages: None Notes: For the past quarter-century, Alicia Brookes has worked as an administrative assistant to one City Councilman or another; since 2002, she’s worked for Larry Pettigrew. Her knowledge of the ins and outs of city govern- ment, as well as her consummate secretarial skills, assure her of a job somewhere in Govern- mental Plaza as long as she’s willing to work. Hero System 5th Edition 96 ■ The Lay Of The Land The average Hudsonite is most likely to inter- act with Public Works employees from the Animal Control Division. Animal Control officers show up in their distinctive tan-colored vans to capture stray dogs and cats (or even non-stray ones labeled dangerous by a city court), remove unwanted ani- mals from peoples’ houses, and collect the carcasses of dead animals. In addition to having to deal with potentially dangerous animals like trained pit bull terriers or rabid raccoons, Animal Control officers also have to cope with irate or distraught citizens — in 2002, an Animal Control officer was mur- dered by a Worthington woman when he tried to take away her illegal pet cobra. Public Works also enforces the city’s facade law, which mandates that building owners pre- serve and maintain the facades of their buildings to prevent deterioration and collapse. The law also imposes special restrictions and approval requirements on changing the appearance of a building’s facade. The law was put in place after a building facade in Blackbridge collapsed, killing a mother and child. Many building owners loathe this law, and do anything they can to get around its provisions. SANITATION COMMISSION The Sanitation Commission has three main duties: waste pickup and removal, sewer construc- tion and maintenance (see page 22), and street cleaning. As such it’s one of the most important agencies in city government, but also one of the least appreciated. In the autumn the Commissions also runs a leaf pickup and removal service in parks and residential neighborhoods; during wintry weather it operates the city’s sand and salt trucks to keep the roads as safe as possible. The Sanitation Commission maintains a fleet of approximately 5,500 vehicles, ranging from large garbage trucks (see page 23) to vari- ous specialized vehicles and standard pickup trucks and cars. Its 9,000 Waste Removal Divi- sion employees (seven thousand of whom are uniformed sanitation workers of some sort) use these to collect and dispose of approximately 12,000 tons of residential and institutional waste every day (as mentioned on page 23, businesses must use private waste disposal companies). Paul Olszewski, a small, quiet man, runs the Sanitation Commission. For a Hudsonite, he’s shy and retiring, with a nonconfrontational approach to problem solving. His main goal is to do his job so well that neither the Mayor nor anyone else ever contacts him. He wishes he’d divorced his now ex- wife before she egged him on to take this job, but now that he’s got it, he’s going to stick with it. SCHOOLS COMMISSION Known to most Hudsonites simply as “the School Board,” the Schools Commission is a light- ning rod for controversy and public debate. If there’s one thing people care fiercely about, it’s their kids, and that means they have very strong opinions about things that affect their kids... like schools. They express those opinions to the members of the School Commission. Shouting and swearing are often involved, and on three occasions in the past five years disturbed parents have brandished guns during the Commission’s weekly public meetings on Thursday nights. Unlike most commissions, the School Board’s fifteen members are chosen by citywide election for three-year terms (five members are up for re-election every year), though the City Council retains the power to dissolve and remake the Commission if necessary (something it’s never done). The Commissioners elect a Chief Commis- sioner from among their number; he serves for a year, but can be re-elected as often as the Com- mission likes. As of late 2004, the Chief Commis- sioner (or “CC,” as he’s known in the bureaucracy) is Wanda Cranwell, a former teacher and princi- pal. The Commission oversees the public schools bureaucracy (see page 116), approves teacher and administrator pay scales, and deals with the myriad of other issues pertaining to the city’s elementary and secondary schools. TRANSPORTATION COMMISSION The Transportation Commission oversees all aspects of travel and transportation within the city. It manages the subways, buses, and other forms of mass transit; builds, maintains, and repairs the roads; and conducts traffic analysis studies. Its major divisions include Rapid Transit (subways and railways), Bus, Ferry, Traffic Engineering (i.e., road building and maintenance), and Traffic Planning. Many Hudsonites think of Transportation Commission employees as lazy slobs. Every time a citizen drives pass a roadwork project and sees four or five big-bellied guys standing around doing nothing, he wonders what the hell Commissioner Dale Snodgrass is doing with his tax dollars. The truth is, though, that roadwork projects don’t nec- essarily proceed at an even pace. Even allowing for what Mayor Umstead would describe as “outra- geous” concessions that roadworkers’ unions have obtained regarding work breaks and the like, most roadworkers are reasonably diligent city employees. The Transportation Commission also has a reputation for corruption. It’s not unknown for the Commissioner or other high-ranking employees to pad their work schedules with unneeded proj- ects and pocket the money for them, or to buy cheap asphalt and other supplies, charge the city for higher-grade stuff, and keep the difference for themselves. No substantial allegations of corrup- tion have ever been brought against Snodgrass, his Assistant Commissioner Norman Embler, or their immediate underlings, and none of the charges that have been leveled have been proven. UTILITIES COMMISSION The ultimate responsibility for the city’s water, power, and phone services rests with the Utilities Commission, which oversees and regulates the pro- viders of those utilities. Although most Hudsonites don’t even think about these things, the truth is that the Utilities Commission (or, more accurately, the equipment and personnel at its headquarters) LUCAS ROBINSON 10 STR 8 DEX 11 CON 10 BODY 8 INT 8 EGO 8 PRE 8 COM 4 PD 3 ED 2 SPD 4 REC 22 END 21 STUN Abilities: Climbing 11-, AK: Forsyth 11-, CK: Hudson City 11-, KS: Pro Football 8-, PS: Sanitation Engineer 11-, WF: Handguns Disadvantages: None Notes: Lucas Robin- son — or “Luke,” to his friends — is what city officials refer to as a “sanitation engineer” and most people call a “garbageman.” Five days a week he’s out there in all kinds of weather, riding on the back of a garbage truck to pick up trash that’s too big or bulky for the normal city trashcans. He’s been doing the job for nearly ten years now, and has learned the city pretty well — he sees a lot more than most people would expect. It’s not exactly the most upscale job in the world, but it’s hard to beat the benefits. 97 Hudson City ■ Chapter Two could paralyze the whole city by denying it water or power. Utilities works closely with the Sewers Divi- sion of the Sanitation Commission; both Commis- sions have their offices in Governmental Plaza 4. In one corner of the Utility Commissioner’s office there’s an unusual kind of clock — one that runs by dropping tiny steel pellets down a track at precise intervals, creating an effect of constant, carefully controlled motion, and energy harnessed for a good end. This clock provides a perfect metaphor for the Commissioner himself: Patrick Carrick, a man of untiring energy and enthusiasm who’s continually trying to make the city’s water, electric, and telephone systems run with the same smooth efficiency as his clock. His bull-in-a-china- shop manner infuriates the many bureaucrats for whom double-talk and delay are a way of life, but there’s no denying Carrick usually gets done what needs done. CITY POLITICS “Bayside? Why in the world would you want to build in Bayside? You’ll spend half your budget paying off the Marcellis, and your people will have to rub shoulders with longshoremen and shipyard workers. Build in Eastwood. We’ve got a top-notch hospital, a major mall, an eager workforce, and plenty of other attractions that make it the perfect place for you.” — Eastwood booster May Crandall Politics in Hudson City often boils down to disputes between the Democratic and Repub- lican political machines that mobilize voters and try to sway public opinion. The Democrats are often known as Bolton Hall, from the name of the building where they used to assemble for meetings and rallies. The building was torn down decades ago, but the moniker remains. The Republicans are saddled with a much less flatter- ing nickname: the Ivory Club. The name comes from the club where Republican leaders used to meet, which had two large elephant statues outside and was called the Ivory Club. Today the name is often used in a cruel and sarcastic way to refer to the racial composition, and allegedly racist policies, of the local Republican Party. The other major force in city politics is neigh- borhood interest. The residents of the various neighborhoods and districts in the city each want to improve their home areas... and that often means fighting with other neighborhoods for resources and benefits. If a company wants to construct a new building or factory in the city, the neighborhood that gets it will benefit, so all the contenders fight for it like dogs quarreling over a bone. If a federal program might funnel some money into the city, every neighborhood that thinks it’s entitled to a slice of the pie bellies up to the table with knife in hand — to use on each other as well as the pie. Movers And Shakers The Mayor’s office and the City Council aren’t the extent of city politics. There are plenty of other movers and shakers in the city, each pushing his own agenda or cause. Some of them include: Manuel Berillo-Costa: A former construction worker who grew up in Latin City, Berillo-Costa is a committed Democrat and a prominent member of Bolton Hall. His main support group is the city’s Hispanic community, but he also has many influen- tial backers in the city’s universities, labor unions, and working communities. Basil Cromwell: The spokesman for the Hudson City Republican Party (a.k.a. the Ivory Club), Cromwell is regarded as an intelligent, clever speaker by most people, making him a frequent guest on Sunday morning political talk shows. Many Democrats, including his opposite number Mark Hathaway, think of him as a fascist apolo- gist who represents everything that’s worst about American society. Mark Hathaway: The press secretary for the Hudson City Democratic Party (or Bolton Hall, as it’s often called) is a handsome man in his late 20s with a flair for public speaking and a razor- sharp wit. His verbal confrontations with Basil Cromwell at local events and on television are the stuff of modern legend. As yet unmarried, he’s often seen in the company of movie actresses and pretty young heiresses. Bob Jasperson: A former member of the House of Representatives who lost his re-election bid several years ago, Jasperson remains heav- ily involved in politics on the local level. He is almost Manuel Berillo-Costa’s opposite number, since he’s a major Republican fundraiser and often appears on local television shows to argue the GOP position. Many people believe he’s con- sidering a run for the City Council or the U.S. Senate sometime in the near future. Paul McClendon: McClendon, an independent, was Mayor of Hudson City over a decade ago. The media hounded him from office after allega- tions of connections to organized crime surfaced. Nevertheless he remains a powerful and influen- tial man in the city. He currently runs a business consulting firm, and the extent of his political ambitions — and his contacts in the underworld — are unknown. James Scopetta: A former City Councilman from Little Italy, Scopetta was convicted of racketeering in 1984 in connection with a construction scam. He served a short prison term and since his release has continued to wield political influence despite the fact that he’s not in office. Extremely popular with the city’s Italian community and labor unions, he’s frequently consulted by city politicians on issues that might affect those groups. NICOLE SULLIVAN 8 STR 8 DEX 8 CON 8 BODY 10 INT 10 EGO 13 PRE 12 COM 2 PD 2 ED 2 SPD 4 REC 16 END 16 STUN Abilities: Bureaucratics 12-, Conversation 12-, High Society 12-, KS: Hudson City Politics 14-, Persuasion 12-, PS: Political Consultant 13-, SS: Statistics 8-, 20 points’ worth of Con- tacts in city politics Disadvantages: Psy- chological Limitation: Hates To Lose Notes: Nicole Sullivan is one of the most talented political consultants in the city. She herself really lacks strong political convictions — what she’s interested in is taking a candidate, grooming him, leading him through the paces, and seeing him through to victory, not flogging a particular political agenda. Democrat, Republican, indepen- dent, Libertarian, Green — she doesn’t care, as long as she wins. The issues don’t concern her, but she hates to lose... so much so that she might resort to underhanded tactics if she felt she had to to secure a win for her candidate. Hero System 5th Edition 98 ■ The Lay Of The Land Current Issues In City Government As of 2004, here are some of the most pressing political and social issues confronting Hudson City. BUSINESS DEVELOPMENT AND JOB CREATION The struggle to improve and grow Hudson City’s economy, and provide jobs for all of her citizens who want one, is an eternal task. In Mayor Umstead’s administration to date, the city’s gained about 10,000 jobs — better than a loss, certainly, but a mere drop in the bucket in the eyes of many. Economic devel- opment proponents assert that the city should offer more incentives to attract new employers; fiscal conservatives believe that makes poor financial sense, and in any event most incentives depend on state action as much or more than city action. CRIME Hudson City’s reputation as crime-ridden is well-deserved. Between violent street crime, vice, and corruption at all levels of city government, it sometimes seems as if the criminals outnumber the honest citizens. The Hudson City Police Depart- ment and other law enforcement agencies do their best to combat the problem, but as they often tell reporters, they’re outmanned, outgunned, and ham- strung by the courts. When Mayor Umstead took office, he announced a bold “Anti-Crime Initiative” whose pro- visions included increased funding for the HCPD so it could hire new officers, a corresponding increase in funding for building new courts and prisons (since having more cops to take more crooks off the street is meaningless if the system can’t handle the increased load), a program to upgrade the Department’s equipment and weapons, and a pilot program to use modern GPS technology to track all felons, pro- bationers, and parolees. He’s made a little progress on improving HCPD equipment, but the state and federal governments haven’t given him the money for his “force and courts upgrade” proposal, and civil rights and privacy organizations have lobbied hard against his “tracking” idea. INFRASTRUCTURE Like so many other cities throughout the United States and the world, Hudson City is fall- ing apart. Many of its roads need repaving or repairs, old buildings require extensive engineering improvements, overpasses and bridges are weaken- ing, and sewers and waterpipes spring leaks. But once something’s built, people seem to think it will last forever — it’s easier to get money and approval for a new city building than funding to properly maintain and upgrade an existing structure. This is a rare issue on which Mayor Umstead and the unions see eye-to-eye: he’d like to improve the city’s infrastructure for the obvious reasons, the unions want all the extra work that a program of major repairs and maintenance would create. How- ever, both Umstead and the City Council are reluctant to deal with this issue full-on, since raising the neces- sary money would undoubtedly require significant tax increases. Until someone comes up with a safe solution, is willing to put his hand in the tax increase fire, or a major disaster prompts significant reform on the issue, Hudson City’s probably just going to go on patching things here and there as it has to. SCHOOLS Never let it be said that Hudson City (or any other American city) is truly satisfied with its schools. Everyone has an idea for what’s wrong with them and how to fix them, but establishing any sort of significant consensus, much less a coalition with sufficient political power to actually accomplish anything, is like herding cats. Three main issues confront school reformers. First, Hudson City’s public schools aren’t safe. Many kids bring concealed weapons to school, gangs and drug abuse are rampant, and assaults on teachers a monthly (if not weekly) occurrence. Installing metal detectors and stationing police officers at every school has helped a little, but it’s really only a Band-Aid slapped on a sucking chest wound. Second, Hudson City test scores are miser- able. It appears that many students learn little or nothing in class (but still get promoted from grade to grade), and illiteracy is shockingly common among secondary school students. Mayor Umstead has proposed both a standardized curricula pro- gram and a school uniform policy to address this problem, but his ideas have met with a lukewarm reception. The Democrats in the City Council favor increasing teacher salaries and school budgets, but aren’t willing to take the political hit of increasing taxes to pay for them. Third, most Hudson City schools are in mis- erable shape. Roofs leak, broken windows remain unrepaired, graffiti doesn’t get cleaned up, stairways sag. The entire physical plant needs major upgrades and replacements, but there’s no more money avail- able for this than for increased teacher salaries. UNIONS The ongoing conflict between Mayor Umstead’s administration and the city’s unions makes headlines almost every week. Umstead put his position succinctly in a recent speech: “Unions have gone from helping downtrodden laborers regain their dignity and obtain fair working condi- tions to helping today’s workers loot public and private treasuries for everything they can. These greedy and corrupt organizations no longer help society — they only hurt it by increasing the cost of the goods we all buy, the time it takes to finish any public works project, and the size of governmental budgets and payrolls. The time has come for the unions to recognize that they’re doing more harm than good and to mend their ways... before the government has to mend them for them.” Scores of union officials have fired back with similarly vitri- olic statements defending the rights of workers and extolling the good works that unions do. But until one side or the other gains enough political power to force its agenda down the other’s throat, the odds are it’s just going to remain a war of words. IN THE NEWS IN 2004: DEATH IN ASHWOOD April — A mere two weeks after Hudson City’s annual Gay and Lesbian Pride Day cel- ebration, James “Jack” Chatworth, an openly homosexual man, was found brutally beaten and killed in an Ash- wood alleyway. Pre- liminary investigation showed that Chatworth had been tied up and tortured with cigarette burns and razor blades, leading the police to conclude that someone had kidnapped him several days prior to the time his body was found, though none of his friends had reported him missing. At the site his head was smashed in with a brick, resulting in death due to severe cranial trauma. Amid cries of outrage from the city’s gay and civil rights communities, the HCPD conducted an intensive investiga- tion which eventu- ally focused on Gary Miller, a repeat offender released from Stewarts- burg Penitentiary earlier in the year. A member of the white suprema- cist group the Aryan Brotherhood while in prison, Miller eventu- ally confessed to the murder under intense police questioning. As of December 2004, he remains in Longview Correctional awaiting sentencing. 99 Hudson City ■ Chapter Two GOVERNMENTAL CENTER The seat of Hudson City government is the Governmental Center, located at 101 Centre Street directly across the street from Courthouse Plaza. Both the subway and the elevated railway have stops at Governmental Center, and part of the Hudson City Underground (page 21) is located directly beneath it. The Center consists of seven buildings. The largest and most impressive is City Hall, a twelve- story building done in a Greek Revival style with broad front stairs. To each side of it are three build- ings, designed and arranged so that the structures create a C shape around a central plaza. In the middle of the plaza is a fountain featuring a statue of the Greek god Poseidon. When the weather’s fine, Center workers often sit on the fountain’s edge, or on various nearby benches, and eat their lunches. The six smaller buildings, each eight to ten stories tall, are known as Governmental Center 1 to 6, with the numbering beginning at the “top” part of the C and proceeding counterclockwise. They house various governmental offices. Number 5 is the City Council building, where the Council Chambers are and the Councilmen and their staffs have offices. COUNTY GOVERNMENT Hudson City occupies the entirety of Stewart County. The city limits were long ago made the same as the county borders. Similarly, government functions that would ordinarily be part of a county rather than a city — the planning office, the county prosecutor, and so forth — were merged into the city’s governmental structure. Thus, Hudson City doesn’t have a separate “county government” to contend with the way most cities do, though it often has to liaise or deal with the governments of sur- rounding counties. STATE AND FEDERAL GOVERNMENT As large and prominent as Hudson City is, it’s part of a greater state and country — and that means Hudsonites participate in the political pro- cess at a level above City Hall. STATE GOVERNMENT Due to its large population, Hudson City sends several members to both the Senate and General Assembly of the New Jersey Legislature. Hudson City has also played a prominent role in the elec- tion of every recent New Jersey governor (includ- ing the current one, Democrat Patricia McCor- mack); gubernatorial candidates (and potential gubernatorial candidates) visit the city frequently. In the world of Hudson City, the New Jersey Legislature has two Houses: a 45-member Senate and an 90-member General Assembly. In odd- numbered years, the citizens in 45 legislative dis- tricts elect one Senator (for a four-year term) and two Assemblymen (each for a two-year term). To be a Senator, you must be at least 30 years old and a resident of the state for four years prior to election; to be an Assemblyman, you must be at least 21 and a resident for two years. All legislators must live in the districts they represent. Service in either House is considered a part-time job, so most legislators have other occupations. The greater Hudson City area elects five state Senators and 10 Assemblymen. Some of the better known of them include Senator Alan Taite, Sena- tor Louisa Merrick, and Assemblymen Gerald Roth, Henriette Cuyler, James daSilva, Christopher Kaminski, and Augustus “Gus” Andreola. FEDERAL GOVERNMENT Besides federal aid, assistance, and grants — which Hudson City receives billions of dollars of every year for road maintenance, midnight bas- ketball programs, anti-drug campaigns, business development, and many other things — the Pearl City’s main connection with the federal govern- ment is through the Senators and Representatives it elects. Hudson City usually goes strongly Demo- cratic in presidential elections. Senators Like every other state of the Union, New Jersey elects two senators. As the largest city in the state, Hudson City has a major influence on these elec- tions — there are nearly as many votes to be had here as in the rest of the state put together — and that means it receives a lot of attention from the candidates come election time. The two senators currently representing New Jersey are Braxton Waite (a white Democrat) and Alice Sheffield (a self-described “half-Hispanic” Republican). Waite, a native of Hudson City, got his start in politics on the City Council. He’s a well- known figure in the city and often attends major society gatherings. Sheffield comes from northern New Jersey, but spends enough time in the Pearl City to let Hudsonites know she’s looking out for their interests. Both maintain local offices in the Federal Building on Courthouse Plaza. Representatives In the world of Hudson City, New Jersey elects 23 Representatives to Congress: 10 from the greater Hudson City area, 13 from the rest of the state. Some of the “locals” include: Representative Alexander Goodman: A black Demo- crat from the Freetown area, Goodman rode into office in 1992 on President Clinton’s coattails and has won re-election ever since. Known as a fiery orator and a determined fighter for the welfare of his constituents, the poor inhabitants of Freetown, he suffers credibility problems in other circles due to his tendency to label anyone who disagrees with him a “racist,” and because of his connections with the Reverend James Pick (page 132). Representative Edward Kurtz: A Republican and long-time representative whose district includes the Irishtown area. An extremely wealthy man THE MAPLE VALLEY STRATEGIC METALS DEPOSITORY On the outskirts of the suburb of Maple Valley, in a secured facility set well back from the road and surrounded by a lush, landscaped lawn without any shrubbery or trees, stands a series of large, low to the ground, grey cement buildings. If they could see them from the road, passersby would prob- ably take the place for a aesthetically bland office park, but in fact it’s something far more important: a United States strategic materials depository. The United States economy and military require certain materials which don’t exist in their natural form in this country, and thus have to be purchased from other nations. These include aluminum, beryllium, chromium, cobalt, manganese, platinum, titanium, and various other metals. To prevent shortages from crippling the nation during times of crises, the government maintains stockpiles of these materials. The Maple Valley Strategic Materials Depository is just one of many facili- ties across the country where the government stores part of its stock- piles. Naturally, the MVSMD is very well guarded, with high-tech secu- rity systems, Army soldiers as guards, and many other protective resources. If a thief could penetrate the facility and somehow manage to escape with a sizable quantity of the stockpile, he might make himself a tidy profit... if he could figure out who would buy the stuff, and how to sell it without getting himself killed. Hero System 5th Edition 100 ■ The Lay Of The Land who made his millions as a stock- broker, Kurtz has a lot of influence in Hudson City — but he’s a con- templative man who tries to make as few waves as possible, which sometimes makes it difficult for him to get things done in Congress. He has a modest reputation for his preparedness and the thoroughness of his examination of important legislation, due in part to his effi- cient staff. Representative Caridad Montalván: Representing Latin City and part of Southport, this Democrat cru- sades tirelessly for the welfare of her constituents. She’s helped so many people with so many prob- lems that she’s run unopposed for the past three elections because everyone knows there’s no over- coming her popularity. THE DIPLOMATIC SCENE As a major center of com- merce and culture, Hudson City has a thriving diplomatic community. Most major nations have embas- sies or consulates in the city; many of them cluster along 4th Avenue between N. Jefferson and Wash- ington Streets, an area sometimes known as “Embassy Row.” People involved with diplomatic work (trade representatives, government officials, and the like) can expect to receive an invitation to at least one diplomatic reception or party a week, each celebrating some impor- tant event or holiday in the host embassy’s nation (see page 59). Diplomats sometimes take advantage of their positions, knowledge of American cul- ture, and diplomatic immunity to engage in spying or criminal behavior. More than a few of them drive any way they want and park wherever they choose, since their immunity protects them from traf- fic tickets — much to the aggra- vation of Hudsonites. But some go further, using their status and resources to get involved in the drug trade or the like. For example, in 1998, the son of a high-level diplomat at the Brazilian embassy committed a series of brutal rapes, but diplomatic immunity protected him from being charged with a crime — all the authorities could do was deport him. LAHAB AL-BAKIYAH 10 STR 10 DEX 10 CON 10 BODY 14 INT 13 EGO 16 PRE 12 COM 3 PD 3 ED 2 SPD 4 REC 20 END 20 STUN Abilities: Acting 12-, Bribery 8-, Bureaucrat- ics 13-, Computer Pro- gramming 8-, Conversa- tion 14-, Deduction 13-, Gambling (Card Games, Sports Betting) 12-, High Society 12-, KS: The Espionage World 13-, KS: The Hudson City Diplomatic Scene 11-, KS: World Cultures 11-, KS: World Politics 11-, Language: English (fluent conversation, Arabic is Native), Per- suasion 12-, Riding 11-, Stealth 11-, Streetwise 12-, WF: Small Arms, Knives, Fringe Benefit: Diplomatic Immunity. Disadvantages: Dis- tinctive Features: Arab; Hunted by the FBI Counterintelligence Section 8- (Mo Pow, NCI, Watching); Psy- chological Limitation: Islamic Fundamental- ist; Social Limitation: Subject To Orders Notes: Lahab al-Baki- yah, an Arabic man in his mid-forties, is one of the highest-rank- ing diplomats at the Iranian Embassy in Hudson City (and thus receives full diplomatic immunity). His duties include serving as cultural attaché, mean- ing he often arranges events to display Ira- nian arts and culture to other peoples, and likewise attends many cultural events. The FBI suspects him of being a spy, but it has no proof. chapter three: chapter three: chapter three: A DAY IN THE LIFE Hero System 5th Edition 102 ■ A Day In The Life A city isn’t just neighborhoods, buildings, and roads. It’s also people, and if the buildings and roads are the city’s body and arteries, the people are its blood and soul — the things that give it life, and make that life worth living. THE RHYTHM OF THE CITY Like any other major American metropolis, Hudson City never really “sleeps” — there are things going on all around the city at every hour of the day and night. Some industries, like the hotel and trucking industries, depend as much on night- time workers as they do on daytime workers. But for the most part, the Pearl City follows a certain “rhythm” all its own. In most parts of the city, the early risers get up around 5:00 or 5:30 AM. This gives first-shift workers time to get dressed and have some break- fast before heading to work, commuters time to travel to their offices, and workers in restaurants and coffee shops time to get ready for the morn- ing rush. But most people get to sleep a little later, until sometime between 6:00 and 7:00 — it all depends on how long a commute to work they have, whether they have to get kids off to school, and so forth. Morning rush hour gets started no later than 6:30, and by 7:00 it’s usually in full swing. Traffic clogs the city streets, particularly in the eastern half of the Northside — even Truman, Kurtland, and the parkways slow to a crawl. Radio station heli- copters take to the air to report on the latest traffic jams and wrecks as diners fill up with people who want their daily OJ and eggs. Since the first shift begins at 7:00 in most companies, and most offices expect their employ- ees to be at their desks by 8:00, rush hour usually ends no later than 9:00 AM... but that’s not to say the streets become empty. There are still plenty of taxis, delivery trucks, bike messengers, shoppers, and people driving to appointments. In many parts of the city, there’s no time during daylight hours when it becomes truly easy to make one’s way along the streets. Early eaters start to hit the restaurants for lunch beginning at 11:00, but most people don’t have their midday meal until noon or 12:30 at the earliest. If the weather’s fine, this is the best time to people-watch, since everyone takes to the streets to walk to a nearby lunch counter, pushcart, or restaurant (or to a park or other pleasant place to sit and eat, for those who brown-bag it). When it’s rainy, you’ll have more fun watching the mul- ticolored parade of umbrellas from a skyscraper. The cold winter weather cuts down on the crowds a little, but not much — Hudsonites are tough people and can stand a little nip in the air. Evening rush hour starts around 3:00, when the first shift’s ending and the second shift’s getting underway. It remains reasonably light until 4:30 or 5:00, when workers heading home jam the roads. Some companies offer flextime arrangements so people can come in earlier and leave earlier, but this hasn’t done anything to ease the pain of rush hour. After people get home, what they do usually depends on the time of year. In the spring and summer, when it remains light for an hour or three beyond 6:00 PM, many people take the time to do yardwork or chores, play sports, or participate in other activities before eating dinner. In the autumn and winter, when it gets dark early, they’re more likely to stay inside and relax with some indoor activity — watching TV, working a puzzle, playing computer games. Hudsonites tend to eat dinner late. The earli- est most people consider having dinner is 7:00 PM, and it’s not uncommon for people to wait until 8:00, 9:00, or even 10:00 (particularly if they want to catch a movie or a show beforehand). By 8:30 most restaurants are pretty crowded, with waits of 20 minutes or more; the really popular places may be booked solid, or expect you to wait at least 90 minutes to get a table. And after the dinner period, the entertain- ment hours begin. Movies and shows tend to get started relatively early at night, with showings beginning around 7:00 and often occurring several more times throughout the evening (depending on show length). Nightclubs and the like usually open around 10:00, though they don’t really get “jump- ing” until after 11:00 at the earliest. Most of them stay open at least until 2:00 AM, but more than a few keep the night alive until 4:00 or 5:00 AM. Among young professionals there’s a subculture of partiers who stay out until the wee hours, yet somehow make it to the office by 8:00 AM and put in a full day’s work before going out and doing it all again. And some people — gangsters and other criminals, for example, not to mention the vigilan- tes who hunt them — are more active at night than during the day. LIFE IN THE BIG CITY CALVIN ARCHER 10 STR 13 DEX 9 CON 8 BODY 10 INT 8 EGO 10 PRE 9 COM 3 PD 2 ED 2 SPD 4 REC 18 END 18 STUN Abilities: Bugging 13-, Bureaucratics 8-, Com- puter Programming 11-, Electronics 13-, SS: Elec- tronic Engineering 11-, Mechanics 8-, PS: Small Business Owner 11-, Security Systems 12-, Shadowing 11-, Systems Operation 8- Disadvantages: None Notes: Calvin Archer runs Archer Electronics & Security, a Pierpoint company that sells electronic components and related services and equipment. If you want to build your own ham radio, RC car, or similar gadget, Archer can sell you the parts, tools, and instructions to do it. Archer also car- ries a wide selection of surveillance and secu- rity devices, which he installs for a fee. Hudson City ■ Chapter Three 103 ANNUAL EVENTS There’s also an annual rhythm to life in Hudson City, with a round of parades, celebrations, and festivals that the locals enjoy year after year. In chronological order, some of the most important or interesting of them are: New Year’s Day Parade: On January 1, elaborate floats and gigantic balloons fill the streets of Bankhurst, Highlands, and Worthington (and the air above them) as the New Year’s Day Parade wends its way from the river to the city limits. A nationally televised event that attracts tens of thou- sands of onlookers along its route, it’s also a major marketing opportunity for many companies that brings millions of dollars of revenue into Hudson City’s advertising firms. King Day Festival: On Martin Luther King Day, MLK Park and the surrounding blocks in Freetown are the scene of an enormous street festival featur- ing prominent speakers, concerts, games, and other events. Warring street gangs generally set aside their differences for the day, but violence has been known to break out. Pearls Of Great Price Banquet: Held in late January, this event honors the past year’s most active civic and charity organizations and workers with various awards, plaques, and certificates of recognition. It’s considered a highlight of the annual social season, and many who attend go all-out to look their best. Chinese New Year: In mid-February, Chinatown holds its own New Year’s celebration, though the parade is much smaller, the secondary events some- times a little strange to Western sensibilities, and the fireworks much more common. Many Hud- sonites trek over to the neighborhood for the food and festivities. St. Patrick’s Day Parade: Hudsonites of Irish descent take this day to celebrate their heritage with a parade from Irishtown to LeMastre Park, generous helpings of corned beef and cabbage, and gallons of green-dyed beer. Gay And Lesbian Pride Day: Hudson City’s homo- sexual community celebrates its lifestyle with a street festival every year in Ashwood in early April. Bigots have taken to calling it “April Queer’s Day.” Easter Parade and Egg Hunt: Every year the Easter Parade starts in Gadsden, progresses west through Bankhurst, then turns north through Blackbridge and Worthington to the city limits. Instead of the floats found in most other city parades, this one features mainly marching bands, civic and charitable groups walking to raise money for their causes, and so forth. Individuals dressed in their best (or weirdest) clothing often join the parade for a few blocks or miles. For the kids, there’s a massive city-sponsored Easter Egg hunt in LeMastre Park around the Dinosaur Garden. Greek Festival: In May, the Dormition Greek Orthodox Church (page 72) holds its Greek Festi- val to showcase Greek food and culture. Firetree Cotillion: An annual dance held at the Fire- tree Country Club (page 135). Hudson City Toy Fair: In mid-May the halls of the Convention Center are filled with more toys than even the greediest child could dream up. Toy and game manufacturers from all over the world come to display their wares to potential buyers and drum up business for the year. Memorial Day Celebrations: Hudson City doesn’t have any specific Memorial Day event (such as a parade), but every year a wide variety of speeches, solemn remembrances, and celebratory acknowl- edgements of America’s fighting forces take place. Yacht Club Regatta and parties: The Hudson Beach Yacht Club (page 135) holds a regatta and a series of parties every summer. The date of the Regatta varies, but it’s usually in late July or early August. Hudson City Marathon: Held in early June, this race starts in Gadsden and wends its way around the Northside to end in LeMastre Park. (See page 115 for other annual sporting events.) HudsonCon: In mid-June, over 20,000 science fic- tion and gaming fans descend on Blackbridge for HudsonCon, one of the nation’s premiere cons. Hudson City Jazz Festival: Typically held in mid- late June, this musical event attracts the top musi- cians in jazz — as well as tens of thousands of jazz fans — to the city’s concert halls and parks. Hudson City Fourth: Every year the city sponsors an elaborate Fourth of July festival in LeMastre Park. There’s usually a major concert in the afternoon, and at 9:00 PM sharp the fireworks begin. Summer Kite Festival: Held in Mott Park every July, this Chinatown event draws thousands of people eager to watch the elaborate Chinese kites (and bet on the kite fights). Hudson City Military Exposition: Arms and mili- tary systems manufacturers hold a trade show at the Convention Center and Coliseum in August. Admission to the show is closed to the public; only persons with valid invitations and identity badges can tour the halls to ooh and ahh at the latest in firearm, tank, and UAV technology. Labor Day Celebrations: For two days in early September the city nearly shuts down as workers (unionized or not) take a vacation to celebrate the virtues of working. Various events take place all around the city, but the enormous street festival in Elmview and Red Hill is usually considered the best party to go to. It usually includes at least one major musical act in concert. Halloween Celebrations: The city has no formal Halloween event, but many civic and social organi- zations hold costume parties, fundraisers, or trick- or-treat substitute parties for the kids. (The Vrtis Wildlife Trust’s bash in LeMastre Park, page 67, is one of the best.) There’s usually an impromptu “street festival” in Ashwood featuring some amaz- ing (and often scandalous) costumes. HELEN NEWSOME 6 STR 8 DEX 7 CON 8 BODY 8 INT 10 EGO 8 PRE 8 COM 2 PD 2 ED 1 SPD 3 REC 14 END 15 STUN Abilities: Luck 8d6 (Only To Keep From Hurting Herself Or Others While Driving), Bureaucratics 11-, High Society 11-, KS: Hudson City Volunteerism 11-, Oratory 8-, Persuasion 11-, 20 points’ worth of Contacts throughout Hudson City, Money: Well Off Disadvantages: Age: 60+, Physical Limitation: Nearsighted (needs cor- rective lenses) Notes: The recipient of the 1996 “Pearl of Great Price” award for her selfless efforts as a volunteer and coordina- tor of volunteers, Helen Newsome is well-known to many segments of Hudsonite society. A spry 68-year-old widow whose husband left her more than enough money to live on for the rest of her life, New- some is perpetually optimistic and friendly, always ready to try to help those less fortunate than herself. Refusing to acknowledge that her driving skills are atro- cious, she drives herself everywhere she wants to go... but somehow, despite the chaos and fender-benders she leaves in her wake, nei- ther she nor anyone else seems to get hurt as a result. Hero System 5th Edition 104 ■ A Day In The Life Thanksgiving Day Parade: Taking place on the morning of the third Thursday of each November, the Thanksgiving Day Parade starts at LeMastre Park, moves east briefly, then turns north and keeps going until it reaches the city limits. It’s much like the New Year’s Day Parade in most respects, though the floats are usually built with different themes. Christmas Parade: The last parade of the Hudson City year takes place in mid-December to celebrate Christmas. It starts near the river and heads north. Riders on many of the floats throw candy or small toys and gewgaws to the crowds. SLANG Hudsonites aren’t known for having a special accent (they sound like most other northeasterners), but they do have a few slang terms all their own. General Slang Blue (n.): An HCPD cop. Buck (n.): A shotgun. Cokely (adj.): Crazy; nuts. Derived from Cokely Hospital (page 126), which has an extensive ward for psychologically disturbed persons. Usually used as, “he’s Cokely,” or “he’s gone to Cokely.” Cool (n.): One thousand dollars. A large cool is ten thousand dollars. Crucified (adj.): Incarcerated in Longview Correc- tional Center, which is a cruciform building. Usu- ally used as, “been crucified.” Ferranti style (n.): Anything made or done with a maximum of beauty, opulence, and sophisticated taste. Franklin (n.): A black person who’s not street-smart (from Franklin County). Free of Freetown (adj.): Has gotten out of the ghetto. G (n.): A gun. In gang subculture, also means “gangster” (a gang member). Grease (n.): Money Grease Machine (n.): ATM machine Grease Market (n.): In lower case, a bank; when capitalized, the Hudson City Stock Exchange Hudson City hardball (n.): The roughest, dirtiest way to play. “He’s playin’ Hudson City hardball with ya, pal — time to get down ’n’ dirty yourself.” Hudson City heartbreak (n.): A tragedy brought on one’s self, usually due to one’s own failings or inad- equacies (especially moral or ethical). Derived from the title and subject of a lurid 1878 play. Irish (adj.): Rich, wealthy; luxurious; especially elegant, sophisticated, or nice Joke (adj.): Sentenced to Juvenile Offenders Cor- rectional Hall. Often used as “getting the Joke” or “telling a Joke.” Mask (n.): Vigilante or costumed criminal. Moose (n.): A large man, especially a clumsy, dumb-looking one; a thug; a legbreaker Needle Cowboy/Cowgirl (n.): A junkie, a heroin user. Oyster (n.): A male Hudsoner (cf. “Pearl”). Pearl (n.): An inhabitant of Hudson City, especially a woman. In some cruder subcultures (such as along the Strip), a “pearl” refers to a prostitute or a lesbian. The Pearl City (n.): Hudson City. Player (n.): A person working for or associated with Card Shark. Punch ’n’ Judy (n.): A homosexual couple (usually used derogatorily). Ride the needle (v.): To use drugs (especially heroin) (cf. Needle Cowboy). Run the Numbers (v.): To live and survive in the Numbers; going into the Numbers and coming back out alive. Shamrocks (n.): Paper money (especially $100 bills). Skyline (v.): To ride the elevated railway. Smokey (n.): A black person (hence Smokeytown, a derogatory term for Freetown). This term derives from the alleged distasteful odor emitted by blacks, and from the smoke from the cookfires that hung over Freetown when it was first established. Steal candy (v.): To commit rape. Tallie (n.): A person of Italian extraction (hence Tallietown, a derogatory term for Little Italy). V (n.): A vigilante crimefighter. On The Strip Daddy Warbucks (n.): A wealthy individual willing to pay top dollar (either for the prettiest girls or “unusual” services). Greek (n.): A homosexual. Usually used of men; a “Greek girl” is a lesbian. Greek ride (n.): Anal intercourse. Princess (n.): A prostitute, especially a high-class or expensive one. Sweet (n.): A prostitute, especially a low-class, cheap, or broken-down one. Tourist (n.): A person visiting North Elmview for the purposes of obtaining sex or drugs. PREACHER 8 STR 10 DEX 9 CON 9 BODY 10 INT 8 EGO 15 PRE 8 COM 2 PD 2 ED 1 SPD 4 REC 18 END 18 STUN Abilities: Concealment 11-, Deduction 11-, KS: The Bible 11-, KS: Protestant Christian Theology 11-, Oratory 14-, Persuasion 12-, Streetwise 12-, WF: Handguns, Knives Disadvantages: Social Limitation: Criminal Record Notes: “Praise the Lord and follow his word!” Hang around on the Southside long enough, and you’re bound to run into Preacher. No one knows his real name, they just call him what he is. Every day he picks a streetcorner, usually one somewhere in Freetown, Forsyth, or Riverside Hills, and commences to preach the Gospel. He doesn’t put out a hat or cup for money, though he won’t turn down an “offering” if you’d like to make one. All day long he exhorts passersby to accept Jesus as their Lord and Savior and to follow the straight and narrow path of righ- teousness... and then, as dusk falls, he stops talk- ing and wanders away to who knows where, no doubt going to rest up to gather his strength for tomorrow’s sermon. Hudson City ■ Chapter Three 105 “This is Daniel Petty, reporting live from Red Hill, where the police have surrounded a waterfront building. With me is Lieutenant Gina Sparks. Lieutenant Sparks, can you tell us what’s going on here?” “We received a report of shots fired from this building. We sent a patrol car to investigate, and the suspects in the building shot at it repeatedly with automatic weapons and a grenade, injur- ing one officer. Reinforcements arrived, we sur- rounded the place, and now we’re waiting for the SWAT team to arrive.” “What will SWAT do when they get here?” “I’m sorry, but we can’t discuss that during an ongoing incident.” “What’s the word on the wounded officer?” “He was taken by ambulance to Vreeland Memorial. The last thing I heard was that he’s going into surgery, but is expected to pull through.” “Have the police contacted DarkAngel? Do you anticipate vigilante involvement?” “The Hudson City Police Department does not work with or contact vigilantes, who are not authorized law enforcement officers.” — crime scene interview by Daniel Petty, WJYG They say the media is an omnipresent fact of life in modern America, and that’s certainly true in the Pearl City. Many different television and radio stations broadcast in the greater Hudson City area, and some of its newspapers are among the most highly-regarded in the nation. TELEVISION Like the rest of the United States, Hudson City is served by four major television networks: ABS (the American Broadcasting System); CBC (the Central Broadcasting Corporation); NBS (the National Broadcasting System); and the Adair Net- work. Additionally, two cable TV “superstations” that reach most of the country are based in Hudson City: Worldview News (an all-news station known for its accurate reporting) and Berkely Entertain- ment Television (BETV). These networks’ affiliates in the Hudson City area are: WCNB, CHANNEL 2 Hudson City’s CBC affiliate has fallen on hard times in recent years. Trailing ABS and NBS locally in the ratings, it’s also lost some of its core viewer- ship — adults 35 and up — to WEML. The station’s managers are beginning to contemplate extreme solutions for regaining market share. WCNB’s best-known on-air personality is Patricia Eisenhart, the station’s weekend news anchor and its full-time reporter on entertainment and fashion issues. Although extremely pretty and extremely popular, she’s generally regarded as a journalistic lightweight. WEML, CHANNEL 5 WEML is the Adair affiliate in Hudson City. The Adair Network’s blend of hip, young shows for hip, young people combined with reality TV and “trash TV” has given it a solid foothold in the Hudson City market. WEML even produces a show of its own: War Zone, a trash TV show starring Tony Kendall that’s often shot on location around the city. It focuses on “stories about the modern urban battleground” — gang warfare, police activ- ity, vigilantes, street life, and so on. Kendall is a wisecracking, fast-talking loudmouth who spends his time looking for the juiciest dirt he can find, and then broadcasting it. He thinks “the public has a right to know!”, regardless of the consequences, and cares little for the pain his shows cause as long as his ratings stay high. WJYG, CHANNEL 7 The ABS affiliate in Hudson City occupies Channel 7 on the dial. It does pretty well with its national shows, but its news broadcast has lagged a little in recent months. The one thing WJYG news has going for it is Daniel Petty, “eyewitness action reporter” par excellence. Petty has a well-deserved reputation for going after the most dangerous sto- ries (such as organized crime exposés) and getting right in the thick of the action (such as the time he covered a police chase of a bank robber from the passenger’s seat of the police car). Tenacious and determined, he won’t let a story rest once he’s on it. WPJD, CHANNEL 20 A small local station that broadcasts only within the Hudson City area, WPJD focuses on community events, local news, and the like. Its Hudson City Focus program of local human interest and “offbeat humor” stories has become surpris- ingly popular. ON THE SCENE IN THE NEWS IN 2004: MEDIA SHENANIGANS September — Following an expose by the Star- Gazette, Phillip Sut- cliffe, a reporter for the Hudson City Agenda, admitted to fabricating or plagiarizing mate- rial for over two dozen stories in the past three years. Sutcliffe, a gradu- ate of Stanford, began working for the Agenda in 1998 and quickly became one of the lib- eral paper’s star report- ers thanks to his witty, biting prose and incisive investigative journal- ism. It now appears that much of Sutcliffe’s “inci- sive” reporting was more fiction than fact. In commenting on the scandal, Agenda pub- lisher Robert Dawes stated, “As a newspaper, our first obligation is to the truth, and we deeply regret that oversights on our part allowed Phillip Sutcliffe to publish as factual material which was not. However, the fundamental truths behind his articles — corruption in city government and the police, the brutality of the HCPD, the back- room dealings of the Ivory Club, corporate financial chicanery — remain both true and incontrovertible.” Hero System 5th Edition 106 ■ A Day In The Life WSLH, CHANNEL 8 Hudson City’s NBS affiliate not only has a strong slate of national programming, it enjoys a strong lead in the local news competition. The latter advantage is mainly due to Frederick Tarnauer, the evening news anchor. He’s held that job for over 20 years, and has become something of a Hudson City institution. Surveys consistently rank him as one of the city’s most trusted public figures. However, he’s nearing retirement age, and WSLH has no idea who it would get to replace him. WSQS, CHANNEL 36 Based on the Southside, this independent station covers mostly news, events, and stories per- taining to Freetown and Lafayette. It gets enough viewers in those areas to keep going, but its strident left-wing rhetoric turns off most other people. WTBV, CHANNEL 10 The “mother station” of Ben Berkely’s BETV network, WTBV has been a Hudson City institu- tion for over thirty years. Its programming mostly consists of syndicated shows, though it added a news broadcast in the late Nineties that has done reason- ably well. Vivacious reporter Sandra Huston, who hosts the Hudson Beat news program every week, has attracted a lot of attention both for her no-holds- barred reporting style and her on-air charm. RADIO STATIONS Several dozen radio stations’ broadcasts can reach the greater Hudson City area. Among those, a few stand out because they’re specifically based in Hudson City or designed to appeal to Hudsonites, they’re particularly popular, or the like. They include: WCBR (105.0 FM): “Cobra-105 FM” broadcasts so-called “urban contemporary” music — rap and hip-hop with a little blend of soul, in other words. It also covers Freetown Community College sports (such as they are). WHCX (94.3 FM): The “Hudson City Extreme” sta- tion offers a blend of classic rock and contempo- rary rock with an irreverent twist. Its “Chris and Kelly Morning Show” is one of the most popular in the city and often features bizarre or titillating guests such as strippers, midget entertainers, and local fringe politicians. WJGL (98.1 FM): A Christian contemporary station, WJGL doesn’t have a very large group of listen- ers — but the ones it does have are intensely loyal, giving it more clout with advertisers than most sta- tions its size. WJKF (98.5 FM): “K-98 FM” is Hudson City’s main country and western station. For many years it was virtually Hudson City’s only C&W station, but the rise in popularity of country music over the past fifteen years caused several other local stations to switch to that format. How- ever, none of them has acquired an audience any- where near as large as WJKF’s. WJWM (92.9 FM): Rock station “J-92 FM” is known throughout the city both for its cartoon logo (a sly- looking fox) and for a seemingly non-stop series of giveaways, promotions, and contests. If there’s an event of any consequence going on somewhere in town, you can bet the J-92 prize van will be there to hand out t-shirts and similar freebies. WNRO (99.0 FM): “Oldies-99 FM” plays rock and pop music from the Fifties, Sixties, and Seventies, with occasional forays into the early Eighties. Its “Friday Night Fifties” and “Saturday Night Seven- ties” programs are both local favorites. WRGL (100.5 FM): Billing itself as broadcasting “relaxing music you can enjoy,” R-100 FM is an easy listening/adult contemporary station played in many offices and stores throughout the city. It achieved some notoriety last year when one of its most popular DJs accidentally revealed his illegal drug habit to the public by having a major acid flashback at a live remote broadcast. WTCJ (102.3 FM): If WRGL’s music is still a little too much for your sensibilities, check out WTCJ instead. Its mix of “timeless classic” oldies (i.e., Sinatra, Bennett, Martin, Como, and so on), light jazz, and big band music draws in a lot of older listeners and people tired of the same old rock, pop, and country songs. Hudson City ■ Chapter Three 107 WTRA (790 AM): “Talk Radio America” is the pre- miere talk radio and news station in the Hudson City area. Its local programming mostly consists of vari- ous call-in talk shows; otherwise it mostly broadcasts syndicated national talk and news programs. WTWF (97.1 FM): This station claims that its call letters stand for “We’re The Weirdness Factory,” and it sets out to prove it by broadcasting an unusual blend of odd and obscure rock, pop, and jazz. After- noon and evening drivetime DJ Stephanie “Storm” Sullivan does her best to live up to her nickname by ranting about everything under the sun. She’d make an interesting political candidate if anyone could figure out where she actually stands on the issues... or if there was such a thing as the Annoyed With Everything Party. WVSN (640 AM): “V-Sun 640” plays classical music mixed with some news and other talk program- ming (such as a wine appreciation show). The soothing voice of the station’s main DJ, Bernard Lundquist, can also be heard doing voice-overs on many local television commercials. WWRD (96.3 FM): “The Word” is WCBR’s chief competitor in the urban contemporary format. It’s attempting to draw in more listeners by adding a dose of Latin contemporary music to its playlist, but it remains to be seen whether this will work. WZQK (93.7 FM): The “Zaqk attack!” is another competitor in the rock arena. It focuses more on contemporary rock, with only the occasional classic rock song for good measure. Morning per- sonality Deborah “Double D” Danson has helped the station gain several points in the ratings over the last year or two with her blend of wit and wry cultural observations. NEWSPAPERS Television may be more popular and pay better, but real journalists are newspaper journalists — just ask any of them, they’ll tell you — and the real news can only be found in print. Hudsonites have a wide variety of papers to choose from, ranging from the intensely intellectual to the blatantly crude. Several of the outlying counties and suburban areas have their own papers that concentrate on news of local interest. THE CITY NEWS One of the two most popular papers in Hudson City, the City News is in a no-holds- barred competition with the Star-Gazette for the hearts and minds of millions of readers. With its blend of wire service stories and hard-hitting local reporting, presented with writing that flows easily and eye-catching graphics, the City News appeals to the tens of thousands of newspaper readers who want solid reporting they can digest in a minimum of time. In the take-no-prisoners mindset of the news- paper wars, any day the City News can scoop the Star- Gazette is a great day; any day it gets scooped is an unmitigated disaster that sends Chief Editor Norman Kail into a frenzy of yelling and door-slamming. The reporter he counts on the most to deliver in-depth stories that no one else can get is Danica Easley. Her stories about life in Freetown and the effects of pov- erty on the lives of its residents have won most major journalism awards, including the Pulitzer. She also teaches journalism classes at City College. THE HUDSON CITY AGENDA Most newspapers at least pretend to editorial balance. The Agenda is not one of them. It’s a left- wing paper through-and-through, and makes no bones about it. When questioned about his lack of objectivity, publisher Robert Dawes says, “We’ve got freedom of the press in this country — so you’re free to go get your own goddamn press and stop telling me how to use mine.” Conservative critics respond that it’s refreshing to see at least one member of the media have the guts to admit his bias. The Agenda has been a major thorn in Mayor Umstead’s side since the day he declared his candi- dacy, and it has no intention of letting up. As far as most of the paper’s reporters and all of its editorial columnists are concerned, his form of fascism is only slightly more tolerable than Hitler’s, and every day he remains in office is a travesty of justice. Sev- eral of them are convinced he’s got some skeletons in some closets, and they’re not going to stop look- ing until they find them. The Agenda also has a strong anti-vigilante bias. It regards vigilantes as thinly-disguised tools of Big Brother used to keep the “little people” down, and regularly alleges conspiratorial links between Mayor Umstead and the likes of Scarecrow or the Harbinger. Even when a vigilante does something good (like saving a group of kids from a fire), the Agenda usually spins things against the crime- fighter (for example, by alleging that he may have caused the fire in the first place). THE HUDSON CITY DAILY STAR-GAZETTE The Star-Gazette is Hudson City’s other main- stream paper. It varies from year to year who has the most subscribers and ad revenue, it or the City News, so there’s no time to relax or rest on its laurels — every day is another foray onto the battlefield. Leading the charge for the Star-Gazette are publisher Frances “Frankie” Plimmons (herself a reporter for the paper, years ago) and City Editor Stuart Tormey, who in the past few years have transformed the paper a little. They’ve made the stories shorter, emphasized graphics a little more, and expanded features such as the Lifestyles section, the comics and puzzles page, and the advice columns. Most people would say the best reporters the Star-Gazette has on staff are the “Wonder Twins,” Allan Webster and Margaret “Peggy” Ellefsen. They’re not actually twins, of course, but they’ve worked together on so many award-winning sto- ries — the “Park Police bordello” story, the Mafia in the construction industry story, the children of battered women story — that they’re thought of as a team even though each of them does at least as much work on his or her own. There’s been some talk of getting the two of them to do their own news/opinion show on TV, but nothing’s come of it. STEWART MCDERMOTT 10 STR 10 DEX 10 CON 10 BODY 14 INT 10 EGO 15 PRE 12 COM 3 PD 3 ED 2 SPD 4 REC 20 END 20 STUN Abilities: KS: Con- spiracy Theory Stuff 11-, KS: Layman’s Arcane And Occult Lore 11-, KS: Literature 11-, KS: Myths And Legends 11-, KS: The Tarot 14-, KS: Philosophy 11-, KS: Rock And Pop Music 14-, PS: Disk Jockey 11-, PS: Tarot Reading 11-, Stealth 11-, Systems Operations 8- Disadvantages: None Notes: One of many unusual DJs working for WTWF radio, Stew- art McDermott hosts a show on Saturdays called “72 Pickup” in which he plays Seven- ties music, talks about various mystic or weird topics, and muses philosophically, all of this laced with frequent references to the tarot or other matters mysti- cal. Sometimes he takes calls from listeners. No one’s quite sure if he’s a true believer or a cynic amusing himself, but either way it makes for good entertainment. Hero System 5th Edition 108 ■ A Day In The Life THE HUDSON CITY MIRROR For readers who find both the City News and the Star-Gazette too lowbrow, there’s the Hudson City Mirror. Founded over 120 years ago, the Mirror has a rock-solid reputation for the depth and qual- ity of its reporting and news analysis. It pulls no intellectual punches, expecting its readers to be able to keep up with the details. For any given time period you care to examine, it’s earned more Pulit- zers and other major journalism awards than the Star-Gazette and the City News combined. The Mirror is particularly well-known for its ability to ferret out and expose corruption in city government, thanks in large part to reporters like Cindy Gutierrez-Sosa. This pretty, diminutive women strikes fear into the hearts of Hudson City politicians; she seems to have a “sixth sense” for backroom dealing and illegal collusion. THE HUDSON SUN In everything, a balance exists. While the Mirror takes the highbrow approach to reporting, it’s offset by the Hudson City Sun, a tabloid-format paper that seems determined to find the sleaziest, most sensationalistic way to report the news. In the past, Sun reporters have snuck into hospital rooms to photograph accident and shooting victims, lured politicians into compromising situations with pros- titutes, and generally engaged in the sort of tactics that give journalists a bad name. Chief among the legions of Sun bottom-feed- ers is Jack Williamson. One of the most obnoxious reporters on the face of the planet, Williamson is known all over the city for his rude, abrasive manner, his willingness to uncover and publish the most embarrassing facts he can find about famous people, and his loud sports jackets and ties. Besides writing for the Sun, he also submits “stories” to the National Inquisition and other supermarket tabloids. THE NATIONAL INQUISITION Bat-boys! Aliens! Thousand-pound Siamese twins! Elvis’s secret celery and mayonnaise diet! All this, and more, you can read about in the pages of the National Inquisition, one of America’s most popular supermarket tabloids. Most people con- sider its “reporting” nothing more than entertaining fiction, but a surprising number of people actually believe the nonsense it publishes. OTHER JOURNALISTS Not every journalist works exclusively for one paper. Some of them freelance, digging up whatever stories they can find and selling them to whichever paper pays the best. Some of Hudson City’s most noteworthy unaffiliated newshounds (and a few others who’ve achieved notoriety outside of the city) include: Jack Berlin: The City News’s star politics reporter is a thirty-year veteran of the news game. He started pounding out stories on a manual type- writer, and even though he uses a computer today he’s prone to reminiscing about the “good old days” when men dominated the newsrooms and alcoholism was practically a prerequisite for the job. He’s exposed numerous cases of corrup- tion in local, state, and national politics, making him an iconic figure to many reporters. He’s writ- ten several books; many people know him better for them than for his reporting. Sophie Dulfer: When there’s no photographer avail- able... or willing... to cover dangerous assignments, newspaper editors call Sophie Dulfer. She’ll go any- where — Freetown, Lafayette, Baghdad, the Sudan, City Hall — to get the top-notch pictures her employers demand. She’s been threatened, beaten up, spit on, and shot at... but she always gets the pics. In addition to her newspaper work, she’s pub- lished several books of photos, including one photo essay of southern Hudson City, Southside Portraits. Frank Keaton: Sometimes called “Fedora” for his trademark hat, Frank Keaton is a freelance crime reporter — and a good one. He’s got a well- deserved reputation for having the latest, most accurate information about the Hudson City underworld (rumor has it he even provides infor- mation to vigilantes like Renegade and DarkAngel). He’s written for the City News, the Mirror, and the Star-Gazette at various times, and has also authored two books: Evil Ascendant: The Coming Rise Of The Mafia and Eastern Evil: The Rise Of Russian Organized Crime In America. He’s said to be work- ing on a third book, this one about Chinese orga- nized crime. His biggest story to date was an exposé of Mexican Mafia activities in Hudson City that was nominated for a Pulitzer Prize. Carl Lundberg: Known as the “wild-mannered reporter,” Lundberg has a well-deserved reputation for taking crazy risks to get his stories for the City News and Star-Gazette (he sells mainly to the latter, though he’s really profited from the “bidding war” their competition has forced them into). Without a thought for his own safety he’ll walk into the depths of Freetown or Latin City to interview gangbangers, ride along with the cops in some of the worst precincts in town, or barge into society functions to conduct “shock interviews.” It’s a good thing he comes up with such great stories, or his antics would have gotten him fired long ago. Robert L. Stephenson: Stephenson used to work for the City News, but became a freelancer after a falling out with his editors there. He primarily covers the courthouse beat, and to a lesser extent police matters. He knows a lot of cops and judicial officials. CINDY GUTIERREZ-SOSA 8 STR 12 DEX 10 CON 10 BODY 13 INT 12 EGO 18 PRE 14 COM 2 PD 2 ED 2 SPD 4 REC 20 END 19 STUN Abilities: Bureaucratics 14-, Bribery 8-, Combat Driving 8-, Computer Programming 8-, Con- cealment 12-, Conversa- tion 13-, Deduction 13-, High Society 13-, Lock- picking 8-, Persuasion 13-, Seduction 13-, Con- tacts (30 points’ worth, throughout Hudson City), Fringe Benefit: Press Pass 25+ Disadvantages: Psy- chological Limitation: Stops At Nothing To Get The Story; Reputation: pain in the ass reporter; Rivalry (Professional, with other reporters); Social Limitation: Sub- ject To Orders Notes: A 32 year-old Hispanic woman born in Latin City, Conchita “Cynthia” Gutierrez- Sosa knew from an early age that she wanted to be a reporter. She put herself through HCC working odd jobs for various newspapers, then wrangled a job as a cub reporter at the Mirror. She soon showed her editors that she knew what she was doing, and they began to turn her loose on bigger and bigger stories. Today she’s one of the most highly respected report- ers in Hudson City, one whose stories almost always get picked up by the wire services. Hudson City ■ Chapter Three 109 “Yeah! Yeah! Go, man, go, go, go... touch- down!!!” “!$&*%@’ A, man. The Thunderbolts are goin’ all the way this year!” “I’ll drink to that! *%&!, I’m outta beer. You wanna ’nother?” “Yeah, I’ll go with you. C’mon.” It wasn’t much of a walk down to the beer stand, but the going was slow because of the crowds. Start of the season and the Thunder- bolts were winning, so everyone wanted to be part of the action. “They oughtta have a special lane just for season ticket holders like you ’n’ me, huh, Jerry? “No *%&!, man. This crowd sucks.” “Here we are. Christ, look at the line! By the time we get back it’s gonna be fourth quarter.” “Maybe — but what fun would it be to watch the game without beer, man?” — conversation overheard at Stewart County Stadium. From the richest resident of Irishtown to the poorest Southside slum-dweller, every Hudsonite wants to have a good time once in a while — and some people devote their whole lives to keeping entertained. Fortunately, Hudson City offers count- less opportunities for relaxation and fun. AMUSEMENT PARKS Lots of Hudsonites have kids, and most of those kids don’t want to go to museums or the opera — they want to have fun! And fun often means amusement and theme parks built with the young (and young at heart) in mind. CARNIVAL WORLD Built largely (though not entirely) around a “circus” theme on several dozen acres of land out- side Benton County, Carnival World has rides and games for all ages, a large petting zoo, and excellent popcorn. Every year in March it stages a major “Mardi Gras” promotion complete with parades, parties (both for kids and adults-only), and lots of free, gawdy fake jewelry. DINO-LAND Located in south Stewartville, this amuse- ment park was designed to appeal to kids who like dinosaurs... and what kid doesn’t like dinosaurs? All of its rides and attractions are structured around various dinosaurs or other “prehistoric” themes, with just a dash of education mixed in so the park can bill itself as a “learning center.” Its chief mascot, loveable cartoon character Wally D. Dinosaur, is a red humanoid tyrannosaur often seen on tee-shirts, stadium cups, and other memorabilia. HUDSON GARDENS While this park’s name emphasizes its large and well-stocked arboretum and bird sanctuary, what appeals most to the kids are all the rides — particularly Maximum Panic, one of the largest and fastest roller coasters in America. Located just outside Rockwell in Corinth County, Hudson Gar- dens remains open year-round, though not all rides operate during cold weather. SPLASH MOUNTAIN Located a little ways south of Burkett’s Mill and easily accessible from the Outer Beltline, Splash Mountain is “the water park to end all water parks!” (or at least, that’s what its commercials say). Open from Memorial Day to Labor Day, it’s the perfect place to cool off during those hot summer days if you like your waves and water without the accom- panying sand and seagulls. CULTURAL EVENTS AND FINE ARTS On the opposite end of the spectrum from amusement parks are cultural events and facilities — everything from the most high-brow opera to gal- leries containing the latest, weirdest post-modern art. Dance Hudson City has two major dance companies. The first, the Ferranti Ballet, performs year-round in the Ferranti Auditorium (see below), typically offer- ing six shows per year in addition to performances of The Nutcracker every December. The second, the New City Dance Ensemble, conducts many different kinds of dance performances, from modern, to folk dances, to traditional ballet. One several occasions it has come under fire for some of its rather risqué perfor- mances set to popular music. Most of its shows take place at the Dickens Center, a smallish auditorium located on 24th Avenue near Centre Street. ON THE TOWN IN THE NEWS IN 2004: BLOOD AMONG THE WAVES June — Childrens’ laughter and shrieks of amusement turned to screams of terror when a deranged man began shooting at people visit- ing the Splash Moun- tain amusement park outside Hudson City. Two persons — one adult, one child — were killed, and three more injured, before police ended a tense standoff by shooting and killing the assailant. The killer was Zach- ary Creighton, a U.S. Marine veteran trained as a sniper who saw action in the Middle East during Operation Desert Storm. In recent years Creighton had received treatment from the Veteran’s Adminis- tration for increasingly severe mental problems. According to medical records released by the government following the shooting, Creighton was given to fits of para- noia, and occasionally even hallucinations. What precisely trig- gered the episode that led to the shooting at Splash Mountain, or why he picked that par- ticular location to attack, remains unknown. Hero System 5th Edition 110 ■ A Day In The Life Opera And Symphony Classical music is alive and well in Hudson City, from the finest auditoriums to the musicians performing on streetcorners for whatever the passing public is willing to toss into their instru- ment cases. The Hudson City Symphony Orchestra, Maestro Ilario Riccobene conducting, is widely regarded as one of the best symphonies in the United States. It usually performs in the Kleinmann Center (see below), but often goes on the road to play other auditoriums both in Hudson City and around the world. It also has a “pops” series of con- certs offered every summer for people interested in the lighter side of classical music. The Hudson City Opera Company, based in the Mulholland Opera House near Gadsden Park, puts on three to five productions a year, and tours every other year. Its stars include soprano Ashley Fitzsimmons and tenor Giacomo Mastangelo. The portly Mastangelo is something of an eccentric; he’s known for descending on a restaurant with an entourage of beautiful young women and various hangers-on, demanding the best tables, ordering one of everything for the group, and then eating and drinking until the management has to pour him into a cab and send him home. Theatre Hudson City also has two major outlets for drama. The first is the “Golden Avenue” of theaters and playhouses in Worthington (see page 87). Hudsonites with a hankering to see live plays and musicals can go to the Golden Avenue any day of the year and see a show. The other is the Hudson City Shakespeare Company, which performs in the New Globe Theatre in LeMastre Park. It offers four to six major plays a year, plus several other smaller productions, restricting itself to Shakespeare and similar works. Its annual production of A Christ- mas Carol is a Hudson City holiday tradition that attracts thousands. Beyond that, anything goes. There are many small playhouses and other venues for perfor- mance art, amateur plays, and various stage performances. The avant garde of Hudson City drama visits these places almost every night, but most Hudsonites find the performances bizarre, stupid, and even offensive. Performance artist Lydia Rubinstein, whose act involves her humor- ously masturbating on stage while audience members throw paint-filled balloons at her, dis- misses such critics as “grey-minded yokels.” Visual Arts Hudson City is home to a vibrant and active visual arts scene, much of it focused around two areas: the galleries and shops of Ashwood; and the auction houses and galleries of Bankhurst, High- lands, and Worthington. GALLERIES AND AUCTION HOUSES In addition to the art sellers described in Chapter Two, there are many galleries and auction houses displaying and selling the latest works of modern creators as well as earlier artists. Some of the best-known include: Arte Fantastique (372 Trelham Avenue): Catering to art collectors with more money than sense (or taste), Arte Fantastique sells the latest, weirdest art it can find. The average person walking into the Arte Fan- tastique gallery would wonder where the art is, or at the very least why those things are called “art,” but for some people these abstract paintings and objects are well worth their high pricetags. The Landauer Galleries (744 Steele Street): Founded over 80 years ago, the Landauer Galleries specializes in paintings (particularly those of the early twentieth cen- tury), but also carries some sculptures and other items (mainly medieval and Renaissance pieces). Landauer deals mostly with private collectors, but periodically holds public auctions when it has a large number of what it considers “low-value” paintings to sell. Llewellyn’s (northwest corner of 11th Avenue and Northampton Street): Considered by many the pre- miere auction house in the city, Llewellyn’s special- izes in fine art (particularly paintings and decorative pieces), but will stage an auction of just about any- thing if it feels there’s a market. For example, over the past half-dozen years its auctions have included “Treasures from the Ascención” (various artifacts recovered from a Spanish treasure ship), “Rock and Soul Memorabilia, 1966-1976,” and “Medieval Ivo- ries of the Moeller Estate.” Llewellyn’s staff includes experts in nearly every type of visual art. Szalai House (southwest corner of Onslow Avenue and Lennox Street): If Llewellyn’s has any competi- tion in town, it’s the Szalai House. Founded in 1971 by Hungarian artist and immigrant Viktor Szalai, and now managed principally by his son Theodore, Szalai House covers the entire gamut of the art world, including fine housewares such as expensive china and silverware collections. Compared to Llewellyn’s it’s technologically savvy, often conduct- ing auctions of minor pieces online or delving into the up-and-coming world of techno-art. ARTISTS Some of the most popular Hudson City artists in the early twenty-first century include: Fractal: An eccentric techno-artist who answers to no other name. Fractal made his mark on the Hudson City art world with his 1987 exhibit of computer-generated abstract art, and has remained popular ever since. His originals now command upwards of $50,000 apiece. KRISTEN MCCULLEN 8 STR 12 DEX 8 CON 8 BODY 10 INT 10 EGO 13 PRE 16 COM 2 PD 2 ED 1 SPD 4 REC 16 END 16 STUN Abilities: High Society 12-, KS: The Classical Music World 13-, PS: Play Clarinet 13-, PS: Play Oboe 16-, Sleight Of Hand 8-, Streetwise 8- 25+ Disadvantages: Psychological Limita- tion: Artistic Tempera- ment Notes: One of the most gifted oboists in Hudson City Symphony history, Kristen McCullen was fired from the Sym- phony after a bitter dis- pute with the conductor which she refuses to discuss. Unable to find other steady musical work, she supplements her meager income from performing at weddings and similar events by performing for tips on the street with two of her friends (a violinist and a cellist). She’s become a lot more street-smart than she used to be, and may see and hear things the cops or vigilantes would find useful to know. She can be difficult to get along with, though... particu- larly if you interrupt one of her performances. Hudson City ■ Chapter Three 111 J. Piero Grinyi: A sculptor from Italy, Grinyi cre- ated the statues of Blind Justice that grace the steps of Courthouse Plaza. Many of his other works, both representational and abstract, appear elsewhere in the city. Having a Grinyi in front of your offices or in your home is considered a sign of high class and taste. Curtis Keiths: Trained primarily as a draftsman, Keiths has built a name for himself as an artist by rendering exquisite, artistically-drawn maps of peoples’ homes, hometowns, favorite parks, or even fantastic locations from books. Scot N. Rook: Known for his angular abstract human figures and for his offbeat landscapes, Scot Rook has become one of Hudson City’s favorite artists. Critics sometimes compare his work to that of Edvard Munch. He’s recently been experiment- ing with color and non-traditional media, and no doubt these forays will yield some bold and inter- esting works in years to come. Gregory Smythe: A painter and drawer best known for his exquisitely-drawn pen-and-ink sketches of odd human figures. Noted for their clarity and style, his drawings have revolutionized some corners of the art world. Auditoriums And Halls Performers — both local companies and visit- ing troupes — need a place to put on their perfor- mances. Some of the audiences and performance halls in Hudson City include: The Ferranti Auditorium (southeast corner of Dunlop Avenue and Van Buren Street): Funded by the wealthy Ferranti family around the turn of the century, this hall is noted for its luxuriousness and beauty. Frescoes, murals, paintings, and other works of art fill every available space. The city’s saying “in the Ferranti style” refers to anything done or created with a maximum of beauty, opulence, and sophisticated taste. The Kleinmann Center for the Performing and Visual Arts (southwest corner of 4th Avenue and Caxton Street): Built primarily with donations from Abel and Nancy Kleinmann and their four children, this remarkable arts complex is half a series of performance auditoriums, half an art museum. Some of the greatest performers and artists in the world have shown their work here. The Center is also known for its fabulous Foun- tain Gardens, a series of “water sculptures” that decorate its main courtyard. MUSEUMS Hudson City has dozens of museums and sim- ilar attractions, ranging from small ones established as tax shelters and devoted to obscure subjects (for example, the Hudson City Clock Museum in Black- bridge) to large, world-class institutions like the Natural History Museum. More than a few of them have been the targets of robbers, forgers, or other criminals from time to time. THE HUDSON CITY GANGLAND MUSEUM This museum at the corner of Van Buren and 11th in Blackbridge captures in vivid detail the life and times of the gangster era of the Twenties and Thirties. Featured displays include the car used by Albert “Al the Rhino” Torccone during the infa- mous “Slaughterhouse Run”; a collection of guns from various members of the Murder Syndicate; one of Al Capone’s hats; and a life-size recreation of a Scatucci speakeasy/casino. THE HUDSON CITY HISTORICAL MUSEUM Anyone interested in the history of Hudson City should visit the Historical Museum at 18th Avenue and Mathews Street, right near the head- quarters of the Historical Society (which owns and maintains the museum). Its relics and records of life in the Pearl City over the past 200 years contain all sorts of interesting tidbits of information. Accord- ing to some experts, the Museum’s records of pre- 1895 property records and related documents are more complete than those owned by the city itself, since the city’s were damaged in the Independence Day fire. THE HUDSON CITY MUSEUM OF ANTHRO- POLOGY AND NATURAL HISTORY Located in an enormous building at the corner of 8th Avenue and N. Adams Street directly across from Gadsden Park, the “MANH” is devoted to the subject of Humanity and the world it lives in. Separate wings of the museum deal with different subjects (such as Insects, Paleontology, Early Man, or Snakes and Reptiles); the facility also features a small aquarium and a planetarium. Among its many valuable collections, the “Gems and Minerals of the World” exhibit stands out as a particularly tempting target for criminals. In addition to its displayed collections, its several underground levels maintain extensive research collections in various fields. THE HUDSON CITY MUSEUM OF MODERN ART If an object was created in the last thirty or forty years and is considered “art,” there’s a good chance you’ll find it at the HCMMA, at the south- west corner of 17th Avenue and Watts Street. From abstract paintings, to bizarre sculptures, to “sound sculptures” that aren’t even tangible, the Museum of Modern Art has it all. FREDERICK TANNENBAUM 8 STR 10 DEX 10 CON 8 BODY 8 INT 8 EGO 10 PRE 8 COM 3 PD 3 ED 2 SPD 4 REC 20 END 17 STUN Abilities: KS: Reptiles 13-, KS: Snakes Of The World 14-, PS: Museum Curator 11-, SS: Herpe- tology 12, SS: Ophidiol- ogy 14- Disadvantages: None Notes: Many scientists work at the Museum of Anthropology and Natural History in some capacity, and Frederick Tannenbaum is one of them. An expert on her- petology (the study of reptiles), and in particu- lar snakes, he’s one of the curators responsible for the museum’s reptile collection and exhibits. A shy, retiring man, he doesn’t socialize much, preferring the company of his snakes and books to that of people. Hero System 5th Edition 112 ■ A Day In The Life THE KLEINMANN CENTER Described in more detail above, the Center devotes one wing of its building to an art museum. It has an extensive and valuable collection of paint- ings and sculpture, including Japanese netsuke figu- rines and a large selection of the works of El Greco. THE MUSEUM OF WORLD ART An institution devoted to preserving forms of art from all over the world, whether they’re ancient pottery, modern abstract art, or anything in between. It also has a valuable collection of medi- eval arms and armor (both European and Oriental). OLDE HUDSON CITY A “living museum” that attempts to immerse its visitors in the historical experience, Olde Hudson City is a small section of the city around Ferry Street and South River Drive that’s been restored to an early 1800s state. Visitors and natives alike come here for a taste of American history. Olde Hudson City’s attractions include demonstra- tions of various crafts (blacksmithing, weaving, and the like) and its Olde Time Ferry (which provides a charming 90-minute trip around the scenic parts of the Hudson City coastline). THE THORSON MUSEUM OF ARCHAEOLOGY Originally funded by Lars Thorson, an immi- grant from Iceland, in the early twentieth century, the Thorson has grown into one of the biggest and most highly regarded archaeology museums in the world. Since 1981 it’s been housed in a large, intricately-designed building at the corner of Vance Avenue and Iroquois Street in Guilford. The Thorson covers all time periods and places of human history, but its Mesoamerican, Colonial American, and Chinese collections are particularly extensive and fascinating. It also funds archaeology expeditions all over the world. THE MUSIC SCENE Hudson City’s no Nashville, Seattle, or L.A., but it still has an active music scene. Many major record labels have offices here and are always on the lookout for new talent. THE PERFORMERS Hudsonites have plenty of opportunities to listen to national or international performers who perform concerts in the city, but they’ve also got lots of local favorites, such as: Blended Neon: Not exactly a rock band, not exactly a jazz band, Blended Neon defies easy description, though comparisons to Steely Dan aren’t unknown. It’s smooth, precisely-crafted music sometimes soothes, sometimes energizes, but always pleases. Lead singer and occasional keyboardist Mickey Asbury is a particular favorite with female fans due to his roguish good looks and single status. Flog My Nixon: Hard alternative rock and heavy metal are the order of the day at Flog My Nixon concerts, where the band’s as likely to start throw- ing cans of beer and chocolate bars out into the audience as to finish a song. The band is well- known outside of Hudson City; it’s toured the country together with other bands several times. Hy On Lyf: The five soulful balladeers of Hy On Lyf are teens from Freetown who were “discovered” by a record exec when they sang at a rent party. Critics have savaged their boy band pop offerings, but the fans clearly do not agree. Maximum Color: Hudson City’s most famous rap group, Maximum Color was nearly wiped out when two of its members were murdered in a drive-by shooting thought to be part of the long and bitter “East Coast versus West Coast rap wars” of the Nineties. But the surviving rappers regrouped and found two new members, so Maximum Color’s come back stronger than ever. Napalm Martini: A rock band that can be found playing local clubs nearly every week, Napalm Mar- tini plays both classic and alternative rock covers as well as a few songs of its own. It keeps hoping for a major record deal, and has come close several times, but somehow success always seems to elude it at the last minute. Slices Of Psychosis: Despite the fact that all of its members grew up in good homes in Guilford and Ardmore and essentially wanted for nothing, Slices Of Psychosis has achieved notable success with its alternative rock songs of teen angst, disaffection, loss, and misery. One critic claimed that listening to LEGALIZED GAMBLING Given Hudson City’s relative proximity to Atlantic City, some segments of the popu- lation have pushed for legalized gambling in Hudson City for years, but they’ve failed to make much headway. Local politicians point out that gambling really doesn’t seem to have done a whole lot for Atlantic City other than increase its orga- nized crime problem — something Hudson City really doesn’t need (though it could, admit- tedly, use the casino jobs). For now the issue seems permanently stuck in the “ain’t gonna happen” category, but you never know which way the political winds will shift.... Hudson City ■ Chapter Three 113 their albums set his therapy back two years, which the band took as high praise. The Solitaires: A favorite doo-wop group from the Fifties and Sixties, the Solitaires still perform at local benefit concerts and other charity events. Some of the members hope for a Tony Bennett- style comeback, but so far it’s not happening. Syncopation: A critically- and commercially- acclaimed instrumental jazz band, Syncopation was led by saxophonist by Jeffrey Hayes until his death at the hands of a mugger in 2002. Behind new leader Marcus Robelle, the band has continued its successful career. It has a gig almost every night at some jazz bar/nightclub or other in the city. Woodrow Crashes The Scooter: This alternative rock band creates its distinctive sound by mixing orchestral instruments, like cellos and bassoons, into its lineup. Lead singer Ricky Curwin is a musi- cal genius who can play nearly three dozen instru- ments, so he handles most of the unusual playing without the need to hire outside performers. THE CLUBS If you want to keep up with what’s going on in the Hudson City music scene, you gotta hit the clubs. In addition to some of the ones described in Chapter Two, check out these places for the latest in tunage: Club H (northwest corner of Garland Avenue and Northampton Street): No one knows exactly what the H stands for. Most people think it’s “hot music,” because that’s the only type that gets played at this place. National stars and local bands alike take the stage at Club H, and the dance floor’s always packed with students from nearby HCSU, young profes- sionals trying to stay on the cutting edge of things, beautiful people looking to meet other beautiful people, and plenty of others. Emerald (450 Ilderton Street): Jazz, blues, soul, and even a little bit of pop/rock are what you’ll hear at Emerald, where the dance floor is small because most patrons prefer to remain seated and listen to the music in peace. The owner, Gil Osterman, keeps the back corner table reserved exclusively for him- self and his guests. R Cadia (3670 Kiser Street): Local music critics will tell you that R Cadia is the hottest rap and hip-hop club in Freetown, and they’re right. Several acts that got their start here, like the Split Peez, went on to national fame. But most patrons don’t care about that — they’re just looking to hear some great music, and R Cadia’s managers make sure they’re not disappointed. The Warehouse (430 Gorham Street): This place is just what it says: a former warehouse converted into a live music club. It usually books heavy metal bands, acts on the harder side of alternative rock, and the like, but every now and then a classic rock- oriented group shows up in the mix. RESTAURANTS Let’s eat! Besides the many restaurants listed in Chapter Two, here are some others enjoyed by both Hudsonites and visitors. Botticelli (southwest corner of Dunlop Avenue and Watts Street): Renowned for the “living painting” version of the eponymous artist’s The Birth Of Venus that it stages every evening between 8:00 and 10:00 PM, Botticelli is one of the most elegant... and expensive... restaurants in Hudson City. Its Oysters Botticelli and Filet Botticelli are so popular that they’ve passed into the American gourmet recipe book — but they’re always better when eaten at the place that created them. The Green Room (southwest corner of Lewiston Avenue and Centre Street): Traditionally visited by Golden Avenue actors either before or after they go on stage for the evening, the Green Room has been described as “an elegant deli.” It’s not the sort of “joint” most people think of when they hear the term “deli” — diners sit at wooden tables on nice chairs, and the decor is definitely a cut above diner chic — but the food is mostly deli fare, if slightly upscaled. Many people say the pastrami and pickles at the Green Room are the best in the city. The Gumbo Shack (northwest corner of Teller Avenue and Burke Street): Despite its rustic-sounding name, this is a nice, almost upscale restaurant. Serving the best in both traditional and modern Cajun and Creole cuisine, it’s experienced a surge in business recently since renowned celebrity chef “Louisiana Lucien” Madrelle bought it. If you want the best crayfish, gumbo, or jumbalaya in the city, this is the place to go. La Maison Continentale (northwest corner of Kemp Avenue and DeWitt Street): Among the many elegant, expensive restaurants in Hudson City, La Maison Continentale stands out. From the moment a patron pulls up in front and the uniformed valets hurry out to park his car for him while the doorman holds the door open, his every desire and need is fulfilled by the attentive staff. One critic described the food at the Maison Continentale — a mix of continental dishes and American favorites, with a slight empha- sis on French food — as “beyond five-star,” and the weeks- or months-long waiting list to get a table there indicates that Hudsonites agree. RICKY SULLIVAN 9 STR 10 DEX 11 CON 9 BODY 8 INT 8 EGO 13 PRE 12 COM 3 PD 3 ED 2 SPD 4 REC 22 END 20 STUN Abilities: KS: Comic Books 11-, KS: Hudson City Music Scene 13-, KS: Kung Fu Movies 11-, KS: Rock Music 11-, PS: Play Guitar 13-, PS: Rock Musician 12-, PS: Singing 13-, Seduc- tion 12-, Streetwise 8-, Trading 8- Disadvantages: Money: Poor Notes: Ricky is the lead singer and guitarist for the rock band Tarnish, a hometown group described by the local music press as “alter- native, lightly frosted with heavy metal.” So far the group hasn’t achieved any real degree of commercial success, and though it usually manages to find gigs at least four nights out of the week, what little money the members earn mainly goes to rent, food, and band upkeep. But despite the sometimes angst-ridden nature of the group’s songs, Ricky’s a pretty optimistic guy — he’s certain their big break’s right around the corner. Hero System 5th Edition 114 ■ A Day In The Life SPORTS Hudsonites are as sports-crazy as the rest of the world — and fortunately for them, they live in a city that provides dozens of opportunities every year to watch professional and collegiate sporting events. Pro Sports Teams Hudson City has teams competing in all major professional sports. BASEBALL: THE HUDSON CITY HEROES The Hudson City Heroes belong to the National League, Eastern Division. Owned through various proxies by local sports mogul Thomas Allen, the Heroes had a 2004 record of 70-91 and failed to make the playoffs. Some observers attri- bute this to injuries that kept several star players, including shortstop and strong hitter Randy Wil- liams, off the field — but most people blame the coaching. Allen apparently agrees, since he fired the former coach and hired David Curtis to take his place. Under Curtis, the Heroes and their fans hope for a better record in the seasons ahead. The Herodome The Heroes play in the Herodome, a domed stadium located near the intersection of Coleman Avenue and S. Madison Street (teams from nearby City College also use the Dome). It seats about 50,000 people. In addition to the Heroes, one of its biggest attractions is the HeroDog (an 18” hot dog with the works) and an accompanying cup of beer for only $3.50. BASKETBALL: THE HUDSON CITY COUGARS Part of the Atlantic Division of the NBA, the Cougars were an expansion team founded in 1998. So far they haven’t done very well, unfortunately: their 2003-04 record was 30-52, not good enough for the playoffs. However, they recently recruited several players from Duke University, so their future success is assured. Clarence Harris, a former pro basketball star who played for the Lakers and the Clippers, owns the Cougars together with media mogul Ben Berkely. A flamboyant man who likes funky-look- ing suits and big cigars, Harris watches every game from his ultra-luxury box in the Sports Metroplex. The Berkely Sports Metroplex The Cougars play at the Berkely Sports Metro- plex, a 33,000-seat arena attached to the Berkely Commercial Center (page 30). Featuring a state of the art scoreboard weighing nearly 50,000 pounds (22,700 kg) and a plethora of luxury boxes for well- heeled sports fans, it’s also the home of the Hellions (see below) and many collegiate sports events. FOOTBALL: THE HUDSON CITY THUNDERBOLTS Also owned by Thomas Allen, the NFL’s Hudson City Thunderbolts (NFC Eastern Divi- sion) went 10-6 in 2003-04 but lost in the playoffs. Led by quarterback Andy “Stonehand” Mawser and wide receiver Dan Petanowski, they’re sure to make another run for the Super Bowl in years to come. Stewart County Stadium Hudson City’s newest and largest stadium, the SCS seats 85,000. It was built as a joint venture between Thomas Allen and the city as a venue not only for the Thunderbolts, but for many other major events. Hudsonites have already begun to complain that its location, on the far western edge of Guilford, isn’t served by either the EL or the subway. In response Allen has set up a free shuttle service between Salem Station and the stadium, and is investigating the possibility of having an EL line built. HOCKEY: THE HUDSON CITY STORM The Hudson City Storm plays as part of the Atlantic Division of the NHL. It had a 2003-04 record of 37-27-13-5, and lost in the first round of the playoffs. Despite its relatively poor record, the Storm remains one of the most popular of the Hudson City professional teams. Beverly Fioretta, the widow of financier Merlin Fioretta, owns the Storm. She has no real interest in professional sports, and is simply holding onto the team out of respect for her deceased husband, who loved it. Rumor has it she’s already begun shopping around to sell it. The Jason Devon Memorial Coliseum Built to honor Hudson City’s greatest World War II hero and his fellow veterans, the JDMC seats 28,000 and is the home of the Hudson City Storm as well as many other sporting events. But it’s more than just a sports arena — it hosts many conven- tions and trade shows in conjunction with the nearby Hudson City Convention Center (to which it’s connected by both skybridges and underground tunnels). It’s also a popular concert venue. OTHER TEAMS Hudson City’s arena football team is called the Hellions, and plays at the Sports Metroplex. It had trouble drawing crowds its first few years, but it’s become popular enough now that the future of the franchise seems solid. Its fans affectionately refer to it as “the Brats” due to its players’ seeming attempts to live up to their team name on occasion. Hudson City also has a soccer team, the Harri- ers. It plays at Stewart County Stadium. DANNY VISCONTI 10 STR 9 DEX 10 CON 10 BODY 8 INT 8 EGO 10 PRE 8 COM 3 PD 2 ED 2 SPD 4 REC 20 END 10 STUN Abilities: Concealment 11-, AK: Stewart County Stadium 13-, CK: Little Italy, Guilford, And Ard- more 14-, CK: Hudson City 8-, PS: Security Guard 11-, Fringe Ben- efit: Membership (Stew- art County Stadium staff) Disadvantages: Social Limitation: Subject To Orders Notes: Danny Visconti is one of dozens of security guards who help keep things under control at the Stewart County Stadium. He calms down rowdy fans, ejects fans who violate Stadium policy and the law, and does his best to make sure everyone who comes to an event at the Stadium is safe and has a good time. Sometimes he sneaks in friends of his who don’t have tickets, and he scarfs up a lot of free hot dogs from the vendors, but that’s the extent of his “corruption.” Hudson City ■ Chapter Three 115 Other Sports Venues In addition to the stadiums and arenas described above, Hudson City has several other venues for sporting events, concerts, and similar activities. Pierpoint Arena: This 20,000-seat arena is located in Pierpoint at the intersection of 24 Avenue and N. Adams Street. The Cougars played here before the Sports Metroplex was built. Today it’s most often used for concerts and boxing. There’s been some talk of tearing it down to make way for a tennis complex. Gary Yancey Stadium: The stadium at Hudson City University, which seats 50,000. Much to the annoy- ance of HCSU, the annual HCU-HCSU football game always has to be played here, because the HCSU stadium has insufficient seating and parking to handle the crowd. Annual Sporting Events In addition to the Hudson City Marathon (page 103), the following major sporting events take place in or near Hudson City every year. Berkely Enterprises Hudson City Open: A tennis tournament held every August at the Hudson City Country Club. Boudreau’s Hudson City Open: A golf tournament held every April at Firetree Country Club. Part of its proceeds go to the Hudson City Jaycees and other charitable organizations. Hudson City Fighting Arts Tournament: An enor- mous martial arts competition staged every Octo- ber at the Jason Devon Memorial Coliseum. A full- contact tournament open to any qualified martial artist (regardless of style or school) provided he passes the qualification tests, the FAT is roundly condemned in some circles as sheer bloodsport. A related tournament for amateurs and non-contact fighters is held the week after. Tour de Hudson: A bicycle race throughout the city, disliked by many Hudsonites because of the way it ties up traffic. TONY AVANZI 10 STR 10 DEX 14 CON 13 BODY 10 INT 8 EGO 14 PRE 8 COM 6 PD 3 ED 3 SPD 7 REC 35 END 30 STUN Abilities: Martial Arts (Boxing — Jab, Martial Block, Martial Strike, Offensive Strike), Combat Driving 8-, Gambling (Sports Betting) 12-, KS: Boxing 13-, KS: New Jersey Sports Laws 11-, Stealth 11-, Streetwise 12-, WF: Small Arms, Contacts (10 points’ worth in the Mafia and the boxing world), Fringe Benefit: Athletic Control Board Employee Disadvantages: Social Limitation: Subject To Orders Notes: Tony Avanzi is Hudson City’s chief representative of the New Jersey State Athletic Control Board — the body that regulates and licenses boxing, martial arts competitions, and other combative sports. While licens- ing applications and final decisions all get taken care of in Trenton, he handles matters on the local front and make recommendations to his bosses. What it comes down to is, if you want to box professionally in Hudson City, you need Avanzi’s blessing. And if you’re his friend, he can get you front-row seats to any bout you wanna see. A former boxer himself, Avanzi is a real afficionado of the sport, and can talk about it for hours. Unfortunately, his love for it hasn’t kept him from exploiting it. He will- ingly takes kickbacks and bribes to approve fights that shouldn’t go forward, exploits fighters and managers for his own benefit, and bets heavily based on inside infor- mation. While not a member of the Mafia, he’s a known associate of several soldiers in the Verontese and Marcelli families and often does “favors” for them. Hero System 5th Edition 116 ■ A Day In The Life It’s not uncommon to refer to “Hudsonites” as if they were one big, homogenous group of people — but of course they come from a thousand differ- ent walks of life and believe in a thousand different things. There are lots of subcultures within any major urban area, and Hudson City’s no exception. THE ACADEMIC WORLD “Mayor Umstead, Superintendent Hughes, and the Schools Commission want to assure the parents of Hudson City that they take incidents such as this one very seriously. All reasonable steps are being taken to ensure the safety of every child in the school system.” “Rob! Rob! Rob! Rob! Rob! Rob!” “Marjorie.” “Rob, what’s the status on the injured student and Principal Michaels?” “I haven’t spoken to the hospital since this press conference began, but the latest information I have is that Principal Michaels was shot in the arm. The wound is superficial and he’s expected to make a full recovery. The student who was shot, Rudy Beck, is in serious condition at Vet- eran’s Memorial Hospital; we’re awaiting an update on his progress. The suspect, DeShawn Watson, was pronounced dead on arrival at VMH after being shot by the police during the encounter.” “Rob! Rob! Rob! Rob! Rob! Rob!” “Fred, then Julia.” “Rob, what started the incident?” “We don’t know yet for sure. Both students were in gangs, but not rival gangs, and as far as we know at this point there wasn’t any bad blood between them. As soon as we find anything out, we’ll let you know.” “Rob, how did Watson get the gun past the school’s metal detectors?” “The metal detectors at Riverside have been offline for the past week and a half due to the City Council’s failure to vote more money for school security matters.” — press conference following a shooting incident at Riverside High School Thousands of students of all ages live in Hudson City. Here’s where they do their learning. ELEMENTARY AND MIDDLE SCHOOLS Hudson City operates approximately six hundred elementary and middle schools covering grades K through 8. These schools employ 70,000 teachers and other staff. By most measures, the schools are doing a poor job of educating Hudson City’s children, only 40% of whom read at an acceptable level (and 20% of whom score at the lowest possible level above “illiterate” on stan- dardized tests). Hudson City organizes its schools into sixteen districts for administrative purposes. The chief administrator of the system (and of the city’s high schools; see below) is the Superintendent of Public Schools, an appointee hired for the job by the Schools Commission, to which he answers. As the most vis- ible school administrator in the city, the Superinten- dent catches a lot of parental flak that should more properly be addressed to the Commission or the City Council... but that’s why he gets the big bucks. As of 2004, Leticia Hughes, a 46 year-old black woman and mother of three, fills the Super- intendent’s chair. A former teacher who also has a law degree from HCU, she’s a tough old bird who doesn’t hesitate to voice her opinions about the subject at hand... no matter whom she happens to be talking to. She once caused a minor scandal by referring to a parent to his face as a “damn idiot” during a Schools Commission meeting, and that’s not the only time her name’s made the papers by any means. However, she’s got an excellent record as an administrator of various schools and districts within Hudson City, so Mayor Umstead’s willing to support her and give her a chance to turn the whole system around... at least for now. HIGH SCHOOLS Hudson City has a little over 200 high schools, with approximately 25,000 teachers and staff. Most of the schools are general educational schools, but some specialize in a particular curriculum, such as arts, sciences, business, computers, international affairs, or foreign languages. Unfortunately, the high schools aren’t doing any better a job than the elementary and middle schools. Only about 65% of students overall com- plete high school successfully; that number drops to 42% for black students and 38% for Hispanic students. In some school districts on the Southside, less than 30% of the students pass the city’s Reading and Math exams. HUDSON CITY SUBCULTURES ANGIE PENDRY 7 STR 9 DEX 8 CON 8 BODY 10 INT 10 EGO 13 PRE 8 COM 2 PD 2 ED 2 SPD 4 REC 16 END 16 STUN Abilities: +5 PRE (only to resist Presence Attacks), Concealment 11-, Deduction 11-, KS: Civics 11-, KS: Geogra- phy 11-, KS: History 13-, KS: Social Studies 13-, PS: Teacher 13-, Fringe Benefit: Membership (teacher in Hudson City public school system) Disadvantages: Social Limitation: Subject To Orders Notes: Angie Pendry teaches high school his- tory, civics, and social studies in Hudson City. Despite being only 5’3” tall, she’ll stand up to the biggest, toughest gang kid or football player and back him down if he disrespects her or doesn’t pay attention in class. She rides her stu- dents hard, but it’s worth it to see even a few of them go on to college and escape the poverty and harsh conditions they grew up in. Hudson City ■ Chapter Three 117 School safety is also a problem — fights, shoot- ings, arrests of students for drug dealing and other crimes, and assaults on teachers and staff occur every week (and daily, at some schools). As a gen- eral rule, Northside schools are better than those on the Southside, but each area of the city has its model schools and abject failures. The accompanying table lists some of the major high schools in Hudson City and surround- ing areas, along with their mascots and colors. Rivalries As in any school system, strong rivalries exist between certain schools (even though most schools don’t have any particular major rival). In Hudson City, the high school rivalries include: Central-Southern Eastlake-Hudson Beach Freetown-Southwestern Gadsden-Daniels Harrington-Western Riverside-Jackson Rockwell-Andrews Heights COLLEGES AND UNIVERSITIES In addition to about a dozen small commu- nity colleges and technical schools, Hudson City is home to four major institutions of higher learning: Freetown Community College (FCC; see page 52); Hudson City College; Hudson City State University (HCSU), and Hudson City University (HCU). Hudson City College Built in the 1950s, City College is located in Riverside at the intersection of Day Avenue and S. Jackson Street — right on the border with Forsyth and Freetown. The second smallest of Hudson City’s four major colleges, it has an undergraduate enrollment of about 10,000. Like FCC, it’s a minor- ity institution, with about 70% of the undergradu- ates being black, Hispanic, or members of other minority groups. City College also offers about a dozen different courses of post-graduate study. With its relatively low tuition, flexible class scheduling, and community outreach programs, HCC has helped many people who never would have gone to college obtain a degree and become “free of Free- town.” It’s well-known for its emphasis on group proj- ects and community assistance. One excellent exam- ple of this is its acclaimed Peer Study Group program, in which freshmen and sophomores are required to belong to a regularly-scheduled study group. City College’s mascot is an eagle; its colors are royal blue and white. It’s not considered much of a powerhouse at any sport, though its basketball team does fairly well within its conference most years. Hudson City State University Hudson City’s second-largest college is HCSU, whose campus is located where N. Jack- son Street terminates at 1st Avenue. It has an undergraduate enrollment of about 15,000. Its programs in Engineering and Philosophy are especially well-regarded, attracting many students from all over the country each year. It also has about a thousand graduate students enrolled in its business school, law school, and large selection of graduate degree programs. HCSU’s mascot is the catamount, and its colors are gold and grey. It has a strong rivalry with HCU, especially in football. Hudson City University With 18,000 undergraduates and about 2,000 grad students, HCU is Hudson City’s larg- est university. It’s also the city’s oldest, having been founded in 1818 by Sebastian Mays, a pros- perous merchant of the day. Although originally a private institution, it became a public univer- sity in the 1840s. Its undergraduate program is generally ranked in the top 50 in the country, and it has a full complement of graduate pro- HUDSON CITY HIGH SCHOOLS Name Of School Mascot Colors Caldwell Comets Red and Orange Carter Mustangs Dark Green and White Central Knights Blue and Silver Daniels Wolves Grey and White Dwight School of the Arts Wildcats Gold and Grey Eastern Spartans Gold and White Eastlake Tigers Orange and White Faraday Science Academy Lightning Gold and Light Blue Gadsden Mariners Burgundy and Gold Gibson Grizzlies Silver and Black Hammerskjold School of International Studies Blue Demons Blue and White Hayes Phantoms Grey and Blue Jackson Falcons Purple and White King Red Raiders Red and White Langley Jaguars Gold and Black Northeastern Cardinals Scarlet and White Northern Golden Eagles Gold and Brown Northwestern Ravens Black and White Riverside Buccaneers Gold and Blue Southeastern Bulldogs Dark Blue and White Southern Gators Green and White Southwestern Apaches Red and Gold Upton Warriors Green and Black Western Redhawks Red and Black SUBURBAN HIGH SCHOOLS Name Of School Mascot Colors Andrews Heights Kings Blue and White Arcadia Panthers Red and White Cambria Thunderbirds Red and Grey Clifton Tornadoes Burgundy and White Harrington Lions Light Blue and White Hudson Beach Sharks Light Blue and Green Maple Valley Minutemen Dark Blue and White Northdale Eagles Crimson and White Rockwell Spiders Black and Gold Rome Chiefs Red and Black Southport Hornets Yellow and White Stewartville Giants Purple and White Willowford Pirates Gold and Purple PRIVATE HIGH SCHOOLS Name Of School Mascot Colors Ashmont-Tate Day School Hawks Blue and White Bremerton Christian Academy Crusaders Red and White Hudson City Day School Bengals Orange and Black New Hope Friends School Cyclones Blue and Red Hero System 5th Edition 118 ■ A Day In The Life grams and schools (including the Lange School of Law, HCU School of Medicine, and DeGraff Business School). The HCU campus is located at the intersection of 4th Avenue and N. Lincoln Street in Guilford. Exten- sively redesigned after the 1895 fire, most of the build- ings feature a Georgian style of architecture. More recent buildings feature different styles. HCU’s mascot is the Pioneer, and its colors are scarlet and blue. The Community College System The Community Colleges of Hudson City (usually referred to simply as “CCHC”) is Hudson City’s network of community colleges. Its facili- ties are scattered throughout approximately three dozen separate locations, slightly over half of them on the Southside. They serve as two-year junior colleges for students who want to go on to other colleges, vocational training schools for students who want to go to work in a particular trade, and continuing adult education facilities. Their class offerings are always broad and eclectic, ranging from traditional academic subjects to odd offerings like “Star Trek and Popular Culture.” In a typical year about 15,000 to 20,000 students enroll in the CCHC system. Prominent Scholars There are many renowned scholars living and teaching in Hudson City. They include: Seth T. Coine: Doctor Coine teaches at HCU, lectur- ing both to undergraduates and business school students. He is an expert on human resources man- agement and the health care industry, and has writ- ten extensively on both topics. His work exposes him both to Hudson City’s business community and its social services agencies, so he knows a lot of people from all walks of life throughout the city. He is married and the father of three. Alice Estes: Professor Estes is a faculty member at HCSU and at both of the city’s law schools. Possess- ing both a Ph.D. in Criminology and a law degree, she’s considered a national expert on criminology and criminal law. Unlike many purely book-learned academics, she gets some of her knowledge from time in the trenches: she’s a former Assistant County Prosecutor. Ginny Hernandez: An expert physicist who teaches at HCSU and HCU. Rumor has it she once worked on nuclear bombs and other important high-tech weapons projects for the federal government. Robert Perrine: Doctor Perrine, a talented civil and mechanical engineer, teaches at City College. He’s done freelance engineering work for the city and several major architectural firms in the region, and knows a lot about Hudson City’s infrastructure. Suhail Ravnashaputra: “Professor R,” as he prefers to be called, is one of the most popular profs at HCU. He teaches psychology to undergraduates and psychiatry to medical students (he has both a Ph.D. and an M.D.). A friendly man who’s always willing to try to help people, he has a reputation as one of the most likeable professors on campus. The odd thing about this is that one of his areas of special knowledge is the psychology of serial killers and rapists, police psychology, and criminal psy- chology in general; he’s even served as a consultant for the FBI’s Behavioral Sciences Unit on several serial killer cases and similar murders. Somehow the grim subjects he deals with every day don’t rub off on him and spoil his cheerful disposition. OTHER NOTEWORTHY SCHOLARS Here are the names of a few other notable academicians. FCC Baruti Sukuma (history, anthropology) Barry Sylvester (journalism, political science) HCC Nathan Abbott (accounting) Gerald Fort (journalism, literature) Joelle Zimenic (computer science) HCSU Norman Newell (engineering, chemistry) Malcolm Prevett (philosophy, literature) Kenneth Simms (oceanography) HCU Howard Alexander (religion) Arthur Hobbes (criminology, criminal psychology) Amy Saunders (engineering) Hudson City ■ Chapter Three 119 William Simmons: Better known to people as “the Roach Professor” due to several stories about his work in the media, this City College biologist has made a career out of studying urban vermin: rats, roaches, silverfish, and more. If you want to know something about Hudson City’s native “wildlife,” Bill Simmons is the man to ask. THE BUSINESS WORLD “So where do we stand on the McCluskey deal?” “Good and bad, sir. The bank’s agreed to loan us the money we need to complete the transac- tion, so we’re good to go on financing. The seller still wants to sell. But we’ve hit a snag on the zoning end.” “What sort of “snag,” Jack?” “Well, the Planning Department has raised some serious concerns about the “remodeling” you want to do. They don’t think it’s within the parameters for the area’s zoning — in fact, they think you’re pretty much just rebuilding the building, not remodeling it.” “They’re smarter than we gave them credit for, I guess. Who do we know in the Planning Department?” “No one, sir — not anymore. We used to be able to get O’Riordan to “handle” these things for us, but he retired a couple months ago.” “Dammit. Well, who do we know on the City Council that could put a little pressure on Planning?” — just another Hudson City business meeting To paraphrase Calvin Coolidge, “the business of Hudson City is business.” Billions of dollars flow through Hudson City every year in the form of electronic money transfers, goods bought and sold, financial deals, stock purchases, and much, much more. General Commerce And Industry Hudson City has been a center of commerce and manufacturing from its earliest days. While the industrial sector of the economy isn’t as strong as it once was, factories and similar businesses still employ hundreds of thousands of Hudsonites — and the high-tech, service-oriented businesses of the “New Economy” are also doing their part to keep Hudsonites working hard. AVERY INDUSTRIES A leader in the furniture and textile industry, Avery has several manufacturing plants in the greater Hudson City area as well as many show- rooms. The executive in charge of all Hudson City operations is Claude Homer, a skilled and clever businessman. Avery Industries’s headquarters in Hudson City is located near the intersection of 16th Avenue and N. Monroe Street (not far from the Garment District), and it also has a major manu- facturing facility at the intersection of Centre Street and King Avenue in Forsyth. BARRON PHARMACEUTICALS Barron Pharmaceuticals is one of America’s leading manufacturers of medicines and other medical supplies (and, through its subsidiary Barron MedTech, medical equipment and machines). It’s got a reputation in the business world for playing hardball when it comes to product development and marketing (in fact, a few allegations of industrial espionage have been indirectly made against it). But despite that, it has a solid public reputation due to its extensive donations to charity (including its own Barron Foundation), distribution of free cold and flu medicines to inner city neighborhoods in the winter, and other charitable acts. Barron’s world headquarters, and one of its largest manufacturing plants, is located in the suburb of Cambria. Company president Rob Schalken is one of Hudson City’s best-known and best-liked businessmen; he and his wife Alicia are frequent guests at charitable and civic events throughout the city. BERKELY ENTERPRISES Media and entertainment giant Berkely Enter- prises (BE) is the creation of maverick businessman Ben Berkely, one of the wealthiest men in Hudson City. He began years ago with one small televi- sion station he bought with a loan, and over three decades has parlayed it into one of the world’s larg- est and most influential media empires. The linchpin of BE is Berkely Entertainment Television (BETV), which operates WTBV, a national “superstation” (page 106) that broadcasts mostly syndicated and rerun shows. Some of BE’s other holdings include the Berkely Marketing Group (a marketing and advertising firm), half ownership of the Hudson City Cougars (a professional basketball team), and long-term contracts with various sports and entertainment figures. BE also owns the Berkely Commercial Center and Sports Metroplex (usually known as “the BCC”), a single enormous complex encompassing BE’s companies’ offices, a sports arena for his basketball team, and the Berkely Grande Plaza Hotel (see page 30). BLOUNT PHARMACEUTICALS Although smaller and much younger than Barron and many other pharmaceuticals giants, Blount Pharmaceuticals has achieved notable suc- cess in the marketplace. Most analysts attribute this in part to the geniuses in Blount’s R&D labs, who’ve made several notable breakthroughs that proved highly profitable, and partly to the brilliant leader- ship of company founder and CEO Tobias Blount. Known (but not to his face!) as “the Whale of Wall Street” due to his bulk, his financial acumen, stra- BEN BERKELY 10 STR 10 DEX 12 CON 10 BODY 18 INT 13 EGO 20 PRE 14 COM 3 PD 3 ED 2 SPD 4 REC 24 END 21 STUN Abilities: Bureaucratics 13-, Conversation 13-, Gambling (Card Games) 13-, High Society 13-, CK: Hudson City 11-, KS: The Business World 14-, KS: The Media And Entertainment Industry 14-, KS: High Finance 11-, Oratory 13-, Per- suasion 13-, Riding 11-, TF: Snow Skiing, SCUBA, Small Planes, Small Wind-Powered Boats, WF: Small Arms, Well-Connected and 60 points’ worth of Con- tacts throughout the Hudson City and world business and political communities, Money (15 points) 25+ Disadvantages: Hunted (Watched) by the media; Psychological Limitation: Worka- holic; Reputation (cut- throat businessman) 14-; Rivalry (with other media industry giants); Social Limitation: Famous. Notes: The business genius behind the creation of the WTBV cable TV “superstation” and numerous other media and entertain- ment companies is a real workaholic — a man who puts in 20- hour days that leave his aides asleep on the office couch. He’s also a brilliant self-promoter with a big ego, which has contributed to his business success. He is 45 and has a lovely wife, Charlene, who’s slowly becoming popular on the social circuit. Hero System 5th Edition 120 ■ A Day In The Life tegic planning, and ruthless tactics have brought Blount Pharmaceuticals a lot farther in a much shorter time than anyone expected when Tobias founded it. FORDHAM CHEMTECH Begun nearly a century ago as a chemical manufacturing company, Fordham ChemTech has weathered the economic storms of the twentieth century with its adaptability, flexibility, and smarts. It moved into electronics, computers, and other forms of high technology as they were developed, and today competes on a global scale against a vari- ety of industrial giants. Throughout the company’s history, the Ford- ham family has retained a large enough chunk of stock to control the business. The current CEO, Jeffrey Fordham, is the son of the now aged and infirm Robert Fordham whose grandfather and great-grandfather founded the business. Known as a patron of the arts and something of a “party boy” besides being a captain of industry, Jeffrey is in his early 30s but has not yet married (much to his parents’ perpetual chagrin). He lives in a plush Bankhurst penthouse and commutes to work via helicopter. The company maintains its world headquar- ters in the Fordham ChemTech Tower in Worthing- ton (page 87). Additionally, it has several satellite offices and manufacturing facilities throughout the greater Hudson City area. Over the past ten years Fordham’s shut down a lot of its stateside factories and outsourced the work to Asia or Latin America, but seems intent on keeping the remainder open and operating. HARPCOR The Harper Corporation — better known as Harpcor — isn’t the world’s largest mega-corporation, but according to many estimates it’s within the top twenty. Through an enormous pyramid of subsidiar- ies, it’s got its hands in everything from energy, to high-tech manufacturing, to investment services, to aerospace and defense contracting, to advertis- ing. Company CEO Daniel Manley has a lavish set of offices in the company’s headquarters at Combs Avenue and Northampton Street (page 87). RAVENSCROFT DEVELOPMENT One of the largest real estate and commercial development firms in Hudson City, Ravenscroft Development owns part or all of many buildings throughout the city. It’s also a majority owner of Tyndall Residential Realty, a real estate brokerage chain that sells houses and other residential prop- erties. The semi-reclusive head of the company, Richard Ravenscroft, cares little for the social scene that’s so important in modern deal-making; he prefers to stay focused on his work or the charitable organization he founded in 1996, the VOLT Foun- dation (page 136). STARRTECH High-tech companies are often said to be the wave of the future as well as the present. If that’s the case, then riding the crest of that wave is StarrTech, the creation of scientific and financial genius Ran- dolph Starr. Often described as “a modern Edison,” Starr not only has two dozen significant patents to his name, he’s got the business acumen to know what to do with them. He used his early discoveries to finance the creation of his company, and his later creations (including the StarrSoft software suite) to turn it into a business giant. STRAKE INDUSTRIES INTERNATIONAL This international corporation has busi- ness interests ranging from auto manufacturing, to computers, to military defense work, to food sales. It has a reputation as being more interested in profits than in its employees or the environ- ment, though it strongly denies any such accusa- tions. Various government officials and whistle- blowers have also alleged that SII has engaged in criminal dealings and bribery around the world, but no one’s ever proven any serious wrongdoing by the company in court. SII’s founder, president, and CEO Michelan- gelo Strake doesn’t live in Hudson City, though he frequently visits the company’s local headquar- ters at the Hudson City Corporate Center. SII’s executive City in Hudson City, Franklin Frazier, is thought to be a favorite of the higher-ups and destined for a continued rapid climb up the cor- porate ladder. Finance All that business and industry requires financ- ing to keep it going through the lean times and to launch new projects. As one of the world’s leading banking centers, Hudson City is home to many major lending and investment institutions. CHEROKEE BANK & TRUST Headquartered in the distinctive Cherokee Tower (page 58), Cherokee Bank & Trust (CB&T) is a multinational investment bank that got its start in Hudson City at the turn of the twentieth century. CB&T has been involved with much of the city’s development and growth over the past 100 years, and has also become a significant player in the money market and financial advice industries through its various subsidiaries. In recent years, CB&T has come under fire from political correctness mavens concerning its name (not to mention its logo, a noble Cherokee Indian in three-quarter profile). American Indian activists have demanded, loudly and repeatedly, that the company change its name. CB&T’s Board of Directors has voted down resolutions suggesting this several times, but has tried to soothe hurt feel- ings with significant donations to Indian charities. FLAG NATIONAL BANK As both a business and consumer lending and investment institution, Flag National Bank (FNB) is best known to most Hudsonites from its “Flag — We’re Here To Help” commercials and advertise- ments. Many a Hudson City resident has gone to FNB to obtain a mortgage, a loan to start a small THE EMERALD SOCIETIES Years ago, Irish work- ers and businessmen in Hudson City banded together to help one another in their respec- tive trades. They formed social organizations/ business clubs that came to be known as emerald societies after the name of one of the earliest ones. Each major trade or industry that had a substantial number of Irish workers or mem- bers eventually got its own emerald society. In time, as the Irish worked their way into the cultural fabric of the city and advanced in the business world, the emerald societies became an important part of the local busi- ness scene. Today the emerald soci- eties still exist. Most are private fraternal-style organizations that only admit descendants of former members or other persons who can prove their Irish ances- try to the society’s sat- isfaction, but a few have opened their rolls to anyone who cares to join and can pay the dues. For many a businessman in Hudson City, the first thing he does when he needs to get something accomplished at work is contact a fellow emerald society member who can help him. Hudson City ■ Chapter Three 121 business, or the money to send his kid to college. FNB maintains its local headquarters in the Flag National Bank Building (page 58), but also has dozens of branches throughout the city. INTERNATIONAL FINANCE BANK This blandly-named institution is an invest- ment bank with worldwide financial connections and resources. It has no direct dealings with consumers — it finances megacorporations, gov- ernments, and a variety of international organiza- tions. Its financiers are masters at moving money around the world to put it in the safest and/or most profitable places for its clients. And it treats those clients royally — anyone who sends a lot of business IFB’s way gets free trips to luxury resorts, lavish gifts ($5,000 Rolex watches being a favorite token of IFB’s esteem), and invitations to parties all over the world. Originally established in Saudi Arabia, the IFB has offices in every major city around the world. Its Hudson City “branch” occupies fifteen floors of the Prosser Building at the corner of 16th and Washington in central Bankhurst. Anjum “Allen” al- Rashid, a distant cousin of one of the Bank’s origi- nal founders, runs the office with crisp efficiency. He’s known to have a thing for blondes, and rarely appears in public without one or two gorgeous ones on his arm. FINANCIERS AND MONEY MEN Not everyone associated with high finance is a bank or brokerage. Sometimes individuals become known for their skill as investors, earners, and lenders. Thomas Allen Thomas Allen started his career as, believe it or not, a sportswriter. After several years of this work, he wrote a book about corruption in profes- sional sports that broke several major scandals and became a runaway bestseller. Using the money from the book and his speaking engagements, Allen began to dabble in the stock market, and discov- ered he had a talent for it. Four years and many millions of dollars later, Allen got involved in other fields, such as real estate. As a present to himself he bought Hudson City’s professional baseball and football teams, the Heroes and Thunderbolts, which he still owns. Yuri Fyodorevski A Jewish native of the Soviet Union, Fyodorev- ski immigrated to the United States in the early Eighties and quickly put his intuitive mind to work making money in the stock market. Today he oper- ates an investment firm that promises its clients it invests only in environmentally sound businesses. Oscar Hicks Known as “Oscar the Grouch” because of his irascible temper, Hicks is one of the “old men” of Hudson City finance. His investment brokerage firm, Hicks Brothers, was founded in the Twenties and barely made it through the Depression intact (his brother and partner committed suicide in 1931). Nevertheless Hicks persevered and eventually made himself a fortune. Thousands of people all over the country have benefitted from his and his firm’s expe- rience in the areas of mutual funds, municipal bonds, and other forms of personal investment. James Roman Roman is one of the youngest of the city’s financial wizards. Sometimes known as “the Markham Guffey Kid” because he works for the brokerage firm of Markham Guffey Cartwright Sacks, he’s got an uncanny ability to pick stocks and find deals. Right after he got out of college he came to Hudson City and astounded seasoned profes- sionals with his ability to consistently pick winning stocks — in fact, he’s so good at it that he’s already being investigated by the SEC for insider trading. He seems confident that they’ll find nothing amiss. Law Businesses don’t just need financing — they need legal advisors, legal protection, and legal warriors to fight their enemies in the courts. And plenty of Hudsonites rely on attorneys to protect their rights, obtain justice for them, and resolve legal difficulties. The Hudson City Bar Association has thousands of members, ranging from small solo practitioners to high-powered members of the largest corporate law firms. Some of the best known legal eagles in the Pearl City are described below. LAW FIRMS Most lawyers don’t practice by themselves — they belong to law firms so they can share resources and combine their knowledge of the law, and thus offer better service to their clients. Major law firms often exert influence far beyond what most individ- ual attorneys could muster. Some of Hudson City’s most prominent firms include: Edwards, Edwards, Kennedy & Edwards: Three brothers and their sister combined forces to create this firm. Specializing in employment discrimination, personal injury, and civil rights cases, they’ve become quite the thorn in the side of many local companies that they’ve accused of discriminatory practices. Goldstein, Douglas, Jakubowski & Key, P.A.: High- powered corporations need high-powered legal help, and that’s just what Goldstein Douglas pro- vides. With major practice areas covering just about every aspect of business — Banking & Finance, International Trade, Energy, Mergers & Acquisi- tions, and many more — the firm has both the knowledge and the legal muscle to get the deals done and keep its clients protected. Harlan, Fiske & Stone: Located in Tower A of the Harpcor Towers, the lawyers of Harlan, Fiske & Stone are renowned for their expertise in the fields of cor- porate law, securities law, and bankruptcy. If you’re ready to get your IPO up and rolling, Harlan Fiske is the firm to talk to... and if you crash and burn, they can help you out with that problem as well. THE HUDSON CITY GEMSTONE EXCHANGE Located in Highlands just a few blocks east of Courthouse Plaza, the Hudson City Gemstone Exchange is the center of the diamond and gemstone trade in the Pearl City, and the heart of the city’s small but lucrative “Gemstone District.” A small but heavily secured building that features gemstone receiving and shipping areas, showroom/display areas where members can display gems while negotiating their sale, a state of the art vault, and advanced cutting tools for use by Exchange members are just some of the facilities and features the Exchange provides. A group called the Gemstone Exchange Authority oversees the management of the Exchange. Membership in the Exchange is open to accredited gemstone and jewelry dealers who obtain a referral from at least two exist- ing members and pass a background check. As in Brussels, New York City, and other locales, the gemstone trade in Hudson City is often dominated by Ortho- dox Jews and persons of Eastern European extraction; it’s not at all unusual for Jewish Exchange members wearing distinctive dark clothing to walk around the neighborhood car- rying hundreds of thou- sands of dollars of gems on their persons. Need- less to say, the police keep a close eye on the area; robberies are, sur- prisingly, extremely rare. Hero System 5th Edition 122 ■ A Day In The Life Lefler, Gregson, Downs & Livingston: Although this firm has a general practice, it’s become best known for its high-profile criminal defense and divorce cases. Its victories in actress Jessica Litch- field’s child custody case and the Rudy Salvestro murder case have made it a household name among Court TV fans. MacDonald, Peterson & Greer: Experts on intel- lectual property law — patents, trademarks, copyrights — contracts, and technology law, the attorneys of MP&G have represented some of the most successful entertainers, sports figures, scien- tists, and writers in the world. It’s said that part- ner Rayson Greer’s address book would be worth a fortune due to all the actresses’ personal phone numbers it contains. McLawhorn, Karns, Carr & Long, P.A.: You know who they are. You’ve watched their ads on TV, heard their commercials on the radio, seen their faces on posters on the sides of buses. McLawhorn Karns is one of Hudson City’s most successful personal injury and professional malpractice firms, with a roster of clients numbering in the many thousands and million-dollar victories in more than a few cases. Other lawyers often dismiss them as ambu- lance chasers, but it’s hard to argue with success. Motsinger, Hatch & Fields: This corporate law firm specializes in shareholder suits and related forms of litigation, but also provides a wide variety of legal services to businesses. Its Tax department is highly regarded in some circles. Riley, Culpepper, Shuler, Petrocelli, Montague & Fouts: Criminal defense attorneys par excellence, the law- yers of Riley Culpepper fiercely and gleefully chal- lenge “the system” every day. While it’s best known for its work in several high-profile murder, drug, and organized crime cases, Riley Culpepper also runs several pro bono legal aid clinics in Freetown and Forsyth. Sandbeck & Associates: Who says a little guy can’t beat a big guy? In the 1990s, the three-lawyer firm of Sandbeck & Associates took on the pharmaceuti- cal industry in a massive class action lawsuit and won despite being out-lawyered by about a hun- dred to one. Its coffers now filled to bursting, it’s on the lookout for other major cases to tackle. LAWYERS Among the thousands of attorneys in Hudson City, a few stand out from the crowd for one reason or another. Bill Gregson: In his thousand dollar suits and $25,000 diamond pinkie ring, Bill Gregson looks as much like an upscale rap star as one of the city’s best divorce lawyers. But the fact that he can afford his lavish lifestyle — which includes a mansion in Belmont — just goes to show how good he is at obtaining generous settlements for his clients. Milton Jacobi: One of Goldstein Douglas’s top guns, Milt Jacobi is a threat in both the boardroom and the courtroom. His understated, clever litigating style complements his hard-nosed negotiating style, allowing him to close deals and settlements that would elude lesser attorneys. His knowledge of the Hudson City business community (including a lot of things companies would rather keep secret) is practically unparalleled. On his rare days off, he can be found playing golf at Firetree. Jacquelyn Lydick: A member of the Stewart County Regional Office of the Office of the City Public Defender, Jackie Lydick has been lead defense counsel for several celebrated criminal trials. Although she doesn’t get paid nearly as much as she would if she were in private practice, she enjoys her job because it gives her a chance to represent people who would otherwise be ignored by “the system.” Rudolf Thomas: A talented trial lawyer who’s rep- resented several major Mafia figures, Thomas is known for his flamboyant courtroom manner as well as his extensive grounding in state and fed- eral criminal law. People pack the room to watch his wild gesticulations and listen to him shout, cajole, and wheedle until a witness tells him what he wants to hear. Stefan Zlowinski: A media darling who appears as a commentator on news programs and cable TV shows whenever there’s a big trial going on, Zlow- inski makes his money as a litigator. He likes to be in the courtroom, and he’ll take any case, civil or criminal, that he thinks will get him there... espe- cially if there’s likely to be a big payoff at the end. Retail Chapters Two and Six describe dozens of the most interesting or prominent stores in Hudson City. In addition to those local places, Hudson City is home to the outlets or local franchises of count- less national or chain stores. A few of the best- known not described elsewhere are listed below. AUTOMOTIVE Ready to gas up and go? Any of these places will help you fill up your car and get it ready for the road. Eastern: Founded years ago as the retail arm of the Eastern Oil Company, the Eastern chain of gas stations was bought by the Athens Group, a con- sortium of wealthy investors and financiers, when Eastern Oil declared bankruptcy twenty years ago. With some new financing and an image facelift, Eastern stations have increased in earnings since then; the chain’s added about 20% more stations than it had at the time of Eastern Oil’s bankruptcy. GO!: The initials stand for “General Oil,” the chain’s parent company. With its bright orange signs and catchy jingles, GO! is one of the most recognizable, and trusted, brands in America. Some of its stations still have full-service pumps. Monarch Gas: “Give Your Car the Royal Treat- ment!” was once one of the most familiar slogans in America. But then the Monarch Gasoline Com- pany became caught up in its founder and CEO’s messy divorce, a bankruptcy, and an estate dispute involving several of the major stockholders... and OTHER CHAINS Here are some other chains you might visit in Hudson City: Buccaneer Burger (and its sister seafood chain, Cap’n Pat’s Fish & Chips) Calypso Delight (“CDs”, Jamaican fast food) The Corner Office (pho- tocopying and shipping) Discount City (general retail goods) Donut Shack Excalibur Computers (computer and software superstores) Four-Color Afternoons (comic books and toys) Furniture Factory (home furnishings) Gateway Books Grande Taco (Mexican fast food) Holliday Homes (residential realtors — “There’s no place like Holliday for a home”) Nolan’s (coffeeshops) Noramco (gas stations) Pastimes (sporting goods) Roundball Express (sporting goods super- store) Szechuan Palace (Chi- nese fast food) Verity Computers (com- puters and software) Hudson City ■ Chapter Three 123 the company simply ground to a halt. The multiple levels of litigation are still going on today, and will keep going on for the foreseeable future — and all the while, Monarch stations across Hudson City and the country sit unused. Many have become homes for squatters, gangs, or the homeless; most Hudsonites have learned to avoid Monarch stations like the plague. CLOTHING AND SHOES Haven’t got a thing to wear? Stop by one of these places. Amanda DeLaine’s: Founded by the former house- wife of the same name as a secondhand and con- signment clothing store for women, “AD’s” did well enough for her to convert into an ordinary clothing store, and then to spread across the country. Its “pink tag specials” are a great bargain for many shoppers, but the phrase has become something of a joke among the snide and irreverent. Pumps And Pearls: Although mainly a women’s shoe store, P&P also sells costume jewelry, hand- bags, and various other fashion accessories. A brother chain, Shirts And Slacks, carries men’s suits, shoes, and fashions. Rainfall: Rainfall sells women’s clothing, usually mid- to upper-end. A spin-off, Silk Rainfall, sells lingerie. ELECTRONICS AND MEDIA Home entertainment and computing are big businesses these days, and several chains have risen to the challenge of keeping consumers supplied with the latest gadgets and goodies. Electronic Alley: If you’re in the market for a DVD player, CD player, digital camera, camcorder, tele- vision, or any other sort of consumer electronics, you can find it at the Electronic Alley. The Alley also carries DVDs and CDs; larger stores have computers and sometimes even a small section of electronic supplies for home tinkerers, ham radio enthusiasts, and the like. Harlix Computer Games And Software: A software store usually found in malls and similar locations. Despite its name, it carries plenty of software other than games, and has one of the largest selections of computer programs in the city. Rhialto Video: One of the first video rental chains, Rhialto Video sometimes seems to have one of its distinctive green-and-yellow stores on every street- corner. In recent years it’s shifted away from VHS tapes to almost all DVDs, and is now getting into the DVDs-by-mail service business. Silverton’s: “Lifestyle items” for people with plenty of money and a desire for stylishness. It sells all sorts of electronic gadgets, doo-dads, and gift items, such as PDAs, oddly-shaped clock radios, desk toys, and sleek, high-tech looking stereos. FOOD Hungry? Hudson City has plenty of places where you can get a bite to eat. Burger Monster: “A monster of a meal!” Built around “monster” and “sci-fi” themes, this chain of fast-food restaurants is particularly popular with kids, parents who have kids, and pop culture afficionados. Each restaurant chooses a particular motif and styles its decor around it. Most choose “Classic Sci-Fi” (aliens, flying saucers, menacing robots...) or “Classic Movie Monsters” (Frankenstein, Dracula, the Wolfman...) as their themes, but some go in for “Comic Book Heroes” (featuring the chain’s own line of superheroes and villains), “Fantasy and Legend” (knights, wizards, dragons...), or other themes. But regardless of the way a Burger Monster looks, you can always get a great Monster Burger, Super Monster Burger, Captain Cosmic Ultra-shake, or Martian Fries. About 60% of the Burger Monsters in the greater Hudson City area are owned by Patrick O’Sullivan, a local entrepreneur. Chisholm Trail Steakhouse: With its mix of delicious appetizers, steaks cooked any way you like, and enormous desserts, the Chisholm Trail chain has become a popular segment of the “casual dining” market. Where possible, these restaurants have a “Curbside Cookout” service that allows you to call ahead and they bring your order to your car when you arrive. Lightning Burger: Don’t have time to eat at Burger Monster or Buccaneer Burger? Just pull up to a Lightning Burger, shout your order into the speaker, and in just a minute or two you’ll be driv- ing away with a sackful of burgers and fries. Even by fast food standards it’s not exactly healthy, but sometimes speed is of the essence. Macho Nacho: Diners tired of burgers, chicken, and subs can get some tacos, nachos, and burritos at their local Macho Nacho. The chain lost ground against competitors like Grande Taco in the late Nineties, but its clever “cute animals in little sombreros” advertising campaign helped it pull even again. Mars Needs Pizzas!: Hudson City’s main pizza delivery chain, brought to you by the same people who dreamed up Burger Monster. Usually referred to simply as “Mars Pizza,” it uses distinctive bright green delivery vehicles and deliverymen in green caps, jackets, and shirts. The company’s “Zreebotz” mascot, a little green Martian, is a popular charac- ter recognized by everyone. Sandwiches Plus: Fans of true delis wince at the idea of eating at Sandwiches Plus, which serves deli-style meals (pastrami sandwiches, potato salad, homemade chips, and so on) with fast food speed. It’s not bad food, but compared to a real deli there’s not much to recommend it. OBADELE JONES 8 STR 10 DEX 9 CON 8 BODY 10 INT 8 EGO 10 PRE 8 COM 3 PD 3 ED 2 SPD 4 REC 18 END 17 STUN Abilities: Running +2” (8” total), Bureaucratics 8-, CK: Hudson City’s Eastern Northside 11-, CK: Lagos 8-, KS: Hudson City Nigerian Community 11-, Lan- guage: Yoruba (basic conversation; English is Native), PS: Pushcart Operator 11-, Streetwise 8-, WF: Handguns Disadvantages: None Notes: A native of Nigeria, Obadele Jilo emigrated to the United States in 1983, later changing his last name to “Jones” to better fit in with his adopted homeland. A resident of Hudson City since 1991, he runs a pushcart that sells hot dogs, sau- sages, chips, and sodas to hungry Hudsonites. Regardless of the weather, you can find him out on the street 365 days a year, serving his regulars, chatting with customers, and keeping an eye on things going on around him. He usually sets up his cart somewhere in north Bankhurst or Highlands, since he’s found that people there tip better, but you might find him just about anywhere else on the eastern North- side (especially if there’s a sporting event or other major activity he can cater to). Hero System 5th Edition 124 ■ A Day In The Life Labor And Unions No discussion of business and industry would be complete without a look at labor and unions. In Hudson City, the unions tend to be fairly power- ful; some of the largest include the Teamsters, the International Dockworkers’ Union, the Policeman’s Protective Association, the Restaurant and Hotel Workers, numerous construction-oriented unions, and various unions whose ranks include city and state employees. Stories of abuse and corruption by some unions have made them unpopular (and led, in part, to Mayor Umstead’s election), since they’re perceived as making exorbitant demands — but others remain intensely popular, and all enjoy strong loyalty from their members. So far Mayor Umstead’s policies have done relatively little to decrease unions’ power. Hudson City unions have an often well- deserved reputation for being associated with orga- nized crime, particularly the Mafia. Several unions, including the Hotel and Restaurant Workers, Dock- workers, Teamsters, and construction workers are thought to be firmly in the grip of racketeers. Con- flict over control of certain construction unions was one of the underlying causes of the current “war” between the Scatuccis and the Torccones. Some of the leaders of the Hudson City labor movement include: Dave Cody (carpenters), Bob Lauder (Teamsters); Al Maressa (plumbing contrac- tors); Sergeant Hector Hernandez (policemen); and Paul Segretti (hotels/restaurants). THE ESPIONAGE WORLD “You got the disk?” “You got the money?” “Yeah, it’s out back.” “Then we’ll go out back and check. If it’s as you say, you’ll get the disk.” — mysterious exchange overheard near Embassy Row Hudson City isn’t the hotbed of espionage that New York City, London, Moscow, or Berlin are (or at one time were), but there are still some shad- owy activities playing out among the streets and high-rises. The Pearl City contains many embas- sies (the employees of whom are often spies), and international trading and dealmaking which may serve as a front for espionage takes place all the time. Homegrown spying in the form of corporate espionage and sabotage is common in some circles, and it’s possible that other nations (such as China) engage in the same conduct in an effort to steal technological secrets from America’s cutting-edge scientific companies. THE MARTIAL WORLD “It’s not all training and strength. There’s still the matter of heart. None of those Black Cobra guys has heart — that’s their weakness. Rely on your own skills, don’t give into fear, and your heart is the edge that you can use to win.” — pre-tournament pep talk Most of the dangerous people on the streets of Hudson City are the ones carrying guns and knives, but a few of them are armed with nothing but their fists. The unarmed fighting arts are alive and well in Hudson City, which has dojos and schools teaching dozens of different styles, and numerous shows and competitions throughout the year. Whether you’re interested in taking martial arts classes, or you want to size up the competition before the next tourna- ment, these are some places you should check out. Aikido Unlimited: By most estimates the best school for Aikido and Judo in the city, “AU” sometimes also offers classes in the less philosophical, more fighting oriented counterpart styles, Aikijutsu and Jujutsu. Its founder and main instructor, Stacey Robinson, earned her black belt in Japan. Black Cobra Dojo: This school, located in Riverside Hills, has a reputation for turning out tough, skilled students who tend to use their martial abilities in bullying ways. The main sifu, Kien “Ken” Wing, sup- posedly has tong and Triad ties. Eight Harmonies School: One of many schools in Chinatown that teach the fighting arts, the Eight Harmonies specializes in the traditional Chinese styles: Hsing-I, Kung Fu, Tai Ch’i Ch’uan. The pri- PHIL MARIANI 10 STR 10 DEX 10 CON 8 BODY 9 INT 8 EGO 10 PRE 8 COM 4 PD 2 ED 2 SPD 4 REC 20 END 18 STUN Abilities: Bureaucratics 11-, KS: Tile 11-, KS: The Union World 11-, PS: Tilelayer 11-, PS: Union Official 11-, Streetwise 8- Disadvantages: Depen- dence (Addiction to alcohol) Notes: Phil Mariani is the Chief Steward — the boss, in other words — of the union to which most tile layers and workers in Hudson City belong. A friendly, glad- handing sort of guy, he’s never been the subject of much controversy, much less any investiga- tions for corruption or malfeasance. Cynics in the union say that’s just because he’s too good to get caught, and because his Mafia friends protect him. Hudson City ■ Chapter Three 125 mary instructor is Master Hong, an old, inscrutable Chinese man who’s practically a stereotype from a martial arts movie. He expects absolute obedience from his students, but in return teaches much. Hidden Fist Academy of Ninja Arts: “Learn the deadly arts of the ninja!” the commercials say, and a lot of people believe it. Experts on real Ninjutsu scoff, but with five “academies” opened already, the Hidden Fist seems to be doing just fine financially. Three Worlds Martial Arts Academy: The brainchild of Karate, Jeet Kune Do, and Pentjak-Silat black belt-level practitioner Mike Vergnier, the Three Worlds Academy of Blackbridge bills itself as a sort of “community college for martial arts.” It attracts teachers from many different styles and traditions, who agree to teach as personal and student inter- est dictate. Students sign up for the courses that intrigue them. Most students, who come to Three Worlds after first studying the martial arts some- where else, end up learning an eclectic hodgepodge of techniques rather than progressing toward “black belt” in any one... but the school prefers to empha- size personal growth and enjoyment anyway. THE MEDICAL WORLD “Code blue! Code blue!” “OK, OK, what’ve we got? Talk to me, people!” “Hispanic male, late teens early twenties, gunshot wounds to the left chest and left leg. I think the first bullet may’ve ended up in his lung.” “OK, we’re gonna lift him onto the table — one, two three! Now we’ve gotta sta- bilize him and get him into surgery. You, go tell them to get OR 3 cleared for us. You, 10 ccs of adrenalin, stat! You,...” “I’m not getting a pulse!” “Dammit, I am not going to lose this boy. Where’s that adrenalin? OK, inject him; I’m going to work the heart.” Two seconds of furious action. Five. Ten. “Still no pulse, doctor.” Shoulders slump with the weight of the inevi- table. “OK, he’s gone. Dammit. I make time of death at 2335 hours.” — another night at the Vreeland Memorial ER Since vigilantes and other adventurers have a tendency to get shot, stabbed, set on fire, run over, smashed in the head with rifle butts, burned with cigarettes, and otherwise mangled, it’s helpful to know where to find medical assistance in the Hudson City metropolitan area. Hospitals Hudson City has approximately sixty major hospitals with about 30,000 beds (plus roughly another hundred smaller or specialized medical facilities). Here are descriptions of some of the best... or at least most interesting. ALEXANDER MEDICAL CENTER Location: Freetown, northeast corner of King Avenue and S. Jackson Street Status: Public Specialties: Trauma medicine, endocrinology Description: Located across the intersection from the northeast corner of the Numbers, Alexander Medical Center is on the front lines of the urban battlefield. KING OF THE HILL So, who’s the best fighter in Hudson City? No one can say for sure, but there are plenty of opinions. Some “experts” look to the Hudson City Fight- ing Arts Tournament (page 115) to provide an answer. The way they figure it, whoever can come out on top in a full-contact tournament is the best all-around fighter. Unfortunately, no one person has ever won the Grand Prize more than once... and everyone who’s won in a given year has lost in several other years. Proponents of the “hard” fighting arts often give the nod to John “Johnny K” Kuí, a Chinese-American man with black belts in both Shaolin Kung Fu and Isshin-Ryu Karate who’s won the Fight- ing Arts Tournament once and placed second another time. Others favor Malcolm Livitnov, a big, heavily-muscled ex-Israeli Defense Forces commando who sometimes teaches Krav Maga at Three Worlds Academy. “Soft” or “circular” styl- ists argue that their techniques can prevail even over the strength and force of the likes of Karate. Among other things, they point out that most real fights end up with both fight- ers on the ground, and the techniques of the hard styles usually don’t work well in ground- fighting. These “experts” claim that Roberto “Bobby” de Queiroz, a master of Brazilian- style Jujutsu, can take anyone in the city. Hero System 5th Edition 126 ■ A Day In The Life Its emergency room doctors and nurses long ago became experts at trauma and combat medicine, since they deal with gunshot wounds, stabbings, deliberately inflicted burnings, and car crash victims practically every day... not to mention the overdose patients. But AMC does a lot of general medicine that most people never hear of — everything from dia- betes management, to sickle cell anemia studies, to a fairly advanced Pediatrics department on Floor 8. BLACKBRIDGE HOSPITAL Location: Blackbridge, northwest corner of 12th Avenue and Onondaga Street Status: Public Specialties: Neurology, oncology, nephrology Description: Originally founded by the Methodist Church, and still closely associated with it in many ways, Blackbridge Hospital is a general medical care facility. Seven stories tall and with about 2,000 beds, it provides most of the major medical services for Blackbridge, and often receives patients from nearby neighborhoods as well. COKELY HOSPITAL Location: Gadsden, at the intersection of 17th Avenue and Oxnard Street Status: Public Specialties: Psychology/psychiatry, neurology Description: Although it serves as a normal hos- pital, Cokely is best known for its extensive psy- chology ward/asylum. The HCPD typically brings people here for commitment or for mental testing. Hence the slang terms, “gone to Cokely” or “he’s Cokely” (both basically signifying “that guy’s nuts”). EASTWOOD MEDICAL CENTER Location: Eastwood, at the intersection of 1st Avenue and N. Madison Street Status: Public Specialties: Physical therapy, otorhinolaryngology, pediatrics Description: Located, rather unenviably, not far from both the Northshore Sewage Treatment Plant and the Northsea power station, Eastwood Medical Center was built in the 1960s in response to a growing need for a major hospital in the area. It’s beginning to show its age, but there’s no money available for the general course of physical plant upgrades it needs. EVERETT MEMORIAL HOSPITAL Location: Guilford, at the intersection of Trenton Avenue and Richland Street Status: Private Specialties: Cardiology, pediatrics, plastic surgery Description: Built primarily with donations from the Everett family, and so named after them, this hospital serves the people of Guilford, Irishtown, and Little Italy. It’s considered an excellent facil- ity, with state-of-the-art equipment and some of the best doctors in the city, and so tends to charge higher prices than many other hospitals. HCU HOSPITAL Location: Guilford, on the HCU campus Status: Public, university-affiliated Specialties: Thoracic surgery, obstetrics and gynecol- ogy, oncology, psychiatry Description: This is a teaching hospital attached to the HCU School of Medicine. It conducts ground- breaking research in a variety of fields, and is con- sidered a Top 50 national hospital. PLAYING DOCTOR Hudson City is home to many well-known physicians. Some of them include: Melinda Farwell: An HCU- and Johns Hopkins-trained oncologist, Dr. Farwell researches how cancer spreads throughout the body. She’s part of a world-wide team of doctors, informally dubbed the “Cancer Hunters,” who are trying to wipe out this deadly disease. Reginald Green: Doctor Green is one of the city’s most prominent cardiologists. Over the course of his career he’s made several major advances in the treatment of heart disease. According to some reports, he’s close to patenting a revolutionary new form of artificial heart; the speculation has increased the price of shares of stock in his company, CardiOhm, significantly. Alicia Manzanetti: A general practitioner on the staff at Southwest General, Dr. Manzanetti is an expert on the effects (both physical and psychological) of rape and child abuse, and is frequently asked to testify in trials of these crimes as an expert witness. Howard Paulson: A personal friend of Thomas Allen’s, Dr. Paulson is specialist in orthopedics and sports medicine who works as a consultant to the Hudson City Heroes and Thunderbolts. As “doctor to the sports stars” and a youngish, handsome man himself, he’s become a sort of minor celebrity. Kyle Reichart: A renowned and respected neurosur- geon with a master’s degree in biophysics in addition to his M.D., Dr. Reichart has spent much of his career working on procedures and devices to help paraplegics and quadriplegics walk again. He hasn’t succeeded yet, but as an eternal optimist he’s convinced there’s a breakthrough right around the corner. ELIZA BERKLEY 10 STR 13 DEX 10 CON 8 BODY 13 INT 11 EGO 15 PRE 16 COM 2 PD 2 ED 2 SPD 4 REC 20 END 18 STUN Abilities: KS: The Hudson City Medical Community 11-, Lan- guages: French, Spanish (both basic conversa- tion), Paramedics 14-, SS: Medicine 14-, SS: Neurology 14-, SS: Sur- gery 13-, Fringe Benefit: License To Practice Medicine Disadvantages: None. Notes: Eliza Berkley is one of the many dedicated doctors working at Alexan- der Medical Center. A neurosurgeon, she often handles incred- ibly delicate operations; her surgical technique and bedside manner are both respected by her colleagues. Despite being overworked and in her early thirties, she’s every bit as beautiful as she was when she was Homecoming Queen at Northwestern High. Hudson City ■ Chapter Three 127 KATZ MEMORIAL HOSPITAL Location: Bankhurst, at the intersection of 12th Avenue and Centre Street Status: Private Specialties: Cardiology, neurology, vascular surgery Description: Often used by Hudson City politicians and businessmen due to its proximity to downtown, Katz Memorial is generally considered a top-notch hospital. It lost a major medical malpractice lawsuit in 2002, as part of the resolution of which it recently installed a revolutionary new Patient Status Moni- toring Computer. Hospital administrators around the country are observing Katz to see how the PSMC works out; if it does well, medical centers around the country will undoubtedly adopt it. QUEEN’S HOSPITAL Location: Mint Ridge, at the intersection of LeMas- tre Avenue and Onondaga Street Status: Public Specialties: Gerontology, internal medicine, virology Description: One of the oldest major hospitals in the city, Queen’s Hospital takes its name from Queen Victoria of England, who made a gener- ous donation to the charitable society that built it. Its doctors treats many residents of Little Italy, Moscow West, and Chinatown in addition to Mint Ridge residents and people who suffer injuries while in LeMastre Park. SOUTHWEST GENERAL HOSPITAL Location: Freetown, 975 Polder Avenue Status: Public Specialties: Trauma medicine, pediatrics, gerontol- ogy, addiction treatment Description: A huge, sprawling, ancient medical complex that’s the main provider of medical ser- vices to much of Freetown. Approximately 85% of its revenues are from public assistance programs such as Social Security, Medicare, and Medicaid. STEWART COUNTY GENERAL HOSPITAL Location: Crown Point, at the intersection of Cutler Avenue and S. Madison Street Status: Public Specialties: Endocrinology, thoracic surgery, neurology Description: Formerly one of the smallest of Hudson City’s major hospitals, Stewart County General ascended in the rankings with the opening of the Richard and Maria Fordham Wing in 2002. Featuring the latest in medical technology and patient care systems, the Fordham Wing doubled the hospital’s bed capacity and did wonders for its overall reputation. VETERAN’S MEMORIAL HOSPITAL Location: Riverside Hills, 500 Cutler Avenue Status: Public Specialties: None Description: Built in the late Teens and early Twen- ties and named in honor of the veterans of the Great War, Veteran’s Memorial has served genera- tions of residents of Riverside Hills, Crown Point, and Chinatown. To accommodate patients from the latter neighborhood, the hospital makes a special effort to hire nurses and doctors who speak Asian languages (particularly Mandarin and Cantonese). In recent years the hospital has also treated many veterans of the Gulf War, Iraq War, and Balkans peacekeeping missions. VREELAND MEMORIAL HOSPITAL Location: Elmview, at the intersection of King Avenue and S. Jefferson Street Status: Public Specialties: Neurology, cardiology, radiology Description: The main hospital in Elmview, Vree- land Memorial also serves residents of Red Hill and North Elmview. Its emergency room has become accustomed to handling overdose and stabbing vic- tims from the areas around the Strip. Vreeland also maintains a “North Elmview Outreach Program” that attempts to monitor the health of the Strip’s prosti- tutes, and to provide them medical care if possible. Health Clinics With the assistance of various state and federal agencies, the city’s Health and Human Services Division operates a series of health clinics through- out Hudson City; several charitable organizations maintain similar facilities. Usually known as “free clinics” because they provide low-cost or no-cost health care services to the poor, they’re mostly located on the Southside. A typical clinic has 3- 10 doctors and about twice as many nurses and physician’s assistants, and can provide most basic medical services (though they can’t handle major traumas like gunshot wounds, nor perform sur- gery). If a clinic encounters a medical condition it’s not equipped for, it refers the patient to the nearest hospital. Because health clinics maintain stocks of drugs and other medical supplies, they’re usually heavily secured against theft. KEVIN WATTERS, M.D., PH.D 8 STR 9 DEX 9 CON 9 BODY 14 INT 11 EGO 15 PRE 10 COM 3 PD 2 ED 2 SPD 4 REC 18 END 18 STUN Abilities: Conversa- tion 14-, Deduction 12-, High Society 12-, KS: The Hudson City Psychiatric Community 13-, KS: Serial Killers And Serial Killing 13-, Paramedics 12-, Persua- sion 13-, SS: Abnormal Psychology 14-, SS: Medicine 12-, SS: Psy- chology 14-, WF: Hand- guns, 10 points’ worth of Contacts in the HCPD and FBI Disadvantages: None. Notes: A psychologist in private practice in Hudson City and who also teaches at the HCU School of Medicine, Dr. Watters is a nationally- recognized expert in the psychology of violent crime. He’s worked with the HCPD and FBI on several occasions to help develop profiles of serial killers and other repeat offenders, and has also served as a consultant to TV shows and movies dealing with those sub- jects. Hero System 5th Edition 128 ■ A Day In The Life THE MILITARY WORLD “Terms?” “A thousand per week per man for soldiers, twice that for officers and any personnel you deem “essential,” though that number can’t exceed twenty percent of your force. Estimate a two-week mission, possibly three.” “Equipment?” “You supply your own personal weapons and what you estimate as one week’s worth of ammo. We supply a second week’s ammo, and that’s yours to keep after the mission. Other personal gear you want and don’t already have, get me a list and we can negotiate it. We’ll pro- vide transport to the mission zone, and vehicles there, but those must be returned at the end of the mission, as undamaged as possible.” “Extraction?” “By air, same way you’ll go in. I can’t tell you more until you agree to the job. Then I can reveal specifics.” “Okay, we’re in. What’s the job?” “Ever hear of a place called Zarafshon?” “No.” “It’s in central Uzbekistan. An oil company exec there to cut a deal went and got himself kidnapped by some particularly nasty bandits. Your job is to get him out... without involving the Uzbeki government in any way.” — conversation between two unidentified individuals While there are no large military facilities in the immediate vicinity of Hudson City, the U.S. Army, Navy, Air Force, and Marines all impact the city in various ways. MILITARY BASES The closest major military bases to Hudson City are Fort Houke (an Army base about thirty or forty miles northwest) and Wendover Air Force Base (about fifty miles west). There are no naval bases nearby, but U.S. Navy ships sometimes dock at Hudson City for repairs, shore leave, or the like. Local businesses are happy to cater to military per- sonnel, who often come to the city on leave. MILITARY PROJECTS The military does more than just build and maintain bases. It also needs weapons, vehicles, and other equipment to get its job done — and that means it has to get involved in research and contracting. Many Hudson City companies, such as Fordham ChemTech and StarrTech, are involved in research projects (be they standard, classified, or top secret) for some branch of the military, the Defense Advanced Research Projects Agency (DARPA), the CIA, or some other governmental agency. Fordham, for example, is said to be working on a new, lighter type of body armor for the Army. THE NATIONAL GUARD AND ARMED FORCES RESERVES Hudson City is home to units of the Reserves of the various armed forces. These Reserves are sometimes called out to assist the National Guard in times of crisis, such as natural disasters or riots. As of 2004, many of them are serving, in whole or in part, in Iraq or Afghanistan. Hudson City has three armories for use by the National Guard and Reserves. The first is located near the South Pumping Station (Parsons Avenue and Centre Street). The second is on the southern river- front near the Adams Street Bridge. The third and smallest one is in west Worthington area. All three are heavily secured and guarded around the clock. THE MERCENARY WORLD In addition to legitimate military personnel, Hudson City has to deal with its share of merce- naries. Public mercenary companies like Military Solutions and Executive Resolution Services have offices in the city where they meet with prospec- tive clients and do a small amount of recruiting. It’s also said that various bars and clubs around the city are meeting places for less aboveboard mercenary transactions. Hudson City ■ Chapter Three 129 THE MYSTIC WORLD “I’m Detective Lancaster — you wanted to see me?” “Yes. Thank you very much for agreeing to speak with me.” “That’s quite all right, Mrs....?” “Rigo. Madame Rigo, if you prefer, though few call me that outside my place of work.” “And that is...?” “I am what you would call a “fortuneteller,” Detective.” “And what would you call it?” “I am a seer. I see things, and those things in time come to pass — not always exactly as they have been revealed to me, but close enough.” “O-kay. Look, Madame Rigo, I’m pretty busy right now....” “I know. With the Suzanne Matheson case, yes?” “How did you know about that? That hasn’t been released to the press. You a friend of her family or something? Do you know where she is?” “As I said, Detective, I can see things unknown to others.” “Sure. Why are you so interested in this case, then?” “Because I have seen more of it than simply her name. I have seen a large man, dark, strong, drag her from her house. And I know that he has killed her.” “Where and how?” “That, I am sad to say, I have not seen. But this much I can tell you: you will find her to the north, in a green place, beneath a blan- ket of red, yellow, and brown. That is why I came here — to tell you this, that you might find her soon and bring some comfort to her grieving family.” — conversation at the 98th precinct house To most people, Hudson City is a mundane and worldly place — in fact, many would say it’s too worldly, too dirty and corrupt and materialistic. But lurking in the shadows is another Hudson City: one of mystics and occultists, tarot card readers and fortunetellers, New Agers and people of beliefs far more unusual. Ever since the Thirties, when the renowned crimefighter the Raven reputedly used occult powers in his war on the underworld, Hudson City has had a reputation as a place where mystics gather. MYSTICS While lots of Hudsonites claim to believe in the mystic, and even to know a thing or three about the occult, a few true experts stand out from the pack of dabblers. “Father Miguel” Bressard: Unlike the leaders of the Church of Humbalu Areya Aye (page 131), Michael “Father Miguel” Bressard, who runs the Randall Avenue Hounfort in North Elmview, openly claims to have magical powers... and a willingness to use them. From his dingy little hounfort — really as much of a shop as a place of religious gathering, despite its name — the self-styled Father Miguel sells his ser- vices in the form of curses, finding-charms, love bath potions, fortunetelling, and protection from malign spirits. Business isn’t exactly booming, but somehow the place manages to stay open. Amanda Gallagher: Some of Hudson City’s wealth- ier and more influential citizens believe in various mystic doctrines — but they wouldn’t be caught dead visiting a shop like Madame Rigo’s (see below) for a wide variety of reasons. Instead, they have an occultist come to them. With her youthful good looks, vivacious personality, and absolute discre- tion, Amanda Gallagher brings visions of the future directly to her clients’ homes. She mainly relies on tarot cards, but also does some of what she calls “psychic aura readings” and even channeling. She’s also a big proponent of crystal therapy, often selling her clients one or more crystals which she “specially psychically attunes” to them and their problems. Professor Adolph Gottlieb: A professor of anthro- pology and folklore at Hudson City University, Adolph Gottlieb has earned an international reputation as a scholar of the occult. Among his other accomplishments are the translation into English of several German and Hindu grimoires, the publication of numerous scholarly articles on subjects ranging from “Demonic Beings of the Japanese Islands” to “The Influence of the Lemege- ton on Golden Dawn Occult Theory,” and testify- ing as an expert witness at three trials involving accounts of “demonic possession” and “Satanic cults.” On top of all that, he speaks twelve lan- guages fluently, is an expert on European wines, and plays a mean game of racquetball. Madame Keja Rigo: From a tiny shop in Gadsden, Madame Rigo — “Fortuneteller, Astrologer, and Palm Reader,” according to the sign out front — dispenses “advice,” as she calls it, about any subject her clients need to know about. A full-spectrum occult services provider, she can read tarot cards, gaze into crystal balls, read palms, and cast horo- scopes. She claims to have developed the power to foresee the future as a little girl in Romania, and that these various “devices” merely enhance her natural abilities. A kindhearted soul, she’s tried on several occasions to offer her services to the HCPD, but they’ve snubbed her. “I HEARD THERE WUZ ALLIGATORS IN THE SEWERS...” Urban legends exert a strange hold on the modern American mind. Despite their often manifest absurdity, somehow they remain alive long after they’ve been debunked. There are plenty of them float- ing around the streets of Hudson City, too: Fireball: In the spring of 2004, the story cir- culated throughout Hudson City, largely by e-mail, that Freetown gangs had come up with a new form of enter- tainment: pulling up alongside cars stopped in traffic and lobbing Molotov cocktails into them. The HCPD insists it’s never received any reports about this, but more than a few people keep their windows rolled up tightly even in the hottest weather... just in case. In a related story, it’s been reported that some Hudson City gangs like to drive around at night without their headlights on. When someone flashes his headlights at their car to alert them to this, they shoot him. First Hit’s Free, Baby: According to what “they” say, some Free- town gangs hand out drug-laced lollipops to kids as a way of getting ’em hooked young. Dust In The Wind: Didja hear about the burglars who thought the ash in an urn was cocaine? Nature Gone Wild: The old chestnut about alligators in the sewers has been around for decades now, but it’s not the only rumor featur- ing dangerous animals. The Hudson Sun has published several stories Continued on next page Hero System 5th Edition 130 ■ A Day In The Life MYSTIC PLACES The Mystic World includes places of arcane import as well as knowledgeable people. Some of the mystic locations in Hudson City include: The Belltower Of St. Ignatius: The belltower of the St. Ignatius Cathedral (page 57) was the site of a mutual suicide pact between two lovers in 1875 who, despairing that their families would never agree to let them marry, killed themselves. Medi- ums claim their anguished thoughts and passions have charged the tower with mystic energy that has attracted various spirits, thus making the tower one of Hudson City’s best-known haunted sites. Chinatown: The people of Chinatown tend to be more superstitious, and more willing to accept and work with people who claim to have mystic powers (such as feng shui specialists), than the average Hudsonite. Some Chinatowners claim that various places in and beneath Chinatown are loci of lines of mystic force, or otherwise possess arcane power. Hangman’s Hill: According to “sensitives,” the spirits of the many people who were executed on Hang- man’s Hill in the early years of the city still linger there, full of malice, anger, regret, and lust for ven- geance. Once or twice park visitors have reported seeing “strange lights” there. The Owl’s Roost Bookstore (northeast corner of Onslow Avenue and Cayuga Street): Stuffed to the brim with used books of every shape, size, and subject, the Owl’s Roost is particularly well-known for its collection on the occult. The owners, Jim and Margaret Schoen, know a thing or two about mat- ters arcane (strictly as dilettante scholars, though; they’ve never taught), and have made an effort to acquire books on the subject for their store. They keep the rarest books in their collection under lock and key in special temperature-controlled book- cases, and show them only on appointment. The Pilkenton Mansion (380 Taylor Street): This abandoned home, located in the Burnside neigh- borhood of Guilford, was the scene of a gruesome triple murder in 1936 — Abraham Pilkenton, his wife Alice, and their teenage daughter Florence all lost their lives at the hands of a killer. No one has ever uncovered the reasons for the killing or the murderer’s identity — as near as anyone can tell, it was a simple burglary gone wrong, since the family jewels and other easily-carried valuables were missing. But many people have reported seeing the ghosts of one or all of the Pilkentons in the house, and “sensitives” feel something deeply “wrong” about the place. The ghosts are most likely to appear to people interested in buying the house, but have also made themselves visible to historic tours and various intruders. The Hudson City His- torical Society owns, maintains, and offers tours of the Mansion. RELICS AND ARTIFACTS Sometimes special items can become charged with great magical power... or so some mystics claim. Here are a few items from Hudson City his- tory that might meet that description: The Pendant of Patricia Arkwright: In the early, early days of the city, a mysterious old woman named Patricia Arkwright was hung for killing four children. She claimed it was for purposes of “witchcraft,” and though most people were skeptical of that, there was no question of her guilt for the murders. For reasons lost to history, the hanging took place on a tiny island in the Stewart River that no longer exists (in the 1880s, it was removed as a hazard to navigation); it was near the present-day Centre Street Tunnel. While helping to construct the Tunnel, an Italian laborer found an antique pendant which he turned over to the Hudson City Historical Society. Experts date it to the mid-1700s or early 1800s, and some people believe it was Ark- wright’s personal “talisman.” The Historical Society placed it in the Hudson City Historical Museum, where it remains on display to this day. The Raven’s Tarot: When the famed crimebuster known only as the Raven fought the underworld in the Twenties and Thirties, it was rumored he had mystic powers that helped him with his war on crime. Chief among these powers was the Raven’s Tarot, a special deck of tarot cards supposedly designed by the Raven himself and possessing even greater oracular authority than normal tarot cards. While the Raven is surely dead by now, no one has ever found his Tarot... if it exists at all. The Scarlatti Mirror: At the Hudson City Historical Museum (page 111) there’s a large, ornately-framed mirror that’s over 200 years old. An heirloom of the Scarlatti family, the mirror was in the room where Gina Scarlatti murdered her parents, brother, and baby sister with a butcher’s knife in 1886. It’s said that in the right light, at the right time of day, during the right seasons of the year, you can sometimes see the entire murder re-enacted in the mirror by apparitions. “Sensitives” claim to find the mirror disturbing. The Zodiac Book: In the Rare Book Room at the Hunneford Library (pages 58-59) there’s a large incunabula bound in featureless black leather. Experts believe it was printed in Germany or Swit- zerland sometime in the late 1400s, but when you get right down to it no one has any firm informa- tion about where and when it originated, much less who wrote and printed it. It consists of 144 densely-printed pages, twelve for each of the signs of the Zodiac. Occultists say that hidden among its mundane astrological lore and diagrams are true secrets of high magic that would allow an adept to foretell the future... but since the Library won’t lend the book out or allow anyone to copy it, they can’t test their theories. about packs of feral dogs “allegedly” attack- ing people in LeMastre Park, though the HCPD says no one’s ever reported any such attack to it. There are also tales of a pack of “carnivorous rats” that roam various parts of the city attack- ing babies in their cribs and small children left unattended. Slightly Used Auto... Cheap!: Another favorite that’s made the rounds for years is about a woman who sells her husband’s incredibly expensive sportscar — usually a Porsche, but it changes from year to year and teller to teller — for next to nothing (usually $50 or $100) either because (a) he cheated on her, or (b) he died and she didn’t know the car’s value (in this version of the story, it’s a “classic” car of some sort). Ask around long enough and you’ll find someone who claims that “a friend of his” “knows a guy” who took advantage of this deal. Svelte: You know all those ultra-thin models and actresses you see on TV and in maga- zines? Well, they’ve had ribs removed to keep their hourglass figures perfect. And guess what!? There are some underground clinics in Hudson City who’ll perform this service for non-famous women for a nominal fee.... In a related story, gangs of organleggers have been striking around Hudson City. They kidnap healthy-looking people off the streets. The victim wakes up in the bathtub in a hotel in the suburbs to find that one of his kidneys has been removed for sale on the black market. Continued on next page Continued from last page Hudson City ■ Chapter Three 131 THE RELIGIOUS WORLD “Bless me, Father, for I have sinned. It’s been six months since my last confession.” “And what sins have you committed since then, my son?” “Well... quite a lot, actually. Smoking, drink- ing, consorting with women of low morals. But most recently I killed five men.” “What? What did you say, my son?” “I said I killed five men. Five men.” “Why, my son?” “Because they had it comin’. Not everyone deserves to live, Father.” “My son, no man can take that power unto himself. The power of life and death is God’s alone.” “Oh, boy, is that wrong. Anyone who can afford a gun can take that power unto himself. And this isn’t going to be the last time, either, I can promise you that.” “My son, what is it you want of me? I cannot offer absolution unless you repent of your sins... and cease them.” “That’s not what I’m after, Father. I don’t need forgiveness — I told you, they had it comin’. What I want is a witness. When you read about this in the paper tomorrow... and you will, Father, trust me on that... I want you to come forward and explain to people that I’m not crazy. I have a purpose. My acts have meaning. And I need you to tell them that.” — a rather unusual confession As the vital statistics on page 16 indicate, Hudsonites belong to many different religions. The original founders of the city were Protestants, but since that time many different waves of immigra- tion have brought new religions from all over the world into the picture. CHURCHES AND TEMPLES The neighborhood descriptions in Chapter Two include several of the prominent religious buildings in Hudson City, including St. Andrew’s (page 19) and St. Ignatius Cathedral (page 57). Some of the others include: Beth Israel Temple (655 5th Avenue): One of the oldest Jewish houses of worship in Hudson City, Beth Israel has established an enviable record for community service. But it’s also attracted some controversy as the home temple of Rabbi Solomon Stern (see below) and a prominent sponsor of the Star Project, an organization that hunts Nazi war criminals and neo-Nazi “terrorists.” Christ Lutheran Church (northeast corner of 14th Avenue and Van Buren Street): Some aesthetes argue that this Lutheran church in Blackbridge is the most beautiful building in the city. Constructed in a sort of “modern Gothic” style with the finest grey- green marble, its soaring towers and steeple echo the skyscrapers of the surrounding city in a way that both uplifts and humbles. Church Of Humbalu Areya Aye (434 Bayle Street): Dismissed by some people as a “Voodoo cult,” Hudson City’s most prominent Santería congrega- tion meets here to worship the orishas and engage in social activities. An attached botanica sells icons, herbs, and other Santería supplies. First Baptist Church (6902 Steele Street): Standing strong and proud amidst the rampant commerce and materialism of the Lowdown and Pierpoint, First Baptist Church has been a part of the Hudson City community for nearly 200 years. It has a small museum inside featuring artifacts from the original church, which was destroyed in the 1895 fire. Golden Buddha Temple (southeast corner of Avon Avenue and Covent Street): This Chinese temple is a mainstay of life in Chinatown. Despite its name, it allows Taoist worship as well as Buddhist, and pro- motes the social tenets of Confucianism as well. Our Lady of Mercy Catholic Church (southwest corner of Birch Avenue and Rotterdam Street): After St. Ignatius, Our Lady of Mercy, in Little Italy, is prob- ably the largest Catholic church in Hudson City. The recipient of several extremely generous dona- tions over the past four decades, it’s used the money not only to expand and update its facilities, but to establish outreach, missionary, and charity pro- grams throughout the city and the world. Sacred Path Temple (near the intersection of Riv- erfront Drive and N. Madison Street): This Indian Buddhist temple is less than 20 years old, but has already become a focal point of Hudson City’s Indian immigrant community, Buddhists, Hindus, and Sikhs alike. The latter two groups both have their own temples elsewhere in the city, but major events, such as celebrations of Indian holidays, always seem to take place at Sacred Path. Weitzmann Synagogue (northwest corner of Ashmont Avenue and Oneida Street): Founded in 1993, this temple is part of the Weitzmann Hebrew Academy, a private preparatory school for young Jewish men. MEN OF THE CLOTH Religions are about more than special build- ings and books. Men and women of faith often do more to help worshippers than all the holy writ in the world. Thomas Cardinal Alessi: The Archbishop of the Catholic see that includes Hudson City maintains his offices at St. Ignatius Cathedral. Appointed to his office by his good friend Pope John Paul II, he’s considered by some a potential candidate to become the next pope upon John Paul II’s death. Veteran Vatican-watchers think the selection of an American candidate unlikely, but stranger things have happened in the annals of the Church. That’s Mighty White Of You: More than once, the story has spread throughout Hudson City that a particular company — usually a national one, but some- times a major local business like Boudreau’s Department Store — is owned by the Ku Klux Klan, or some similar organization. No proof is ever forthcoming, but it inevitably results in a loss of business for the company in question. That Wasn’t In The Recipe...: The list of things supposedly mixed into, or found in, food served in Hudson City would just about fill a book itself: roaches (or roach eggs); semen; blood; various body parts (particularly fin- gers); used condoms; medical waste... the list goes revoltingly on. True, verifiable accounts of persons who’ve success- fully sued restaurants over contaminated or spoiled food have only fueled this particular fire. Sometimes the story has a gruesome ending, such as the version in which insect eggs consumed in a burger/taco/hot dog/ knish lodge in the eater’s throat or stomach and hatch.... One of the most horrific of these rumors started in 2001, when “they” claimed that the radi- cal gay activist group HONUR (page 42) was putting HIV-laced blood in ketchup dispensers so that victims would “feel our pain.” Nothing was ever proven, and HONUR even won a libel suit over the matter, but the use of ketchup in city restaurants plum- meted for months. This Is Your Brain On Drugs: Various stories, including some reported in the Sun or other Continued on next page Continued from last page Hero System 5th Edition 132 ■ A Day In The Life Reverend James Pick: This hot-tempered and antagonistic black Baptist preacher is a leader in the Hudson City civil rights community and one of the most controversial figures in the city. Known for his loud, belligerent speeches, he fre- quently denounces the white citizens of Hudson City (especially those who disagree with him) as racists, bigots, and Nazis. His enemies describe him as a race-baiter and a bigot himself. His 1995 championing of two black youths who claimed white police officers beat them but who turned out to be total liars has lent credence to his enemies’ charges against him but done little to damage his standing in the black community. Rabbi Solomon Stern: An influential figure in the city’s Jewish community, Rabbi Stern has achieved some notoriety with his outspoken denunciation of several organized crime groups, such as outlaw motorcycle gangs that include Nazi symbols as part of their outfits or “colors.” FRINGE RELIGIONS AND CULTS Not every religious group in Hudson City enjoys the legitimacy accorded to faiths like Catholicism, Buddhism, or the Baptist Church. Several are more commonly labeled “cults” or fringe religions. They include: The Church Of Holy Unity: This cult preaches a doc- trine that Man himself is the one true god. The Church’s leader, Dr. Ken Fowler, describes all other organized religions as “evil” and “deceptive.” Follow- ers of the Holy Unity must surrender all of their worldly possessions to the Church and live in one of its large farming compounds. There is one such compound to the west of Pineville and Blanton, and the Church’s blue-robed “acolytes” do a lot of proselytizing and fundraising in Hudson City. The Church Of The True Messiah: With its world headquarters in Mint Ridge (page 71), the Church of the True Messiah presents itself as the “correct” form of Christianity, one that worships the true Messiah — the Church’s founder, Jonathan James Ross. Most people would simply call it a cult that bilks weak-willed people seeking acceptance out of their life’s savings. The authorities have investigated the Church several times, but have never pros- ecuted it. Ross, a recluse now in his seventies who’s believed to live in Hudson City, leads the Church as its “Holy Eminence.” Serving him are a corps of “Holy Fathers” and “High Fathers” (roughly, bish- ops and priests) who minister to the faithful in his name. The Church expects worshippers to donate generously to it and its causes. The First International Church Of Satan: Urban leg- ends of baby-sacrificing Satanic cults aside, Hudson City is home to an organization that calls itself the First International Church of Satan. It rents an old warehouse on South River Drive in Elmview for use as a church, where its High Priest and Priestess, a couple named Alasdair and Sophia Lovasz, con- duct “Black Masses” and other rituals to “honor our lord and master, Lucifer.” Legitimate religious fig- ures in the city have noted an alarming increase in the number of “converts” to the church, especially among young people. Voodoo: Besides the Church Of Humbalu Areya Aye (see above), several Voodoo groups (not to men- tion a few voodoo posses) exist in Hudson City. The best known of them is the aptly-named Church of Voodoo (3217 Moore Street in Freetown). THE SCIENCE AND TECHNOLOGY WORLD “Hey, Jim, come check this out.” “Whaddaya got?” “Just take a look at it. See the micro-gear there on the right?” “Holy crap! It worked! I can’t believe it finally worked!” “Now all we gotta do is figure out a way to make money off of it.” — a recent conversation at Nanoverse Enterprises R&D Hudson City isn’t Silicon Valley, but neverthe- less it’s the scene of a lot of pioneering technologi- cal development and experimentation. Most of this work takes place at the three local universities or at major companies in the area, but there are plenty of smaller tech start-up firms and backroom tinkerers hoping for a big discovery that will make them rich. LABORATORIES AND TECH COMPANIES Besides Fordham ChemTech, StarrTech, and Strake Industries International, all described in the Business World section beginning on page 119, here are some of the leading lights of the Hudson City technological firmament. Albemarle Laboratories: Based in the suburb of Bed- ford, Albemarle Labs is on the cutting edge of bio- engineering and genetics research and development. It also has cryonics and agricultural sciences divi- sions. Company founder and CEO Bennett Moran is something of a maverick in the scientific world thanks to his blatant commercialism and willingness to insult other scientists. Nanoverse Enterprises: Nanotechnology is all the rage these days, and Nanoverse was founded to exploit that interest and push back the boundaries of the scientific frontier. From their Corinth County facility, the scientists of Nanoverse have already made several significant breakthroughs, and more are expected soon. Sewell Computing Laboratories (northeast corner of Pierce Avenue and N. Kimberly Street): Started by computer programmer Martin Sewell in his parents’ basement in the early Eighties, Sewell Computing has risen to become one of the most profitable and suc- cessful companies in the computing industry. While much smaller than many of its fellows, it concentrates on subjects it excels in — producing minor but defi- papers more concerned with sensationalism than fact-checking, claim people have done all sorts of hor- rific things while high. Examples include the babysitter who cooks the baby in the oven, the acid trip that causes a man to slice off bits of his flesh, the kids who stared at the sun until they went blind, and many “creative” forms of suicide. You’re Gonna Be A Star: Verified stories about women (from one coun- try or another, including the U.S.) being lured into the sex trade in some other country have been around for years. “They” say that the latest twist on this in Hudson City is “film crews” luring women away from crowded areas with promises to put them in commer- cials, then kidnapping and raping them. Continued from last page Hudson City ■ Chapter Three 133 nite improvement to computer chips and other tech, and certain specialized programming tasks — and produces results on deadline. SCIENTISTS AND INVENTORS Tech companies provide the funding for research and development — but it’s people that do the work and make the discoveries. Some of Hudson City’s best-known researchers and inventors include: Doctor Li “Lee” Baoxian: An escapee from Commu- nist China and a professor at HCSU, Dr. Baoxian is an expert on laser physics and the industrial use of lasers. In appreciation for the millions of dollars he’s brought in through grants and patents, the university built him a special lab just for his own experiments at one of its satellite campuses. Doctor Robert Keenan: Head of the R&D lab at Strake Industries International, Dr. Keenan oversees a variety of projects involving military and industrial applications. Despite being relegated to a mostly administrative role these days, he’s a brilliant scientist with advanced degrees in physics, materials science, and business. He donates a lot of money to charities in Freetown, where he grew up. Doctor Bryce Krueger: Often described as “eccentric” (“bizarre” and “chronically late” would be more accu- rate), the young Dr. Krueger (“Call me Freddie!”) earned his Ph.D in computer science at the tender age of 18. He specializes in advanced computer design and supposedly teaches at HCU, though whenever possible he foists his teaching duties off on grad students so he can go on working. Doctor Janet Shane: An employee of Fordham ChemTech, Dr. Shane designs computer guidance systems and related parts for missiles and similar military devices. According to one report, her work has improved the efficiency of Army missiles by 11%. THE SOCIAL WORLD “Spare change? Got any spare change, mister?” — heard on streets all around Hudson City Beyond business, beyond law, beyond religion and learning and everything else, people simply have to live with one another. The Social World of Hudson City is one of contrasts — great highs matched by great lows. The World Of The Wealthy Fancy cars, opulent mansions, glittering jewels, and the best of everything — such are the realities of life for the rich and fabulously rich of Hudson City. THE WEALTHIEST PEOPLE In addition to Ben Berkely (pages 30, 119), Thomas Allen (page 121), Brad Quinn (page 21), Candace Vanderburg (page 55), and Jeffrey Fordham (page 87), a few more of Hudson City’s richest individuals are listed below. According to most rankings, the three wealthiest Hudsonites are Berkely, Fordham, and Allen, in that order. Jacques Boudreau: Scion of the Boudreau family that founded the famous department store, Jacques Boudreau does relatively little with the family business except to show up at major board meet- ings and lend his name to various charity drives and promotional campaigns. He prefers to use his money to travel around the world in search of new thrills, take up exotic hobbies, and seemingly try to date every good-looking single woman on the planet. His latest craze is building and flying repli- cas of Twenties and Thirties airplanes. Jennifer Constanza: Jennifer Constanza was born in Latin City. She started her show business career at 16 as a model and quickly graduated to “super- model” status. After that, she got into acting, then fashion design... and at every step she made even more money, always investing it wisely. Despite the 2002 discovery that her former business man- ager had siphoned off millions from her empire (a matter currently in litigation), she still has several hundred million dollars to her name... and she’s only 31. Andy “Stonehand” Mawser: The star quarterback for the Hudson City Thunderbolts is one of the most photogenic and personable athletes in the NFL... and that translates into major endorsement deals. He earns $8 million a year on the field, but his promotional deals and clever investments have brought him hundreds of millions beyond that. Other men sometimes buy their wives flowers; Mawser sends his beloved Lyn weekly gifts such as furs, jewelry, and $10,000 an ounce perfume. ARIZONA DUPREE 12 STR 14 DEX 14 CON 12 BODY 13 INT 11 EGO 15 PRE 16 COM 4 PD 4 ED 3 SPD 6 REC 30 END 25 STUN Abilities: Martial Arts (20 points’ worth of Kung Fu), Combat Driving 12-, KS: Modern Pop Culture 11-, KS: Rock And Pop Music 11-, PS: Singing 13-, SS: Biology 11-, SS: Chemistry 11-, SS: Phys- ics 13-, TF: Basic Para- chuting, Advanced Para- chuting, SCUBA, Snow Skiing, WF: Small Arms, Money: Filthy Rich Disadvantages: Psy- chological Limitation: Thrillseeker; Psychologi- cal Limitation: Noblesse Oblige; Social Limitation: Famous Notes: When she’s not competing on the semi- pro racing circuit, partici- pating in team sky-diving tournaments, assisting her friends at HCU with particle physics experi- ments, attending a Hol- lywood premiere, or help- ing a friend of the family with some sort of charity event, you’ll usually find Arizona Dupree front- ing her band, Anxiety Fountain, as lead singer. Sole heir to the enormous Dupree dry cleaning fortune, she’s used her money, good looks, and plethora of natural talents to build a one-woman nonprofit business empire around her “career” as a “thrillseeking adventur- ess.” Her fans think she’s the greatest thing ever. Her relatives think she’s a little disturbed... but most of them figure her ways of relieving boredom are better than taking drugs and sleeping around. Arizona doesn’t care what any of them think; she’s just having a ball being herself and occasion- ally making the world a better place. DOCTOR JANICE SELLERS 8 STR 10 DEX 10 CON 10 BODY 10 INT 10 EGO 13 PRE 12 COM 3 PD 3 ED 1 SPD 4 REC 20 END 19 STUN Abilities: Animal Handler (Birds, Canines, Felines) 12-, KS: The Academic World 11-, KS: The Hudson City Geo- logical Profile 13-, KS: The Hudson City Underground Environment 8-, SS: Chemistry 8-, SS: Forensic Geology 11-, SS: Geology 14-, SS: Geophysics 11-, SS: Physics 8- Disadvantages: Psychological Limitation: Animal Lover Notes: A tenured professor at HCSU, Janice Sellers is one of the country’s foremost geologists. She’s conducted numerous studies of the geology of Stewart County and southern New Jersey, and has become such an expert on the soils of the region that the police often call her in as a consultant and expert witness regarding soil evidence. Doctor Sellers spends most of her free time tending to her menagerie of pets — an unabashed animal lover, she can’t say “no” when she sees an abandoned animal or hears of a friend who has a pet looking for a home. So far she’s got a dog, three cats, a guinea pig, and a macaw... and heaven only knows what she’ll bring home next. Hero System 5th Edition 134 ■ A Day In The Life THE WEALTHIEST FAMILIES Sometimes known as “the dynasties” because of their long-lasting wealth and influence on Hudson City society and politics, these families possess vast resources of many kinds. Their chil- dren want for nothing, and they’ve all had members prominent not only in business, but in local, state, and national politics. The Bankhursts: The descendants of Revolutionary War hero General Richard Bankhurst parlayed his name and hard work into an even more prosperous farming and ranching business than his own... then into industry and publishing... and eventually into the high-tech sector of the modern global economy. Bankhurst Holdings, the family’s partnership, has assets valued at over $100 billion. The clan remains relatively small, but most of them don’t live in Hudson City full-time anymore; only Eugene and Renee Bankhurst, renowned as patrons of the arts, stay in the city year-round. The Fraziers: Jeremiah Frazier was a friend of Emil Hudson’s who accepted Hudson’s invitation to move to his “new Eden in the Americas.” He didn’t regret it. At first he raised horses, but he and his sons later became involved in fur trapping and trading. In time they moved beyond supply to manufacturing, creat- ing clothes and other goods. By the Jazz Age they were among America’s most prominent industrialists, but after World War II they wisely diversified into the finance and services industries. Today the main part of the family consists only of Jeremiah “Jem” Frazier IV, his wife Audrey, and their four children (ages 6 to 14), but there are any number of cousins and other distant relatives who feed, to one degree or another, at the Frazier trough. The Willoughbys: In contrast to both the Bankhursts and the Fraziers, the Willoughbys are numerous throughout the greater Hudson City area. Their patriarch, William Willoughby, was a staunch Cath- olic, and bred his beliefs, including a desire for large families, into his heirs. As a family they’ve got their hands in every economic pie you could imagine, from manufacturing, to publishing, to high tech, to entertainment, to oil, and far beyond. MAVENS OF SOCIETY Among the wealthy in any society, certain people stand out. They may be more flamboyant, more extravagant, better entertainers, or simply more personable, but something about them attracts other well-to-do people (and hangers-on) like moths to a flame. In Hudson City, the ranks of such people include: Philip and Martha Andrews: Philip is a top executive at the Hudson City branch of Avery Industries; his wife, Martha, retired from the publishing industry in 1998. Martha is an incurable gossip, making her a good source of interesting information about Hudson City’s social set if you can get close to her. Adriene and Jake Davidson: This young couple is a darling of the Hudson City social scene. Though it’s not clear where their money comes from (software engineering? art treasures looted from the Nazis? lottery winnings? stock market? inheritance?), two things are for sure — they’ve got plenty of it, and they enjoy spending it. They live in a turn-of-the- century house in Irishtown (known as the “Mustard Mansion” for its distinctive yellow-brown color) with two Maltese dogs, three Abyssinian cats, and a parrot named Mr. Feathers who curses friend and foe alike in fluent Latin. They frequently throw par- ties or entertain houseguests. Leon and Rachel Edwards: Leon Edwards is one of the most successful attorneys in Hudson City his- tory. Although he’s now retired from the practice of law, the millions of dollars he brought in, and his wife’s clever investing, have left them extremely well-off. They now spend much of their time run- ning a small charitable organization, the Edwards Foundation, and making grants to area universi- ties. The recently-completed Edwards Computer and Video Center at City College is just one of the couple’s many fine works. Brad L. Patrick: Heir to the Patrick candy fortune, Brad Patrick is a handsome young man whom many people consider Hudson City’s most charm- ing and eligible bachelor. So far he seems content to lead a life of aimless luxury, often in the company of his friend Jacques Boudreau (see above). Marion Stuart: A wealthy widow, “Stu” Stuart is nonetheless relatively young and in big demand on the Hudson City social circuit. Her renown as a hostess means that receiving an invitation to one Hudson City ■ Chapter Three 135 of her parties is a major social coup. The guest lists typically read like a “who’s who” of Hudson City society, and all sorts of networking and dealmaking go on at them. LIFESTYLES OF THE RICH AND FAMOUS Besides the City Club (page 59) and simi- lar places described in Chapter Two, not to mention the Skyline Club (page 196)here’s a list of a few of the exclusive “hangouts” and playgrounds of the wealthy citizens of the greater Hudson City area. Blackbridge Racquet Club (4330 Iroquois Street): A sports and health club for the wealthy, located in the eastern part of Blackbridge. It features an indoor basketball court, racquetball and handball courts, a well-equipped weight room and fitness center, private masseuses, gold-plated fixtures in the bathrooms, a large sauna, an equally large jacuzzi, and many similar amenities. Many high-powered business deals take place here. Cambria Country Club: CCC is a small club in the suburb of Cambria. Its golf course is not particu- larly noteworthy, but its dinner facilities are some of the best around. Firetree Country Club: Located in the suburb of Andrews Heights only a few minutes’ drive west of the city proper, this club (the most expensive one in the area) has a dozen tennis courts, two Olympic- sized pools (plus several smaller pools for exercis- ers and young children), an award-winning 18-hole golf course, and excellent dining facilities. The annual Firetree Cotillion, held in May, is one of the biggest social events of the season. Hudson City Country Club: The HCCC is in Rome, right on the border of the main part of the city. It’s the least expensive of the area’s country clubs, and membership is considered the “first step” on a person’s climb up the city’s social ladder. Hudson Beach Yacht Club: A club for people inter- ested in sailing and/or attending seaside parties. The biggest yacht in the place is Ben Berkely’s Sea Queen, a 200-foot ship with the most luxuri- ous accommodations available. The club’s annual Regatta and its “summer circuit” of fabulous parties are big events in the city’s social calendar. Stone Ridge Country Club: A large club located in Northdale. In addition to its golf course and base- ball diamond, Stone Ridge has acres of meadows, fields, and woods suitable for picnics, volleyball, hiking, school field trips, and other activities. The World Of The Poor There’s a flip side to everything — including wealth. Some people have far more of it than aver- age, but some people barely have enough to live on. Unfortunately, like all major American cities, Hudson City has a substantial number of citizens living below the poverty line, and some of them don’t have any place to call home other than the streets. Most of the poor live on the Southside; in some neighborhoods, such as Freetown, Lafayette, and North Elmview, it often seems like the only people with any money are drug dealers and other criminal scum. HOMELESSNESS According to the best estimates, Hudson City has a homeless population of around 45,000. As of late 2004, average occupancy of the city’s homeless shelters totaled approximately 38,000 (15,000 children, 23,000 adults), but experts believe several thousand more live on the city’s streets, park benches, and subway trains/tunnels. Approximately 80% of them suffer from severe mental illnesses and are afraid of the authorities in general, and homeless shelters in particular. The largest congregation of them is in Boxtown (page 48), but other gathering places crop up here and there throughout the city. The homeless are regarded in some circles as a nuisance, or even dangerous. While most Hero System 5th Edition 136 ■ A Day In The Life just want to survive and get by, there’s no denying that the more desperate, deeply disturbed, or drug addicted ones can pose a threat to other people. They steal and rob to support themselves, and sometimes attack people whom they regard as threats or easy marks. CHARITIES AND SHEL- TERS Many different chari- table institutions help the needy citizens of Hudson City in one way or another. Besides the Barton Street Mission (page 62) and others described in Chapter Two, here are a few more: Barron Foundation: A chari- table organization founded by Barron Pharmaceuticals as part of the settlement of a large class action lawsuit. Its main projects include drug and alcohol abuse treatment programs, drug awareness education, and the like, but it also maintains a scholar- ship fund for pharmacology students. Richard and Maria Fordham Foundation: Started by Fordham ChemTech head Jeffrey Fordham, this foundation is responsible for a wide variety of charitable works. One of its main projects is a series of Fordham Youth Centers on the Southside to provide activities for children and teens to keep them off the street. So far the Foun- dation’s only built one (at the intersection of Polder Avenue and Van Allen Street), but half a dozen more are planned so far. Thirty-Fifth Street Mission: A shelter and soup kitchen on Thirty-Fifth Street in the Numbers in Freetown. It has about a hundred beds, most of them occupied by homeless mothers and their children at any given time. A coalition of several churches operates it, though most of the staff are part-time volunteers. King Avenue Urban Center: A large soup kitchen and shelter on King Avenue in Lafayette. Due to the large population of nearby Boxtown, it sees heavy traffic at mealtimes, though its shelter is sometimes underused (particularly in the summertime). The VOLT Foundation: Created by real estate mag- nate Richard Ravenscroft, the Victims Of Law- lessness and Terror (VOLT) Foundation is a two- pronged organization. One half of it is a think tank devoted to issues of criminology, public safety, and national security; this branch also lobbies for tougher anti-crime laws. The other half is a community outreach program with two purposes. The first is to “help people help them- selves,” as VOLT literature puts it. This means assisting with the development of “Neighborhood Watch”-style safety programs, conducting per- sonal safety seminars, and the like. The second is to compensate the victims of violent crime who need immediate assistance due to their victimiza- tion. For example, the Foundation will pay for a short hotel stay for a family that can’t remain in its home due to damage suffered during a break- in. The Foundation also maintains several bat- tered women’s shelters (page 146). CRAZY LENNY 6 STR 8 DEX 9 CON 7 BODY 10 INT 8 EGO 10 PRE 7 COM 3 PD 2 ED 2 SPD 3 REC 18 END 15 STUN Abilities: Bribery 8-, CK: Hudson City 11-, Language: Vietnamese (basic conversation), Shadowing 11-, Stealth 11-, Survival (Urban) 11-, TF: Common Motorized Ground Vehicles, WF: Small Arms Disadvantages: Money: Destitute; Psychological Limitation: Alcoholic; Social Limitation: Homeless Person Notes: Crazy Lenny is just one of the thou- sands of homeless people roaming the Hudson City streets. He gets his nickname because he tends to talk to himself a lot, and sometimes stops what- ever he’s doing to swat at imaginary flies buzzing all around his head — he’s not dangerous, just a little disturbed. Despite that, he’s smarter and more observant than most people give him credit for. He still remembers the snippets of Vietnamese he picked up during the war, as well as traces of other military skills... and he keeps his wits (such as they are) about him as he walks the paths of the decidedly different jungle he now lives in. chapter four: chapter four: chapter four: LAW ENFORCEMENT IN HUDSON CITY THE LONG ARM OF THE LAW Hero System 5th Edition 138 ■ The Long Arm Of The Law THE HUDSON CITY POLICE “Hey, Dillon, how ya doin’? First week going OK?” “Yeah, I guess. Nothing too heavy — talking to rowdy neighbors and a couple of street busts and stuff.” “Good, just keep alert out there — the bad people aren’t going to take it any easier on ya ’cause you’re a rookie. Here, this is for you.” He handed Dillon a couple of rolled-up bills. “Twenty-five bucks? What’s this?” “Your share of the pad, kid,” he said, speaking more softly now. “It’s not much ’cause you’re new, but give it time.” “I don’t get it.” He leaned in closely, whispered fiercely. “Look, rookie, take it. People in the precinct pay us to keep more of an eye on their places... or maybe not to look so closely at some things. It’s the way things are. If you don’t want it, fine — more for me. But keep your trap shut, got it?” “...No... no, I’ll keep it. Thanks, Sarge.” “No sweat, kid. All part of learnin’ the ropes. See ya ’round.” — conversation in the locker room of the 12th Precinct Law enforcement in Hudson City first and foremost means the Hudson City Police Depart- ment (HCPD), a force of approximately 32,000 officers plus another 9,000 clerical workers — far too few of both to handle the city’s enormous crime problem. ORGANIZATION AND STRUCTURE The HCPD organizes itself in three ways: first, by rank; second, geographically; third, by function. Ranks The HCPD has a five-tier rank structure. At the very top of force is the Police Commissioner, who’s appointed to his job by the mayor. The cur- rent Commissioner is Alexander Ringwald, whom Mayor Umstead appointed upon taking office (see text box). Immediately below the Commissioner are two ranks. First are the several Deputy Commissioners, each commanding one of the main bureaus of the Department (see below). Second are the Com- manders, each in charge of one of the twelve Dis- tricts the HCPD divides the city into (see below). The “leader” of the officers at this level is the First Deputy Commissioner, who serves as special assistant to the Commissioner. If the Commis- sioner cannot perform his duties, the First Deputy becomes Commissioner Pro Tem until the mayor appoints a new Commissioner. Commissioner Ringwald’s First Deputy is Ronald Garrone, a big, hearty fellow who reminds some people of a hard- nosed Sidney Greenstreet. The third tier in the rank system is Captain. A captain commands a precinct (see below) and answers to the commander in charge of his area. Serving beneath captains are Lieutenants. Each pre- cinct has several lieutenants to see that the station runs smoothly on a day-to-day basis. Many of the men in the various detective squads (such as Homi- cide or Burglary & Robbery) are also lieutenants. Sergeant is the last level of command, the one that takes care of things on the street and handles many of the day-to-day major chores in the pre- cinct houses. Theoretically, police regulations call for at least one sergeant to respond to every major call for assistance, but in practice there aren’t nearly enough sergeants to go around. Below the sergeants are the patrol officers, in two ranks: P1 and P2. To become a P2, an officer must have at least two years’ experience as a P1 and pass an exam. An officer cannot advance further in the ranks (for example, become a sergeant or a detective) without first serving as a P2 for at least six months. HCPD patrol officers generally ride in squad cars in groups of two. In some situations, rank matters less than one might expect. For example, police regulations spec- HUDSON CITY CRIME STATISTICS According to the data in the FBI’s Uniform Crime Report, here’s how many crimes were committed in Hudson City standard metropolitan statistical area in 2003: Violent Crimes Number Murder and non-negligent manslaughter 1,038 Forcible rape 2,512 Robbery 30,112 Aggravated assault 36,758 Property Crimes Number Burglary 32,991 Larceny 168,730 Motor vehicle theft 26,554 139 Hudson City ■ Chapter Four ify that the officer who first investigates a crime is in charge of the crime scene, regardless of his rank, until a lieutenant or captain arrives. Thus, it’s pos- sible for a lowly P1 to end up in charge of a situa- tion even if P2s and sergeants are around. Similarly, cops quickly learn what they and their “brothers in blue” are good at, so it’s not uncommon for higher- ranking cops to defer to lower-ranking ones who are particularly skilled in the task at hand (such as interrogation, crime scene analysis, or the like). Geographic Organization Geographically, the HCPD organizes itself into twelve Districts (see accompanying text box), each commanded by a Commander who reports to the Commissioner. Every commander designates one of the precinct houses in his district as his District Headquarters and keeps his personal offices there. Within each district are several precincts, each responsible for patrol and investigation duties within a given neighborhood or area within the district. As of 2004, there are 120 precincts in the city, for an average of ten per district, but the number varies wildly. For instance, there are more precincts in the Southwest, South Central, and Riverside Southeast districts, all of which have very high crime rates, than in the quieter North Central and Riverside Northeast districts. A Captain com- mands each precinct. Most precincts have 200-300 officers and around 75 support personnel, but again the numbers tend to vary based on the crime rate within the precinct. Bureaus And Squads Lastly, the HCPD organizes itself by func- tion. It refers to its functional branches as bureaus; within each bureau are divisions, squads, and other specialized groupings (and sometimes geographi- cal subgroupings that don’t necessarily match the overall Department’s geographical scheme). COUNTERTERRORISM BUREAU Formed in early 2002, the Counterterrorism Bureau’s mission is to investigate alleged terrorists and related suspicious activity with the intent to prevent terrorist incidents from occurring in or POLICE COMMISSIONER ALEXANDER RINGWALD 10 STR 11 DEX 12 CON 11 BODY 13 INT 12 EGO 20 PRE 10 COM 3 PD 2 ED 3 SPD 4 REC 24 END 22 STUN Abilities: +2 PER with Sight Group, Martial Arts (Police Self-Defense [Commando Training], Use Art with Tonfa), Acting 8-, Bureaucratics 13-, Combat Driving 11-, Criminology 13-, Deduction 12-, Gambling (Cards) 8-, KS: Criminal Law And Procedure 11-, KS: The Law Enforcement World 14-, KS: Hudson City Underworld 12-, KS: Hudson City Government 11-, Lockpicking 8-, Security Systems 8-, Shadowing 12-, Stealth 11-, Street- wise 13-, WF: Small Arms, Tonfa, SS: Forensic Pathology 8-, Fringe Benefits: Law Enforcement Rank, Local Police Powers, Weapon Permit, Well-Connected and 20 points’ worth of Contacts in city government, other law enforce- ment agencies, and the street. 25+ Disadvantages: Hunted: various organized crime groups 8- (As Pow, NCI, Kill); Hunted by the media 11- (Mo Pow, NCI, Watching); Psychological Limitation: Perpetually Suspicious. Notes: Police Commissioner Alexander Ringwald is a bold, confident man in his mid-40s. He started work- ing with the HCPD right out of high school as a beat patrolman. His quick wits and sharp eye soon earned him promotions, and after seven years he found himself where he had wanted to be all along — the Homicide Squad. As a homicide detective, Ringwald worked some of the most horrifying cases in the city’s history, and even had to go undercover a time or two to locate particularly dangerous killers, but he handled every job with skill and aplomb. The enemies he made with his driven, no- nonsense working style were far outweighed by the cops and citizens who admired his hard work and the results he achieved. After five years on the Homicide Squad, Lieutenant Ring- wald was tapped for a promotion to Captain of the 94th Precinct, in one of the worst sections of the city. He con- tinued to perform at his usual level, and after his sensitive handling of what could have become a nasty racial riot he was promoted to commander of the South Central District. This position brought him to the attention of then-Councilman Graydon Umstead, who frequently consulted the hard-nosed career cop on police issues. When Umstead won the mayor’s seat, he chose to get rid of the current commissioner, a reputedly corrupt man named Keith Green, and put Ringwald in his place. As Commissioner, Ringwald is a tough but fair chief cop. He absolutely will not tolerate corruption, and earned some enmity in the department during his first few months by ruthlessly pursuing a number of officers he knew to be “on the take” until he got them convicted of accepting bribes. However, unlike many commissioners, results matter more to Ringwald than appearances or “going by the book.” This attitude has made him more tolerant of some vigilantes than is good for him politi- cally; some groups have accused him of being “soft on people who take the law into their own hands.” However, he has expressly instructed his people not to enter into any sort of “arrangement” with any vigilantes. It’s one thing to focus police efforts on fighting real criminals instead of costumed adventurers; it’s another thing entirely to rely on outsiders to do the jobs the cops should do themselves. HCPD DISTRICTS District Region Northwest (NW) Irishtown, Guilford North Central (NC) Central Worthington, Blackbridge Northeast (NE) Eastwood, Highlands, east Worthington Riverside Northwest (RNW) Little Italy, Ardmore, Mint Ridge, Moscow West Riverside North Central (RNC) Blackbridge, LeMastre Park Riverside Northeast (RNE) Bankhurst, Gadsden, Bayside, Pierpoint Riverside Southwest (RSW) Chinatown, Riverside Hills Riverside South Central (RSC) Crown Point, Ashwood, Riverside Hills Riverside Southeast (RSE) North Elmview, northern Elmview, Red Hill Southwest (SW) Freetown South Central (SC) Forsyth, Lafayette Southeast (SE) Elmview, Latin City COP GEAR A typical Hudson City patrol cop is issued the following standard gear before he hits the streets: Uniform and hat Glock 21 .45 ACP hand- gun Two extra ammo clips Body armor (Level II [DEF 7], Activation Roll 11-) 1 set handcuffs Baton flashlight Tonfa Pepper spray Many officers, par- ticularly detectives who spend most of their time on the street, carry one or two extra guns (“hold- out pieces”). Patrol cops often have shotguns, first aid kits, and other gear in their cars. Hero System 5th Edition 140 ■ The Long Arm Of The Law affecting Hudson City. It works closely with many federal organizations — the FBI, the Department of Homeland Security, NEST, the INS, Customs, and so forth — and often relies on them for informa- tion and assistance, since it’s woefully understaffed. CRIMINAL JUSTICE BUREAU The Criminal Justice Bureau should actually be called the “Law Enforcement Liaison Bureau” or something similar. Its primary responsibility is to work with other state and federal law enforcement agencies to mount collaborative investigations and operations — a thankless task pretty much every day of the week, given the territoriality and touchi- ness of most cops. CRIMINALISTICS BUREAU The Criminalistics Bureau provides scientific investigative services. Its three main divisions are: the Crime Scene Technician Division, which sends trained officers to crime scenes to gather forensic evidence; the HCPD Crime Laboratory, which ana- lyzes the evidence the CSTs gather, analyzes finger- prints, runs DNA tests, and so forth (see below); and the Bomb Squad. Criminalistics also liaises with the medical examiner (page 145) to obtain autopsy results and work together to solve crimes. Deputy Commissioner Rita Clemente runs the Criminalistics Bureau. A former Crime Lab researcher and administrator, and later an assistant medical examiner, she knows the ins and outs of how Hudson City gathers and analyzes physical evidence better than just about anyone in the Department. Years of looking at the most gruesome crime scenes and bodies have left her somber and humorless. DETECTIVE BUREAU According to the award- winning TV show HCPD 72, the life of a Hudson City detective is one of drama, adventure, tension, insight, the occasional sexual interlude with a grateful citizen, and bringing hardened crimi- nals to justice by the end of the day. Real life may not be that glamorous, but there’s no denying that many cops’ main ambition is to get out of Patrol and become detec- tives. Officers in the Detective Bureau not only have high rank (Detective One, Two, or Three [all roughly equivalent to Sergeant], Lieutenant, or Captain), but better pay, more prestige, more responsibility, and more authority. Not all detectives in the Department belong to the Detective Bureau. Some other bureaus, such as Organized Crime and Internal Affairs, field their own investigators. The bureau assigns most detectives to specific precincts; they work in teams of two and wear ordinary clothes. Other detectives are organized into divisions based on specific function. These specialized detectives usually operate within an entire district, but sometimes they have jurisdiction throughout Hudson City. Some of the divisions include: Citywide Task Force The CTF is an “elite” squad of cops with city- wide jurisdiction — they can go anywhere (or be called anywhere) at any time, and can follow the threads of an investigation across the city without having to check in with different precinct captains. Many of their investigations involve narcotics or organized crime. Detectives regard appointment to the CTF as a real “plum” not only because of the extra power (including the right to carry concealed weapons) but also because of the increase in pay and prestige. However, there are more than a few rumors about some of the Force’s unorthodox practices, including everything from vigilante-style beatings of crimi- nals to taking bribes or conspiring with criminals. CTF detectives generally work in three- or four- man teams called squads and designated by alphabet codewords — Alpha, Bravo, Charlie, Delta, Echo, and so forth. Perhaps the most notorious of them is Bravo Squad, led by Lt. Roger “Roj” Stokes. Stokes and his men have a case clearance rate 30% higher THE PERSONNEL AND TRAINING BUREAUS Among the many other bureaus in the HCPD, two of the most impor- tant to the average cop are Personnel and Train- ing. The Personnel Bureau is responsible for all admin- istrative matters relating to the HCPD’s employ- ees: paychecks and pay schedules; vacation time; and a thousand other little things. Most cops get to know their precinct’s Personnel staff pretty darn well. The Training Bureau han- dles all matters relating to the training and continu- ing education of Hudson City cops. It maintains the bureau’s Police Acad- emy to the north of the city, where it teaches new hirees all about how to be a cop and offers a series of courses to help veteran cops keep their edge on the streets. 141 Hudson City ■ Chapter Four than most other squads, though rumors say they get those results by cutting a few procedural corners and ignoring the occasional constitutional right. Homicide Although not as prestigious or powerful as the CTF, Homicide Division is considered a desirable assignment because it puts detectives right in the middle of exciting, high-stakes, high-profile murder cases. More than one Homicide cop has gone on to greater things when he broke a big case and made a name for himself in the papers. Some of the best- known Homicide detectives include: D-3 Stewart Long, an expert on serial killers and cult murders; Lieutenant Theresa O’Sullivan, who heroically rescued three elementary school students from a deranged hostage-taker in April 1999; Lieuten- ants Blake and Christopher Squires, twin brothers known for their reckless style of investigation; and Sergeant Nick Konstantinides, who captured the infamous murderer Vincent Scoria. Major Crimes Before Robbery-Homicide was spun off as a separate division, the Major Crimes Division (MCD) mostly handled such cases. Since then, it’s redefined itself to focus largely on crimes committed by so-called “costumed” or “weird” criminals, such as Card Shark, Diomedes, or the Kyphotic Man. Regardless of the crime involved, if that type of criminal’s committing it, the MCD gets the call. Narcotics The drug trade is a major problem in Hudson City, and the detectives of Narcotics Division are on the front line fighting it. They often work closely with officers from the Organized Crime Bureau, since so many major drug operations involve orga- nized crime to some degree. Because anti-drug operations often focus on ethnic criminals, Narcotics Division contains a higher than normal percentage of officers who speak fluent Spanish or Chinese. For example, Ray Meléndez and his team in Latin City have had such success there because most of them speak the language, and Detective Harry Lo can gain access to places in Chinatown that would never admit a “round-eyes.” Robbery and Burglary Major property crimes, such as jewelry store robberies or the depredations of car theft rings, fall to the “R&B” division. As a general rule, R&B gets the case if the take from the robbery is $30,000 or more, or if there are unusual circumstances sur- rounding the crime. One type of case that they do not investigate extensively is bank robbery, which is the province of the FBI. Robbery-Homicide When a robbery goes bad and someone gets killed, or a skilled robbery crew takes out the target with lethal force, Robbery-Homicide investigates the case. Like Homicide, it’s considered a plum assignment because of the higher pay and higher- profile cases. Vice The Vice Division covers the whole gamut of human degeneracy, outside of drugs: prostitution; gambling; child pornography; sexual slavery. Many of its detectives, particularly those involved in child pornography and related investigations, are dedi- cated crusaders who go the extra mile to protect the people of Hudson City. Others are burned out by everything they’ve seen and heard during their careers, and just coast along half-heartedly enforc- ing the laws as long as no one’s getting hurt. KURT DENNAHY 8 STR 10 DEX 10 CON 8 BODY 10 INT 10 EGO 15 PRE 12 COM 3 PD 3 ED 2 SPD 4 REC 20 END 19 STUN Abilities: Combat Driv- ing 8-, Concealment 11-, Criminology 13-, Foren- sic Medicine 8-, KS: Criminal Law And Pro- cedure 11-, KS: The Law Enforcement World 11-, Paramedics 11-, Stealth 11-, Streetwise 12-, WF: Small Arms, Tonfa, Con- tacts (6 points’ worth), Fringe Benefits: Law Enforcement Rank, Local Police Powers, Weapon Permit 25+ Disadvantages: Dis- tinctive Features (uni- form); Hunted (Watched by HCPD); Social Limitation: Subject To Orders Notes: Kurt Dennahy is one of the Criminalistics Bureau’s many Crime Scene Technicians (CSTs). When a call comes into his precinct for someone to gather physical evidence, he hops into his CST vehi- cle (a sort of mini-van with all sorts of equip- ment and containers in the back for collecting and storing evidence). He frequently testifies in court, and knows the ins and outs of the Hudson City justice system pretty well. SERGEANT FAITH PADRUSKI 12 STR 14 DEX 14 CON 10 BODY 13 INT 12 EGO 15 PRE 13 COM 5 PD 4 ED 3 SPD 7 REC 35 END 25 STUN Abilities: +1 with Sight Group PER Rolls, Running +2”, Martial Arts (Karate, Use Art with Tonfa, +2 DCs), Bureaucratics 8-, Combat Driving 12-, Concealment 12-, Criminology 13-, Deduction 12-, Forgery (Documents) 8-, Interrogation 12-, CK: Hudson City 11-, KS: The Law Enforcement World 12-, KS: Hudson City Underworld 12-, Shadowing 11-, Stealth 13-, Streetwise 14-, WF: Small Arms, +3 with Karate, +2 with Glock 21, Contacts (12 points’ worth on the streets), Fringe Benefits: Local Police Powers, Weapon Permit Disadvantages: Hunted: Doom Fever posse 8-; Psycho- logical Limitation: Loyalty To CTF Comrades; Repu- tation: renegade cop with a penchant for “curbstone justice” 11- (among the CTF); Social Limitation: Subject To Orders Notes: Sergeant Faith Padruski, a member of the CTF, was the HCPD’s citywide female martial arts champion of 1999. She does her job well — so well, in fact, that the Doom Fever posse wants to kill her because she busted one of its biggest cocaine rings a while back. However, Sgt. Padruski isn’t all sweetness and light — she has a reputation among the CTF as a “renegade” cop who likes to dish out a little curbstone justice when she feels the situation calls for it. After all, it saves the city a few bucks and probably does more to teach the punk a lesson than a joyride through the court system. Her partners don’t really mind this attitude, but some corrupt CTF cops may use it against her if they ever come into conflict. Sgt. Padruski is divorced; she raises her young daughter with the help of her mother. Despite her good looks, she has trouble attracting men because she’s a little too aggressive and “masculine” for them. Hero System 5th Edition 142 ■ The Long Arm Of The Law Deputy Commissioner Larry Graves Also known simply as Chief of Detectives, Deputy Commissioner Larry Graves leads the Detective Bureau. He spent nearly thirty years in the trenches as a Narcotics, Vice, and Homicide detective before the Commissioner tapped him to ascend to the lofty rank of Deputy Commis- sioner. He’s been on the job nearly eight years now, and some people whisper that he’s thinking about retirement. An old-school cop, he’s mostly been content to keep things on an even keel. He only ini- tiates “reform programs” or “internal investigations” when he has no other choice. HOUSING BUREAU Housing Bureau cops provide police services for the dozens of public housing projects and hun- dreds of thousands of project residents in Hudson City. It’s a dangerous task that takes cops into some of the worst, most crime-ridden neighborhoods in the Pearl City — places where the only citizens who support them are too scared of the gangs and drug dealers to offer so much as the slightest word of encouragement or thanks. Housing cops usually work in teams of two or four. They often engage in foot patrols as part of the bureau’s “Community- Friendly Policing” project (which aims to acquaint local civilians with their “neighborhood cop” so they’ll be more inclined to help him). INTERNAL AFFAIRS BUREAU The cops all the other cops love to hate. “IA” investigates departmental corruption and wrong- doing, holds officers accountable for the mistakes (or perceived mistakes) they make, and otherwise watches the watchmen. It also investigates any incidents in which a policeman shoots someone and either clears the incident as a “justified shooting” or refers the matter to the County Prosecutor’s office. ORGANIZED CRIME BUREAU Since Hudson City has a major organized crime problem, the Depart- ment has a special bureau of officers devoted to combating it. Experts on the nature of organized crime, the local members of various “families” and car- tels, and organized crime methodology, they investigate organized crime activi- ties using every legal method at their disposal. In addition to wiretapping and bugging, they often use under- cover agents to try to get inside and bring a whole group down at once. The OCB often works jointly with the local FBI office’s Organized Crime Section. PATROL BUREAU The largest bureau in the Depart- ment, the Patrol Bureau includes nearly all of the cops who hit the streets every day to keep the peace and preserve public safety. Most of its divisions are geographical ones that match the pre- cincts (though some large precincts have multiple Patrol divisions), but it also has a few special ones, such as the Park Police (page 67). Thomas “Boston Tommie” Black commands the Patrol Bureau. His accent tells you that he was born and raised in Massachusetts, but he’s been a Hudson City cop for over three decades, and the Pearl City is definitely his true hometown. Extremely popular with his men, he’s been known to go to extraordinary lengths to help them, up to and including shouting matches with the Commissioner to get the funding or other resources he wants. PUBLIC INFORMATION AND COMMUNITY AFFAIRS BUREAU It’s important that the people of Hudson City know how good a job their cops are doing, and that they can get information about the HCPD when they need it. That’s the job of Public Information and Community Affairs, which also runs many other public relations programs (such as sending cops to schools to talk to students). SPECIAL OPERATIONS BUREAU The Special Operations Bureau handles all sorts of non-standard assignments calling for special training or resources. It most prominently includes SWAT (Special Weapons and Tactics), the HCPD’s heavy-weapons “commando” team for ter- rorist and hostage situations. Team members are all highly-trained combatants, ready to lay down their lives for the people of Hudson City... though they prefer to make the other guy lay down his before he hurts anyone. Other SOB divisions include Hostage Negotia- tion, Aviation, and Canine. 143 Hudson City ■ Chapter Four SUPPORT BUREAU “Support Bureau” is another way of saying “clerical support section.” It includes all the police record clerks, property and evidence clerks, fleet and weapon maintenance technicians, and other cop jobs that can’t be entrusted to civilians but which don’t involve patrolling the streets or directly solving crimes. It’s not the most glamorous of bureaus by any stretch of the imagination, but it’s arguably the linchpin that holds the whole Depart- ment together: without information and equip- ment, the cops would be crippled. TRANSPORTATION BUREAU What the Housing Bureau is to public hous- ing projects, the Transportation Bureau is to public transit. Transportation cops ride the railways and subways to keep on the lookout for fare jumpers, muggers, and other troublemakers. Most people call them “transit cops.” TASK FORCES The HCPD periodically creates a “task force” of officers from various bureaus to tackle special problems. Examples include the Youth Crime Task Force (which focuses on certain street gangs), the Vigilantism Task Force (which pursues vigilantes deemed a danger to society, such as Renegade or the Harbinger of Justice), and the Aberdeen Anti- Robbery Task Force (which tries to curtail crime at Aberdeen International’s facilities). Some of these task forces are short-term groups that disband after completing a specific task; others are nigh-perma- nent groups that effectively become highly special- ized mini-bureaus. NOTABLE LOCATIONS “Whaddaya got for me today, Roj?” “Oh, you’re not gonna believe this — 20 kilos of coke and two machine guns.” “Holy *%&!! Where’d you find that stuff? “I ain’t even sure I believe it myself, but here’s what happened. We were workin’ with some Vice guys trying to find some kidnapped kids they thought might be used for child porn or some other sick *%&!. I get this tip from one of my CIs that he’s seen some guys in — where else — North Elmview with a couple of kids he knows ain’t theirs. So we head over there and kick in the front door. These scumbags run like rabbits. Faith’s chasing one of ’em and steps on the wrong floorboard in the hallway. The board breaks, her leg goes through and hits a kilo of coke. They had it all stashed there in a hidey- hole, gonna move it soon to some gang in Free- town, they said.” “*%&!, man, you get all the lucky breaks. Time for another medal, huh?” “Hope so. Ain’t had my picture in the paper in a while.” “How’s Faith — she hurt herself?” “Twisted her ankle. Gary took her over to Katz Memorial to get it taped up.” — conversation at the Evidence Depository intake window When you’re a Hudson City cop, you end up spending a lot of time in certain places. POLICE HEADQUARTERS Hudson City Police Headquarters is a ten- story building (plus a basement and three subbase- ments) on the north side of Courthouse Plaza. It includes the Commissioner’s office, other admin- istrative offices, a press room, and various other facilities. The “basement” level is mostly a parking deck but also includes some storage areas, a shoot- ing range, and a gym. Evidence Depository And Armory The second subbasement floor of Police Headquarters contains the HCPD’s Evidence Depository, where the Department carefully takes in, catalogs, and stores evidence pending trial — everything from dozens of kilos of drugs, to pow- LIEUTENANT FRANK GUERRINI 12 STR 15 DEX 14 CON 12 BODY 14 INT 11 EGO 18 PRE 10 COM 5 PD 4 ED 3 SPD 6 REC 30 END 25 STUN Abilities: +1 with Colt M1911A, +3 versus Range Modi- fier with Rifles, Running +1”, Leaping +1”, Swimming +1”, Martial Arts (Commando Training, +2 DCs), Climbing 12-, Interrogation 13-, CK: Hudson City 12-, KS: The Law Enforcement World 12-, KS: The Military/Merce- nary/Terrorist World 12-, Languages: Italian, Vietnam- ese (basic conversation, English is native), Mechanics 12-, Security Systems 8-, Shadowing 12-, Stealth 13-, Streetwise 13-, Survival (Temperate/Subtropical, Tropi- cal) 12-, Tactics 12-, Tracking 12-, TF: Small Motorized Boats, Two-Wheeled Motorized Ground Vehicles, Basic and Advanced Parachuting, WF: Small Arms, Knives, Grenade Launchers, Heavy Machine Guns, Shoulder- Launched Missiles, Fringe Benefits: Law Enforcement Rank, Local Police Powers, Concealed Weapon Permit 50+ Disadvantages: Distinctive Features (uniform); Hunted (Watched by HCPD); Hunted (Watched by the media); Reputation (uses excessive force) 11-, Social Limitation: Subject To Orders Notes: Lieutenant Frank Guerrini commands the HCPD SWAT team. A tough, no-nonsense cop straight out of central casting, he speaks in blunt, clipped phrases that do little to endear him to those who value tact and diplo- macy but which earn him a lot of respect and loyalty from his men. A former Marine sniper who served in Vietnam with distinction, he tends to favor a fast-paced, hard-hitting approach to resolving the situations he’s called in to deal with — his most frequent recommenda- tion in most SWAT cases is to shoot the perpetrators. This use-of-force “policy” has gotten him in trouble many times and leads both the brass and the media to keep a close eye on him. OFFICER TODD FRENCH 10 STR 11 DEX 12 CON 10 BODY 13 INT 8 EGO 10 PRE 10 COM 4 PD 3 ED 2 SPD 5 REC 24 END 21 STUN Abilities: +1 PER with Sight Group, Combat Driving 8-, Criminology 12-, Forensic Medicine 8-, AK: Hudson City Waters 11-, CK: Hudson City 11-, KS: Criminal Law And Procedure 11-, KS: The Law Enforce- ment World 11-, PS: Police Officer 11-, PS: Underwater Criminal Investigations Proce- dures 11-, Streetwise 11-, TF: SCUBA, WF: Small Arms, Contacts (4 points’ worth on the streets), Fringe Benefits: Local Police Powers, Law Enforcement Rank, Weapon Permit Disadvantages: Distinc- tive Features: Uniform and/or Badge; Hunted (Watched by HCPD); Social Limitation: Sub- ject To Orders Notes: When a crime or disaster scene involves the river, the ocean, or one of the ponds in LeMastre Park, the HCPD often has to call in its Underwater Criminal Investiga- tion (UCI) team to gather evidence, collect bodies, and so forth. Todd French is one of the officers assigned to UCI. A five-year vet who’s spent uncounted thousands of hours in the water performing some messy tasks, he likes to think he’s seen it all... but somehow every month brings new and disgusting surprises. Hero System 5th Edition 144 ■ The Long Arm Of The Law erful weapons, to scraps of cloth from a homicide scene. Officers carry small items down to the Depository; things too large to get down the stairs easily can be brought in by special subway car on the line that runs underneath Courthouse Plaza and carted in via a special corridor. Much of what’s held in the Depository (under very tight security) is extremely valuable on the street; from time to time allegations arise of cops stealing stored objects and selling them (or disposing of them to protect an accused criminal). Immediately below the Depository, on the third and lowest subbasement floor, is the HCPD’s Armory. This is where it stores weapons and ammunition, tests new weapons, and so forth. Again, security is extremely tight. THE HCPD ACADEMY The HCPD’s Police Academy is in the suburb of Arlington. New recruits spend months there learning the basics of their job — advanced driv- ing skills, conflict resolution and basic negotiation, firearms, unarmed combat, and more. But gradua- tion isn’t the end of their relationship to the Acad- emy. Even experienced officers periodically return there for additional training, re-training, police skills competitions, and more. The “headmaster” of the school, Walter Russo, holds the rank of Com- mander even though he’s not really in the main chain of command. THE HCPD CRIME LABORATORY The first subbasement floor of Police HQ con- tains the Crime Laboratory and the offices of the Medical Examiner (see below). The Crime Labora- tory is one of the most sophisticated such facilities in the state (+2 to Criminology rolls involving the examination of physical evidence), but it’s not big enough to handle all the work the HCPD needs done. Some is jobbed out to other labs around the state, or to the even more advanced FBI labs in Washington, D.C. Doctor Samantha Ferrell-Taft, a highly respected criminalistics expert who’s published three books and countless journal articles in her field, heads the Crime Laboratory. Her staff thinks she must be some sort of robot; she’s almost always the first person to arrive in the morning, and often the last one to leave at night. JULIANO’S There are several “cop bars” around the city — places where police officers gather to drink to the good times and commiserate over the loss of fallen comrades. But if you asked most cops to name the cop bar in Hudson City, they’d answer “Juliano’s” without even having to think about it. Located at the intersection of Kemp Avenue and Oxnard Street in Bayside, Juliano’s was founded back in the 1950s by Tony Juliano, a cop who had to retire due to injury. Most of his kids became cops, but one of them preferred to run the bar. He’s still running it today, and one of his sons will take over after him. POLICE CORRUPTION Like any major city, Hudson City has its share of police corruption — actually, more than its share, truth be told. Compared to past times, the modern HCPD is much “cleaner,” but there are still more than a few officers who take bribes from criminals to look the other way or to go after their rivals. In many areas this bribery takes the form of a “pad,” where the money is collected monthly and split among all the officers in a squad or precinct proportion- ately to rank (i.e., a P1 patrol officer gets one share, a P2 two shares, and so forth). Of course, this requires the coopera- tion of the entire precinct (or at least a substantial part of it). A more common form of corruption occurs when a suspect bribes the small group of offi- cers who are about to arrest him to let him go. Some officers actively solicit such bribes (“shakedowns”). Narcot- ics cops are especially susceptible to this form of bribe because of the enormous amounts of cash involved in the drug trade (“Look, that suitcase over there is full’a cash. Lemme go and you c’n keep it”). Cops in Chinatown and Little Italy are also likely to receive more bribe offers than normal. Federal law enforcement is subject to corrupt- ing influences just like the HCPD — FBI and DEA agents can easily take money to look the other way (or protect a particular gang), pass classified informa- tion to enemy agents, or steal evidence. The 1998 Venturini case, in which an FBI agent was found to have essen- Continued on next page 145 Hudson City ■ Chapter Four The customers at Juliano’s are almost all cops (or people who like to hang around with cops). Police officers come from around the city just to have a beer there, and Department legend has it that a rookie’s not really a cop until he’s bought a round at Juliano’s. Having all those cops around makes it the safest bar in the city. The only time anyone ever made trouble there was back in 1997, when some out of town schmuck who didn’t know any better tried to rob the place. He had so many guns pulled on him that he fainted dead away. STARS OF THE FORCE The HCPD contains literally tens of thousands of brave men and women who put their lives on the line every day to help keep Hudson City as safe as possible. But even among their number, a few cops stand out for their valor, self-sacrifice, or exploits. Lt. William “Wild Bill” Daniels: A detective in Rob- bery-Homicide, “Wild Bill” Daniels has a well- deserved reputation for doing whatever it takes to catch his man. Captains and commanders dread to hear the words “Lt. Daniels is in pursuit” come over the radio, because they know that’s going to mean wrecked cars, pedestrians jumping wildly off of sidewalks to avoid speeding automobiles, smashed-up scenery, and lawsuits by the dozen. But they also know that if Daniels is chasing someone, that person’s as good as caught... which is the only reason he hasn’t been given the boot already. D-3 Andrew Lau: The HCPD doesn’t have many officers who can speak Chinese and know enough about Asian culture to make much headway stop- ping crime in Chinatown. Andy Lau is one of the exceptions. Born in China but raised in Hudson City’s Chinatown from age six, he speaks Manda- rin, Cantonese, and Vietnamese, and his partners in Narcotics swear that half the people in China- town either know him, are related to him, or owe him favors. Over the past five years, he’s almost singlehandedly made it possible for the County Prosecutor to charge and convict several Chinese gangsters. Lau now carries a heavy price on his head from the tongs, who want more than any- thing to get rid of him. D-2 Joe Nardini: Almost no one outside of the HCPD’s heard of Joe Nardini — but within the department he’s treated with the same regard physicists reserve for Einstein, Fermi, and Hawk- ing. A brilliant undercover investigator, he’s helped to bring down numerous Mafia and Russian Mafia crews. The FBI’s tried to hire him away from the Organized Crime Bureau many times, but he likes it just fine in his hometown. Lt. Julia Sandoval: A 2002 recipient of the “Pearls of Great Price” award for her work with various battered women’s shelters and children’s charities, Lt. Sandoval spends her days (and more than a few of her nights) investigating murders as a detective in the Homicide Division. Her capture of the Tally- man in early 2004 made national headlines. OTHER LOCAL LAW ENFORCEMENT The fight to prevent crime and preserve public safety is a difficult one. Fortunately, the HCPD has allies it can call on. THE HUDSON CITY MEDICAL EXAMINER The Medical Examiner’s office is responsible for performing autopsies on all bodies involved in mysterious, unexpected, or sudden deaths — murders, automobile wrecks, and the like. From its operating rooms, morgue, and laboratories on the first subbasement floor of Police Headquar- ters, it can perform all sorts of tests to determine the time of death, cause of death, and other rel- evant information. The ME’s office has a simple structure for max- imum flexibility (and thus, its administrators feel, efficiency). The Chief Medical Examiner (CME), Dr. Gunther Buncombe, is in charge overall. He works closely with both the County Prosecutor’s office and the HCPD, but answers to no one except the mayor to preserve his office’s impartiality. Working beneath him is a corps of Assistant Medi- cal Examiners (AMEs), medical technicians, and clerical personnel — death is sometimes a messy (and paperwork-intensive) affair. tially gone into business with one of his Mafia “informants,” is a perfect example of how far a fed can fall. But corrup- tion tends to be less of a problem in federal law enforcement, for several reasons. First, many fed- eral agents did not grow up in Hudson City, and as newcomers are less likely to have “friends” on the “other side of the law.” Second, federal agencies can transfer agents to other offices to discourage or prevent corruption. Continued from last page RESPONSE TIMES All the cops in the world don’t do any good if they can’t get to a crime in progress in time to stop it. The average HCPD response time to calls for police help varies from district to district and ranges from very good to abysmal. The following table lists the average response time to the highest-priority calls by neighborhood (see the HCPD Districts table for the full names of the districts). Neighborhood District Average Response Time Ardmore RNW 5 minutes, 20 seconds Bankhurst RNE 4 minutes, 40 seconds Bayside RNE 7 minutes, 43 seconds Blackbridge RNC, NC 5 minutes, 51 seconds Chinatown RSW 6 minutes, 44 seconds Crown Point RSC 7 minutes, 31 seconds Eastwood NE 7 minutes, 35 seconds Elmview RSE, SE 6 minutes, 42 seconds Forsyth SC 7 minutes, 53 seconds Freetown SW 9 minutes, 37 seconds Gadsden RNE 6 minutes, 3 seconds Guilford NW 5 minutes, 24 seconds Highlands NE 3 minutes, 30 seconds Irishtown NW 3 minutes, 14 seconds Lafayette SC 9 minutes, 32 seconds Latin City SE 7 minutes, 11 seconds Little Italy RNW 5 minutes, 39 seconds Mint Ridge RNW 5 minutes, 20 seconds Moscow West RNW 6 minutes, 24 seconds North Elmview RSE 8 minutes, 32 seconds Pierpoint RNE 6 minutes, 36 seconds Red Hill RSE 7 minutes, 8 seconds Riverside Hills RSC, RSW 7 minutes, 5 seconds Worthington NC, NE 6 minutes, 18 seconds Hero System 5th Edition 146 ■ The Long Arm Of The Law THE CRIMINAL INVESTIGATION BUREAU Headquartered in Trenton, the New Jersey State Police are responsible for various criminal matters through their Criminal Investigation Bureau. The CIB maintains an office in Police Headquarters in Hudson City. Whenever the HCPD feels it needs some extra investigative resources, or a criminal flees beyond its jurisdic- tion, it contacts the CIB for help. INSPECTORS Various departments and branches of the Hudson City government have groups of inspec- tors attached to them. For example, the Health and Human Services Division conducts health inspections of restaurants and similar facilities. These inspectors aren’t police officers, but they are empowered to make note of and issue citations for violations of the relevant regulations. As such they have a limited police-like authority, and many people think of them as being a type of cop. BATTERED WOMEN’S SHELTERS Domestic violence is as big a problem in Hudson City as it is throughout the country. To help women escape abusive relationships, various private charitable orga- nizations maintain battered women’s shelters. Most of these shelters are more or less ordinary houses and apartment buildings converted to this special use. When a woman contacts the shelter to request assis- tance, the shelter’s staff arranges to pick her up at her home or at a neutral location. If an encounter with the alleged abuser could occur, the shelter workers obtain a police escort. When the shelter workers pick the woman up, they take her to a hospital if she needs immediate medical attention. Otherwise they drive around at random for a long time to throw off any pursuit and make it difficult (at best) for the woman to know where she is. (Otherwise, the possibility exists that she will “change her mind” and tell her abuser where the shelter is, thus destroying its effectiveness.) In extreme cases they may blindfold her for a short period. When the shelter workers feel everything is safe, they take the woman to the shelter. Domestic abuse victims remain at the shelter as long as they need to, provided the shelter has the resources to support them and the shelter workers genuinely feel a victim is trying to improve herself and her life. Eventu- ally, when the victim is ready, the shelter assists her with establishing a new home (often in another city, or a different part of Hudson City than where she used to live) and sends her on her way. 147 Hudson City ■ Chapter Four “You gettin’ all this, Harv?” “Yeah, yeah, I’m gettin’ it, the pickup’s fine. The bugs are working fine. Gimme one’a those sand- wiches.” “What’s he sayin’ now?” “They’re talkin’ about Perotti... some hotel ser- vices kickback scheme... they’re not happy with how it’s going. He’s yelling now....” “Holy *%&! — what was that?!!??” “I don’t... I think he shot him!” “Jesus Christ, are you sure?” “Pretty sure...” “!$&*! So much for waiting for him to lead us to bigger fish. Blue Team, shots have been fired. The mission is a go. Repeat, go, go, go!” — another day in the trenches for the FBI The United States government also has a strong law enforcement presence in Hudson City. All major enforcement branches of the Depart- ments of Justice and the Treasury have large offices in the city, located in the Federal Building right next to the federal courthouse on Courthouse Plaza. The Federal Building, a large fifteen-story structure, also includes the offices of many other federal agencies (such as the Equal Employment Opportunity Commission, the Internal Revenue Service, and the Social Security Office). The FBI By far the largest federal law enforcement agency in Hudson City is the FBI, which has several hundred agents stationed in the area. Its Organized Crime Section stays particularly busy, and often works cases jointly with the Organized Crime Bureau of the HCPD. Other branches of the FBI handle bank robbery cases, perform background checks on prospective federal employees, conduct counterterrorism operations, and assist the HCPD with investigations of violent serial criminals. The head of the Hudson City FBI office is Special Agent in Charge (SAC) Cameron Cozort. A fifteen-year veteran of the Bureau, she brought her- self to the Director’s attention with an unblemished record of solid investigation work, professional raids and captures, and convictions obtained as the result of her efforts. An efficient, by-the-book administrator, she expects her underlings to run the office and their investigations like clockwork, and often gets upset over relatively minor blunders or missed opportuni- ties (not to mention major ones). In a crisis she issues rapid-fire orders in a clipped voice, seemingly unper- turbed by the pressure. She’s particularly sensitive to implications that she got her job just because she’s a woman, or can’t do her job as well as a man; she once decked an HCPD detective who made some snide remarks about “that FBI broad’s” abilities. The DEA The Drug Enforcement Administration also has a lot of agents in its Hudson City office. Many of them are trained undercover agents who try to infiltrate drug rings and make “controlled purchases” of illegal drugs, thus giving them the means to build a solid case against an entire drug conspiracy. They usually go after large drug-dealing operations because federal law only punishes drug distribution or possession with intent to distribute, not simple possession. The local DEA office has a special squad of about half a dozen Asian agents who work specifically in Chinatown trying to stop the tongs’ heroin trade. The brass occasionally “loans out” these agents, sometimes nicknamed “the Gang of Four” even though there are more than four of them, to the FBI or HCPD if they need help making a case in the Asian underworld. Special Agent Walter Kowalski runs the Hudson City DEA operations. He’s only been in charge for a couple of years, and he’s already regretting his deci- sion to take a desk job. He’d rather be back out in the field, making cases and chasing down perps, and he takes any opportunity that comes along to get directly involved in an investigation. But he’s not as young and spry as he once was.... The BATF The Bureau of Alcohol, Tobacco, and Firearms has a smaller presence in Hudson City than the FBI or DEA, but it’s still a large field office compared to others around the country. Most BATF special agents spend their time investigating illegal arms dealers or alleged liquor law violations, or trying to stop gangs that smuggle cigarettes up from North Carolina and sell them on the black market. In the summer of 2004, the local BATF office was rocked by the death of two of its special agents, who were gunned down by members of the Overlords street gang whom they were trying to arrest for arms dealing. With assistance from the FBI, the BATF has begun an intensive crackdown on the Overlords that may significantly upset the balance of power in Free- town and knock Buckshot’s plans into a cocked hat (see page 173). FEDERAL LAW ENFORCEMENT SPECIAL AGENT DALE MURDOCK 10 STR 12 DEX 11 CON 10 BODY 13 INT 10 EGO 15 PRE 10 COM 4 PD 4 ED 3 SPD 4 REC 22 END 25 STUN Abilities: +1 PER with all Sense Groups, Bug- ging 8-, Criminology 12-, Deduction 12-, Forensic Medicine 8-, Interrogation 12-, KS: Federal Criminal Law And Procedure 11-, KS: The Law Enforcement World 11-, KS: Orga- nized Crime 11-, PS: FBI Agent 11-, Shadowing 12-, Stealth 11-, Street- wise 12-, WF: Small Arms, 8 points’ worth of Contacts on the Hudson City streets, Fringe Ben- efits: Federal/National Police Powers, Law Enforcement Rank, Weapon Permit Disadvantages: Distinc- tive Features: Uniform and/or Badge; Hunted (Watched by the FBI); Social Limitation: Sub- ject To Orders Notes: Dale Murdock is just one of hundreds of FBI agents assigned to Hudson City on a more or less permanent basis. He’s had several Bureau assignments over the years, and has learned a lot from each of them. Currently he’s tasked to the Organized Crime section. He spends his days conducting surveil- lance on, and putting together cases against, Mafia and Organizatsiya figures in the Pearl City. Sometimes it’s a boring job, and sometimes dan- gerous, but he genuinely enjoys the chance to make society a better place. Hero System 5th Edition 148 ■ The Long Arm Of The Law C atching criminals isn’t all there is to the justice system. After the HCPD or FBI nabs someone, he’s entitled to his day in court... and to a nice, cozy cell if convicted. THE COURT SYSTEM “All right, counsel, let’s hear your argument.” “It’s fruit of the poisoned tree, your Honor. The search of my client’s apartment was invalid, therefore the guns, drugs, and other items the police seized are inadmissible in court. Without them, the state has no basis on which to charge Mr. Ramirez.” “Why was the search invalid?” “The search warrant, your Honor. It’s in error.” “How so?” “My client’s address is 124 Pender Street. The warrant names 412 Pender Street as the loca- tion to be searched. It’s invalid, your Honor.” “Ms. Shippman?” “Your Honor, this is another one of Mr. Lei- bowitz’s “creative” arguments. We all know that good faith errors aren’t grounds for invalidat- ing a warrant. This was just a typographical error. There isn’t even any such address as 412 Pender.” “Your Honor, the state has to be held account- able! The power to search and to arrest is an awesome one that has to be exercised with the most scrupulous attention to detail. The war- rant has to properly specify the location to be searched, as Ms. Shippman is well aware, and this one doesn’t. It’s open and shut.” “Sorry, Mr. Leibowitz, but I have to agree with the assistant CP. This looks like nothing more than a typo to me, and that’s not sufficient grounds to invalidate. Your client’s trial will go forward as scheduled.” — a pretrial motion in the case of Alphonso Ramirez Like law enforcement, the criminal court system is divided into two parts: the state courts and the federal courts. State Courts The New Jersey state court system has four main levels. At the lowest level are the municipal courts, which are local courts of limited jurisdic- tion. They handle traffic cases, various ordinance and penalty enforcement actions, some minor quasi-criminal offenses (such as disorderly con- duct), and the like. The next level is the trial courts, which handle most criminal, civil, and family law trials. The trial courts have several divisions dedicated to specific types of cases, such as Family Division and the General Equity Division. When a cop, or a player character, has to go to court to testify, he’ll be in a trial courtroom. If someone’s not satisfied with the outcome of his case and believes prejudicial legal error occurred, he can appeal to the next level up: the Appellate Division of the courts. Appellate Division chambers (courtrooms) are located in several cities throughout the state, including Hudson City. At this level, three-judge panels hear legal arguments about the outcome of trial court cases; they don’t recon- sider the evidence, take testimony from witnesses, or anything like that. A party who loses at this level can appeal to the highest court in the state: the New Jersey Supreme Court, which sits in Trenton. The Court’s justices hear only a few hundred cases each year, most of them of major importance. THE STATE COURTS IN HUDSON CITY Courthouse Square, at 1000 Centre Street, con- tains the city’s courts (as well as HCPD headquar- ters and the Federal Building). The largest structure on Courthouse Square is the fifteen-story State Courts Building, which houses the local machinery of Justice. Flanking the majestic steps leading up to the first floor are two magnificent statues of Blind Justice by famed Italian sculptor J. Piero Grinyi. Hudson City has the largest, most convoluted, and by some accounts most corrupt municipal court system in the state. Every day hundreds of citizens clutching traffic tickets, penalty citations, or other legal documents trudge through municipal courtroom doors and sit (im)patiently until their case is called. Smartly-dressed lawyers zip in and out, taking advantage of their knowledge of the system and friendships with the courtroom work- ers to bypass the long lines and seemingly intermi- nable delays. The floors above the municipal courts contain trial courts, where trials and motion hearings take place almost every day. These floors also include jury waiting rooms where people report for jury COURTS AND CORRECTIONS DETECTIVE BILL ATWATER 10 STR 10 DEX 10 CON 10 BODY 10 INT 10 EGO 10 PRE 10 COM 3 PD 3 ED 2 SPD 4 REC 20 END 20 STUN Abilities: +1 PER with Sight Group, Combat Driving 8-, Computer Programming 12-, Con- cealment 11-, Criminol- ogy 11-, Electronics 8-, CK: Hudson City 11-, KS: Criminal Law And Procedure 11-, KS: The Law Enforcement World 11-, PS: Police Officer 11-, Security Systems 11-, Streetwise 11-, WF: Small Arms, Contacts (10 points’ worth, in the online community), Fringe Benefits: Local Police Powers, Law Enforcement Rank, Weapon Permit Disadvantages: Hunted (Watched by HCPD); Social Limitation: Sub- ject To Orders Notes: Bill Atwater is a detective in the HCPD’s small Computer Crimes bureau. He spends his days trolling online for child abusers, child por- nographers, hackers, and other people who use computers to commit crimes. He’s grown to hate these sorts of people with a passion, and goes after them with tenacity and a fierce glee. Other detectives sometimes call him in when they need to hack through computer secu- rity to get at the files in a suspect’s computer. 149 Hudson City ■ Chapter Four duty, and holding rooms where prisoners brought in from Longview or other facilities for their hear- ings are kept shackled until their cases are called. One floor above the trial courts are the Appel- late Division courtrooms for Hudson City. Com- pared to the courts below, where all sorts of people mix and mingle and the halls bear the smell of decades of human sweat, anxiety, and anticipation, the Appellate Division floor are quiet — an oasis of calm where only lawyers and other professionals walk the corridors. The courtrooms themselves are much nicer, even luxurious by some standards. The remaining floors of the building contain offices — of judges, of the Prosecutor and his staff, the Public Defender and his staff, and numerous other courthouse employees. You’ll also find court- house facilities in the two subbasements, which include the Clerk of Court’s office, the Register of Deeds, records storage, and the like. THE COUNTY PROSECUTOR In New Jersey counties, including Stewart County (i.e., Hudson City), in criminal cases an official called the County Prosecutor represents the people. (In many other jurisdictions, the title “Dis- trict Attorney” is used.) In other words, the County Prosecutor tries cases against accused criminals. A group of Assistant Prosecutors and other sup- port staff help the County Prosecutor get his job done. The County Prosecutor is appointed by the governor and is responsible to the state’s Attorney General; the Assistant Prosecutors are hired by the County Prosecutor. The Stewart County Prosecutory, Alvin Kim- brell, is a hard-nosed, opinionated man who’s held his job for nearly twenty years. He knows exactly how he wants things done, and he expects his staff — which includes slightly over 500 Assistant Pros- ecutors — to process the 130,000 cases they handle annually with efficiency and a proper appreciation for the nature of their job. As he’s fond of saying, “Remember, people, when we screw up, Justice loses.” Most observers believe Kimbrell and his staff do a good job at their appointed duties, though as with any prosecutor’s office occasional charges of malfeasance, misfeasance, or nonfeasance some- times arise. The worst of these occurred in 1995, when a story in the Mirror revealed that Assistant Prosecutor Allison Gish had taken bribes from sev- eral major organized crime figures to recommend favorable pleas or bungle the cases against them. Divisions The Stewart County District Attorney’s office is organized into many different divisions, each responsible for a particular function or type of case. Some of the major divisions include: Appeals: The Appeals Division handles any appel- late work involving the office in either state or federal court. Most of the attorneys working in Appeals are highly experienced, long-time employ- ees of the County Prosecutor’s office who have decided, for whatever reason, to get out of regular trial work and into the more cerebral world of appellate argument. Crime-Specific: The Stewart County Prosecutor maintains several divisions devoted to specific types of crime: Crimes Against Children; Domestic Violence; Gangs Crime; Narcotics; and so on. The attorneys assigned to these divisions are experts at a specific area of criminal law and how to try cases relating to it. Investigation: Attorneys in the Investigation Division work with law enforcement officers, forensic accoun- tants, analysts, and other experts to help build the best possible cases against major criminals and criminal conspiracies. Their targets are usually organized crime groups, white collar criminal conspiracies, official corruption, and like matters that require delicate han- dling. They advise and work with the team assigned to a particular case to ensure that the investigation pro- ceeds in the way most likely to result in a conviction of a guilty felon. Major Crimes: The most experienced trial attor- neys in the office work in the Major Crimes Divi- sion, which handles cases so large, complex, or (in)famous that they require special attention, a clever mind, and a steady hand. Major Crimes attorneys typically work in teams of two or more, depending on the nature of the case. For example, the 1998 trial of infamous serial killer Vincent Scoria was tried by the team of Corrin Lowell and Allen Hubbard, two of the stars of the MCD. Trial: The largest division of the Stewart County Prosecutor’s office is just called “Trial” — mean- ing lawyers who try cases that don’t fall within another division’s purview, or who otherwise appear in court. Trial Zones To foster good relations between specific police precincts and specific Assistant Prosecutors, the Stewart County Prosecutor has established a “trial zones” program. Basically this means that most attorneys are assigned to specific geographic areas (as defined by HCPD precincts). This allows them to become familiar with the area, develop strong working relationships with the cops in that area, and tailor their prosecution efforts to best serve that community. THE PUBLIC DEFENDER All persons accused of a crime are entitled to effective assistance of counsel to defend them- selves... but not everyone can afford an attorney. To help people too poor to hire their own counsel, the State of New Jersey maintains the Office of the Public Defender (OPD). The New Jersey Public Defender is appointed for a five-year term by the governor, and oversees a staff of attorneys who try cases throughout the state (these include the Deputy Public Defenders who run the various regional offices of the OPD). The OPD’s staff also includes investigators, appellate attorneys, and sup- port personnel, but has only about half as many lawyers as the number of prosecutors in the state. Hudson City falls within the Stewart County Regional Office of the OPD. Deputy Public Defender Willem Bryce heads a corps of roughly NATHAN JACOBSON 8 STR 8 DEX 9 CON 9 BODY 10 INT 8 EGO 10 PRE 8 COM 2 PD 2 ED 1 SPD 4 REC 18 END 18 STUN Abilities: Bureaucratics 11-, Deduction 11-, KS: Civil Law And Proce- dure 11-, KS: The Court- house World 11-, KS: Criminal Law And Pro- cedure 11-, KS: Family Law 11-, KS: The Law Enforcement World 8-, Streetwise 8-, Contacts (30 points’ worth in the Hudson City judicial system and bureau- cracy), Fringe Benefit: License To Practice Law Disadvantages: None Notes: Nathan Jacobson isn’t exactly the best lawyer in Hudson City — at most he could be described as average. What gets him by is his extensive knowledge of the city court system. He’s been practicing for nearly twenty years now, and he’s spent most of his days (and not a few nights) trolling around the courthouse, work- ing angles on cases for clients who’ve already hired him and trying to pick up a few more clients from the hordes of the desperate that haunt the halls before their cases are called. He knows just about every- one there is to know in the court system, and between his experience and his contacts, he can often get things done that other attorneys couldn’t. Hero System 5th Edition 150 ■ The Long Arm Of The Law 250 public defenders who represent indigent cli- ents throughout the state courts in Stewart County (nearby counties, such as Corinth and Prince Wil- liam, belong to other regional offices). Bryce went to law school in the early 1970s after spending most of the late Sixties as a Vietnam War protester, and went to work for various public defenders’ offices as soon as he graduated. After a brief stint teaching law school in the early Nineties, he returned to the public sector, and took his present job in 1997. A passionate and tenacious defender of the rights of the accused and downtrodden, he’s been mentioned as a possible Democratic mayoral or gubernatorial candidate on several occasions. HUDSON CITY JUDGES Dozens of state court judges have their cham- bers in Hudson City (and the state can bring in more from other counties to handle periods of heavy caseload if necessary). Some of the most notable or colorful include: Judge Celeste Austin (Trial Court, Family Division): Judge Austin was once a state legislator, and in that role was responsible for several laws that strength- ened and expanded the role of the Family Division of the trial courts. After she tired of state politics, she ran for and won a judgeship in Stewart County. She’s well-known for the severe sentences she hands down to men convicted of domestic abuse and parents found to have neglected or abused their children. In fact, her sentences are sometimes so severe that defense attorneys have questioned her objectivity and tried (sometimes successfully) to have her removed from such cases. Judge Randolph Halsey (Municipal Court): Judge Halsey’s been on the Municipal Court bench so long that most courthouse employees claim they can’t remember when he first donned the black robes. A workaholic, he’s usually in the office no later than 6:00 AM, works until around 6:00 PM, and in the process hears more cases than any other municipal court judge. Judge Sterling Keller (Trial Court): Judge Keller is known as one of the most liberal local judges; defense attorneys do a little jig when his name gets drawn for their cases. He’s harsh on cops and prose- cutors, loathes vigilantes (whom he considers “con- spirators” with the HCPD despite the Department’s constant disavowal of them), and tends to hand down light sentences. Judge Rennie Purcell (Trial Court): Judge Purcell is the oldest and most experienced judge in the Hudson City courthouse. Although he hears fewer cases these days than the other judges do, he more than makes up for it with the advice and assistance he provides to other judges. His knowledge of the Hudson City legal community and the Hudson City underworld are both legendary. Judge Paul Trevor (Trial Court): Judge Trevor has a reputation as a brilliant legal scholar and a firm but fair jurist. With the help of his secretary, Eve, he has also become known as one of the most prepared and well-read judges on the court. He is talented enough that he should probably be a judge on the Appellate Court or Supreme Court, but political enemies have kept him away from them. Federal Courts In the federal district court system, Hudson City falls within the Southern District of New Jersey — in fact, all the courtrooms for the South- ern District are in the eight-story Federal Courts Building on Courthouse Square. Twelve District Court judges have chambers there: Chief Judge Allen Bates; Judges Conrad D’Angelis, Margaret Gold, Garrett Andretti, Albert Knox, Melinda Foster, John Burbage, Calvin Blalock, and Edward Pepper; and Senior (semi-retired) Judges Roberta Dawes, Lyle Warriner, and Harlan Younce. There are also four Magistrate Judges, who handle civil motions and other “minor” matters to assist District Judges: Bruce Gathers, Lloyd Stern, Andrea Zodie, and George Fletcher. New Jersey is part of the Third Circuit. Appeals from the Southern District of New Jersey courts are heard in the appeals courtrooms in the Federal Courts Building in Hudson City. Six appel- late judges hear appeals in panels of three. THE UNITED STATES ATTORNEY The United States Attorney for the Southern District of New Jersey serves the same role as the county prosecutor in state court: he represents the state (in this case, the federal government) and attempts to get accused criminals convicted and punished. Much of the federal criminal caseload involves major drug or organized crime cases, but the US Attorney also handles bank robbery cases, mail and wire fraud cases, and violations of other federal laws. As of 2004, Adrian Mazurek serves as USA for the Southern District. During her twelve-year career as an Assistant USA, she compiled a record of wins that no one else in the office could match. Upon the untimely death of her predecessor in 2002, President George W. Bush appointed her to her current post. She’s been particularly aggressive in pushing cases against organized crime, and has developed a good working relationship with SAC Cameron Cozort of the FBI. THE FEDERAL PUBLIC DEFENDER The Southern District of New Jersey also has a federal public defender’s office, based in Hudson City. Richard Waggoner oversees a staff of several dozen attorneys who work to protect the rights of indigent federal defendants (well over half of whom are black gang members from Freetown accused of major drug crimes). JUDICIAL CORRUPTION Hudson City is no stranger to judicial corruption. Among the dozens of state judges working in the city, sev- eral are rumored to be “for sale” or otherwise willing to compromise their position. A few of these judges supposedly work hand-in-hand with certain corrupt cops in the interest of mutual profit. Far fewer rumors of corruption swirl around the federal judges of Hudson City. Periodically whispered stories about some judge taking mas- sive amounts of drug money to dispose of a case make their way around the underworld, but no local federal judge has been seri- ously investigated for corruption, much less been indicted, for over a decade. 151 Hudson City ■ Chapter Four CORRECTIONS I got to where I could tolerate the rapes. The first couple of times, right after I got in, I tried to fight back. But what good’s that gonna do me? I’m just an accountant. Some of these steroid queens could snap me in half if they wanted to — and that’s what they did. All I got for my trou- bles was a broken arm and a couple of broken ribs. And it wasn’t as if being in the infirmary stopped them — some of those guys worked as attendants. My being laid up just meant a softer bed where they could pound my ass when none of the docs were around. If you can’t protect yourself in prison, you have to find someone who can... and pay for it. No way I could hook up with the Brotherhood, not with a last name like Goldman, and I figured being one guy’s bitch was better than being the whole prison’s. So I cut a deal with the biggest bull fag in the place — Jefferson. I still dread lights-out, but not as much as I did before. Prison’s all about get- ting by, and that’s what I’m doing: getting by. — from the memoirs-in-progress of Aaron Goldman, former mob accountant Like the judicial system, the penal system in Hudson City is split between the state and fed- eral systems. State Corrections Besides the Longview Correctional Center (page 192), there are four primary jails or prisons in or around Hudson City (as well as many other minor facilities). The total inmate population of the facilities in or near Hudson City (excluding Stew- artsburg Penitentiary) is approximately 25,000. JUVENILE OFFENDERS CORRECTIONAL HALL (JOC) Usually known simply as Juvenile Hall or “the Joke” (from its initials), Juvenile Offenders Correc- tional is a facility for the incarceration of offenders under 18 who are not tried as adults. Most juveniles sentenced to the JOC serve less than a year there, and by law a juvenile cannot be confined here past his eighteenth birthday — in other words, no matter what he did, the day he turns 18 the state must release him. This is why particularly vicious juvenile criminals are tried as adults and, if con- victed, sentenced to an adult prison. The JOC occupies a large building at the north- east corner of 7th Avenue and N. Jefferson Street. It has sufficient cells and dormitories to hold as many as three thousand detainees, though at several times during the past decade it’s experienced significant overcrowding. The warden, Elliott Rosenzweig, leads a staff of dozens of jailers, guards, nurses, and clerical support personnel who attempt to keep order in the face of thousands of adolescents for whom the con- cepts of “morality,” “responsibility,” and “respect for authority” are as alien as the planet Saturn. OLDEMYER PRISON This state prison, located several miles from Hudson City in Franklin County, houses minimum and medium custody prisoners. It can hold 2,250 prisoners. Warden Marshall Bannock runs the facility. STEWARTSBURG PENITENTIARY Located a few miles north and east of the town of Stewartsburg, “the Stew” is the maximum-cus- tody prison nearest Hudson City. Most of the city’s worst criminals spend time as part of its inmate population of approximately three thousand at some point during their careers. Stewartsburg Penitentiary consists of one main six-story building in a rough H shape, its four wings designated A through D. The administrative offices, including those of Warden David Grace and his main staff, and other major facilities are located in the central area, while various outlying buildings contain the motor pool, storage areas, and so forth. Enormous walls with numerous guard towers, as well as many other intense security measures, keep the inmates from escaping. There hasn’t been a suc- cessful jailbreak from the Stew since 1989. TODDBERRY ASYLUM Named after a famous nineteenth century psy- chiatrist, Toddberry Asylum (or, more correctly, the Toddberry Hospital for the Criminally Insane) is a facility where the state incarcerates criminals with severe psychological problems that render them a significant danger to themselves or to others. The inmates include numerous sex offenders, felons expe- riencing various psychoses, and the like; over 75% of them were charged with murder, rape, or other vio- lent offenses before being found unfit to stand trial. Some of the most infamous inmates kept in Toddberry under the supervision of Warden Dr. Adam Sarkesian and his staff include: arsonist Frank Cornell; Jackson DeVere, the lawyer turned serial killer who nearly won his own acquittal at trial; Raymond “Eyekiller” Dunnagan, who assaulted people and drained the fluid from their eyes with a syringe; Vincent Scoria, the serial killer who killed nearly two dozen Hudsonite women (mostly prostitutes) from 1992 to 1996; and the cannibalistic Hale twins, Karen and Jerry. Toddberry Asylum occupies a large, well- guarded estate several miles west of Hudson City on the outskirts of the suburb of Rockwell. It was once the mansion of a wealthy physician, who left it to the city for use in the care of the mentally ill. Federal Corrections There’s only one federal prison near Hudson City: the Federal Correctional Institution at Farm- ingdale, about forty miles south of the city. It’s a maximum-security facility housing dangerous, hard- ened criminals from around the country. The federal Department of Corrections transfers inmates fre- quently, so someone sent to Farmingdale might only spend a few weeks or months there before being sent to FCI: Milan, Michigan, FCI: Atlanta, or any one of many other federal prisons throughout the country. OTHER JAILS Longview Correctional takes care of most of the city’s jail needs... most, but not all. Even a facil- ity as large as Longview can’t hold the city’s entire short-term crimi- nal population. The city maintains several other small jail facilities. Many are attached to specific police precincts, and mainly serve those precincts (and the sur- rounding areas), but two are independent facilities: Elmview Cor- rectional Center on Booth Boulevard, which has space for roughly 750 detainees; and the Charlesburg Correc- tional Center, a 500-bed facility in the shadow of S. Truman Boulevard in southwest Freetown. Hero System 5th Edition 152 ■ The Long Arm Of The Law “What a mess. I didn’t think there were this many stuffed animals in the world.” “Were there a lot of kids here or something?” Hartsell flipped through the pages of the pre- liminary report. “No, no kids — they only found one body, of a middle-aged woman. Must’ve had a stuffed animal collection or something.” “Jesus. Looks like they make really good tinder.” Hartsell knelt down, sniffed carefully. “They sure do, when they’re soaked in that much gaso- line. Can’t you smell it?” Fredricks took a deep breath. “Yeah. He must’ve used a lot of it, to leave a smell this strong after a fire that intense.” “OK, so who do we know that would start a fire this way?” “A dozen guys, at least, though I think most of ’em are locked up right now. But I don’t think this was a pro job. A pro could’ve gotten it done more easily and efficiently.” “Unless someone’s trying to send some sort of message....” — conversation between Deputy Fire Mar- shalls Frank Hartsell and Craig Fredricks From the days of the earliest cities, one threat has caused more anxiety than any other: fire. To protect the citizens of Hudson City from this danger, the city established the Hudson City Fire Department (HCFD) over a century ago. Prior to that time, fires were fought mainly by neighbor- hood “fire companies” which were often little more than social clubs, or which competed with each other by sabotaging equipment and doing other things that just made the overall job of fighting fires more difficult. These conditions contributed, in part, to the burning of the city in 1895, prompting a call for reform that eventually led to the creation of the HCFD. Structure And Organization The HCFD has a five-tier structure. Com- manding the Department is the Fire Commissioner, who’s appointed to his position by the Mayor. Since Mayor Umstead was elected, Robert “Bert” McGee has served as his Fire Commissioner. A friendly, telegenic man who’s popular with the people in the Department (in part because he was once a rank- and-file fireman himself), McGee could easily hold onto his job even after Umstead eventually leaves office. During his tenure he’s fought for (and won) increased funding not only for actual firefighting equipment and personnel, but for fire prevention and education programs. The HCFD’s well-known cartoon mascot, Dalmatian Dan, was his creation. Below the Commissioner are numerous Deputy Commissioners, each responsible for a specific branch of the Department (such as Public Rela- tions, Administration, Legal Affairs, Technology, and Budget). The two most important Deputy Commis- sioner-level officials have special titles: the Fire Mar- shal (see below) and the Chief of Department. “The Chief,” as he’s known, commands the Fire Operations Division that’s responsible for actually fighting fires and performing similar tasks (such as the Emer- gency Medical Technicians [EMTs]). The HCFD divides Hudson City into twelve fire districts, identified by letter (A-L), each under the authority of a District Commander who answers directly to the Chief of Department. District com- manders work closely with the captains in their dis- tricts. A captain commands one of Hudson City’s dozens of fire stations, each with its complement of personnel ranked Lieutenant, Sergeant, or Fire- fighter. To become a firefighter, an applicant must have EMT or Paramedic training (or equivalent) and pass rigorous physical and written tests. The HCFD has a total of approximately 18,000 employees: 11,000 firefighters and 7,000 civilian support personnel. THE HUDSON CITY FIRE DEPARTMENT JOE STOKOWSKI 13 STR 12 DEX 15 CON 12 BODY 13 INT 10 EGO 13 PRE 10 COM 4 PD 5 ED 3 SPD 6 REC 30 END 27 STUN Abilities: Climbing 8-, Combat Driving 8-, CK: Hudson City 11-, KS: Fires 12-, KS: Magic Tricks 11-, KS: Pro Sports 11-, PS: Barbecu- ing 11-, PS: Firefighter 13-, PS: Stage Magician 8-, Sleight Of Hand 11-, TF: Fire Trucks, WF: Handguns, Fringe Ben- efit: Membership (Fire- fighter in HCFD) Disadvantages: Social Limitation: Subject To Orders Notes: Joe Stokowski is one of the thousands of firefighters who work hard and risk their lives every day to keep Hudson City safe from fire and other disasters. He’s on the usual two days on, one day off schedule that HCFD firefighters have; he has a studio apartment in Blackbridge for his days off. In his spare time he sometimes makes a few extra bucks as a magi- cian at kids’ birthday parties, though as often as not the kid is one of his countless little cous- ins such-and-such times removed and he does it for the price of a piece of birthday cake. Most women consider him handsome; he’s been an “item” in several char- ity bachelor auctions around the city. 153 Hudson City ■ Chapter Four THE FIRE MARSHAL The Fire Marshal and his office investigate fires to determine their causes. Usually the source of a fire isn’t particularly mysterious, but in some cases it’s important to establish the exact cause for insurance purposes and determine whether arson was involved.. The Fire Marshal and his Deputy Fire Marshals are sworn law enforcement officers who carry badges and guns and can make arrests. Hudson City has approxi- mately 100 Deputy Fire Marshals; they work in teams of two; as a unit they investigate around three to four thousand “suspicious” fires a year. As of late 2004, Lawrence “Larry” Petrocelli serves as the Hudson City Fire Marshal. A large, broad-shouldered man with extensive burn scars on his partially-crippled left arm (caused by a collapsing roof that caught him when he was a firefighter), he comes across as gruff and brusque at first, but warms to friendliness with people who earn his trust and respect. He seems to have a spe- cial hatred for arsonists, as if by setting fires they were attacking him personally. Fire Statistics In a typical year, the HCFD responds to over 45,000 fires (structural and non-structural), over 300,000 non-fire events (medical emergencies, utili- ties emergencies, and the like), and nearly 40,000 false alarms. Of the fires it responds to, it classifies over 3,000 of them as “serious” (meaning they are “all hands” fires, with a minimum of four fully- engaged fire units, or the even worse 2-, 3-, 4-, or 5- or more alarm fires). The department’s average response time to any of these incidents, city-wide, is approximately five minutes. GREAT FIRES IN HUDSON CITY HISTORY Since the 1895 fire, Hudson City has been victimized by numerous major fires, though none anywhere near as deadly and devastating as that one. Some of the more recent ones include: September 17, 1975: A fire broke out in a warehouse in Bayside and eventually spread to several nearby ware- houses. Unbeknownst to the HCFD, hazardous materi- als were illegally stored in one of the burning buildings. The fire and toxic materials caused an explosion that killed three firefighters. March 29, 1983: An arsonist set a building in Elmview on fire as part of what was later determined to be an insurance scam. One adult and two children died of smoke inhalation, and the building was so badly dam- aged it had to be demolished. June 21, 1996: The Mt. Zion Baptist Church in Free- town (page 52) burned down, killing two persons. The Fire Marshal’s tentative conclusion was that faulty wiring caused the fire, but some Freetowners remain convinced it was arson. August 6, 1997: While patrons danced the night away, the psychotic arsonist Firebug locked the doors of the Black Jade dance club in Riverside Hills, then triggered firebombs he’d previously planted. Nearly 100 people died from fire, smoke inhalation, or being trampled before the HCFD rescued the remaining clubgoers. December 16, 2002: A badly-maintained Christmas tree in a Guilford apartment caught fire, eventually set- ting the whole building aflame. Sparks spread to several nearby buildings, igniting them as well. No lives were lost, but tens millions of dollars of damage were done. The city considered an ordinance banning live Christ- mas trees in residences, but backed down in the face of massive public opposition. FRANK HARTSELL 10 STR 10 DEX 10 CON 10 BODY 10 INT 10 EGO 13 PRE 10 COM 4 PD 3 ED 3 SPD 4 REC 20 END 20 STUN Abilities: Bureaucrat- ics 8-, Conversation 11-, Criminalistics 13-, Forensic Medicine 8-, KS: Known Hudson City Arsonists 11-, KS: The Law Enforcement World 11-, SS: Arson/Explosion Investigation 14-, Street- wise 11-, WF: Small Arms, Fringe Benefit: Law Enforcement Rank, Weapon Permit Disadvantages: Distinc- tive Features: Badge; Social Limitation: Sub- ject To Orders Notes: Frank Hartsell is one of Hudson City’s deputy fire marshals. Together with his part- ner Craig Fredricks, he investigates dozens of fires every year, sifting through ash and rubble to try to determine the cause of a particular blaze. He affects a sort of air of detached objectiv- ity, even cynicism, but he actually cares deeply about people and feels a cold fury at the destruc- tion and death that arsonists cause. Hero System 5th Edition 154 ■ The Long Arm Of The Law T he cops and the feds aren’t the only ones fighting crime in Hudson City. The crime problem is so severe that a few private citi- zens have chosen to take the law into their own hands and combat the underworld as vigi- lantes. Hudson City’s tradition of masked crime- fighters dates back to the Raven in the 1920s, but it’s never been as prominent as in the past twenty years or so. Whatever their private feelings on the sub- ject might be, Mayor Umstead, Police Commis- sioner Ringwald, and all other major city officials publicly condemn vigilantes and vigilantism and insist that private citizens leave enforcing the law to the police. Police officers who observe vigilan- tes in action must attempt to apprehend them, and detectives often investigate matters pertain- ing to vigilantes. However, not all HCPD officers are quite as diligent in their pursuit of vigilantes as they might be. If cops understand anything, it’s just how widespread and dangerous crime is in Hudson City: they’re fighting a losing battle, and they know it. If someone wants to help them — particularly with the costumed or “weird” crimi- nals who’ve cropped up in recent years — some cops don’t object all that much. As of late 2004, the major crimefighters active in Hudson City include: DARKANGEL The only woman among the ranks of the prominent vigilantes, DarkAngel is also the only one to achieve any level of popular acceptance or support. Unlike her “colleagues,” DarkAngel doesn’t routinely use deadly force. While some of her weapons — such as her sword-shaped throwing blades — are unquestionably dangerous, she uses them to wound rather than to kill. When she’s done at the scene of a crime, the cops don’t find corpses, they find a bunch of unconscious crooks tied up with her trademark golden-hued rope. DarkAngel is most active on the Northside, par- ticularly in Blackbridge and LeMastre Park, and to a lesser extent in Bankhurst, Highlands, Worthington, and Guilford. But she’s struck at crimelords and con- spiracies all over the city, making herself many ene- mies in the underworld... and more than a few silent admirers on the force. (See the Dark Champions: The Animated Series sourcebook for more information about DarkAngel.) DarkAngel is known to have (reluctantly) worked with Renegade on a few occasions, and to have teamed up with LIBRA once or twice since that group’s debut, but otherwise seems to keep to herself. THE HARBINGER OF JUSTICE The modern era of vigilantism in Hudson City began with the March, 1986 appearance of the Harbinger of Justice, by far the deadliest and most tenacious crimefighter in the city’s history. During a nearly twenty-year career, he’s killed, by most esti- mates, somewhere between three and five thousand persons — exact numbers aren’t available, since there’s no uniform forensic evidence, he doesn’t necessarily claim credit for every kill, the fact that “copycats” may commit crimes like his, and many similar factors. Most of his victims had extensive records (often for violent crimes), but approxi- mately fifteen percent of them are not known to have been involved in any criminal activity. This chronicle of slaughter has earned the Harbinger the dubious distinction of being the currently-active vigilante on whom the Vigilantism Task Force (page 143) focuses the majority of its efforts. Even other vigilantes don’t particularly like the Harbinger; he’s inflexible, judgmental, and condescending. But he seems to know more about the Hudson City underworld than anyone else, so sometimes he’s the only person another vigilante can turn to for help... assuming you can find him. VIGILANTES HCVIGILANTE.NET Vigilantes have their fans just like anyone else who gets enough media coverage. In Hudson City, one of the major outlets for the fascination with crimefight- ers (costumed or otherwise) is HCVigilante.Net, a website maintained by a twentysomething computer programmer and self-described “crime buff” Kevin Ramini. HCVigilante.Net has FAQs and information files about known vigilantes (including “Kill Coun- ters” showing confirmed or suspected victim numbers for individual vigilantes), an essay on the history of vigilantism in Hudson City, links to related sites, and an extensive “news” section where it tracks vigilante activity (real or supposed) in the city. More than one reporter has relied on HCVigilante.Net for informa- tion relating to a story; the site has a well-deserved reputation for thoroughness, accuracy, and indicating when information is based on supposition. The most active part of HCVigilante.Net is its mes- sage boards, where vigilante fans from Hudson City and around the world debate the merits of vigilantism and the activities of specific vigilantes. Fair warning to newcomers: the conversations often turn vitriolic. PATRICIA LLEWELLYN 8 STR 10 DEX 8 CON 8 BODY 9 INT 8 EGO 10 PRE 10 COM 2 PD 2 ED 2 SPD 4 REC 16 END 16 STUN Abilities: Bureaucratics 11-, Conversation 11-, High Society 8-, CK: Hudson City 11-, KS: Hudson City Vigilantes 14-, PS: Photography 8-, PS: Reporter 11-, PS: Writer 11-, Stealth 11-, Streetwise 8-, WF: Handguns Disadvantages: None Notes: A former reporter for the Star- Gazette, Patricia Llewellyn left journal- ism in 2000 to launch a career as a true crime writer. Her first book, Masks Of Justice: The Vigilantes Of Hudson City, debuted in 2003 and quickly became a bestseller not only in the city, but nationwide. Since then she’s been in high demand as a speaker. She’s said to be working on another book, one focusing on the vigilante DarkAngel and her chief nemeses. She owns an extensive collection of vigilante paraphernalia, including a shell casing from one of the late Captain X’s assault rifles, one of the Harbinger’s blue moon “calling cards,” and a piece of cloth torn from the Headless Hangman’s cloak. 155 Hudson City ■ Chapter Four THE HEADLESS HANGMAN With his tattered, hooded black cloak, razor-sharp sickle, and rope-and-noose, the Headless Hangman presents a terrifying picture to underworld denizens and innocent citizens alike. A ruth- less foe of the Mafia in particular, he seems willing to endanger ordinary people in his quest to see Justice served. For example, in 2002 he crashed a car, killing three Mafiosi but also killing two bystanders and injur- ing four more. Both the police and the mob would happily see him behind bars... or dead. He’s clashed with several vigilantes who tried to bring him in, but escaped from all of these encounters; he’s thought to be respon- sible for ending the short-lived career of the costumed crime- fighter Prodigal, who vanished in 2000. LIBRA The most recent vigilante to hit the streets of the Pearl City is actually a team of vigilantes that calls itself LIBRA. The authorities are unaware of the exact size of this private army, though they have identified at least six separate indi- viduals, and possibly as many as ten, asso- ciated with the group. LIBRA members wear similar uniforms and have clearly practiced paramilitary assaults and urban combat together, but it’s not known where they train or who supplies their funding. (See Chapter Nine of Dark Champions for more details on LIBRA.) Hero System 5th Edition 156 ■ The Long Arm Of The Law RENEGADE Most people would describe Renegade as Hudson City’s most destructive vigilante. He seems to have a penchant for crashing cars, accidentally or purposely blowing things up, and using other methods of fighting crime that involve reducing his surroundings to rubble. He favors high-powered weapons — USAS-12 combat shot- guns, high-caliber handguns, gre- nades, and the like. He doesn’t seem to have any defined “territory,” and rarely works with other vigilantes. THE SCARECROW The Harbinger of Justice may have killed more criminals, but the mysterious Scarecrow ranks as the most brutal of Hudson City’s vigi- lantes. The corpses of his victims are marked by burns, cuts, missing digits (or other parts...), flayed flesh, broken bones, and various other mutilations. The Scarecrow seems to eschew the Harbinger’s advanced weaponry, DarkAngel’s and the Headless Hangman’s fancy gadgets, and Renegade’s over-the-top meth- odology in favor of a grim, low-key approach — he relies on simple gear like brass knuckles, .45 pistols, knives, and spike-studded leather armor to get the job done. SIDDHARTHA The murderer who identifies himself as Siddhartha is a “vigi- lante” only in the loosest sense of the term; other crimefighters hate him as much as the public does. The “criminals” Siddhartha fights are mostly victims of social ills such as homelessness and welfare. He occasionally lashes out at drug deal- ers or other obvious lawbreakers, but seems to prefer to “clean up” the streets by shooting homeless people, blowing up welfare clinics, and the like. He’s considered responsible for well over 300 deaths, and few people in Hudson City would be sorry to see him captured or killed. chapter fi ve: chapter fi ve: chapter fi ve: THE HUDSON CITY UNDERWORLD PREDATORS Hero System 5th Edition 158 ■ Predators: The Hudson City Underworld H udson City has long been infamous for the extent of its crime problem and the size of its underworld. From the power- ful Mafia families who skim millions of dollars a year out of society through threats, violence, and conspiracy, to the street punks who make life in Freetown and Lafayette so danger- ous, to the so-called “costumed criminals” that have sprung up like fungus after a rainstorm in the past twenty years, there seems to be no end to the depth and variety of evil that men in Hudson City are capable of. Two accompanying graphics illustrate the current state of the Hudson City underworld. First, the maps on pages 159 and 162 mark the ter- ritories of the major organized crime groups and powerful criminals as of late 2004. Some of these territories (such as the Mafia’s domination in Little Italy, or the tongs in Chinatown) are more or less permanent, though even within a given territory which family, clan, or gang controls what streets and businesses can change quickly. In other cases, such as the patchwork of gang turf that is Free- town, the situation remains perpetually fluid, sub- ject to change on an almost weekly basis. Areas not marked as being the territory of a specific group or gang (such as most of the Northside) are generally “open territory,” where anyone can commit a crime without incurring any obligation or special desire for vengeance. Second, the diagram on page 278 provides a basic “map” of the relationships among the Hudson City underworld: double arrows indi- cate antagonism, even if it’s only mutual mistrust and loathing (this is the default state of affairs between the families or gangs within a particular type of organized crime, such as all Russian Mafia gangs); a single arrow indicates a friendly or allied relationship (with the arrow pointing to the dominant group); and a dashed line indicates a drug supplier relationship (with the arrow point- ing toward the buyer). However, this diagram can’t represent the subtleties of how many of these groups interact. Nor can it show the pres- ence of the many smaller, less powerful, gangs and groups in the city, or all the relationships involving various costumed crimelords (whom can generally be considered as hostile to everyone else, including each other, though temporary alli- ances between two or more aren’t unheard of). As always, see the text for the complete information. This chapter only covers the current state of the Hudson City underworld as of late 2004, including brief descriptions of some of the major underworld players. For general information about criminal groups and activities, see The Underworld Sourcebook or Chapter Seven of Dark Champions. Additionally, you can find character sheets for, or additional information about, some of the people mentioned in this chapter in Chapter Seven of this book (the GM’s Vault). THE MAFIA Vito Falcone, caporegima in the Torccone family, got up at 6:30 in the morning, as always. He did some stretching exercises quietly, so he wouldn’t wake Rosa, then took a shower and shaved. After he finished, he put on a flannel robe and went downstairs. He put two slice of bread in the toaster, poured himself a glass of orange juice, and then went to the front door to get the paper. He opened the door and bent down to pick up his morning copy of the Star-Gazette. As he stood back up, he saw a man in a suit get out of a parked car and walk toward him. It’s too late, he thought to himself. Nothing I can do now. Goodbye, Rosa. The man in the suit pulled a .45 from under- neath his jacket as another car came speed- ing around the corner. “Don Carlo sends his regards, fat man,” he snarled. Three quick shots broke the morning stillness; Vito fell back inside his house with three holes in his chest. The car picked the hitman up and sped away with a screech of tires. —another battle in the Scatucci-Torccone War The longest-lived and most powerful orga- nized crime group in Hudson City is unquestion- ably the Mafia. Though rigorous state and federal prosecution, combined with the aging of the Mafia’s formidable leadership structure, has weakened the Mafia over the past two decades, and newcom- ers like the Organizatsiya are always nipping at its heels, it remains entrenched and powerful. Some experts believe the Mafia in Hudson City is due for a resurgence, with a new crop of younger, hipper, more violent mafiosi soon to hit the streets. ORGANIZED CRIME NICK VILLANI 8 STR 8 DEX 7 CON 7 BODY 8 INT 8 EGO 10 PRE 9 COM 3 PD 2 ED 2 SPD 4 REC 14 END 15 STUN Abilities: AK: Little Italy 11-, KS: The Hudson City Mafia 8-, Streetwise 8- Disadvantages: Social Limitation: Juvenile Criminal Record; Social Limitation: Teenager Notes: Nick Villani is a street-smart kid from Little Italy. He’s only 14, but he’s already got a juvie record for shoplifting and petty theft. These days he spends most of his time running errands for members of the Marcelli family and their associ- ates. If someone doesn’t do something soon, he’ll end up as a gangster himself within a few years and throw away whatever legitimate future he might have. 159 Hudson City ■ Chapter Five Hero System 5th Edition 160 ■ Predators: The Hudson City Underworld Territory The Mafia got its start in Hudson City in Little Italy over a century ago, and Little Italy remains its base of power today. The five families (see below) usually maintain a more-or-less stable truce, with territories clearly understood based on decades of interaction and a slow shifting of strengths and advantages — though more intense conflicts, such as the current Scatucci-Torccone “war,” still flare up from time to time. But the Mafia’s tentacles reach far beyond Little Italy. The Mafia dominates much of the city’s underworld, particularly on the Northside. Its scams and conspiracies, control of various unions, hijacking rings, loansharking operations, illegal gambling outfits, and heroin distribu- tion networks affect virtually everyone in the city, even if only indirectly. All the families but the Scatuccis control significant sections of the waterfront as well. The only areas where the Mafia’s influence is muted are ethnic enclaves where other groups hold sway. For example, the Mafia has relatively little penetration in Moscow West, Chinatown, Freetown, or Latin City. Over the course of the twentieth century, five borgatas, or Mafia “families,” have evolved in Hudson City. Some got their start back in the Twenties and have remained on the top of the heap ever since; others grew out of now-defunct families, or arose when two small families “merged” through marriage or business partnerships. The so-called “five families” are: MARCELLI Begun in the Twenties by mob genius Juliano “Mac” Marcelli, the Marcelli family has always been one of the most stable and prosperous Mafia borgatas in Hudson City. But in recent years it’s experienced something of a fall from its previous lofty heights. Guiseppe “Joe Guns” Tauriello, who took over leader- ship of the family in 1978, finally ran afoul of the law and was sent to prison for life in 2001. The family floundered, essentially leaderless, until mid-2003, when Mario “the Prince” Maneti, a caporegima under Tauriello, eliminated his chief rival and emerged as the pre-eminent member of the family. He’s spent the past eighteen months consolidating his power, and now seems ready to move forward with the full sup- port of the family behind him. The Marcellis have their fingers in a wide variety of criminal pies. In addition to their “hold- ings” in Little Italy, they dominate the underworld in Bayside, including the Hudson City Shipyards. They maintain ties to the Qi On tong in the city, and the Yung Sat tong in Canada, obtaining heroin from both for distribution in the Pearl City and elsewhere along the eastern seaboard. Mario Maneti’s underboss is his brother-in-law Gregorio “Wheels” Spagnola, a fast-driving, hard- living guy who can drink more whiskey than any other three men put together. His consiglieri, Anthony “Tony D” Diodati, is just the opposite — a quiet, reflective, cautious man who tries to minimize every risk. Between the two of them, they keep Maneti on a pretty even keel. The family’s captains include Alberdo “Chips” Marcelli (owner of a snack food distribution business), Peter “Maestro” Carelli, Guido “Hambone” Vachelle, Art “Ladder Man” Benetti (a former burglar), and Joseph “Jonny Blue” Galbone. Other prominent Marcellis include Anastasio “Stoss The Sword” Rocca (a well-known hitman), Paolo “Pally” Sallucio, James “DH” Arrese, and Sonny “Sunshine” Lambesti. Total family membership is about 300 men. MORELLI The Morelli family takes its name from Antonio “Crash” Morelli, a bootlegger who took control of a semi-confederation of other bootleggers in the Twen- ties and Thirties and forged them into a unit. Unfor- tunately, given that background, the Morelli family has always suffered from a lot of infighting, factional- ism, and backbiting — even today, lots of different Morellis figure they have as much claim to positions of power and wealth as anyone else in the family. Prosecution and misfortune nearly ended the Morel- lis in the early Seventies, but the family survived because Alphonse “The Brain” Malerno got it heavily involved in the heroin trade. That in turn brought unwanted DEA attention, and in the early Eight- ies Malerno fell victim to a joint FBI/DEA/HCPD operation and went up for life on multiple RICO counts. The family drifted through a series of largely powerless leaders until Robert “Bobby Bucks” Bellini took over the top spot in 1996 by shotgunning his predecessor to death. Bellini has a lot more author- ity within the family than anyone since Malerno, but many of his captains remain powerful enough to set their own course most of the time. The Morellis control part of the North Elm- view waterfront. This puts them in a position to exert some influence over other North Elmview activities, though it’s been decades since the Mafia had any real power over the Strip. They remain deeply involved in the heroin trade as well. In the past fifteen years they’ve partly drifted away from getting their heroin from the tongs, instead buying from Armenian, Balkan, and Turkish gangsters who transship Golden Crescent heroin into the States. Their other major activities include union racketeering (particularly in the waste removal and restaurant industries) and illegal gambling — they control many numbers operations and illicit casinos. This frequently brings them into conflict with Card Shark. Furthermore, many captains and soldiers feel obliged to “show respect” not only to Bellini but to each of the powerful captains who might one day take his place, which reduces their profits and causes some discontent. The Morelli sottocapo is Jimmy “the Rose” Ros- sellino, a longtime friend of Bobby Bellini’s. The family’s consiglieri is Bobby’s attorney, John Giatta (who took the place of another man, Anthony “Tony A” Albangetti, whom the Headless Hang- man killed in 2002). Richard “Lucky Ricky” DeLuca (who loves to gamble), Mickey “Numbers” Tosconi, Albert “the Hawk” Manneri, John “Fireball” Sanelo, Mario “the Milkman” Santonelli, and Jack “Jackie Fingers” Poroni are the most powerful Morelli cap- tains. The family numbers about 260 made men. MARTY 10 STR 10 DEX 10 CON 8 BODY 10 INT 8 EGO 10 PRE 8 COM 2 PD 2 ED 2 SPD 4 REC 20 END 18 STUN Abilities: Concealment 11-, Gambling (Card Games, Sports Betting) 14-, KS: The Vice World 11-, Persuasion 11-, Stealth 11-, Streetwise 11-, WF: Handguns Disadvantages: Rivalry (Professional, with other bookies); Social Limita- tion: Criminal Record Notes: Marty (no one seems to know his last name) is one of the many bookies work- ing in the Hudson City shadows. From a dis- reputable-looking office in south Arlington he takes bets, lays off bets when the action gets too hot, accepts payment on losses, and pays out win- nings. He’s got an office girl named Judy to help with the details, and a big black guy known as “Dolph” who collects from gamblers who are, one might say, less than cooperative when they lose. To keep Card Shark off his back, he pays protection money to the Mafia. He only accepts new “clients” if they come with a recommen- dation from an existing client or someone else he can trust. 161 Hudson City ■ Chapter Five SCATUCCI The Scatucci family rose to prominence during World War II, when the government persuaded Charles “Pretzels” Scatucci to use his influence over the Southside docks to keep the waterfront open in support of the war effort. Scatucci’s men ruthlessly suppressed any labor agitation that threatened ship- ping. By the war’s end, so many powerful men owed Charles Scatucci so many favors that his fortune was made. His successor, Donnie “Chopper” Colleti, strengthened Scatucci ties to corrupt politicians and labor figures. When Colleti died in 1960, Charles’s young son Carlo “Charlie Snake-Eyes” Scatucci took over. Despite being only 33, he firmly took hold of the reins and steered the family where he wanted it to go. He defused a brief war that had sprung up with the Torccones (thus earning the respect of the Commission) and increased the family’s profits. He’s still capo today, but he’s nearing 80 and has weakened considerably in the past few years. His weakness infected the family, allowing various gangs from Latin City to push the Scatuccis out of the Southside waterfront (at least for the time being...). Even worse, the Scatuccis’ old rivals, the Torccones, sensed the weakness coming a couple years ago and started a second Scatucci-Torccone War. It may fall to “Don Carlo’s” successor to stop this one; he no longer has the fire. According to the best FBI analyses, the Scatuc- cis are the main family behind Mafia control of the waste disposal, janitorial, and deliverymen’s unions. One of the underlying causes of the War is the Sca- tuccis’ competition with the Torccones for control of the city’s construction unions. Additionally, they do a lot of loansharking and hijacking. The Scatucci under- boss, Piero “Leonardo” Scarlotti, is considered Carlo’s likely successor; the old don has no sons to whom he’d wish to pass on his legacy. Scarlotti, on the other hand, is clever, creative, and quick-witted (hence his nickname), and will make a fine leader. The family consiglieri, Stefano “Whitey” Vasario, is a skilled lawyer who often gets Scatucci men off the hook when they’re arrested. The Scatucci cap- tains include Joseph “Thin Man” Adrissi, Joseph “Big Joey” Bonavolente, Ricardo “The Penguin” Rosconi, and Anthony “Drummer Boy” Lambesti. The family’s biggest earner right now is probably Alfredo “Shades” Giordano, a skilled smug- gler and hijacker. Before the War, the Scatuccis numbered 320 or so, but their current numbers have reportedly dropped to around 280. TORCCONE Most underworld observers consider the Torc- cones a family on the rise. Having not evolved until after World War II, for many years they were a sort of “second fiddle” to more powerful families. Their pro- file dropped even lower when their late Fifties capo, Thomas “Jacques” Antonelli, tried to make himself capo di tutti capi and was gunned down on the orders of the Commission. The first Scatucci-Torccone War in the early Sixties didn’t help matters... but after that, things took a turn for the better. Under the deft lead- ership of Theodore “Teddy Undertow” Landano, the Torccones outmaneuvered the other families to estab- lish firm control over the docks between 8th and 12th Avenues, including the highly profitable Hudson City Fish Market (page 188). After Teddy’s death of cancer in 1978, the family went through a period of uncer- tainty and directionlessness, during which the FBI and HCPD hit it hard. That ended in 1992, when Albert “Hacksaw Al” Ciasca took over. He’s led the family ever since, even starting a war with the Scatuccis in an effort to take territory and influence from them. The Torccones have never “specialized” in any particular type of crime; they spread them- selves out well, and command a power base both deep and broad. Their profits mainly come from gambling, drug sales, loansharking, kickbacks, and extortion. The Torccones are the only family with any connections in Freetown; they supply heroin to some gangs there, including the crimelord Strad. HEROIN IN HUDSON CITY As of late 2004, the “wholesale” price of a kilo of heroin in Hudson City varies between about $13,000 (for the cheapest, lowest-grade Mexican heroin) to around $200,000 (for the best South Ameri- can, Golden Triangle, and Golden Crescent heroin), depending on purity, who it’s bought from, amount purchased, and many other variables. The wider variation in price compared to cocaine (see page 165) reflects the multiple sources of supply, the many differ- ent groups involved in producing and distribut- ing heroin, the current political and military state of affairs in South- east and Southwest Asia, and similar factors. After “stepping on” (diluting) the pure heroin, a street dealer usually sells it on the street for about $85-600 per gram, or $4,000 to $7,000 per ounce — though many sales are in small amounts, such as $5 “nickel bags” or $10 “dime bags,” not whole grams/ounces. Hero System 5th Edition 162 ■ Predators: The Hudson City Underworld They’ve long competed with the Scatuccis for con- trol of various lucrative construction unions. Hacksaw Al remains firmly in charge, thanks in part to the help of his loyal underboss, Vito “the Watchmaker” Jesselli and his half-brother and con- siglieri Robert “Bobby Red” Finelli. The family’s cap- tains include Umberto “Uzi” DePastori (whom most people consider to be more than a little deranged, and give a wide berth to), James “Torchie” Torccone (Al’s favorite cousin), Ignatzio “Iggy” Scafoddi, and Frank “Cooler” Tarantelli. Since the beginning of the Sca- tucci-Torccone War, a large number of hitmen, such as Vincent “Two-Spot” Pigellio (who likes to shoot his victims twice) and Salvatore “Happy Sal” Lanza- nore, have become associated with the Torccones. The Torccone ranks include about 240 men, though before the War that number was considerably higher. VERONTESE If you asked most experts on the Hudson City underworld who the most dangerous mafioso in town was, they’d answer “Black Mike” — Michael Calvino, the Verontese capo. In 2000 he took over a family that got its start back in the Fifties when Frederick “Stinger” Verontese took over the Pol- loni family and eliminated virtually all of the old Polloni loyalists. Black Mike himself took control when his predecessor, Verontese’s son-in-law Nick “Nails” Travanti, was sentenced to life in prison. The Verontese family is more heavily involved in the drug trade than any other family. They obtain heroin from both the Chinese and the Golden Crescent; some rumors claim they’re negotiat- ing with the Colombian and Mexican cartels for cocaine, or that they’ve set up labs to develop and produce designer drugs. The Veronteses also have plenty of gambling and hijacking operations, sig- nificant influence over the waste removal industry and the hotel workers’ unions, and control of the Pierpoint waterfront (though they’ve been fighting with Speargun over the latter, and seem to have lost the Flower Market to him; see pages 179, 208). Black Mike’s underboss and consiglieri are Thomas “Slugger” Carrera and Frank “the Wizard” Madonari (so called because of his ability to juggle the family’s finances). The Verontese captains include Charles “Charlie Spats” Gambini, William “Willy the Pick” Scapetta (a feared hitman, known for his sadism and viciousness), George “Aces” Del- larubia, and Paul “Smiley” Baldesti. The family has around 250 made men. Underworld Relationships As the “top dog” in the underworld, the Mafia constantly comes under attack from outside groups that want to take over (or suffers internal conflicts of its own for much the same reason). The Rus- sian mobs, Card Shark, and the yakuza all struggle with the Mafia (or, more accurately, various Mafia families) for power, profits, and turf. The crimelord Speargun has been eating away at the mob’s control of Hudson City’s waterfronts for years now, and all- out war may soon result. But the Mafia has its allies as well. Geographic proximity to Chinatown, and mutual interest with the Chinese tongs, has led to some profitable work- ing relationships — the tongs smuggle heroin into the country, then sell it to the Mafia for distribu- tion. This sometimes creates tensions with the Mexican and Colombian cartels, but those groups usually restrict themselves to Latin City and Free- town, so actual disputes are rare. 163 Hudson City ■ Chapter Five CHINESE TONGS This part of the tong hall was magnificently decorated: beautiful Chinese paintings set off against the opulent red and gold tracery of the silk wallpaper; Ming vases and ancient statuary on delicately carved tables and stands. Cheng Yi-Fe always felt nervous coming into his master’s domain — a nervousness which was only increased by the fear he felt for the master himself. Cheng walked into the anteroom of the Dragon Head’s office. His master’s secretary opened the large double doors into the main office with- out a word, then stood aside to let Cheng pass through, closing the doors quietly behind him. The Dragon Head’s office was, if anything, even more lavishly appointed than the rest of the hall, for it was here that he kept his favorite pieces of art and his photos and mementoes of past days. “I am here to report,” Cheng said, barely keeping a quaver out of his voice. “Good,” said Kun Feng, Dragon Head of the Sing Chun. “I hope for your sake that you were successful.” “We were. My Scarlet Dragons gunned down Kwan Yu as he left the Thousand Sunsets res- taurant. No longer will he tell his tales to vigi- lantes. Three others who got in our way were also killed.” “And the heroin?” “The rest of the Scarlet Dragons broke into his house while he was at the restaurant. They found it hidden underneath the floorboards of his kitchen. Because his wife showed them where it was immediately, they spared her life and the lives of her children.” Kun Feng sat and thought in silence for a few moments. “Very well,” he said when he finally spoke. “You have performed adequately, and I shall remember. Return to your usual duties; I shall summon you when we need speak once more.” “Yes, great leader,” said Cheng Yi-Fe, bowing as he exited the room. — after-action report at Sing Chun tong headquarters Descendants of criminal organizations dating back centuries and which still exist in China today, the tongs of Hudson City are the greatest power in the Chinatown underworld. Known in the Twen- ties and Thirties as purveyors of every sin mankind could dream up, they still specialize in the vice trade in all its depraved forms. Territory The five major tongs, various minor tongs that exist in their shadows, and their associated street gangs restrict themselves to Chinatown exclusively, except to the extent that they might prey on Chi- nese people living elsewhere in the city. They may ally with other groups if they want to expand their reach — for example, they sell heroin to the Mafia. All the tongs participate in the same sorts of criminal activities: illegal gambling (not even Card Shark can break their control over Chinatown gambling); drug smuggling and distribution; the Chinatown sex trade; and even some street crimes like robbery. The tongs differentiate themselves by territory and attitude rather than activities; the map on page 162 shows which parts of Chinatown each tong controls. Areas not controlled by a particular tong are “open territory” or “up for grabs” (depend- ing on one’s viewpoint). CHOY SING The smallest of the Hudson City tongs with fewer than 200 members (at least according to FBI estimates, which aren’t nearly as accurate as they are for the Mafia due to the difficulty of infiltrating Chinese organizations), the Choy Sing controls the northeast corner of Chinatown proper — the area along the waterfront immediately west of S. Lincoln Street. Its street gang, the Emerald Doors, takes its name from the prominent green doors that lead into the tong’s hall. Charles Zhou, who was born in China but emigrated to this country with his family as a very young boy, is the Dragon Head of the Choy Sing (and, in the tong’s role as a simple “benevolent association,” its president as well). Now in his early 70s, he lacks the “fire” that some of his younger fol- lowers have, but more than makes up for it with his experience, insight, and contacts. His vice-chair- man is Lan Hou, his English secretary Yip Tao, his street secretary Han Fei. Phillip “Jackie Duck” Hsaio leads the three dozen members of the Emerald Doors — the gang used to have closer to four dozen members, but a group of them had an unfortunate “encounter” with the Harbinger of Justice. GOLDEN SERPENT ASSOCIATION The youngest and least traditional of the Hudson City tongs, the Golden Serpent Association makes no pretense of being a “benevolent associa- tion,” “merchant’s confederation,” or the like. It’s a gang, pure and simple — but a tough, violent gang, one that’s already made a mark for itself in the five years since it appeared. It took bits of territory from the Choy Sing and On At-Zhang to create its “turf,” thus earning the special enmity of both tongs. Members of the Golden Serpents wear distinc- tive gold armbands, sashes, or clothes when they want to identify themselves publicly (which isn’t often). Their sons often belong as well, creating a “street gang” of sorts for the tong (though it isn’t considered quite as separate as most tongs’ gangs are). The authorities have never identified the leader (and presumably founder) of the tong, a man HUANG ZHU 5 STR 8 DEX 8 CON 8 BODY 13 INT 13 EGO 13 PRE 7 COM 2 PD 2 ED 1 SPD 3 REC 16 END 15 STUN Abilities: Bribery 12-, Bureaucratics 12-, Con- versation 12-, High Soci- ety 12-, AK: Chinatown 14-, KS: Chinese Orga- nized Crime 14-, Martial Arts (28 points’ worth of Hsing-I and Kung Fu maneuvers), Persuasion 14-, Streetwise 8-, Trading 14-, WF: Common Melee Weapons, Common Mar- tial Arts Weapons, Con- tacts (40 points’ worth, throughout Chinatown), Reputation (influential and revered arbitra- tor, in Chinatown, 14-, +3/+3d6) Disadvantages: Age: 60+ Notes: In Chinatown, criminal and civilian alike know that if you have a dispute that can’t be settled any other way, you don’t take it to the round-eyes’ courts — you go see Huang Zhu. One of the most revered men in all of Chinatown, Huang Zhu has offered his “services” as an arbitrator for as long as anyone can remember. They say he used to be a big-time Triad boss back in China, but retired to Hudson City for some peace and quiet... and fell into the role of arbitrator when people began asking him for advice. Of course, he’s been in Hudson City for at least 30 years, so if he “retired” here he must be well over 100 by now. By some unwritten law, everyone in Chinatown defers to Huang Zhu’s pronouncements. Every tong upholds his word as law, even if it goes against one of them... because without this court of law resort, even trivial dis- agreements might result in bloodshed. Anyone who harms, or even threatens, him immediately makes dozens of enemies. Hero System 5th Edition 164 ■ Predators: The Hudson City Underworld known simply as the Golden One. He definitely seems to command from the rear, sending out his lieutenants (known as hongji, or Red Thorns) and soldiers (huanghu, Golden Tigers) to shake down local merchants for “tea money,” sell drugs, and fight other tongs for money and influence. In addition to the usual tong activities, the Golden Serpent Association has supposedly become involved in the international black market for art and antiquities. The DEA recently intercepted a smuggled drug shipment that also included some rare, and very valuable, Chinese and Southeast Asian artworks the authorities believe were destined for private collections in the United States. ON AT-ZHANG With an estimated 220 members, the On At- Zhang isn’t much larger than the Choy Sing, but enjoys greater respect due to its longevity, skill, and ruthlessness. The tong controls the area around the intersection of South River Drive and S. Harrison Street — a valuable piece of turf indeed. The On At-Zhang tong has adopted a Triad-like structure. The 489 or Dragon Head is Wu Kien. His chief lieutenants are Hsaio Loo (a 432) and the tong’s recruiter, Chang Peng (a 438). The tong’s Red Pole, or enforcer, is William Haifeng (a 426). A 415, Lai Yuwei, administrates the tong and oversees its finances. At age 37, Wu Kien is a relatively young tong leader; he rose rapidly in the tong due to his shrewd mind and intense willpower — he balks at nothing to get what he wants. He has not-so-subtly “eliminated” some rivals who threatened his position, and is thought to have done the same to two DEA officers who haven’t been seen since summer, 2004. Like most other tongs, the On-At Zhang pro- vides a variety of community services in the guise of being a protective and helpful organization for Chi- nese persons in America. It’s well-known for the elab- orate street party it throws to celebrate Chinese New Year (in February). The tongs usually mutually agree to suspend all violence during this festival, but no one knows when one of them will change its mind.... When the On At-Zhang needs someone to watch its gambling halls or do its dirty work, it turns to the thirty-odd members of the Dark Fist gang, which takes its name from the Chinese ideograms for bravery, loyalty, and superiority that every member has tattooed on the backs of his hands (a Distinctive Feature). The gang’s leader is Xu Te-Wu, a vicious fighter highly skilled at Shao- Lin Tiger Kung Fu. QI ON The Qi On controls the northwestern corner of Chinatown proper. That’s not a very good territory compared to some, but the tong’s approximately 300 members give it enough fighting force and prestige to hold its own in the Asian underworld. The chairman of the Qi On is the venerable Mah Sze, a 64-year-old veteran of tong life. Mah Sze is known throughout Hudson City as an art collector and a connoisseur; some experts believe his collection of Chinese art is one of the greatest in the world. He goes to great lengths to protect his collection and acquire new pieces. His vice-chair- man is Chang Shi-Ping, his English secretary is Shiu Ning, and his street secretary is Lan Lieh. The Qi On delegates many of its less pleasant duties to the Amber Moon gang, which has around 40-50 members and is led by Johnny Fang. Having properly served the tong for many years, the Amber Moons were recently allowed to start a high-stakes floating dice game that’s already become a favorite of many Chinese gamblers. For the past several years, the Qi On has been involved in a minor turf war with the Sing Chun. For the most part the two tongs’ gangs carry out any actual fighting that’s required — in fact, they have a “shoot on sight” policy toward each other that’s starting to worry leaders in both tongs. SING CHUN The largest tong in Chinatown with approxi- mately 400 members, the Sing Chun controls all of southwest Chinatown, including the businesses and neighborhoods near Duvall Parkway. Its leaders would like to expand east into the unclaimed terri- tory around S. Harrison Street, but the tong’s cur- rent conflict with the Qi On (see above) makes that impractical at this time. The Dragon Head of the Sing Chun is Kun Feng, a cold, calculating individual who only looks at others with an eye to how much profit or trouble they can bring him. His vice-chairman is Qui Yixiao. His English secretary is Jewi Meizhu; his street secretary Sun Kuang. A clever, brutal young man named Cheng Yi-Fe leads the forty- odd members of the Scarlet Dragon gang that serves the Sing Chun. Underworld Relationships The tongs quarrel and fight with other China- town groups — the yakuza, the Korean and Viet- namese gangs — for more power and profits within Chinatown as a whole. Outside of Chinatown, the tongs sell heroin to the Mafia (and sometimes other buyers as well), but for the most part they prefer to keep to themselves, and have others stay out of their business. KOREAN GANGS The part of Hudson City’s Chinatown known as Koreatown (or sometimes Little Seoul) is claimed as “turf” by various gangs of Korean adolescent boys and young men. These gangs gener- ally don’t have names, and usually coalesce around one or two par- ticularly powerful or charismatic individu- als. Like Vietnamese gangs, the Korean gangs often lack rigid structures or firm loyalties — members drift in and out as they please, gangs break up and form quickly, and quarrels between gangs or gangsters are settled with intense violence. The only constant is that the people of Koreatown suffer. 165 Hudson City ■ Chapter Five HISPANIC ORGANIZED CRIME Jaime really started to sweat when he saw the chainsaw. <“Look, man, whaddayou want, man? I swear, whatever it is, you got it! You want us to stop doing something, that’s cool, we’ll stop!”> <“You know what I want,”> said the big, ugly- looking Mexican with the bull’s head tattooed on his right bicep. <“I want to know where La EME’s bringing in its next shipment of cocaine, niño.”> <“Awww, man, if I tell you, they’ll kill me, man. C’mon, please!”> <“At least then you’d’ve lived a few hours longer,”> the big man said. Jaime screamed when the big man bent down to start the chain- saw. For the next few minutes, the rest of Jaime’s screams were drowned out by the saw. When he was done, the big man wiped the blood and bits of flesh from his face. Then he turned to Jaime’s friend Armado, who was puking up his guts nearby. <“Now, do you wanna tell me where the shipment’s coming in... or do I haveta go to work again?”> — part of the Los Toros hostile takeover strategy Three large gangs dominate the underworld in Latin City (and, to a lesser extent, southern Elm- view and the Southside waterfront). Each of them has alliances with one or more Colombian or Mexi- can cartels, and makes most of its money selling heroin, crack, and cocaine. They use their profits to buy guns, cars, and businesses, and they fight each other using some of the most vicious, brutal meth- ods imaginable. A variety of smaller gangs round out the Hudson City Hispanic underworld. THE MEXICAN MAFIA The biggest gang in Latin City is the Mexican Mafia, or “La EME,” which controls roughly half of the turf. With the help of its connections to the Reynosa and Coahuila cartels in Mexico, and the Montalvo cartel in Colombia, it can get all the heroin and coke it needs. While its base of power remains in Latin City, EME gangs now range fur- ther afield into Elmview, North Elmview, Red Hill, and sometimes even Forsyth and Lafayette to sell their product. Three brothers — Juan, Leandro, and Simón Castares — hold sway over most of the EME gangs in Hudson City. They’re not absolute rulers by any means, but they’re clearly the most powerful of the Mexican Mafia leaders in this area. Anyone who doesn’t do what they say had better have a damn good reason. LOS REYES Los Reyes — the Latin Kings — got its start a few years ago when Félix CarreZo-Madrazo, a sur- vivor of the destruction of one of the Cali cocaine families in Colombia, came to Hudson City to set up shop for himself. With the help of several partners he took over a few of smaller street gangs and led them on a bloody crusade that caught both La EME and the cops off-guard. Today Los Reyes controls about a third of the crime in Latin City. If someone defies the orders of Los Reyes or dis- respects one of its members, the gang kidnaps the offender, takes him to an isolated locale, and brands its symbol — a stylized crown — into him with a coathanger bent into shape and then heated red- hot in a fire. LOS TOROS Marked by their distinctive bull’s-head tattoos, the members of Los Toros are the newest players on the Latin City streets. They’re known to have the backing of one of the most ruthless and blood- thirsty of the latest crop of Mexican druglords, a man from Tamaulipas who calls himself simply El Azteca (“the Aztec”). Not content with his chunk of the massive Mexican drug trade, he apparently financed Los Toros by backing a couple of smaller gangs and giving them the money, muscle, and pipeline necessary to become a major force on the streets. As of late 2004, the Toros have about a quar- ter of the drug market in Latin City... but they’re clearly not ready to settle for just that. The leader of the Toros is a big, ugly Mexican known only as “Chuco” whose face and body bear the scars of numerous knife-fights. Chuco is as violent as El Azteca himself is rumored to be. Not content simply to shoot or stab anyone who stands in his way, Chuco prefers to set his enemies on fire, cut them into pieces with a chainsaw, or hack them to bits with a machete. His own people are absolutely terrified of him... but that makes them incredibly loyal. COCAINE IN HUDSON CITY As of late 2004, the “wholesale” price of a kilo of cocaine in Hudson City varies between about $15,000 and $20,000, depending on purity, who it’s bought from, amount purchased, and many other factors. That kilo yields about 70 ounces of cocaine once it’s “stepped on” (diluted with baby powder or similar substances). That translates into close to 2,000 grams of coke. Each gram retails on the street for about $100, yielding a street value of about $189,000 per kilo of cocaine. Powder cocaine can be cooked into crack, or rock, cocaine. A “hit” of crack weighs about .2 grams and costs around $10. That’s only about half the absolute value of powder coke, but because addicts can buy it in such tiny amounts and it gives such an intense, short- lasting high (meaning lots of repeat purchases), a dealer can move a lot more crack than he can coke, making it more profitable than powder for most dealers. (It’s also easier to carry and hide.) JESUS GARRIDO 10 STR 11 DEX 11 CON 8 BODY 8 INT 8 EGO 10 PRE 8 COM 3 PD 2 ED 3 SPD 4 REC 22 END 19 STUN Abilities: AK: Latin City 11-, KS: Latinista Gangs And Gangsters 11-, Lan- guage: English (fluent conversation; Spanish is Native), Stealth 11-, Streetwise 11-, WF: Small Arms, Knives, Fringe Benefit: Member- ship (Los Reyes) Disadvantages: Social Limitation: Criminal Record Notes: Jesus Garrido is a typical member of Los Reyes — the Latin Kings, one of the major gangs in Latin City. He spends his days hanging around on the street, selling coke and crack, committing crimes, drinking cerveza and getting high. If it weren’t for his selfishness, will- ingness to ruin others’ lives for his own per- sonal gain, and intoler- ance for societal author- ity, he wouldn’t be much more than just another burnout teenager; as it is, he and his compadres are a major menace to society. Hero System 5th Edition 166 ■ Predators: The Hudson City Underworld Underworld Relationships For the most part, the gangs of Latin City remain in Latin City, though they sometimes spread out to nearby neighborhoods that aren’t dominated by some other gang. By keeping to themselves they minimize conflicts with other groups. Technically, they compete with the posses and street gangs for cocaine sales, and with the tongs for heroin sales, but rarely has that competi- tion flared into open conflict — each side seems content with its turf. On the other hand, efforts by Mexican gangs to make and sell PCP and designer drugs have put them at odds with various outlaw motorcycle gangs, and those “arguments” are fought with guns and bombs. In some parts of Latin City, the sound of multiple motorcycles in the distance is enough to make innocent people scurry for cover. RUSSIAN ORGANIZED CRIME The hard-eyed man in the dingy-looking over- coat sat on a bench smoking a cigarette. He looked like he was waiting for the bus, but when the bus pulled up, he didn’t get on. The puzzled driver had to close the doors and keep the bus on schedule. He had to wait nearly another hour before the man he was looking for appeared. The man looked more like a young laborer than any- thing, but everyone who knew the street knew he was a mafioski. What they didn’t know was that the young pup had agreed to pay End- game ten percent of what he earned... and had reneged on the deal. The hard-eyed man snubbed out his cigarette and crossed the street. It was child’s play to get close to the cocky young mafioski without being seen; he’d done it easily enough with CIA agents, back in the day. He waited for just the right moment, then stepped up beside the gang- ster and pushed him into an alley. <“Hey! What’s going on?”> the young man shouted... then quieted down when he saw the silenced pistol the hard-eyed man had pulled out from beneath his overcoat. <“Wait, there’s no need to....”> The hard-eyed man fired once, hitting the mafioski square in the chest. The mafioski fell backward into a pile trash, gurgling helplessly as his damaged heart and lungs tried to func- tion properly. The hard-eyed man took another stop forward and shot twice more, once in each of the mafioski’s eyes. Almost immediately the gurgling stopped and the twitching began. Looking around quickly to make sure no one had noticed anything unusual, the hard-eyed man tossed his pistol down beside the corpse and hurried back out to the street, where he caught the first cab he saw. “Aberdeen International,” he said with a sigh. In another two hours he’d be in the air and on his way back to Moscow, where there was good vodka to be had. — dealing with deadbeat debtors, Organizatsiya style Russian organized crime — usually referred to by Hudson City cops as “the Organizatsiya,” the “Russian Mafia,” or “the Mafioski” — is one of the youngest, and smallest, organized crime groups in Hudson City, but it has made up for its late start with a viciousness and ruthlessness that has sur- prised even experienced law enforcement officers. The Russian Mafia does not hesitate to murder, maim, or torture those who stand in its way. While the authorities often refer to “Russian organized crime” as if it were a monolithic orga- nization, the truth is it’s one of the least organized forms of organized crime in the city. The gangs adopt an “every gang for itself” approach that shows far less cultural or neighborhood loyalty than, say, the Mafia or the yakuza. No single Russian criminal has ever arisen who could even have made a seri- ous attempt to “unite” the local Organizatsiya gangs, much less succeeded. If the Russia Mafia were ever truly organized, it would likely become even more powerful, wealthy, and violent than it is now. Organizatsiya activities in Hudson City mostly take place in the Moscow West and Vidersea areas (both of which have fairly large Russian and Eastern European immigrant populations), but over the past several years Mafioski gangs have slowly but surely expanded into other parts of the city (mainly on the Northside). They’re quick to take advantage of “power vacuums” left by the arrest or death of members of more traditional crime groups, or to start city-wide schemes that aren’t limited to particu- lar neighborhoods. Their preferred crimes include protection rackets, fraud, theft, counterfeiting, smug- gling, weapons trafficking, and contract murder. The principal Organizatsiya figures in Hudson City include: ENDGAME The largest gang of mafioski in the city is led by a man known only as “Endgame” for his love of chess. His real name is unknown, though the FBI’s files sup- posedly contain several guesses. Experts believe his gang is extensively involved in weapons smuggling, protection rackets, fraud, and contract murder. ANATOLII KASARAVICH A former GRU agent, Kasaravich is a sadistic butcher who employs many former Soviet military and espionage personnel in his gang. Well-armed and highly feared in Moscow West, the gang’s main criminal activities include protection rackets, weap- ons smuggling, theft, and contract murder. GAVRIL KOSTANZY Kostanzy is a slick, skilled, thief who pulled jobs and scams throughout the Soviet Union and never got caught. When the heat got to be too much near the end of the Eighties, he fled to the United COLOMBIAN AND MEXICAN CARTELS The cartel scene in both Colombia and Mexico shifts frequently in light of rivalries between and within groups, under- world wars, the efforts of law enforcement, and in Colombia the activi- ties of revolutionary and counter-revolutionary armies who are now major players in the cocaine trade. As of late 2004, here are some of the major Colombian and Mexican drug car- tels supplying narcotics to Hudson City: Colombian cartels Acosta-Cazares Carillo-Mendoza de Fonseca Montalvo Gallegos-Madera Mexican cartels El Azteca Coahuila Caborca Reynosa Romanos-Salcedo 167 Hudson City ■ Chapter Five States and set up shop in Hudson City. His gang is involved in theft, fraud, counterfeiting, smuggling, and similar crimes. He has an extensive network of “comrades” in Russia. VIKTOR MOLENKO The oldest pakhany in Hudson City, Molenko came to the United States in the early Eighties during one of the times when the KGB exploited easing emigration restrictions to cleanse Soviet prisons. For several years he was unquestionably the most powerful mafioski in the city, but the pass- ing of time has dimmed his fires somewhat (though not his propensity for violence or his touchiness about being “insulted”). His gang’s principal activi- ties include protection rackets, theft, fraud, and counterfeiting. Underworld Relations The Russian mobs don’t play well with others. As far as they’re concerned, the whole city is up for grabs, and anyone who thinks he has a prior claim is just another target. This attitude has led to fre- quent clashes with the Mafia (though some gangs have more wisely found ways to work with the Ital- ians to everyone’s mutual benefit). They also quarrel with the yakuza insofar as the Japanese gangsters operate outside Chinatown; the Russians seem con- tent to leave Chinatown proper to the Asians. VIETNAMESE GANGS “It’s not the money — it’s about respect. We have the power on these streets, and people have to respect that. They show their respect by paying us to keep them safe and leave them alone. That’s how we live. We provide a service in exchange for money, just like a lawyer or a doctor — pay us and stay safe. If you don’t, it’s your fault, not ours. If you don’t respect us, we have to make things right.” — excerpt from an interview with Vietnam- ese gangster Little N.G. as part of a story on Chinatown crime in the Hudson City Star-Gazette The Little Saigon section of Hudson City’s Chinatown has its own particular breed of native criminal. However, unlike the Chinese tongs, Viet- namese gangs don’t usually restrict themselves just to Little Saigon. Some of them prey upon Chinatown residents of other ethnic backgrounds, or strike out into the rest of the city, committing crimes as the mood takes them. Also unlike the tongs, Vietnamese gangs tend to be “loose” — they form, break up, and gain and lose members fre- quently and without any particular repercussions for anyone involved. As of late 2004, the major factions in the Viet- namese underworld are: DUC LIEU THO Several years ago, there was a gang in Little Saigon known as the Purple Eagles. They were doing pretty well... until the leader and most of the members got their brains splattered against an alley wall by the vigilante Renegade. One of the few survivors of that attack was a young gangster named Duc Lieu Tho, and he decided to pick up for himself where the Purple Eagles left off. By keep- ing a lower profile than his former comrades, he’s formed a gang and made pretty good money with- out attracting Renegade’s attention again. But these days his name is pretty well known on the streets of Chinatown, so it may not be long before some rival or vigilante comes gunning for him. NGUYEN NOC TRANH Nguyen Noc Tranh was one of the most vicious and sadistic officers in the South Viet- namese army. When Saigon fell, he fled to Amer- ica. Lacking any better thing to do with his skills, he soon established a criminal gang by banding together members of his old unit. For nearly thirty years now, Tranh and his men have terror- ized Little Saigon, using their military skill and discipline to retain power and influence while lesser gangs came and went. Anyone who dared to defy General Tranh soon learned just how sadistic and cruel he can be. But thirty years can change a man. Tranh is now old and weak, a shell of the man he used to be. Several of his “junior officers” have already begun jockeying for position, each hoping to take over the gang when “the Old Man” dies. It seems unlikely that Tranh’s power shall survive his passing... much to the relief of the residents of Little Saigon. SHADOW TIGERS The Shadow Tigers aren’t really of Little Saigon so much as they like to visit it. They have no particular home; Asian crime experts believe the gang actually formed in Philadelphia in the late Nineties. Like many Vietnamese youth gangs, the Shadow Tigers are nomadic: they breeze into town, often driving the souped-up “classic cars” they like so much, do whatever they feel like doing (home invasions, buying and selling drugs, shakedowns, robbery...), then get out before the cops can draw a bead on them. The apparent leader, a sunglasses- wearing, slick-haired punk who goes by the name “Fast Louie,” has a penchant for kidnapping teenage girls, doing as he pleases with them, then dropping them by the side of the road several states away. TU’ONG SON COY A few years ago, Tu’ong Son Coy was a second-stringer in a Viet Ching gang — a group of Vietnamese-Chinese youth working for one of the tongs (in this case the Choy Sing). But then he got his growth, and suddenly the scrawny kid from Little Saigon had the brawn to match his brains. He returned to his home turf, determined to make a name for himself... and that’s just what he’s done. Through a mix of intimidation, cleverness, and gen- erous “rewards” for loyalty, he’s assembled a gang RASPUTIN The FBI and HCPD only know about the four powerful pakhany in Hudson City (as well as several others of lesser power). However, on the streets of Moscow West and Vidersea muted voices have begun to whisper about a man known only as “Raspu- tin.” Whether he’s a gang leader, an assassin, or something else, no one seems willing to say... but everyone, even the four pakhany, seems fearful of him. Hero System 5th Edition 168 ■ Predators: The Hudson City Underworld that’s wreaked havoc throughout the Southside with its home invasions, drive by-shootings-and- robberies of drug dealers, protection rackets, and pimping. But he’s made a lot of enemies in the pro- cess, and it’s probably only a matter of time before someone takes him out hard and bloody. Underworld Relations The Vietnamese gangs don’t even get along with each other, much less anyone else. They some- times work for or with the tongs, but usually they’re out for anything they can take, regardless of who asserts a prior claim. THE YAKUZA Calm, confident, and wearing a suit that cost thousands, Nakamura Hideo walked into the boardroom. Every seat around the table was already filled, as he knew they would be. None of his kobun would dare to come late to one of his weekly meetings. As he took his seat at the head of the table, a pretty young woman wearing traditional garb served him tea and food, but he ignored them just as he ignored her. “Report,” he said in a flat voice. One by one his underlings stood and reported on the current status of their “business affairs.” Noth- ing he heard surprised him, for he made a point of keeping tabs on everything that happened in his organization. But there was still value in having these meetings, as he was about to demonstrate. “Nishi Noboyuki, your report, please.” Nishi shifted nervously and began his report. “My men were successful in obtaining the guns you asked us to steal, oyabun. Unfortunately one of them was pulled over while driving one of the trucks carrying the guns. The police found the guns.” “Is it not part of your job to be certain that your kobun can perform their assigned duties adequately?” “Y-yes,” stammered Nishi. “Nishi Noboyuki, you have failed me, and you have failed the Sawakiri-gumi. You know what price you must pay if you wish to atone for your failure.” At those words, a servant who had been stand- ing silently in the corner walked over to Nishi. He carried a tray, and on that tray was a small silver knife, a piece of fine cloth, and some cloth bandages. He placed the tray before Nishi. With trembling hands Nishi picked up the silver 169 Hudson City ■ Chapter Five knife, which he placed blade-up on the table. He set his right pinky against the blade, and began to lean forward. He stifled a cry of pain as the blade bit though his finger and sheared off the top joint of his pinky. The others watched wordlessly, no trace of emotion on their faces, a few rubbing their own hands thoughtfully. Pale and bleeding, Nishi wrapped the severed joint in the cloth and placed it on the tray. As he slumped into his chair and began to bandage his finger with some help from his neighbors, the servant brought the tray and severed finger over to Nakamura Hideo. “Very good,” said Nakamura, picking up the cloth and putting it on the table next to him. “Hiyata Miseo, I believe that you are the next to speak.” — business as usual for the Sawakiri-gumi Until the mid-Seventies, there was very little Japanese organized crime presence in Hudson City. As the Japanese became more and more of a global economic powerhouse, they and their corporations inevitably migrated to the seats of economic and political power around the world, such as Hudson City... and where Japanese business goes, the yakuza follows like a malevolent shadow. By late 2004, of the dozen or so major yakuza gangs in Japan, five have established a significant pres- ence in Hudson City. In addition to exploiting the citi- zens of Little Tokyo through protection rackets, illegal gambling, and similar schemes, they smuggle Western goods, guns, and sometimes women back to Japan, and prey on Japanese corporations throughout the city. Slowly but surely they have been expanding the scope of their operations beyond Chinatown, bring- ing them into conflict with the Mafia, Card Shark, and other organized crime groups. In recent years they’ve clashed most intensely with various outlaw biker gangs over the right to sell methamphetamines, PCP, and designer drugs in various parts of the city. Through the delicate diplomacy and nego- tiation that so often mark their dealings, the five yakuza clans have carefully delineated their respec- tive territories within Little Tokyo. That’s not to say they don’t fight over territory or power — they do. They just want to make sure everyone knows where the front lines of the battles begin. THE HINAGAWA-KAI Although it’s arguably the largest and most powerful yakuza clan in the world, the Hinagawa- kai is generally considered the weakest yakuza clan in Hudson City. In the yakuza’s scramble over the past two decades or so to establish a presence in the city, it ended up with a territory that includes Mott Park, which holds little appeal for gangsters. (And more than a few members of the clan sacrificed fingers to atone for that particular shame.) Still, the FBI estimates that it may have as many as 200 members in Hudson City, or nearly as many made men in any of the Mafia families. A “businessman” named Ohara Takashi is thought to be the leading oyabun in the Pearl City. THE MIYAMIJI-KAI The Miyamiji-kai has an average-size pres- ence in Hudson City, with about 100 members. Miyamiji Junzo is the oyabun of the gang (like all of the chief bosses of the Miyamiji-kai, he changed his family name to that of the gang). His chief lieutenant is Tsurimi Eiji, and just below him are three other powerful bosses: Nakatoni Kenji, Morita Yoshio, and Sasaki Akio. Each of these three men have responsibility for eight wakashu, and each wakashu has command of two or more street-level operatives. Miyamiji-kai activities in Hudson City aren’t particularly unusual, though they have more sokaiya (financial blackmailers) in the city than most clans. The FBI also suspects the clan of involvement in the white slave trade, but has not yet been able to prove it. THE SAWAKIRI-GUMI Large and strong, the Sawakiri-gumi was one of the first clans to come to Hudson City. Today it has somewhere between 175 and 250 men in the city. The ruthless Nakamura Hideo is the unques- tioned chief oyabun of the Sawakiri-gumi in the city. His chief kobun are Kajitani Shun, Ono Kiyo- shi, Sakiyuri Akira, Hayata Miseo, Takemoto Hisato, and Shirai Seiki. Each of these men is a minor oyabun in his own right, with numerous men under his command. As of late 2004, experts describe the Sawa- kiri-gumi as the most powerful clan in Hudson City. Nakamura Hideo is immensely wealthy and controls many men; he seems intent on seizing as much Tsukihama-gumi territory as he can. If any other clan shows weakness, he’ll try to take advan- tage of that, too. THE TSUKIHAMA-GUMI The Tsukihama-gumi, formerly the yakuza clan with the largest presence in Hudson City, has experienced disaster in recent years. In 2001, a valuable sokaiya ring was exposed and smashed by DarkAngel, and in early 2004 an unknown vigilante traced many of the gangs’ leaders by monitoring junior members’ incautious use of cell phones and slaughtered them one by one. Nomura Isao, the chief oyabun in distant Nippon, sent one of his most favored and trusted kobun, a powerful, sharp-witted man named Hamada Yoshinaga, to hold on to the clan’s territory in the Pearl City. So far “Yoshi” (as his men affectionately call him) has done so — barely — but the other yakuza clans (not to mention Takayama Shinsaku) know the Tsukihama-gumi remains weak and continue to press their attacks. THE YAMAZAKI-RENGO The Yamazaki-rengo is a confederation of twenty-two gangs, some large, some small. By agreement of the six most powerful oyabuns, who act as a “governing council” for the rengo, a deputation of fifty gangsters from various of the gangs came to Hudson City in the early Eighties to establish the gang’s presence there. Since then IN THE NEWS IN 2004: FINANCIAL GANGSTERS March — A type of crime that’s well-known in Japan seems to have made its way to the skyscrapers and board- rooms of Hudson City. In Japan, the sokaiya, or financial gangsters, are well known. They extort money from cor- porations by threaten- ing to cause trouble at shareholders’ meetings, put poison in company products, or the like. Historically, Japanese companies responded by paying these men off — bribing them, in effect, to leave the com- pany alone. In recent years some companies have fought back, but even today the sokaiya are often feared and powerful. The HCPD, in a joint operation with the FBI, reported the arrest of three Japanese men on extortion and several related charges stem- ming from what appear to be sokaiya activ- ity. The men allegedly threatened to disrupt an annual meeting of the Cherokee Bank shareholders unless the company paid them $10,000. It remains unknown whether other companies have been approached by these men, or similar crimi- nals. Hero System 5th Edition 170 ■ Predators: The Hudson City Underworld their ranks have swollen to around 100; the exact number in the city at any given time depends partly on internal rengo politics and what else the gang has going on around the world. Disputes and personality conflicts between some of the local rengo leaders — such as Fujikawa Konyo, Arakida Oyori, Miura Akiuji, and Yosida Ichiro — keep the Yamazaki-rengo from being as powerful in Little Tokyo as it might be. Underworld Relations Most yakuza activities focus on the Japanese community, and so don’t bring the clans into con- flict with other organized crime groups (other than Takayama Shinsaku, see below). To the extent the yakuza wants unquestioned authority in Chi- natown, it fights with the tongs, Vietnamese, and Koreans, but these clashes rarely amount to any- thing. As the yakuza has expanded its operations into the rest of Hudson City, it’s come into conflict with the Mafia, the Russians, Card Shark, and vari- ous outlaw biker gangs. Takayama Shinsaku Hudson City’s Japanese residents also suffer from the attentions of a crimelord who’s not part of the yakuza — in fact, he seems to be the yakuza’s sworn enemy. His name is Takayama Shinsaku, and he calls himself “the Shogun of Little Tokyo.” Public records show that he worked in Hudson City for years as a high-ranking employee of the Japanese corporation Nimaki. A little less than ten years ago he quit his job and began his quest to take over the Chinatown underworld. Most observers expected he’d be killed within a few months, but he survived three assassination attempts and managed, through skill and ruthlessness, to carve himself a niche. He stands alone, having antagonized not only the yakuza (which he seems to consider a personal enemy) but several Chinese tongs as well... but he seems unwilling to bend or break despite the odds against him. OUTLAW BIKER GANGS “Okay, is everyone in for the night?” “Yeah, Jack — Deek and the boys just got back from Hog Heaven.” “Good. Lock the place down; we don’t wanna get caught with our pants down around our ankles and get butt-!$&*ed like the Skulls did.” “You got it.” An hour passed, then two. The compound qui- eted down as bikers one by one passed out or went to sleep; only here and there could lights be seen and laughter heard. The guys in the guardroom tried to remain alert, but what did it matter? With the dogs out in the yard, no one was getting in. Then one of the guards was awakened by some- one pounding on the gate. “Hey, Hoss, wake up!” he said, shaking his partner awake. “Who’s that out there?” “Looks like... *%&!, it’s Sam, he was on patrol. He’s been shot!” Hoss smacked the gate control and the doors to the compound opened. Sam rode in, slowly, carefully, as groggy, half-dressed bikers came running up from all over the place to see what was going on. “Killers!” Sam gasped, falling off his motor- cycle and into someone’s arms. And then they all heard it — the ominous thunder of motor- cycles... lots of motorcycles... approaching from the south. “!$&*!” Jack Maxwell shouted. “Everyone get your guns and get ready!” — just another night at the Forbidden compound Hudson City isn’t home to a “mother chap- ter” for any outlaw motorcycle gangs, and in fact only a few maintain any sort of permanent base in the area. But several of the major biker gangs visit the city on a semi-regular basis, either for relaxation, to sell drugs (mainly methamphet- amines, PCP, and heroin), or to do dirty deeds for the Mafia (with whom some of them have a solid “working relationship”). Whether they stay in Hudson City full- time or only visit, most biker gangs stick to the southeast part of the city — the more run-down parts of Elmview, primarily — or stay in the industrialized suburbs and outlying areas south of the city limits. That gives them some freedom of movement without attracting too much police attention. Although they don’t necessarily seek out confrontations with their competitors (the yakuza and some street gangs, primarily), they don’t avoid them, either... and it’s not unknown for two rival biker gangs to bring their feud to the streets of Hudson City. JAMES “JIMMY” GUERIN 12 STR 13 DEX 12 CON 10 BODY 10 INT 8 EGO 10 PRE 10 COM 5 PD 4 ED 3 SPD 5 REC 24 END 25 STUN Abilities: Martial Arts (Dirty Infighting), Bribery 8-, Combat Driving 13-, Electron- ics 8-, Fast Draw (Small Arms) 12-, Mechanics 8-, PS: Designer Drug Manufacturing 11-, SS: Chemistry 8-, Stealth 12-, Streetwise 11-, TF: Two-Wheeled Motor- ized Ground Vehicles, WF: Small Arms Disadvantages: Dis- tinctive Features: For- bidden’s colors; Social Limitation: Criminal Record Notes: One of the big- gest, baddest, rough- est, toughest members of the Forbidden in Hudson City, James Guerin — often called “Jimmy” by his buddies — has been an outlaw biker since he was a teenager. He ran away from home when he was fifteen, and hooked up with the Forbidden a couple years later while he was pulling a stretch in Longview on a rob- bery charge. Always ready for trouble, he usually carries a .45 automatic and a sawed- off shotgun with him wherever he goes. 171 Hudson City ■ Chapter Five Some of the most prominent biker gangs in the Hudson City area include: THE FORBIDDEN The Forbidden (whose name signifies that the members feel they’ve been “forbidden” to be part of normal society, though some people mis- takenly believe it has occult significance) have a large chapter in the Hudson City area — nearly 150 total members. The gang’s headquarters is an old industrial building in Sabine County, not too far from the landfill. The gang has heavily fortified and secured the building: electric fence; closed-circuit surveillance cameras; patrols; guard dogs; steel doors; and so forth. The gang’s colors are black with a pattern of red blood drip- ping down from the shoulders. The leader of the “HC” chapter of the For- bidden is “Slammin’ Jack” Maxwell, a seemingly friendly, live-and-let-live kind of guy who’s actu- ally a vicious bastard. He has a thinly-disguised hatred of “slants” (Asians, particularly the Japanese gangsters with whom his club sometimes fights) and “spics,” but most of all for the Killers, his club’s biggest enemy. He likes nothing better than to get wasted on PCP and lead his gang on a “raid” against any group of Killers they can find. THE HIGHWAY MOBSTERS Primarily based in the Southeast and Midwest, the Highway Mobsters sometimes come to Hudson City to party — or to fight with the local chapter of its rival, the Satanic Skulls. The Mobsters’ national president, Brian Kelly, spent some time in the Pearl City as a kid and often accompanies his men on these trips. When the Mobsters blow into town, they’re usually looking for a good time, and woe unto anyone who gets in their way The last time someone tried to “calm them down,” the result was a running gun battle with the HCPD. The gang’s colors feature a snake and a rose. THE KILLERS The Killers gang got its start in the North- east in the late Seventies, and has had a chapter in Hudson City almost since its inception. When many Hudsonites think of “biker gangs,” the first thing that comes to mind is the Killers’ colors, which feature a knife and a pistol crossed heral- dic style. The gang doesn’t have any one national leader; the leaders of local chapters meet peri- odically to set “club policy.” A big, bald, ZZ Top- bearded fellow called “Cueball” Patterson runs the Hudson City chapter. Although it’s definitely still a biker gang — as its occasional battles with the Forbidden demonstrate — over the past few years the Kill- ers have “upscaled” themselves a bit. The gang has often worked closely with various Mafia families, and their money and (relative) sophistication has worn off on the bikers. Some of them have shifted from the in-your-face biker gang style to wearing suits and driving expensive cars: brutal thugs all spruced up for the big dance. THE SATANIC SKULLS The Satanic Skulls is a major national biker gang with dozens of chapters. The Hudson City chapter, which has its headquarters in a compound a little south of the Inner Beltline, was once one of the largest and most influential chapters. An unfor- tunate (for the gang) run-in with LIBRA left several dozen members dead and the chapter a shadow of its former self. In recent months that gang has devoted most of its efforts to fending off rivals and building itself back up. The aptly-named “Big Eddie” Malinowski, a loud, obnoxious, brutal man given to alternating moods of anger and hedonism, survived that attack and now leads the Skulls. He proudly wears his gang’s colors, a flaming demon’s skull insignia, at all times, and almost always carries a big-bore revolver. Underworld Relations Biker gangs aren’t exactly shy and retiring — if they want something, they go after it, and that can bring them into conflict with other groups. In Hudson City, they fight with the yakuza (which also sells meth, PCP, and designer drugs), some Latin City and Freetown gangs (with whom they compete for the heroin trade), and even Card Shark (who’s insulted them and tried to horn in on their “turf” plenty of times). On the other hand, some of them have a powerful ally in the Mafia. If the Italians need a job done and don’t want to get their own hands dirty, a quick payoff to a biker gang takes care of the matter. Hero System 5th Edition 172 ■ Predators: The Hudson City Underworld STREET GANGS AND POSSES “No !$&*%@’ way, man. Nowell Street don’t bow t’ no one, ’specially not some oreo in a fancy suit.” The man in the suit was sitting in a booth far enough away from the speakers that he could talk without having to shout. “You sure you don’t want to think that over a little more, LDog? One gang doesn’t have the juice to stand up to Shango or Buckshot. Once they decide they want your turf, they’ll just kill you and take it. I’m offering you a chance to be a part of something bigger than yourself... and keep your life.” LDog looked around nervously, aware Strad’s bodyguard had him surrounded even though they weren’t standing close by. Strad didn’t seem scared of him at all. “OK, say we down w’ you, G. Wha’s in it f’ LDog?” “You work for me. Your people work for me. You don’t do what you’re told, you’ll be eliminated — I’ve squashed roaches like you before, and I’ll do it again if I have to. But if you play right, I’ll double your drug sales and keep Shango, Buck- shot, and everyone else off your back.” “Even that two-headed !$&*er? He’s been makin’ noises ’round F’syth.” “Yes, I’ll handle Diomedes. You won’t have to worry about it — you’ll just answer to me.” LDog thought it over a few minutes more. “K, we solid,” he finally said. “Nowell Street yours. But you better come across like you promised, or we walk.” He turned and walked out of the club. Strad waited until LDog was gone, then retrieved the pistol he’d been hiding under the table. “I think that went well, don’t you, gentle- men?” he asked his guards. — business is war in Freetown The underworld in Freetown and Lafayette is fractured, chaotic, and extremely dangerous even to those who know it well. Two crimelords, three large gangs, several posses, and dozens of smaller gangs all compete for turf, profits, power, and respect. The HCPD estimates that over 80,000 children, teenag- ers, and young adults belong to some type of gang. Territory Territory is a touchy subject on the Southside. Throughout Freetown and Lafayette, dozens of gangs — many owing allegiance to some leader or larger group — claim a streetcorner or block as their own and fight to the death to defend it. All of the major players control a pretty significant chunk of the neighborhoods, but rarely in unified geographical area. Instead, each one has a pocket of control here, a group of loyal sets there. When drawn on a map (see page 159), the territories look like puddles of oil pooling on dirty water. The major “playas” in the struggle for control of the neighborhoods are: SHANGO In 2001, a big Nubian gangsta named Everett Robinson, known on the streets as ER (mainly because he’d sent so many people to one, not because of his initials), decided he could do better for himself. He broke away from the gang, taking several sets with him, and set out to prove he knew how to handle the streets better than anyone else. Turns out, he did. Christening himself “Shango” (a name he learned studying African his- tory and legends), he built a small criminal empire by crushing some of his enemies and cleverly manipulating others. Today he controls a large chunk of southern and western Freetown, and he’s always scheming to get more. Most observers think he and Strad are going to be the ones to fight for all the marbles, since they’ve got organization and smarts the Nubians and Warriors lack, but Shango isn’t stupid enough to count the large gangs out of the picture. STRAD Everything Shango is, Strad is not. Shango came up from the streets; Strad just appeared one day and began taking over the territory he now controls. Shango is big, loud, and strong; Strad thin, quiet, culturally sophisticated. Shango blusters and yells; Strad never seems to lose his temper. In short, Strad looks like a weakling and an also-ran com- pared to Shango... but everyone on the streets has learned that crossing Strad means a one-way trip to the morgue. As of late 2004, Strad doesn’t control quite as much of Freetown as Shango; his bases of power are in the northeast and north central parts of the neighborhood. He also seems to have fewer men, but his are better trained and equipped than Shan- go’s (who are essentially just gang kids with a little more discipline and organization). But he’s holding his own in the struggle for Freetown, and some people think his combination of brains, willpower, and ruthlessness will make him the winner. THE NUBIANS The Nubians gang was founded in 1986 by Roosevelt Graves, then a high school student. Because school rules forbade students to wear “gang colors,” the members identified themselves by wearing large gold chains, and gold eventually DERRICK WEBB 10 STR 10 DEX 9 CON 9 BODY 9 INT 8 EGO 10 PRE 9 COM 3 PD 3 ED 2 SPD 4 REC 18 END 19 STUN Abilities: Bureaucratics 8-, Conversation 11-, KS: Hudson City Street Gangs 13-, Persuasion 11-, PS: Social Worker 11-, Streetwise 11-, WF: Handguns, Knives Disadvantages: Social Limitation: Subject To Orders; Social Limita- tion: Criminal Record Notes: Time was, Der- rick Webb was out on the street, running with the Nubians, sell- ing drugs and getting into major trouble. But an encounter with an understanding priest during his last term in Longview put him on a better path. He earned his GED, went to col- lege, and got a degree in social work. Now he works for the Hudson City Department of Health and Human Services as part of its gang outreach program, trying to do the same thing for gang kids that someone once did for him: save them from the streets. It’s a thank- less task, one that often gets him sneered at by gangstas and cops alike, but that just makes every little victory all the sweeter. 173 Hudson City ■ Chapter Five became the group’s color when they dropped out of school and were free to wear what they chose. They were so successful as a gang that other gangs started adopting their “style” and allied with them; all of the original members eventually founded sets (gangs) of their own. Graves was killed in a drive-by shooting in 1997, but long before then the Nubians had taken on a life of its own. Most Nubians wear one or more large gold chains. They mark their territory with yellow or gold graffiti. Currently, the HCPD’s Youth Crime Task Force estimates that at least thirty to forty sets associate themselves with the Nubians. Some of them include the Lancaster Nubians, True Nubians, Oakdale Nubians, and Blood Nubians. When they’re not sell- ing crack, pimping, or getting high, they fight with their main rivals, the Warriors and the Overlords; some weeks not a day passes without a drive-by shooting or two. THE OVERLORDS The Overlords got its start in the early Nineties when several gangs banded together for protection against the Warriors. It didn’t look like that was going to be enough — the Overlords were about to be wiped out — until the criminal mercenary Buckshot showed up and took over. With his skill, firepower, and will to back them up, the Overlords fought off the Warriors and not only held onto their turf, but expanded it. Buckshot could leave the Overlords behind and make better money for himself as a mercenary or freelance criminal, but he has bigger goals in sight than just money: he wants power, and he senses he can achieve that power by taking control of the independent gangs in the city. With not only the Overlords, but the independents, and eventually the Nubians and the Warriors, under his thumb, he can get rid of Shango (whom he bitterly hates) and Strad (whom he doesn’t quite understand... yet) and take over the whole Southside. He thinks the black gangs of Freetown could be, and should be, as pow- erful a force in the Hudson City underworld as the Mafia or yakuza. THE WARRIORS The Warriors formed in 1988 at Upton High School. The gang takes its color (green) and name from the UHS mascot and color. No one knows exactly who started the gang, but experts believed it formed to protect its members from being pres- sured into joining the Nubians. The gang expanded fairly rapidly, and as of late 2004 has about 25-30 sets, such as the Black Warriors, Two-O Street War- riors, and Halcyon Village Warriors. OTHER GANGS Not every gang in Freetown and Lafayette belongs to one of the major sets — there are plenty of “independents” eking out a living on the streets and alleys they can claim and hold. In fact, inde- pendent gangs control most of “Fayettenam,” and all of the major playas in Freetown look on that area as a place to expand into. Hero System 5th Edition 174 ■ Predators: The Hudson City Underworld Posses Since the late Eighties, Hudson City has also seen an influx of criminal gangs from Jamaica — posses. The early posses, like the Calypso Dreamers and the Trenchtown Rumblers, hit the scene hard, causing one DEA agent to predict that they’d take over crime in Freetown within five years. Instead, what happened is that they ran out of steam and either merged with existing gangs or got killed off. Beginning in the late Nineties, a second wave of Jamaican crime hit Hudson City, often in con- junction with Dominican gangs. Some of these were so-called “voodoo posses,” which mixed their bizarre religion with crime. These posses learned from their predecessors and found ways to take and control turf without being obliterated or absorbed by the local gangs. Instead, they’ve done the obliter- ating whenever they had to. As of 2004, four posses control significant ter- ritories on the Southside: DOOM FEVER This voodoo posse carved out its turf among the housing projects and squalor of North Elm- view by killing off several local gangs and taking their business. The posse’s name comes from the members’ saying that anyone who opposes them has “the doom fever” upon him and will surely die — if not at their hands, then because of the evil powers of the loas and spirits their leader, Therrence “Red Hand” Upchurch, commands. Their loyalty to Upchurch and his foul gods gives them a loyalty and bravery that few other posses can match... and that makes them even more dangerous than normal. ELIZABETH STREET The original members of this posse used to live on Elizabeth Street in Tivoli Gardens, a poor sec- tion of Kingston, Jamaica. They maintain strong ties to Jamaica and to the de Fonseca cartel in Colom- bia that supplies them with the cocaine they sell. Elizabeth Street’s leader, Edward St. John Smythe, was once heavily involved in Jamaican politics as a major supporter of the Jamaican Nationalist Party (JNP). But he fell from favor with the party’s leaders and moved to the United States to avoid any possible “repercussions” (i.e., death squads). Secretive and paranoid, he’s said never to go out of doors in the daytime. GHEDE Taking its name from a powerful Voodoo loa, the Ghede posse has a reputation for violence, bru- tality, and killing that eclipses that of other posses. Under the leadership of the sociopathic houngan Brother Namaan, the posse kills anyone who stands in its way, tortures captured enemies for informa- tion, and uses other terror tactics to intimidate potential opponents. The last group to fight Ghede, the Radiance posse, backed off after a car bomb killed half of its members. HURRICANE This posse’s name comes from the fact that when they fight their enemies, “it’s like a hurricane of bullets,” according to one gangsta. Under the leadership of Alfred “Alfie” Page, Hurricane has developed its crack distribution network together with some groups of prostitutes it controls. The girls refer their johns to Hurricane’s crackhouse for their drugs, and sometimes give a hit or two away as a “free sample” to bring in new business. They also act as couriers from stash house to crackhouse and from city to city. Underworld Relations The posses don’t get along with anyone — not even each other. They’re not interested in negotiat- ing with other gangs, maintaining the peace, or anything other than making money and having good times. If that means they have to go after some rival gang and gun down every one of its members, so be it. OTHER POSSES Some other posses active in Hudson City from time to time include: Kingston Boys Radiance Spaldings Whitfield 175 Hudson City ■ Chapter Five B eginning in the mid-Eighties, Hudson City experienced an influx of what people quickly came to call “costumed” or “weird” criminals: nontraditional crimelords who attempted to make their mark on the underworld through a combination of wits, brutality, and style. The latter often took the form of strange costumes or modus operandi, such as the playing card-influ- enced uniforms of Card Shark and his men or Anagram’s habit of leaving clue-filled puzzles for the police at the scene of her crimes. Since then these strange killers and crooks have become a per- manent part of the Hudsonite underworld, though more than a few have fallen to the bullets of vigi- lantes or been arrested by the HCPD. Describing the costumed criminals as a cat- egory is difficult, since they’re a diverse group. They range from professional criminals like Card Shark and Janus (who commit crimes with precision and react ruthlessly to any opposition) to psychotic or deeply disturbed individuals like Diomedes, the Astrologer, and Penny Dreadful (who seem to thrive as much on the fear and chaos they cause as on the profits from their criminal activities). Some of them are semi-permanent residents at Tod- dberry Asylum, while others could never qualify for the insanity defense. Some want money, others desire bloodshed, some have a fixation on a partic- ular subject or goal. The only thing experts can say for certain about them is that they’re all dangerous. CARD SHARK “Freeze!” the six cops shouted almost simulta- neously. The man they were pointing their guns at looked like something that stepped off a playing card: red v-neck tunic, white ascot, blue pants and boots, gold sash, white mask with a spade symbol over the left eye. A casual onlooker would assume he was unarmed... but the cops weren’t that stupid. Card Shark turned slowly from the jewelry case he’d been working on. He knew he hadn’t tripped any alarm, so some cop on the street must have seen him coming in or something. Usually his luck was a lot better than that... but he still had plenty of aces up his sleeves. “Are you sure you want to do that, gentlemen? Let me make a suggestion: put down your guns and walk out of here and I’ll let you live. You have three seconds to decide.” “Bull*%&!,” one of the cops said matter-of- factly. “Lay down on the ground and put your hands on the back of your head, or we will open fire! Now!” Card Shark shrugged. “Your funeral,” he said. Before any of the cops could even squeeze their triggers, he plucked two cards from inside his sash, then threw them as he dove to the side behind another jewelry case. The cop who spoke and the guy next to him got hit — one in the throat and one in the eye — and both went down screaming, their blood spurting all around them. The four surviving cops opened fire, but Card Shark wasn’t behind that case anymore — all they killed was glass and jewelry. Without warning he stood up behind a case several meters away and flung another card. This one exploded with a flash of light so bright that all four of the cops were blinded. One slipped in the blood on the floor and went down; the others started firing wildly. It was a simple matter to get behind them and slit their throats, one by one. — a jewelry heist in Bankhurst Hudson City’s most notorious costumed criminal is also one of its longest-lived. Card Shark first appeared on the scene in 1986, and over the past two decades has grown from being a one- man crime wave to the leader of the most unusual organized crime groups in the city — one powerful enough to challenge the likes of the Mafia and the yakuza for underworld supremacy. Organization And Structure When Card Shark started his career, he worked by himself, or at best with temporary gangs. He soon realized the folly of that approach and began building himself an organization from the best criminals, mercenaries, and killers he could find. Card Shark’s organization has four levels. He’s at the top: the sole, unquestioned leader who plans the group’s strategies and major crimes. But he’s no lead-from-the-rear general. Quick, strong, smart, clever, confident, and cruel, he still likes to get out “into the field” as much as he ever did. He’s been known to go along and lead his men on jobs, and sometimes pulls off solo crimes as a way of keeping in practice. He frequently visits his illegal gambling dens, mixing with the big spenders to add a dangerous thrill to their night (and get his own COSTUMED CRIMINALS PAUL ROGERS 10 STR 8 DEX 8 CON 8 BODY 13 INT 10 EGO 10 PRE 8 COM 2 PD 2 ED 2 SPD 4 REC 16 END 20 STUN Abilities: +1 PER with all Sense Groups, Martial Arts (Aikido — arm- based Maneuvers only), Combat Driving 8-, Criminology 12-, Deduc- tion 12-, CK: Hudson City 11-, KS: Card Shark 14-, KS: Criminal Law And Procedure 11-, KS: Hudson City Costumed Criminals 11-, KS: The Law Enforcement World 11-, PS: Police Officer 11-, Streetwise 11-, WF: Small Arms, Fringe Benefit: Weapon Permit Disadvantages: Physical Limitation: Paraplegic (0” Running) Notes: Paul Rogers used to be an HCPD cop. Then he had an unfortunate encounter with a group of Card Shark agents being led by Blackjack on a heist. Blackjack beat him nearly to death, breaking his spine and leaving Rogers a paraple- gic. Now retired from the force on a full disability pension, he spends his time researching Card Shark and bugging the crap out of his former colleagues with elabo- rate “reports” about the masked mastermind’s activities. He knows a lot about Card Shark, and his reports are often useful, but his constant insistence on “immedi- ate” police action often annoys people. Hero System 5th Edition 176 ■ Predators: The Hudson City Underworld ego stroked). Cops or vigilantes who think he just sits back and gives orders will quickly learn to their sorrow what a deadly adversary he can be, both personally and as a leader. The second level of Card Shark’s organization are his trusted lieutenants (see below). “Trusted” may actually be too strong a word, since it’s doubt- ful Card Shark truly trusts anyone, but he seems willing to let these men take charge of major crimes and command large groups of his followers. The bottom two levels of the group are Card Shark’s rank-and-file “soldiers”: the “Face Card” agents, who serve as field commanders and leaders of specific criminal gangs or operations (such as a particular illegal casino); and the “Deck” agents, who take the orders and do the dirty work. Both types of agents wear uniforms patterned after Card Shark’s costume unless circumstances dictate otherwise. Card Shark also divides his organization into four “suits” based on function: Spades (assas- sination, enforcement, and counterintelligence); Diamonds (burglary, theft, smuggling); Clubs (gambling); and Hearts (information acquisition, interrogation, money laundering). It’s unclear to the authorities whether a given agent is permanently assigned to a “suit,” and what other functions the suits arrangement might serve. CARD SHARK’S LIEUTENANTS Card Shark relies on five lieutenants to help him run his organization: Blackjack: A huge, hulking man dressed in black with a black hood-like mask. Although not espe- cially bright, Blackjack can hit like a Mack truck and is said to be capable of tearing a man in two with his bare hands. Deadman’s Hand: This sadistic killer wears spe- cial gloves that deliver electric shocks of varying strengths. If he gets his hands on someone, that person’s as good as dead. Jack o’ Diamonds: A lithe, agile fighter who wears a costume patterned after his namesake card. Jack is deadly accurate with his trademark diamond- shaped throwing blades. One-Eyed Jack: Card Shark’s longest-serving and most trusted lieutenant. He wears a full face mask (black on the left side, red on the right, with no eye- hole in the black) and a finely-tailored man’s suit. He’s slightly lame and uses a walking stick which has weapons concealed inside it. Pokerface: A brutish and sadistic enforcer and assassin whose face never betrays any emotion whatsoever and who seems oddly resistant to pain. In many situations he serves as Card Shark’s body- guard or field commander. 177 Hudson City ■ Chapter Five It’s possible Card Shark would expand the ranks of his elite operatives if he found anyone he thought both worthy and capable of living up to a card-based nickname. For example, he once had a bodyguard named Wildcard (a man highly skilled with nearly any weapon one could name), who was killed during one of Card Shark’s frequent run-ins with the Harbinger of Justice. Activities Card Shark’s organization specializes in crimes relating to gambling, smuggling, burglary and theft, assassination, and the provision of “high-tech services” to the underworld. While the spectacular thefts and murders the group pulls off earn the biggest headlines, gambling is Card Shark’s staple — approximately half of the organization’s income comes from its extensive network of hidden casi- nos, high-stakes poker games, and other such establishments. The HCPD believes that he con- trols illegal gambling in most of Hudson City. The only areas where he’s not in charge are Chinatown (where the tongs run things), Little Italy (where Card Shark competes with the Mafia); and Free- town (where he competes with illegal numbers operations run by black organized crime groups). The authorities have no record of Card Shark being involved with drug trafficking or the sex trade. Underworld Relations Through arrogance or necessity (some say both), Card Shark stands alone: he regards the Mafia, the yakuza, and every other criminal group in the city as an enemy — a threat to his goal of increasing his power, wealth, and influence. He covets some of their resources (particularly the Mafia’s deep penetration of city government and industry), and would gladly seize them if he could. If he allies with a group (especially another cos- tumed crimelord), it’s a temporary thing that’s likely to end with Card Shark betraying his erst- while comrade. CHARLEMAGNE “Really, my good man, did you think you could scare me with that show of bravado? I’ve faced down many others like you, and their graves are hidden all around this city. Now please, let’s be reasonable — pay the twenty percent you owe me for the right to steal in my dominion, or I’ll have to let my man Caber here take the price out on your bones.” — Charlemagne’s business technique He names himself after a Dark Ages king, and he dresses like some sort of eighteenth-century dandy. But those who underestimate Charlemagne because of his appearance make a grave mistake: the sleeves of his silk shirts hold strongly-armed muscles, and behind his handsome face there’s a brain both devious and daring. An expert shooter, fencer, and boxer, he’s got a certain “macho” qual- ity to him and enjoys challenging his enemies to duels and one-on-one battles... confrontations that invariably end badly for his foes. And if Char- lemagne himself weren’t bad enough, his body- guard Caber (see the sidebar, or The Ultimate Brick, page 126) is tough enough to beat hardened merce- naries to a bloody pulp. Charlemagne claims a territory in part of Riverside Hills and Crown Point where he runs protection rackets, commits robberies, sells drugs, and involves himself in any other activity he thinks he can safely make money at. (He’d like to get more involved in illegal gambling, but can’t break Card Shark’s stranglehold on that particular side of the underworld, and perhaps in high-class prostitu- tion.) He insists, forcefully if necessary, that anyone committing a crime there pay him a one-fifth “tribute.” Drug dealers and burglars who choose to ignore this “tax” wind up very, very dead. His own gang of thugs and thieves keeps an eye on the neighborhood for him so he doesn’t have to soil his hands on the streets every day. CABER 25 STR 14 DEX 22 CON 17 BODY 10 INT 10 EGO 20 PRE 10 COM 10 PD 8 ED 4 SPD 9 REC 44 END 41 STUN Abilities: Martial Arts (Dirty Infighting), HA +2d6 (Requires A Brick Tricks Roll), Physical Damage Reduction 25%, Resistant (Requires A Brick Tricks Roll), Gambling (Card Games) 11-, Interrogation 14-, Power: Brick Tricks 14-, Stealth 12-, Streetwise 13-, WF: Small Arms, Blades Disadvantages: Distinc- tive Features (Scottish accent); Hunted: HCPD 8-; Psychological Limi- tation: Enjoys Hurting People; Psychological Limitation: Greedy And Self-Centered Notes: For a full description of Caber, as well as a complete char- acter sheet, see page 126 of The Ultimate Brick. Hero System 5th Edition 178 ■ Predators: The Hudson City Underworld DIOMEDES “Jesus, that guy. I don’t never get used to being around that guy. Two sets of cold eyes staring at you, one head’s voice finishing the sentences the other begins... it’s just !$&*%@# creepy.” — professional thug George “Lefty” Bissell, on working for Diomedes The strangest crimelord in Hudson City is undoubtedly Diomedes, a dicephalic (two-headed) mastermind with mental abnormalities to match his physical ones. Born Phillip and Reginald Anders in 1975, he drifted into crime after emancipating himself from his parents in his late teens. Diomedes has two heads (each containing an insidiously clever brain), two spines, two hearts, and two stomachs. His spines join at his hips, but his upper bodies merge just below the neck, so that he only has two arms. Each of his heads sleeps separately (effectively allowing him to remain func- tional almost 24 hours a day), thinks separately, and can talk and eat separately. Because each part of him has a separate nervous system, one side doesn’t necessarily feel pain the other does... but since his body is all one system, a drug administered to one part of him affects “both” of him equally. He only has one set of legs, and each part of him controls the leg on that side, but through long practice he can walk, run, and jump with as much grace as any other athletic man of about age 30. Diomedes’s monstrously evil psyche mirrors his monstrous appearance. His quick wits and intel- ligence become obvious to anyone who speaks with him for even a short period of time... but so does his cruelty. Cut off from people by the deformity of his body, he seems to think no more of humanity than he thinks of ants or rats. They’re just things to be crushed, manipulated, and exploited as he sees fit. He’s quick to take offense and quick to kill; he sometimes has trouble recruiting criminals to help him because of his reputation as a psychotic killer. JANUS “God, I don’t ever wanna go through that again. We was just getting ready to close, gathering up the jewelry trays and carrying them back to the safe in the back room, when this car drove right through the front window! Janie got cut bad by all the flying glass, but before we could help her, all these guys piled out of the car. “Most of ’em were guys in jumpsuits wearing ski masks, but the guy in charge — Janus, I think that other reporter said his name was — was different. He had on this brown suit, with a hat and a black mask. All the other guys had guns, but he just had this walking stick with a funny- looking knob on top. His guys herded us all into one corner at gunpoint while he went around smashing all the jewelry cases with his cane. About half of his men gathered up all the jew- elry they could carry in these bags they brought while the others watched us. Mister Drummond tried to say something, to plead with them, but that Janus guy hit him so hard with his cane that he fell over unconscious with a big cut in his forehead. “When they had all the jewelry they wanted, they got back in the car quick and backed outta there. We didn’t even hear the first siren until after they’d gone. “I sure hope Janie’s OK — we haven’t heard anything from the hospital yet.” — interview with robbery victim Abby Mersinger Unlike Diomedes, who actually has two heads, Janus simply named himself after a god with two faces. As far as the police know, this mysterious figure is just a crime boss with a flare for drama. The “Janus Gang” has been striking around Elm- view and North Elmview for nearly two years, racking up an impressive record of robberies, shakedowns, extortion, and murder. That Janus — assuming he’s just one person and not a group — is clever and cautious shows in his planning, which usually allows the gang’s jobs to come off without a hitch long before the cops can arrive. Janus and his gang have avoided contact with police and vigilantes to date because they don’t commit crimes that would require them to main- tain an open presence on the street. Janus doesn’t sell drugs, pimp, or anything similar; he and his gang steal things, mostly, and fight other gangs that encroach on their hunting grounds. Attempts to trace him through the fences he uses have so far failed, leading some to believe he sells his goods through contacts in other cities. GEORGE “LEFTY” BISSELL 10 STR 12 DEX 12 CON 10 BODY 8 INT 8 EGO 10 PRE 8 COM 4 PD 3 ED 3 SPD 4 REC 24 END 21 STUN Abilities: Brawling (HA +1d6), Bribery 8-, Concealment 11-, KS: Hudson City Costumed Criminals 11-, KS: Hudson City Vigilan- tes 11-, Lockpicking 8-, Security Systems 8-, Stealth 11-, Streetwise 11-, WF: Small Arms Disadvantages: Social Limitation: Criminal Record; Unluck 1d6 Notes: “Lefty” Bissell is just one of the legions of half-rate crooks and losers with delusions of grandeur who earn most of their money as thugs, legbreakers, and flunkies working for costumed or “weird” criminals like Charlemagne, Janus, Anagram, or the Astrologer. Not skilled or talented enough to join up with Card Shark or to make it on his own, he turns to the more bizarre criminals of Hudson City to give him a job and little self- identity. 179 Hudson City ■ Chapter Five THE KYPHOTIC MAN “Ya gotta help me, doc — I’m cut bad.” “Let me take a quick look. Move your hand, you idiot. Do you think I can see through it?” The hunchbacked physician examined the wound carefully for a few moment. “Yes, that’s bad, all right. The blow nicked an artery. You’re going to bleed to death if you don’t get some help.” “So, help me!” “Even you can’t be stupid enough to think I work for free. If you want me to take care of this, it will cost you ten thousand dollars, pay- able now.” “A large cool? But I don’t have that kind of money, doc!” The hunchback sighed deeply. “All right, what do you have?” “I can give ya a cool now, and another in the morning. Please, doc!” “All right, all right. Give me the money. But if you’re not here with the other thousand by 9:00 AM tomorrow, my men are going to find you and I’ll personally rip your stitches out myself.” — the Kyphotic Man’s bedside manner Since doctors must, by law, report gunshot wounds and stabbings to the police, the denizens of the underworld are always on the lookout for a doc who can do good work fast and keep his mouth shut. For the past few years, the best man on the street for this sort of thing is a twisted little hunch- back who calls himself “the Kyphotic Man.” Every- one else calls him “Quasimodo” or “the Hunchback.” Over the past several months, the Kyphotic Man’s priorities have shifted. Apparently no longer content to be an underworld doctor, he’s set out to make himself a power in the underworld. With a gang of hired guns at his back, he’s pulled robber- ies, hijacked trucks, shaken down businesses, and killed people. Rumor on the street has it that he got one of his patients to spill his guts about some big secrets, and is now using those secrets to make himself a crimelord. Experts believe the Kyphotic Man is a socio- path; he seems to have no feelings of guilt or shame, no regard for consequences, no compunctions about killing and maiming. His most noticeable trait is his intellectual arrogance, which oozes through every conversation he has. He regards everyone else as his intellectual inferior, and freely says so. So far the Kyphotic Man hasn’t staked out a ter- ritory or developed any particular pattern or modus operandi — he just commits crimes at random for reasons all his own. The police worry that if he ever settles down, his intellect will make him one of the most effective crimelords the city has ever seen... and his psychosis one of the most deadly. SPEARGUN “Hold his arm down,” said the dark-haired man holding the speargun. The two men with him, both dressed in wetsuits like he was, grabbed the man he was referring to — the guy in the suit, who obviously didn’t much like being out on the river, at night, in a speedboat. They carefully held his arm against one of the boat’s chairs. “Please, no, you don’t gotta...” he said. The man with the speargun took careful aim, steadying himself against the rocking of the boat. Before the man in the suit could finish speaking, he fired. The man in the suit screamed, his shrieks carrying a long way over the water. “Throw him over,” the man said. His two help- ers wrenched the spear out of the chair, being careful to leave it in the victim’s arm, then tied the rope attached to its end to a ring at the back of the boat. They tossed him overboard as he moaned and cried, holding his arm so the spear would move as little as possible. The dark-haired man moved forward to the pilot’s chair, sat down, and pressed the accelerator to the floor. The man in the suit was soon dragging behind them at forty miles an hour, desperately trying to keep enough slack in the rope to spare his arm. After a minute of this, the dark-haired man slowed down to a crawl, then swung back around to pick the injured man up. He reached down and heaved the man out of the water with one hand. “I’ll ask you again, Turetti — who controls the waterfront in Pierpoint?” “You do, Speargun! You do!” — Speargun’s idea of a pleasant trip out on the water Two years ago a new crimelord arose to challenge the Mafia’s control of most of the Hudson City water- fronts. Calling himself “Speargun” from his trademark weapon, he declared himself “Ruler of Dockland” and put out the word that waterfront businesses and unions had better start doing business with him, not the Mafia, or suffer the consequences. No one, not even the cops, took him seriously — until mafiosi and union officials began turning up dead every week. Speargun moved quickly, first establishing his authority over the Stewart River docks where the Mafia’s hold was weaker. Then he went after the rest of North Elmview and Pierpoint, and at that point his march stalled. The Morellis and Veronteses now knew just how serious he was, so they marshaled their resources to stop him. Since then, it’s been a bloody battle along the docks, with no end in sight. The FBI and HCPD believe that Speargun must have some sort of military training, probably as a SEAL or UDT specialist, given the military precision of his attacks and the tactics he uses. However, an exami- nation of the relevant military records has turned up no possible suspects. Until someone captures him, his identity and background will remain a mystery. INDEPENDENT COSTUMED CRIMINALS Not every costumed or weird criminal is a crimelord with a per- manent gang. A lot of them are “independents” who work for them- selves — or, at most, with gangs of crooks hired for a specific caper or purpose. Many of them are too loony, or obsessed, to run a real gang for any length of time. They include: Anagram: Most crimi- nals are content to get away with the goods. Not Anagram. She has to prove how much more clever she is than the police, and she does it by leaving puzzles, riddles, and games containing clues to where the cops can find her. They rarely do... but the vigilante DarkAngel has figured out Anagram’s twisted logic and brought her to justice many times. The Astrologer: If it’s in the stars, the Astrolo- ger will steal it. Using a “Star-Staff” that fires pyrotechnic blasts, he steals objects associ- ated with the stars or outer space, or which his astrological predictions “tell” him to. Penny Dreadful: Most people who have a love of literature just get a library card. Penny Dreadful takes things a few steps further — she steals first editions, kid- naps authors, and plans crime sprees around the events of specific books and poems. Raptor: Some com- mentators have called Raptor an “evil twin” of DarkAngel’s. He uses similar weapons, gadgets, and methods, but for crime rather than crimefighting. His schemes or targets may involve birds in some fashion, but not always. Hero System 5th Edition 180 ■ Predators: The Hudson City Underworld T he Hudson city underworld is a large and varied thing. Not every crime and criminal is part of organized crime or some weird criminal’s gang — some parts of the under- world are practically islands unto themselves amid the sea of wrongdoing. ARMS TRAFFICKING I met the mafioski Ludyanov in Room 2884 of the Hudson Plaza Hotel. “Zdorovat’sya,” he said in a deep voice, at once friendly and menacing. I looked at him blankly, pretending not to understand Russian. “Hello,” he said again, in thickly accented Eng- lish. “You are ready to deal with me, no?” “Yes,” I replied, “I’m here to deal with you.” I took out a pack of cigarettes and put one in my mouth. He asked for one and I held out the pack to let him take one. “Ah,” he said gruffly, after I gave him a light, “American cigarettes — much better than cheap Soviet leftovers I get in Moscow. Now business. You were interested in the rifles, no?” “And the rockets,” I said. “Don’t forget the rock- ets; my client is very... anxious to obtain them.” “Da, da, the rockets. SA-7 Grail missiles, a case of twenty, a bargain to you for only....” That was as far as he got before the tranquil- izer in the cigarettes knocked him out; the anti- dote I’d taken beforehand protected me. By the time he awoke, I’d taken him far away from the Plaza — and from anyone who might hear him screaming. Within an hour I knew how many weapons Zelevsky was trying to move through the city, where his men were keeping them, and how heavily they were guarded. I left a call- ing card with Ludyanov’s corpse and went to execute his comrades. With luck, the trail might lead me right back to Zelevsky himself. — an excerpt from the journals of the Harbinger of Justice The international black market for weap- ons, weapon systems, and military hardware is enormous... and profitable, for those clever and connected enough to work the angles. Hudson City isn’t a major center of the arms trade the way Beirut, Rome, and a few other cities are, but it sees its fair share of illegal weapons. Some of the major arms smugglers who run weapons to or through Hudson City include: MARZUQ AL-FASHTRI A Pakistani, formerly an official in that nation’s government and a highly-placed executive of the Pakistani International Commerce Bank (which the CIA has accused of financing terrorists on several occasions). Apparently he got tired of simply loan- ing money to terrorists, arms merchants, and drug dealers and became one himself. Today he and his organization, headquartered at his palatial estate near Shikarpur, control an extensive international network that sells weapons and heroin to all buyers (including several Hudson City gangs). Because of his influence, the Pakistani government has made no move to stop him, despite pressure from the United States to do so. Since the death of Romanian arms dealer Nico Enesco in 1988, al-Fashtri’s organization has become the chief supplier of arms to both Iran and Iraq. A fervent Muslim, al-Fashtri prefers to sell to fellow Muslims... but when it comes right down to it, money speaks louder than religious affiliation. CARD SHARK Card Shark sometimes sells high-tech weapons systems to buyers all over the world. Typically his organization steals these systems from the govern- ment or defense contractors, but some experts believe he has a corps of scientists who develop weapons for him. VINCENT DUBOIS A registered international arms dealer with offices in Madrid, New York, Hudson City, San Francisco, Hong Kong, Budapest, Belgrade, and Stockholm, Dubois has allegedly been involved in various illegal weapon smuggling operations. However, he’s never been arrested, much less prosecuted, for any such activities, and continues to protest his innocence. MILOS JANOVICZ A former general in the Bulgarian army, Janovicz got his start in the Enesco smuggling organization, and took over the remnants of it after Enesco’s death in 1988. Although currently based in the Balkans, it’s thought he frequently travels to Hudson City, masquerading as an innocent busi- nessman, to close deals. Janovicz is not likely to remain a problem much longer; rumors say he has a fatal kidney disease and doesn’t have long to live. OTHER CRIME OTHER ARMS DEALERS There are plenty of men throughout the world willing to profit from the blood and misery of the arms market, but who don’t necessarily interact with Hudson City. They include: Chen Yan-Fat: Yan-Fat, of southern Chinese descent, lives in Sin- gapore, Thailand, or someplace nearby; no one has been able to ascertain his exact location. CIA analysts believe he has some military experience, but the details, if any, remain unknown. He dominates the ille- gal arms markets of the South China Sea, China, and Korea. United States authori- ties have never been able to pinpoint his exact location, his suppliers, or what he does with his money, indicating that he must be a very cautious and clever planner. Artur Baltasar Morence- los: Morencelos, a formerly a high-ranking officer in the Brazil- ian military, presently lives on an enormous estate just outside Rio de Janeiro. From there, he controls an organization that supplies arms to groups throughout South and Central America, and the world. He is said to be an extremely greedy man, willing to sell anything for a dollar, no matter how much suffering it brings. 181 Hudson City ■ Chapter Five VADIM ZELEVSKY A former member of the KGB’s Third Directorate, Zelevsky is the dominant figure in the vast and chaotic Russian black market for arms. He has strong ties to Russian organized crime and to many terrorist organizations. FBI officials fear he will soon succeed in smuggling fissionable nuclear material out of Russia — if he hasn’t already. GAMBLING Illegal gambling — mostly in secret “underground” casinos — is a major part of the Hudson City underworld. At first glance this seems strange, given how little time it would take someone to get from Hudson City to Atlantic City, where gambling is legal. But illegal gambling thrives for several reasons. First, not everyone likes to travel, even if it’s only an hour or two’s drive. Second, there’s a “thrill” to breaking the law that appeals to even the most jaded gambler, and you can’t get that in Atlantic City. Third and most importantly, the payoffs in illegal gambling games are much higher... and the winner doesn’t have to report them or pay taxes. The major player in illegal gam- bling in the city is Card Shark, who’s said to control an entire network of secret casinos, floating poker and craps games, sports book, and other forms of wagering. The Mafia also has a heavy hand in sports betting, num- bers running, and similar pursuits, and the tongs control the frenetic China- town illegal gambling scene. THE SEX TRADE “That’s it baby... just like that... a little lower... a little harder... oh, God....” I couldn’t believe what a great angle I had. I don’t wanna think about what Worm uses this peephole for normally, but it’s perfect for using my videocam. Looks like the Councilman’s wife was right about him running around on her... but I bet some of his enemies on the City Coun- cil would pay me a lot more for this film than she was gonna. — a good day at work for private detective Angela Bianchi While it lacks the grotesque profitability of drug trafficking, the sex trade is one of the most money-intensive segments of the Hudson City underworld. Not only are parts of it legal (or nearly legal), and thus at least borderline respectable, most cops consider this stuff a pretty minor crime compared to the killers and muggers, so they don’t interfere with business too much. As long as things don’t verge anywhere close to kiddie porn — a crime that even many hardened criminals won’t sit still for — or sexual slavery, the HCPD usually finds other things to worry about than what’s going on on the Strip. Hero System 5th Edition 182 ■ Predators: The Hudson City Underworld Pages 77-78 describe the Strip and the sur- rounding neighborhood in detail. Here’s the rest of the story — the people who keep the whole sordid area running like a well-lubricated machine. CALIGULA This immensely fat vicelord (real name: Calvin Gilbertson) owns a series of strip clubs and live sex show theaters up and down the Strip. All of his registered businesses are legal — if disgust- ing — but the police suspect that he uses them as a front for prostitution. HCPD detectives believe he took over the stable of a pimp named Glitter sev- eral years ago and parlayed it into an underground empire that mirrors his aboveboard one. Some cops even think he’s gotten into more serious crimes, such as white slavery, child prostitution, child pornography, and even drug trafficking, but they lack the proof necessary to bring formal charges. Unfortunately, Caligula’s businesses have made him extremely wealthy, and his battalion of high-priced attorneys works night and day to keep the police at bay. After he successfully sued the Department for harassment in 2002, the Commissioner gave instructions to leave him alone until there’s enough proof to justify a thorough investigation beyond a shadow of a doubt. North Elmview can be a dangerous place, and Caligula’s in no shape to defend himself against anyone, so he long ago hired a full-time bodyguard named Hotspur. An expert martial artist, Hotspur keeps everyone from bums, to noisy reporters, to vigilantes from getting close to Caligula. CLEOPATRA Despite the fact that most sex trade workers are female, women rarely have any power in the Vice World — they do their work on their backs or on their knees. The biggest exception in Hudson City is the woman everyone calls Cleopatra. Once a prostitute, exotic dancer, and pornography actress herself, she used her brain, took advantage of a few opportunities that fell her way, and set herself up as a strip club owner. Her picturesque club, Little Egypt (page 190), was so successful that she launched a line of “Little Egypt Studios” adult films that’s become an even more profitable enterprise. Compared to most of the other vicelords on the Strip, she’s pretty tame, but as long as the money keeps rolling in she doesn’t care what comparisons people make. ERNEST “KING” COLE Cleopatra has a large pornography publishing empire, but it pales in comparison to “King” Cole’s magazine titles, film studios, and websites. Start- ing with one store on the Strip (the Emporium, page 77), Cole built what one industry expert has described as “the Microsoft of porn.” He no longer lives in the city, preferring his enormous mansion with even more enormous grounds in Arcadia. To look at him, you’d never think Ernest Cole was one of America’s premiere smutmongers. A handsome late 50-ish man with dark hair, he’s mar- ried to a beautiful woman named Monique and has three children, all in their teens. Anyone who doesn’t know better mistakes him for some kind of executive... especially since he gives lavishly to charity and shows up at many social functions despite the obvious distaste some people show for him. He enjoys his life immensely and could give a damn what anyone thinks of him. Besides which, he knows that all those highbrows who look down their noses at him secretly order his movies by mail and visit his websites every day. CARL SPEARS The most recent power to arise on the Strip is a man named Carl Spears. White but of indetermi- nate ancestry, handsome, in his thirties, he looks and dresses more like a businessman or a lawyer than your typical pimp... but then again, he’d point out that he’s not a typical pimp. As near as the cops can figure out, he “persuaded” a few more tradi- tional procurers to “hand over” their business to him, then recruited still more women. As of late 2004, Spears’s “organization” has two levels. The first are the girls on the street. He runs them with the help of a group of more traditional pimps who joined ranks with him rather than find themselves dispensed with in a most permanent fashion — men with street names like Apollo, Paulie, Shaft, and Teddy J. The second level, where Spears himself devotes most of his attention and efforts, takes the form of brothels and call girls, both of which allow him to keep better girls and charge more for their services. Like Caligula, Spears is no fighter — after all, he might ruin his manicure or scuff his $500 Ital- ian shoes. If it looks like push is about to come to shove, he whistles for his bodyguards, Paul “Mr. Red” Provenzano and Gabriel “Mr. Black” Salvucci (who look nearly identical except for their ties, which match their nicknames). The two of them can handle just about anything long enough for him to get away. BEYOND THE STRIP The infamous Strip isn’t the only place you can find sex for sale in Hudson City. Bayside: Hookers often gather down on the very tail end of 23rd and Needham Avenues. Most of them are old — late 20s, early 30s, but they look like they’re going on 50 — and broken-down from years of the trade, drug abuse, and alcoholism. But they work cheap and quick, and for some guys that’s all that matters. Eastwood: Businessmen from Bankhurst and High- lands who don’t have time to go all the way down to the Strip for a lunchtime quickie sometimes head over to Northshore, to the area around the sewage plant, power station, and medical center. The work- ing girls there are a little bit better than the ones in Bayside, but not by much. Chinatown: Chinatown doesn’t have streetwalkers or anything else so crude and obvious. The sex trade here takes the form of brothels, all carefully kept secret and protected by the tong or gang who runs them. The girls are illegal immigrants from China, most working off a debt to the snakehead who smug- gled them into America. Latin City: The men of Latin City — and occa- sionally a “tourist” looking for a cheap Latina thrill — often use their home- grown fleshpots instead of going north to the Strip. A motley group of pimps, gangstas, and other street folk run the hookers, and there are a few dirty little brothels. Most of this trade congregates on the south/east ends of Willow Street and Ring Avenue. Some of the girls were kidnapped by gangs who wanted ransoms from their families, then raped, beaten into submission, and forced to work the street when no ransom was paid. chapter six: chapter six: chapter six: HOT SPOTS FOR COOL HEROES Hero System 5th Edition 184 ■ Hot Spots For Cool Heroes “So I said to her, “Look, you’ve got two choices: go on living with the bastard, suck up the pain, and hope he doesn’t keep doing it; or divorce him and nail his balls to the wall.” I mean, that’s all there is to it, y’know?” “So wha’d she ’cide to do?” “Hasn’t made up her mind yet. If it was me, there wouldn’t be any question — I’d be at my lawyer’s right now ironing out the strategy. No one !$&*s around on me and gets away with it. But I don’t think Suzi’s learned yet that once a cheating bastard, always a cheating bastard — she still thinks she can “make it work,” the poor little fool.” — idle gossip exchanged over tea and cakes at the Shade Tree Café Beginning in the 1930s, elm trees in the United States came under attack from an insidious fungal infection known as Dutch elm disease. The north- ern half of the country was particularly hard-it, with over half of the elm trees in the area destroyed. Many urban areas, including Hudson City, suffered the loss of nearly all of their elm trees. Streets once shaded by the branches and leaves of majestic elms were laid bare to the sun. Today, there are virtually no elm trees in or around Hudson City at all. By some small miracle, one tiny patch of Hud- sonite elms was spared. Along Blanchard Street, a short stretch of road in Worthington, the elm trees survived, their tall boughs creating an almost cathedral-like vault above the street. In apprecia- tion of this beautiful site, the city renamed the street “Avenue of the Elms” and dedicated parks moneys to ensure that the trees would remain well- tended and healthy. Blanchard Street was a residential area, but businessmen quickly recognized the commercial potential of Avenue of the Elms, which became a minor tourist attraction. Beginning in the 1960s, they bought up the brownstones along the street and converted them into shops and stores. Today, the Avenue of the Elms is one of the city’s premiere shopping areas, frequented by native and tourist, rich and nearly-rich alike. The Avenue of the Elms runs from Vance Avenue to Chatham Avenue between Richmond and Newport Streets in west Worthington, just north of Highlands and the Governmental Center. Closed to traffic on both ends, it’s a pedestrian mall that remains remarkably cool and refreshing in the summertime thanks to all the shade. The Shops The Avenue of the Elms isn’t the sort of place you’d find a Daily Grind or Durango Denim — every shop along the street is a one-of-a-kind, lovingly crafted to fit the local ambience and thus rake in maximum profit. They include: CHRISTINE TYLER CUSTOM Some of the most elegant gowns and dresses available in the city are designed by fashion maven Christine Tyler right here on Avenue of the Elms. While she’s got a few “stock” designs available at all times, most of her work is specially commissioned, and there’s a five-month waiting list for most cus- tomers — better get your order in now! DESIRE UNDER THE ELMS Many restauranteurs take advantage of the Avenue’s atmosphere by establishing sidewalk cafés outside their establishments. Desire Under The Elms is one such place. Inside you’ll find elegant decor, silk-covered chairs, perfect lighting, and the delectable creations of chef and part owner Andreana DeSimone. Outside you can have the same delectable creations, but by the light of sun or candle in the fine fresh air. Those who appreciate fine food enjoy Desire Under (as it’s often called) generally, but especially for its desserts. With the assistance of dessert chef René Gauvin, DeSimone works wonders with sugar and pastry. The Desire Cheesecake is rich enough to put a Bankhurst to shame, and the raspberry tort ehas won both city and national awards. FORGOTTEN TREASURES Estate jewelry, precious antique glassware, dec- orative items from the houses of European royalty — all this and more you can find in Forgotten Trea- sures, an antique and collectibles store for people with a taste for quality and the unusual. If you’ve got money to spend, it’s the perfect place to find a gift for that special someone or just the right piece to fill that “empty spot” in your living room. HARRELSON’S SPIRITS “For the Connoisseur” reads the tagline beneath the sign, and Harrelson’s lives up to that motto. Carrying an enormous selection of wines, liqueurs, and other expensive spiritous beverages for so small a shop, it’s not the sort of place where the faint of heart should tread. The clerks are as snooty as Frenchmen — if you have to ask about something in Harrelson’s, you clearly don’t know enough to appreciate it, so be off with you! The one concession made to the hoi polloi are weekly wine HOT SPOTS This chapter provides detailed descriptions of eight interesting loca- tions that might play a part in any campaign set in Hudson City. Players can make these locales part of a PC’s origin or daily life; GMs can use them as battlefields, sites where the PCs need to conduct investigations, or inspiration for plots by themselves. See page 220 for campaign use suggestions and plot seeds. AVENUE OF THE ELMS 185 Hudson City ■ Chapter Six and spirit tastings condescendingly conducted by the store’s owner, Arthur Harrelson, as he attempts to educate people to the proper level needed to enjoy his fine wares. THE HERMITAGE If, for some bizarre reason, the desserts at Desire Under aren’t quite your thing, stop by the Hermitage coffee shop instead. It serves a lot more than just the best coffee for miles around — it also has teas, finger foods, pastries, and especially desserts. After all, what’s a cup of coffee without a scone or piece of pie to go with? PRINTER’S DEVIL RARE BOOKS AND CURIOS Among the city’s rare and collectible book stores, Printer’s Devil stands out. For one thing, unlike most rare book stores, it’s not meticulously organized. It’s more of a jumble, like some used bookstores — you probably have to ask the propri- etor, Rhona Wainwright, if she’s got the book you’re looking for. And there’s a good chance she will have it; among the Devil’s eclectic stock lurk all sorts of surprising and interesting books. Second, the Devil doesn’t just sell books, it also sells other intriguing curios, antiques, and oddities (often ones related to books or reading somehow). For example, tucked away here and there amidst the books you might find a tiny medieval ivory depicting a monk work- ing in a scriptorium, a captain’s chronometer from a clipper ship, or a signed photo of F. Scott Fitzgerald. THE SHADE TREE CAFÉ Yet another of the sidewalk café establish- ments along the Avenue, the Shade Tree takes a more relaxed approach to things than Desire Under. Although it’s by no means a cheap place to eat, it’s not nearly as expensive or time-consuming as most other Avenue restaurants. If you want, you can stop by for a quick sandwich and a cream soda — a sandwich that’ll cost you at least $15, admit- tedly, but still a sandwich. The Shade Tree also has a small deli area where patrons can buy delicious pies, containers of salad, and other goodies to go. STRING AND REED In the spring and summertime, the delightful strains of classical music waft out over the Avenue from the ever-open door of String and Reed, where the finest in musi- cal instruments and musicians’ accessories are sold. Owner Marlon Tischman was first chair violin for the Hudson City Symphony Orchestra ten years ago, and sometimes gives his customers a treat by retrieving his Stradi- varius from its climate-controlled safe and playing a few melodies. The People The Avenue of the Elms is more than just shops and stores — people are a big part of it, too. If you go to the Avenue often enough, you’ll encoun- ter certain “regulars” most of the time... and maybe even become something of a regular yourself. ELECTRO No one knows Electro’s real name — they call him that because his hair often looks like he just stuck his fingers in a light socket. He makes his living drawing caricatures for Avenue shoppers; when not busy with a caricature, he usually amuses himself (and others) drawing sidewalk art with colored chalk. THE ELM STREET CHESS CLUB In the middle of the Avenue, the city built several permanent chessboard tables, much like the ones in LeMastre Park. Every morning, and some afternoons, you’ll find a group of old men there playing chess and talking about everything under the sun. They call themselves the Elm Street Chess Club, and they’re as much a part of the street as any merchant or shopper. They gladly welcome others of any age or gender, as long as their temperaments are mild and chess skills decent. The Club members love to gossip about the people on the Avenue, and often con- sider it their duty to “keep an eye” on the place. JARRED RUSSELL Owner and operator of the Olde Fashioned Candy Store, Jarred Russell is also the head of the Avenue of the Elms Merchant Association — the perfect job for him, since he’s a nitpicky fussbudget and petty tyrant par excellence. If another merchant moves a display out just an inch too far into the sidewalk, Russell’s there to make him move it back; if someone causes a disturbance on the street, he calls the cops right away (he’s got 911 on speed dial). As much as the other merchants complain about his heavy-handedness at times, the truth is no one else really wants the job. IN THE NEWS IN 2004: ELMS CHARITY DRIVE October — The mer- chants of Avenue of the Elms were pleased to announce that that their annual Elms Charity Drive, which starts in July and runs through the end of September, netted nearly $100,000 in mone- tary donations and almost a ton of canned food. According to Jarred Rus- sell, head of the Avenue Merchants Association, that constitutes a record for the Charity Drive, which has been held every year since 1990. “We’re always pleased to be able to help the com- munity this way,” said Rus- sell. “But we couldn’t do it without the help of our loyal customers. They’re the ones who bring in the canned food and make the donations — we just handle the administrative end of things. It just goes to show that Avenue of the Elms customers are the best!” Donations made to the Charity Drive are given by the Merchants Assoca- tion to various charities and food banks around Hudson City. Hero System 5th Edition 186 ■ Hot Spots For Cool Heroes “So there I am, stuck in the middle of nowhere, behind enemy lines, and my goddamn M-16 jams on me.” “Sonuvabitch. Piece of crap guns. Do those things ever not jam?” “No kidding. Not like a Kalashnikov. You can drag an AK through the mud all day and it’ll still fire like new. But that’s what you get when you let the !$&*ers give the job to the lowest bidder. Anyhow, the damn thing jams — and I ain’t got my kit with me. It didn’t matter that it was night; I coulda taken that thing apart and put it back together, I’d done it plenty’a times blindfolded just to be sure. But I sure as *%&! couldn’t do it without tools. So I slung it on my pack and drew my Armbruster 4500D.” “The D? What’re you, kidding? You’d never use a D; they suck. Crappy sights, feed problems, low capacity clip — why’n’t you have a J?” “This was 1969, smartass. They didn’t make the J yet. The D was almost the latest thing. Yeah, it sucked, but it didn’t suck any more than any other semi-auto at the time. Now, as I was sayin’ before I was so rudely interrupted, I was stuck behind enemy lines with nothin’ but this Armbruster 4500D. Charlie’s all around, see? I found out my rifle was jammed when I tried to pick one’a the gooks off, but fortunately he di’nt see me. So I draw the Armbruster and start creeping forward for a better shot. Then I see some other gooks off in the distance and I know I’m !$&*ed — even if I get close enough for a good shot, the others’ll hear. “Only solution is to get really close. So I keep movin’, knowing every step could be my last. I’m waitin’ thirty, forty seconds between steps so there’s no chance they’ll hear a pattern of move- ment. Finally I’m in position — I’m right behind this gook and he don’t even know I’m there. Before he can figure it out, I grab his head, putting my hand over his mouth so he can’t shout. Then I jam the Armbruster into his side as hard as it’ll go and fire, using his body as a natural silencer. I held him until he stopped twitching, got his map and his rifle, and snuck back out the way I’d come.” “Why’n’t you shoot the others now that you had a rifle, Eddie?” “Are you nuts? One guy with a Kalashnikov against a whole squad of gooks? I may be crazy, but I ain’t suicidal.” — reminiscing down at Collins Guns As Second Amendment advocates often say, criminals can get all the guns they want, so it’s important that law-abiding citizens be able to do the same. In Hudson City, when a law-abid- ing citizen decides it’s time to arm himself, one of the places he’s most likely to go to buy his piece is Collins Guns and Military Surplus. Located at the southeast corner of Hastings Avenue and Admiral Street in Blackbridge, right next to an EL track, Collins Guns (as most people call it) occupies a large, old brick building that looks like it was accidentally passed over during the last round of urban renewal. There’s a reasonably large parking lot with faded lines painted on it and grass growing up between the cracks in the asphalt, and a set of cin- derblock stairs that lead up to the front door, which is made of solid wood and looks newer than the walls (Eddie installed it himself some years ago; the back door matches it). Inside, things pick up a bit. The floor is ordinary poured cement, but Eddie and his staff keep it swept clean and nicely polished. To the right there’s the main counter area, and in front of you some long racks hold- COLLINS GUNS AND SURPLUS 187 Hudson City ■ Chapter Six ing surplus military clothing. While Collins Guns makes most of its money selling firearms, the mil- itary surplus end of the business can hold its own, and clothing is a big part of that. Fatigues and fatigue jackets in every pattern available, caps and old helmets, all kinds of boots and shoes — you name it, you can probably find it here somewhere if you look long enough. Toward the back end of one rack there’s a section with a hand-lettered sign reading “The Bastards Lost — Now Buy Their Stuff!”. This is where he keeps a small selection of surplus Soviet clothing, mainly officers’ greatcoats (the most expensive clothing item in the store). For a map of Collins Guns, see page 277. A LITTLE LIGHT READING The entire back wall of Collins Guns is taken up by a long rack holding magazines, books, and other military literature. Ranging from lurid issues of Mercenary Weekly, to serious studies of the great battles of the past, to books on how to build silencers in your home workshop, to turgid texts discussing the Big Brother Government Conspiracy To Watch Every Move You Make And Take All Your Guns, it’s a thorough library if not a broad one. If it’s got to do with military matters, firearms, personal survival and security, or related subjects, you can find it here. If for some reason you want to read your new book in the field at night, walk over to the right side of the store. There you’ll find a wide selection of surplus military optics — binoculars, mini-scopes, Gen-1 and -2 nightvision devices, and so on. None of it’s cheap, but it’s mostly in pretty good condition. GUNS, GUNS, GUNS! The southeast corner of the store is walled off from the rest of the place, with its own steel door. This is where the guns are kept and sold. There are always at least two employees in this room, and one of them remains behind the counter at all times. There are display cases of long arms, handguns, and gun accessories for easy viewing by the customers, but the most valuable firearms and gear are kept in the gun vault, or behind the counter in special locked display cases. Both the employees in the room have keys to open all the display cases. When the store is closed, all guns and related items are kept in the store’s walk-in gun vault. Only Eddie himself knows the combina- tion to the safe, and he only opens it when no one else is in the room. Collins Guns prides itself on having every- thing a gun enthusiast wants — or at least being able to order it, given a few days’ notice. The display cases are arranged for maximum efficiency so they can hold as much as possible. If a customer buys a gun, the staff is quick to fill the empty space in the case so things continue to look orderly and precise. SECURITY BLANKET Some people would call Eddie Collins para- noid. He prefers to think of himself as “prepared for any eventuality.” If Vietnam taught him anything, it’s to get ready for the worst. Accord- ingly, he acts like he expects someone to try to rob him every single day. Since he has, in fact, been robbed on several occasions, it’s hard not to think of his approach as justified. The security systems at Collins Guns begin with the doors, which are sturdy and solidly-built (BODY 5, DEF 4 for the two wooden ones, BODY 6, DEF 6 for the steel door to the gun room). Each one has an electronic combination lock with a key pad (-6 to Lockpicking rolls to bypass); Eddie and all of his employees know the combination for each of the three doors (front, back, gun room). Once a prospective thief gets inside, he should smile — because he’ll be on camera the entire time. Eddie has positioned cameras so he can watch every inch of the store. The cameras feed to moni- tors and recorders kept behind the counter in the gun room, and also to an offsite computer that stores the images digitally. That way if anyone does rob Eddie, he can damn sure let the police know what the guy looked like. The last line of defense in the store is the gun vault (BODY 14, DEF 14; -8 to Lockpicking rolls to bypass). During a daytime robbery, the first thing Eddie does (if he can) is to slam the vault’s door shut, thus protecting his most valuable stock. All of the alarm systems at Collins Guns have direct links both to the HCPD and to Sureway Security (the firm that installed and maintains them). There are also alarm buttons underneath all the counters that the employees can press if there’s an emergency. EDDIE COLLINS 10 STR 10 DEX 12 CON 12 BODY 10 INT 10 EGO 13 PRE 8 COM 4 PD 3 ED 3 SPD 4 REC 24 END 23 STUN Abilities: +1 with Fire- arms, +2 versus Range with Firearms, AK: Viet- nam 8-, CK: Hudson City 11-, KS: Guns 14-, KS: The Military/ Mercenary/Terrorist World 8-, KS: Military Science 13-, Language: Vietnamese (basic conversation), Mechan- ics 8-, PS: Gun Dealer 11-, Security Systems 8-, Tactics 11-, Tracking 8-, Weaponsmith (Fire- arms) 8-, Fringe Benefit: License To Sell Firearms, Weapon Permit 50+ Disadvantages: Psychological Limita- tion: Loves To Show Off What He Knows; Psy- chological Limitation: Security-Conscious Notes: Eddie Collins owns Collins Guns, which he founded back in the early Eighties. He’s friendly and easy to get along with, though he has a tendency to talk too much and can’t resist showing off how much he knows about guns and militaria (or, really, anything else). And he knows a lot about guns, there’s no question about that — he’s fired hundreds of different types, and those he hasn’t fired he’s read about extensively. Eddie is a Vietnam vet- eran, and claims to have killed over a dozen Viet Cong personally while on “special missions.” His skills aren’t what they once were, but he can still hold his own in a crisis situation. HUDSON CITY GUN LAWS In Hudson City, it’s legal to purchase rifles and shot- guns without a permit, and to buy handguns with a permit (which is obtained from the HCPD and requires the submission of name, address, and other identifying information, which become public records). The seller must perform a national instant background check at the time of sale, and all guns must be sold with a locking safety device. All federal laws pertaining to gun sales must also be obeyed. Possessing a rifle or shotgun does not require a license. Possessing a handgun requires a license separate from the license to purchase; obtaining the license involves a similar procedure to obtaining the purchase license. The possession license lasts for three years, but can be renewed for successive three-year periods. The right to possess a gun does not give the right to carry it within the Hudson City limits (though it does grant the right to carry it elsewhere in the state unless specific laws indicate otherwise). Carrying a gun in Hudson City requires a special permit from the HCPD based on “proper cause” (i.e., a damn good reason for needing to carry a gun). The HCPD rarely grants this permit, though some reporters have cynically noted that rich and famous people seem to be a lot more likely to get one than average joes. A person must be 21 or older to purchase or possess a handgun, but persons 14 and older may possess and use rifles and shotguns for hunting purposes when accompanied by an adult. Hero System 5th Edition 188 ■ Hot Spots For Cool Heroes “C’mon, what’re you talkin’ about? This is top- notch stuff!” “It stinks, Paulie — it stinks to high heaven,” Roberto said in his strange accent. “How long’s it been outta the water — a day, two days?” “Two hours, smart guy — it just came in offa Al Mussachia’s boat this mornin’! I was here when it was delivered. It’s top-notch, I tell ya!” Roberto considered. He definitely needed the fish — the Trocadero did heavy business every day! But he would only serve the best... unless there was a way he could make a good deal. “OK, Paulie, I tell you what. I’ll take the fish if you throw in a basket a’them crabs there... and send a couple’a them lobsters over to my house for me and Maggie tonight.” “You want crabs and lobster? Whadda I look like, King’a the Sea? I gotta lotta bills to pay, I can’t give away the store. I’ll throw in the crabs, but not the lobsters.” “No deal, Paulie — all or nothin’.” Paulie sighed... but it was a fake, he was making out all right. “OK, you got it. Stevie’ll box up the stuff and bring it over to the Trocadero and your house no later than eight, OK?” — dickering on the dock at the Hudson City Fish Market Located on the Gadsden waterfront where Spray Street and Fish Street intersect, just west and north of where the Gadsden Cliffs start to rise, the Hudson City Fish Market is one of the larg- est wholesale fresh seafood markets in the United States. It got started in the mid-1800s, when fishing boats would sail right up to the docks there, unload their catches, and then sell them as quick as they could so the fish wouldn’t spoil. Eventually a group of middlemen — fish sellers — started buying the catches in bulk and then selling them retail, thus freeing the fishermen to go back out to catch more fish, tend to their boats, or take care of other tasks. By the turn of the twentieth century, the Fish Market had become such an established thing that a group of the most successful fish merchants banded together to form the Hudson City Fish Sellers’ Association for the purpose of building two permanent structures to house their businesses. As the fish selling industry continued to grow — thanks in large part to advances in railroading and refrigeration that made it possible to bring fresh fish to Hudson City from all over the country — more sellers moved in, renting the stall space the older merchants had vacated. Today the Fish Market moves thousands of tons of fish, shellfish, and other bounty of the sea every day. Buyers come from all over Hudson City and the surrounding area to purchase seafood for restaurants, grocery stores, and other retailers (few dealers will sell to individual customers, and in any event there aren’t many shoppers who want to get up at 4:00 AM to buy fish). Many of the fish dealers — Eastside Fish, Cannatella Fisheries, Spray Street Fish Company, and more — have been in business for decades (some since the 1800s), creating a real feeling of community. THE DAILY ROUTINE The Fish Market’s “day” gets started at around midnight, when the deliveries start. Most of the fish doesn’t reach the Market by sea anymore; it comes in on trucks or trains (certain railroad companies have a special arrangement with the Transportation Department that lets them run refrigerated cars carrying fish on the commuter tracks to the depot at the Fish Market). Workers at the various stalls sort the fish into ice-filled containers, cut up fish that aren’t sold whole, and make any other prepa- rations necessary for the arrival of the customers. Since there’s no heat, the Market becomes bitterly cold in winter. Around 4:00 AM, buyers arrive. Most work for seafood wholesalers, restaurants, and similar busi- nesses, and come to buy in bulk. They often have favorite dealers they buy from using credit terms negotiated long ago, but that doesn’t mean they don’t shop around every morning looking for good deals or the nicest fish. Other customers — various restauranteurs, owners of gourmet grocery stores, and the like — come to buy in smaller amounts and always comparison shop very carefully to get the best fish for their money. They buy in cash, so on any given morning there’s a lot of money floating around the Market in the hands of the sellers. After the buying and selling’s done, the sellers have to pack up the fish and ship it out with the help of various local trucking companies. All this gets taken care of by around 9:00 AM. Then there’s a couple hours of cleanup, and the Market quiets down until it’s time to start the routine all over again the next evening. HUDSON CITY FISH MARKET RUDY KALANOWSKI 10 STR 10 DEX 10 CON 10 BODY 8 INT 8 EGO 8 PRE 8 COM 4 PD 3 ED 2 SPD 4 REC 20 END 20 STUN Abilities: Combat Driv- ing 8-, KS: Opera 11-, CK: Hudson City 11-, TF: Common Motorized Ground Vehicles, Two- Wheeled Motorized Ground Vehicles, Fringe Benefits: Licensed Truck Driver, Opera Season Tickets Disadvantages: None Notes: Rudy Kalanowski is a truck driver for the Cardinale Seafood Sales Company. He delivers orders of seafood to restaurants and other buyers around the city every morning. A big fan of opera, he sings arias badly while he drives, much to the amusement of other people on the road. 189 Hudson City ■ Chapter Six TOP DOGS While it may seem at first blush that every seller at the Fish Market has an equal chance to snag customers’ dollars, in truth there are definite levels of status among them. First, seniority counts — the longer a seller’s been around, the more respected he tends to be. If a newcomer tries to “poach” a customer from an established firm, that’s regarded as a serious breach of etiquette which may result in some not-so- subtle “punishment” being dealt out to the offender in the form of vandalism or a beating. Second, being in one of the two buildings — East Building and West Building — is more “prestigious” than having a stall outside. Even among the sellers in the buildings, East Building is considered “better.” Selling space at the Fish Market is strictly regulated by the Hudson City Fish Sellers’ Associa- tion, which owns the land. Anyone who wants to sell fish has to become a member of the Association and “buy” a stall for prices beginning at around fifty thousand dollars (better locations, larger stalls, and stalls in the buildings cost more, up to around a hundred thousand). Thereafter he has to pay a monthly lease based on location, seniority, sales volume, and other factors. All sellers must display a distinctive brass “badge” (actually more like a plaque) featuring the Fish Market’s three-fish logo. THE CATCH OF THE DAY RESTAURANT Fish sellers and buyers get hungry just like everyone else — and what else are they going to want to eat but seafood? If you’re looking for the absolute freshest fish in Hudson City, you should go where they do: the Catch Of The Day restaurant, right on the edge of the Fish Market. It’s not exactly the most elegant restaurant in the city, but the chefs there can prepare seafood any way you want it, and the portions are enormous. Catch Of The Day is open 24 hours a day. THE MEN IN CHARGE As mentioned above, the Hudson City Fish Sellers’ Association owns the Market’s land and buildings and controls who can sell fish there. Every two years the Association elects a president, who in turn appoints an Executive Board (vice- president, secretary, treasurer) that’s subject to the approval of the Association’s Board of Directors. For the past eighteen years, only one man has run for president: Aldo Cardinale. The popular owner of the Cardinale Seafood Sales Company, he’s won every election he’s run in by a nearly unanimous vote. Cardinale knows virtually every- one associated with the Fish Market on a first-name basis, and usually well enough to ask after their wives and kids. But he’s also hard-nosed and fair when it comes to settling the countless minor dis- putes that arise between sellers. Once Aldo makes a decision, that’s the end of the matter, and anyone who keeps arguing about it is likely to find his Association membership “up for review.” For the past decade, Cardinale has preferred to keep the Executive Board “all in the family,” so to speak. His vice-president is Mike Rubino, one of his brothers-in-law; his treasurer is another brother-in- law, Nunzio “Nick” Viscio (it’s a good thing Cardinale had so many sisters!). Not everyone in the Association is entirely comfortable with having the leadership so tightly bound together, but it’s hard to argue with results — since Cardinale took the presidency, Fish Market revenues have climbed nearly forty percent. Hero System 5th Edition 190 ■ Hot Spots For Cool Heroes There was a quick knock on her door, then Marcelina opened it up and stepped inside. “Ma’am, there’s a gentleman down on the floor who’s been asking to see you personally. His name’s Chuck Ingold, or at least that’s what he says.” “Doesn’t sound like he’s lying — Ingold’s not the sort of name a guy makes up. What does he want?” “He wouldn’t say, ma’am — wants to talk about it with you only. All he said was that he was interested in some “special services.” His words.” “Well, either that’s what it usually means, or he’s some rich guy who wants to have a really big bachelor party. Has he been here all night?” “Since about nine, ma’am.” “What’s he been doing?” “Mostly sitting near the stage, spending big on the girls and getting lots of lap dances. He went to one of the private rooms for a “Pharaoh’s Gold” special, too.” “Good. He’s legit, then — there’s no way he could be a cop with a wire, not if he’s had that many girls all over him. Go ahead and send him on up.” “Yes, ma’am.” She left quickly. Five minutes later there was a knock on the door and Marcelina entered again with a man in tow — thirtyish, dirty blond, casual clothes, businessman sort of look to him. “Ma’am, this is Mr. Ingold.” She left again as quickly as she had the first time, leav- ing the two of them alone. “How do you do, Mr. Ingold?” “Fine. I’m fine, Miss....?” “Cleopatra will do.” “Cleopatra. I’m fine. I really like your place, come here a lot.” “Thank you; we appreciate our regulars. Mar- celina said you had some question about “spe- cial services”?” Ingold shifted uncomfortably in his chair. “Well, yeah. I’m... not quite sure how to ask about this.” “Just come right out with it, Mr. Ingold. I assure you, nothing you can say will shock me.” “I... hear that you can get more here than just exotic dancing, if you know what I mean.” “I do. Are you a cop, Mr. Ingold? A police officer, a fed?” “What? N-no, no, I’m a financial analyst.” “Then I believe we can accommodate you. How much were you thinking of spending?” “Ummm... th-three hundred?” “That should be satisfactory for some of our girls.” She wrote something on a piece of paper, then rang a small bell on her desk. In a moment Marcelina entered. “Marcelina, please take Mr. Ingold and this note to Aurora.” “Yes, ma’am.” — just another night at Little Egypt Located in a prime position on the Strip — the northeast corner of Redwine Avenue and Parrot Street — Little Egypt is the most striking, and definitely the most famous, “gentlemen’s club” in Hudson City’s notorious vice district. The outside of the building has been resurfaced with a dusty red sandstone designed to make it look like an Egyptian ruin restored to glorious life. Two large statues of cat-headed women flank the steps lead- ing up to the front door. When a customer approaches, two tuxedoed men open the doors for him from the inside. Though obviously bouncers from their size, they’re unfailingly polite and friendly... until a “guest” starts to cause problems, in which case they become decidedly unpleasant. After passing through the purple-painted “entrance chamber,” guests walk through two leather-covered swinging doors into the “main chamber.” The walls are painted blue, with a motif of gold stars on the ceiling. Touches of Egyptian decor appear — gold lamps shaped like Egyptian cat statues on private tables, tomb painting-like murals in a couple places, hieroglyphic designs and cartouches here and there — but it’s not overdone. The point of the place isn’t to teach the customers about ancient Egyptian culture, after all. To the right of the doors runs a long bar stocked with all the best liquor. All the bartenders are women. They’re heavily dressed compared to most of the other women in the place, but couldn’t wear their skimpy tuxedo-inspired “uniforms” in public. The bar pales in comparison to the T-shaped stage that dominates the room. Usually two LITTLE EGYPT 191 Hudson City ■ Chapter Six “exotic dancers” work the stage at any given time, but sometimes four or more crowd the stage to put on a special show. Cleopatra’s pays well and hires only the best; all the dancers are pretty and talented. A row of comfortable chairs and small tables lines the stage so guests who want to can get close to the dancers; larger tables and booths fill most of the rest of the main floor. Dancers who aren’t on “stage rotation” circulate among the tables, talking to the guests and selling lap dances. One or two “floor managers” keep watch at all times to make sure everyone behaves him- self. Loudmouths, troublemakers, and guests who are a little too free with their hands are uncer- emoniously tossed out of the place. The areas behind the stage, as well as the second floor of the club, are generally off-limits to guests. Mostly it’s just dressing rooms for the girls, but there’s also a series of “private rooms” that guests who’re willing to spend a little extra can rent for parties or private dances. This is the only place where the girls perform any of the club’s special “signature dances,” including the Pharaoh’s Gold, which promises “more skin-on-skin contact than any exotic dance in Hudson City!”. Personnel The queen bee of this hive of debauchery is Cleopatra herself. She keeps her real name secret, preferring her more exotic “trade name.” Probably in her forties, she remains strikingly beautiful, with long, dark hair, a perfect complexion, and a figure most women would kill for. Contrary to many guests’ expectations, she doesn’t wear Egyptian- styled garb — she dresses in well-tailored but prac- tical business attire most of the time, though often with pieces of Egypt-inspired jewelry. Cleopatra spends most of her evenings in her office on the second story of the club, from where she can watch what’s going on on the floor via closed-circuit TV. Her office has more of an Egyp- tian theme to the decor, including a few genuine artifacts she’s purchased on trips to the land of the pharaohs. She also maintains lavish living quarters on the second floor. Periodically — maybe once or twice a week — she’ll come down to the floor her- self to get a taste for what’s going on. Since she can’t be everywhere at once, and doesn’t care to deal with certain matters in any event, Cleopatra has a staff of employees who help her run the place and maintain its reputation for excellent service. Her right-hand man, Burt Zeplowski, is head floor manager — a polite way of saying he’s chief bouncer and troubleshooter. A former college football player, Burt has the beefy- but-quick look of a guy who’s been in a lot of fights and won most of them. Rumors around the club say he’s also Cleopatra’s lover, but he never seems to conduct himself with anything less than the utmost discretion and professionalism. Behind the bar, Ginny Marlowe is in charge. She doesn’t have quite the body that the girls on stage do (or most of the other bartenders, for that matter), but with her friendly demeanor and quick- witted replies to the guests she gets tips that are almost as good. She doesn’t plan to work here for- ever — she goes to business school during the day — but she kind of enjoys it, much to her surprise. TAWNY 8 STR 10 DEX 11 CON 10 BODY 8 INT 8 EGO 10 PRE 13 COM 2 PD 2 ED 2 SPD 4 REC 22 END 20 STUN Abilities: Acrobatics 8-, Contortionist 8-, PS: Exotic Dancer 13-, Streetwise 11- 25+ Disadvantages: None Notes: “Tawny” (real name: Antonia Jean Ricardi) mar- ried her high school sweetheart right after graduation and soon had two kids. Unfortunately, a romance that seemed perfect in high school didn’t hold up well in the face of real-world pressures like jobs, kids, and unpaid bills. When her first daughter was 20 months old, her husband walked out on her and never came back. Antonia had her high school diploma, but she knew there was no way she could get a college degree — and no ordinary jobs she could get would support her and her daughters. But she had something better than a diploma: a drop-dead gorgeous body. Her face wasn’t much to look at, she thought, but she didn’t figure on becoming a model. It took a little asking around and persistence, but she finally got a job at Little Egypt as an exotic dancer. It’s not exactly what she pictured for herself when she was little, but it’s not the worst job in the world either. It pays better than she could make in some factory or office job (espe- cially with the tips!), and her mother can look after the girls at night. Every time her circumstances start to get her down, she grits her teeth, thinks of her daughters, and signs up for some overtime. DENNY “ANIMAL” MAXWELL 15 STR 12 DEX 15 CON 12 BODY 10 INT 8 EGO 15 PRE 8 COM 6 PD 3 ED 3 SPD 6 REC 30 END 28 STUN Abilities: Martial Arts (Dirty Infighting, plus a couple of Karate and Jujutsu maneuvers), +10 PRE (Only For Fear- /Intimidation-Based Presence Attacks), KS: Mixed Drinks 8-, KS: Professional Sports 8-, PS: Bouncer 11-, PS: Bartender 8-, Stealth 11-, Streetwise 8-, WF: Small Arms, Knives Disadvantages: Social Limitation: Criminal Record Notes: Denny Maxwell, better known by his nickname “Animal” because of his long, shaggy hair and rowdy past, is one of the bouncers at Little Egypt. Looking distinctly uncomfortable in his tux, he keeps a close eye on the club’s patrons to make sure no one takes any liberties with the girls or causes trouble. In his nearly ten years as a bouncer he’s gotten pretty good at calm- ing down potentially explosive situations and “escorting” troublemak- ers out the door with a minimum of fuss. Hero System 5th Edition 192 ■ Hot Spots For Cool Heroes “It all went down one day out on the rec yard, just like we all figured it would. Calvin’d been makin’ a lot of noise ever since he got in, talkin’ about how he was gonna be top man and “kick that punk-ass Hanshaw to the curb... after he be my bitch for a while.” We all thought it was just loudmouth talk at first, but he was serious. The first time a couple’a Hanshaw’s boys turned up dead in the shower and Calvin took their turf, we knew what was gonna have to happen. “What we couldn’t figure was what was takin’ Hanshaw so long. The last time someone tried to push him around was Purnell a few months back — and they’re still feedin’ Purnell through a tube down in the infirmary. But Hanshaw let it slide for a few days. What we didn’t know then was that he was just greasin’ the skids so he could take care of things himself and get out clear. It takes a long time to spread that much scratch around the guards. “Then all Hanshaw needed was some time alone with Calvin. In this case “alone” meant “in the middle of a few hundred other cons” and “with two of Hanshaw’s boys along for the discussion,” but whatever. Calvin was talkin’ *%&! out on the yard with a couple of his own boys when they saw Hanshaw comin’ through the crowd. I could see the looks on their faces — they didn’t dare say nothin’, ’cause if they did Hanshaw’d kill them, too — but Calvin was too stupid and full of himself to figure it out. “It was over almost before it began. Hanshaw’s boys grabbed Calvin’s arms. He started to struggle, but Hanshaw stepped around and shanked him four or five times in the gut. That’s a *%&!ty way to die, bleeding out slow, but Hanshaw had a point to make. “Of course, none’a the guards saw anything — not even the ones in the towers.” — a lesson in why you should keep your mouth shut, as told by LCC inmate Darryl Wilkins Every city needs an institution to house suspects awaiting trial and criminals given short- term sentences. In Hudson City, that place is the Longview Correctional Center. An ominous, tow- ering structure built of rust-red brick and grey stone, it looms large in the minds of Hudson City’s underworld, whose members know all too well how disturbing and dangerous a place it can be. Longview is a jail, not a prison — it houses arrestees who couldn’t make bail (or weren’t given the option to bail themselves out) and prisoners serving sentences of one year or less for various minor offenses. Convicted felons sentenced to longer prison terms serve their time in Oldemyer, Stewartsburg Penitentiary, or some other facility (see page 151). Longview has relatively few true prisoners, though — anything trivial enough to get someone a sentence of less than a year usually results in immediate parole, since Longview needs all the space it can get just to hold Hudson City’s large population of pretrial detainees (see below). The Facility Named for a famous nineteenth-century prison reformer, Longview Correctional (or “LCC,” as it’s often called) occupies a large area just south of the terminus of 12th Avenue at the Gadsden Cliffs. Presently ten stories tall and with two base- ment levels, it has the shape of a square cross (hence, people on the street refer to getting sent to Longview as “being crucified”). Each of the four wings of the prison (starting in the north and going clockwise, A, B, C, and D) is over 600 feet long and has approximately 50 cells per side per story. Stories four and seven have full floors; the other floors have only walkways running along the edges, creating an “atrium” effect three or four stories tall. During the day these atria are often noisy, with prisoners shouting across the way to friends on their floor, or at prisoners on the floors above and below them. Each wing is divided into four “blocks” per atrium, with a full stairway at the intersection of each block. Blocks have numerical designations. Thus, in A Wing, the blocks for the atrium that covers the first through fourth floors are A1, A2, A3, and A4 (with A1 being closest to the prison center and A4 the furthest away). The blocks for the second and third atria are A5 through A8 and A9 through A12, respectively. The prison administration uses each wing for a specific purpose. A Wing is the maximum security wing, where it keeps the most dangerous pretrial detainees. B Wing, and part of C Wing, are used for other detainees and for prisoners serving a sen- tence. Prisoners are kept segregated from detainees in specific blocks. D Wing is the women’s part of the prison, housing both detainees and prisoners. Longview has its own generators, located in the basement areas below Prison Center. LONGVIEW CORRECTIONAL CENTER AMY CREIGHTON, R.N. 10 STR 8 DEX 9 CON 8 BODY 10 INT 8 EGO 10 PRE 10 COM 3 PD 2 ED 2 SPD 4 REC 18 END 18 STUN Abilities: +10 PRE (Only To Resist Presence Attacks), Bureaucrat- ics 8-, Deduction 11-, Forensic Medicine 8-, Paramedics 14-, PS: Nurse 13-, SS: Medicine 8-, Contacts (10 points’ worth, with now-released prisoners grateful for her medical help while they were inside), Fringe Ben- efit: Licensed Nurse Disadvantages: Psy- chological Limitation: Devoted To Helping And Caring For Others Notes: Amy Creighton is one of the nurses who works in the medical facility at LCC. A caring and compassionate woman, she does her best to administer qual- ity medical care to all of the prisoners who need it, no matter how vile or depraved they may be... though she doesn’t take any guff from any of them, and is quick to report them to the guards if they don’t behave themselves. On her own time, she likes to read trashy romance novels, paint, and take her dog Max for long walks. 193 Hudson City ■ Chapter Six PRISON CENTER The central “hub” between the four wings is known as Prison Center (despite the fact that LCC isn’t a prison). It’s the heart of LCC, where Warden Drayton and his staff have their offices, the guards their locker rooms, and the facility support staff their storage and records rooms. The first floor of Prison Center contains both a lobby where visitors to the prison enter, and an intake facility where prisoners come into the system. From the lobby one can walk to the Visitor’s Center (where loved ones and friends can come to talk with a prisoner during visitors’ hours) or various meeting rooms and other places where the public might need to go. The jail’s dining hall and kitchens fill most of the second floor; this is where prisoners go every day to eat their meals. The jail store (where prison- ers can buy small personal items, magazines, snack foods, and the like using their jail accounts) fills an all-too-small space next to the dining hall. On the third floor are the prison laundry and other sup- port facilities where many low-risk prisoners work during the day to earn a small amount of money. The fourth floor includes the jail’s medical facilities. Most of the rest of the floors contain administrative offices, storerooms, and the like. The roof of Prison Center is flat and has a helipad. THE YARDS Between the four wings are the yards, where most prisoners get to exercise in the fresh air for an hour a day. The yards contain some exercise and sports facilities (a weightlifting area, some basket- ball courts) but are mostly just open ground with some benches here and there. Some of the yard areas also contain additional buildings along the walls — the prison garage, additional storage space, and so forth. Prisoners aren’t allowed to approach these buildings without special permission. THE WALLS Longview has two walls. The inner wall is a 25-foot (4”) tall brick wall topped with concertina wire. It has guard towers roughly every 100 feet along its entire length; two guards armed with high-powered rifles man each tower 24 hours a day. The outer wall is a 15-foot (2.5”) tall sturdy cyclone fence, also topped by concertina wire. Between the two walls is a space 32 feet (5”) wide, stripped of all vegetation or other features and filled with roll after roll of concertina wire. To get over the first wall, through the no-man’s-land, and over the second wall without getting cut to ribbons by all the wire, a prisoner would probably have to wear plate armor. SECURITY The walls and guards aren’t the only security features at LCC. The place is a potential pow- derkeg filled with some of the most dangerous people in Hudson City, so the authorities go to great lengths to make sure no one can get out unless they let him out. First, there are cameras in virtually every public area of the jail, including every fifty feet (8”) along both walls. Guards in the “camera room” in Prison Center can pan any camera through roughly a 150-degree angle, and have limited zoom features as well. Second, there are locks — everywhere, locks. Every cell door and other door in the wings is locked electronically from a room at the entrance to the wing. If a guard wants one open, he has to call down to the “lock room” via a closed-circuit TV system with terminals located at every stairwell and floor along the wing. The same applies to all of the important doors in Prison Center, where the CCTV system connects to the camera room. The jail’s architects designed the prison so that shut- ting and locking the key doors throughout Prison Center would cut off prisoners’ abilities to move freely throughout the prison in the event of a riot or major jailbreak. Personnel Longview employs several thousand people who do everything from guarding the prisoners, to preparing food, to keeping the place clean. Low-risk prisoners can also have jobs around the facility to earn a small amount of money and get good marks on their records. WARDEN DANIEL DRAYTON The warden of Longview Correctional, and thus effectively the most important person in the Hudson City Department of Corrections, is Daniel Drayton, a slightly paunchy man in his early fif- ties. Drayton got his start decades ago as a guard at Juvenile Offenders Correctional. After achieving the rank of sergeant there, he transferred to admin- istration and spent nearly twenty years working as a prison admin or DOC bureaucrat. In 1997 he took the Warden’s position at Longview. Although not exactly the most imaginative or adaptable person in the world — he is a career bureaucrat, after all — Warden Drayton does his job well because he’s been down in the trenches and knows what it’s like to work at the lowest level of a jail. Like most wardens, he’s deeply concerned about the safety of his facility and his employees; he constantly badgers the DOC and City Council for more money for security systems, safety equipment, and so forth — and, of course, getting turned down due to budgetary restrictions. With overcrowding at an all-time high, he’s terrified that a riot or similar incident could result... and he really doesn’t have any way to defuse the situation. COMMANDER JERRY COLEMAN Warden Drayton’s right-hand man is Jerry Coleman, the commander of the jail’s guards. Where Drayton is a cautious thinker who proceeds slowly, Coleman, a military veteran, is a man of decisive action. In his view, the world only works right if you make it work right, and that means riding the prison- ers with an iron hand whenever they so much as look at a guard the wrong way. He doesn’t abuse them, or tolerate his guards abusing them, but he’s quick to slap an inmate down with solitary confinement or other A NEW PRISON? Noting the overcrowd- ing in LCC, some city officials have called for the building of a new jail. However, not only can they not say how Hudson City would afford to build this new facility, they have no idea where to put it. There aren’t any good locations for one inside the city limits. North of the city would work, but the powerful and often wealthy residents of the northern suburbs have already indicated their opposition to any such arrangement in the most stark terms. It would be easier to drum up support for a location south of the city, but that would require the jail to transport prison- ers as far as a dozen miles to get to court every day, which poses logistical and security problems. For now, the idea remains one that everyone seems to favor, but no one’s willing to do anything about. RIOT! The last major riot experienced at LCC took place in 1996, when prisoners broke free, took nearly three dozen guards hostage, and held the authorities at bay for nearly a week. In the end, almost fifty inmates and five guards were murdered, and the jail was retaken without granting any of the pris- oners’ demands. Security was beefed up afterward, but it’s still not enough. It would take just the right set of circum- stances to spark another riot... but if those cir- cumstances arise, God help anyone inside the prison when the inmates take over. Hero System 5th Edition 194 ■ Hot Spots For Cool Heroes punishments if he thinks the inmate deserves it. As a result, he’s probably the most hated man in LCC, and if there’s ever any sort of riot the inmates will make sure he dies slow. Coleman is a three-times-divorced bachelor with two grown kids and a small apartment in Bayside. A workaholic, he spends most of his time at Longview. The Guards Commander Coleman has a staff of several hundred guards, both men and women (though women serve only in D Wing, where male guards generally don’t work). Guards undergo a training course and must pass qualifications tests, but it’s not exactly a job that attracts a lot of intelligent, thoughtful people — it’s more the sort of thing that attracts people who couldn’t make it into the military or HCPD but don’t have any other real prospects, or who enjoy bullying others. Working at LCC takes a hard mind, a tough body, and a strong stomach, not brilliance or creativity. The rank structure below Coleman is fairly simple. He has about two dozen Lieutenants who answer to him directly; one of them is in command of the guard staff whenever he’s not on the premises or otherwise unavailable. The lieutenants command Sergeants (who are in charge of the cell blocks in shifts) and Correctional Officers (i.e., ordinary guards). The jail also has a twenty-man Crisis Response Team, a SWAT-like group of guards trained to handle heavier weapons and react to hostage taking, riots, and other extreme situations. Longview’s guards don’t carry firearms — they can’t take the chance that an inmate would get a guard’s gun and use it against him and other inmates. They don’t even have nightsticks. They go up against some of the most dangerous scum in Hudson City every day armed with nothing but touch tasers and handcuffs. In the event of a riot or other emergency, Commander Coleman can issue the guards pistols, shotguns, tear gas, body armor, riot helmets and shields, and similar gear. The Daily Routine For the inmates and most staff, the LCC day begins at 6:00 AM with lights on. Inmates get sent to the cafeteria in groups every fifteen minutes. If someone needs medical attention, he tells the guard and gets put on the list to be taken to the hospital in order of priority (the sicker or more hurt he genuinely seems to be, the sooner two guards come to escort him to the docs; if the guard the inmate reports to thinks he’s faking, he automatically goes to the bottom of the list). If a prisoner is due in court that day, he has to go to (or be escorted to) 2 Yard to board one of the buses going to Courthouse Square. The buses run every half an hour beginning at 8:00 AM for most of the morning, and again on the same schedule in the latter half of the afternoon to bring prisoners back. Each bus carries two guards in addition to the driver, and inmates remain shackled during the trip. Inmates who don’t have to go to court spend the day working (if they have jobs) or sitting around in their cells and the common areas (if not). The less danger an inmate poses, the more freedom he’s allowed; the maximum security inmates must remain in their cells most of the day. In addition to lunch (served from 11:00 AM until about 1:00 PM), each inmate who’s not in lockdown as a pun- ishment is entitled to one hour’s recreation time in the yard per day. Given the large LCC population, rec hours run throughout the day in shifts — each hour a certain number of inmates are brought back in, and others allowed out. This constant motion of inmates allows for more prisoner interaction than the administration likes, with the attendant risks of fights, murders, rapes, and other problems, but there’s no way around it since state law mandates the rec hour. Prison visiting hours are from 10:00 AM until 4:00 PM most days, with longer hours on major holidays. All visitors have to pass through a metal detector and are subject to a full search if the guards deem it necessary. If a prisoner has a visitor, he gets a call and goes down (or is escorted down) to the Visitor’s Center. Depending on his classifi- cation, he may have to talk to his visitor through bulletproof glass via a direct phone system, or may be allowed to sit at a table with them and talk pri- vately. Visitors can bring inmates gifts, but all gifts are thoroughly searched, even x-rayed if necessary. The dining hall serves dinner from 6:00 PM until about 8:00 PM. From after dinner until lights out at 11:00 PM, prisoners’ time is generally their own; the prison often shows movies or has other special events in the common areas to keep them occupied. Despite this, fights and other problems are common; the guards dread this time of day, and may react to minor difficulties quickly and harshly to keep them from getting worse. By 11:00 PM, all inmates must be in their cells for lights out. Life Inside Longview Correctional is built to hold about eight thousand inmates. As of late 2004, at most times it actually contains ten to twelve thousand, resulting in a horrendous overcrowding problem that only makes life more difficult and dangerous for everyone inside. Most inmates are predators of one type or another, and they regard other inmates as prey. An inmate who doesn’t want to be everyone’s victim has three basic choices. First, he can join a gang (see below) so his “brothers” have his back. Second, he can become the bitch of some inmate with enough power and influence to protect him. Some inmates get forced into that sort of “relationship” before they can join a gang, or because they get into debt to their victimizer — but however it happens, it’s not pleasant for the bitch. Third, he can snitch out to the guards and spend the rest of his stay in protective custody. In short, he’s screwed no matter what he tries. CORRECTIONAL OFFICER LARRY CHURCH 10 STR 10 DEX 11 CON 11 BODY 8 INT 8 EGO 10 PRE 8 COM 4 PD 2 ED 3 SPD 4 REC 22 END 22 STUN Abilities: Guard Train- ing (Choke Hold, Martial Disarm, Martial Grab, Martial Strike, Takedown), +10 Presence Only To Resist Presence Attacks, Bureaucratics 8-, Criminology 8-, AK: Longview Correctional Center 14-, KS: The Law Enforcement World 8-, KS: The LCC Com- munity 11-, PS: Prison Guard 11-, Streetwise 11-, WF: Small Arms, Fringe Benefit: Sergeant 25+ Disadvantages: Hunted: prisoner who wants to kill him if given the chance; Social Limitation: Subject To Orders Notes: Larry Church has been a guard at LCC for thirteen years; he attained the rank of sergeant three years ago. His usual assignment is Block A7, one of the roughest and most dan- gerous in the jail. In his time he’s been beaten up (and dished out more than a few beatings in the process of restrain- ing unruly inmates), stabbed twice, spit on repeatedly, had flam- ing rolls of toilet paper thrown at him, been sexually propositioned by more inmates than he can remember, and talked two potential suicides out of killing themselves. Sometimes he wonders why he comes in to work every day. But hey, there’s the crappy pay, and all the half-stale doughnuts he can eat in the guards’ canteen — who could pass that up? 195 Hudson City ■ Chapter Six GANGS Most inmates protect themselves in prison by joining a gang. (If they already belong to some organized crime group, like the Mafia, the Nubians, or a tong, they usually join up with their fellow members instead of joining a different gang.) It’s not exactly the easiest life — junior gang members, particularly newcomers, are expected to do what the more senior members tell them, from providing sexual favors, to forking over their dessert, to fetch- ing cigarettes — but for most it’s the lesser of the evils available. Longview Correctional has numer- ous gangs, all racially based. White Gangs A white prisoner joins the Aryan Brotherhood. Despite the name, not every member is some sort of Nazi or white supremacist — more than a few are, and members often have tattoos featuring Nazi symbols and the like, but most just want protection from the Hispanics and blacks. The Brotherhood loosely allies itself with the Mexican Mafia — they don’t really like one another, but they have common enemies. The only other white “gang” in LCC is a group of prisoners who follow “Big Bill” Barnett, one of the meanest, toughest prisoners in the entire place. Barnett bucked the trend by killing two men who tried to make him their bitch and refusing to join the Aryans. Instead, he ended up attracting his own gang, though he doesn’t really think of himself as a gang leader per se. He doesn’t let just anyone hang around him — a prospective “member” has to impress him somehow, or have some- thing Bill needs or wants. Black Gangs The black gangs at Longview are the most pow- erful, since over half the inmates in the jail are black. The biggest is the Black Guer- rilla Family, which espouses far left-wing political ideals (including the overthrow of the U.S. government) and an end to racism — but it’s really just another gang, interested only in itself. BGF members tend to be very anti-authority, and thus prone to disruptive- ness, so the guards keep a close eye on them. The gang is allied with La Nuestra Familia, and thus opposed to La EME (not to mention the Aryan Brotherhood; the two hate one another). The other major black gang within LCC is the Islamic Brotherhood, whose members are all devout Muslims. They preach a message of peace, understanding, and not using alcohol or drugs. Most other gangs regard them as punks and sissies, but despite their preference for peace they can fight just as well as any other gang. Hispanic Gangs Two Hispanic gangs compete in LCC for power and profits. The largest and most violent is the Mexican Mafia, or La EME, which has long since become a power outside the prison as well as in. Another gang, La Nuestra Familia, formed in opposition to La EME, but has never achieved that group’s size or prominence. LNF allies with the Black Guerrilla Family to enhance its stature and provide further protection. ROBERT HANSHAW 13 STR 14 DEX 13 CON 11 BODY 11 INT 10 EGO 16 PRE 8 COM 5 PD 4 ED 3 SPD 6 REC 26 END 25 STUN Abilities: Martial Arts (Dirty Infighting; Knife- fighting), Bribery 12-, Concealment 13-, AK: Longview Correctional Center 11-, KS: Free- town Street Gangs 11-, PS: Drug Dealing 11-, Stealth 12-, Streetwise 13-, WF: Small Arms, Knives, Fringe Benefit: Membership (Nubians) Disadvantages: Psy- chological Limitation: Viciously Self-Centered; Social Limitation: Criminal Record Notes: Hanshaw (almost no one remembers his first name, much less uses it) has spent so much time inside LCC that he’s practically a permanent resident. A member of the Nubians since he was 13, he’s got a record for drug deal- ing, assault, and other crimes as long as your arm. His time inside LCC and Stewartsburg has hardened him, making him a cruel, vicious man who’ll kill anyone who crosses him. But he knows how to work prison the right way, get things done without getting caught. He’s killed five men inside so far without so much as being inves- tigated. Right now he’s one of the most power- ful crucified Nubians, and makes a lot of money dealing drugs to other prisoners. Hero System 5th Edition 196 ■ Hot Spots For Cool Heroes “Evening, Mr. Gilbertson. What’ll it be tonight?” “Just the usual, Gloria, thanks.” “One Bombay Sapphire martini, two olives, coming up.” She returned in a couple minutes with the drink, and Gilbertson settled back into his seat to enjoy it. He needed a few minutes to collect his thoughts before the meeting. The few minutes ran out all too quickly. He saw the elevator doors open and Mardosian step out. He took off his thousand-dollar overcoat and handed it to the girl at the coatcheck coun- ter — that hot redhead Bob Keiser’d told him sleeps around with a lot of the club’s members — and walked right over to him. Didn’t even have to look around, he seemed to know exactly where Gilbertson was sitting. “Good evening, Howard,” he said smoothly, with his usual easy, disarming manner. “How are you tonight?” “Fine, just fine! Havin’ a little drinkski. You want one? I was just about to order another.” “No, that’s all right. Let’s not drink just now. We have other things to discuss,” Mardosian replied, waving Gloria away before she could respond to Gilbertson’s upraised hand. “Sure, sure.” “Let me get right to the point. You owe me money, Howard... a lot of money.” “I know, I know, and I’m going to pay you back, with interest, I told you I would. It’s just that business has been a little slow these past couple months — I need the Christmas season to get me back on top.” “It’s too late for that, Howard — I’ve been patient and waited more than long enough. I’m calling in the marker, right here and now.” “N-now? But I don’t have it, I can’t pay you.” “Then you’ll have to give me something of equal value.” “Uhhh... what’d you have in mind?” “Effective immediately, I own half your business.” “What?!??! But that wasn’t what we agree...” Mardosian leaned in close before Gilbertson could finish talking, spoke softly. “No protests, Howard. This is going to happen, so you might as well accept it. Cause trouble for me now, and you’re going to regret it. So will your family. How’s your daughter doing these days?” Gilbertson paled. “She’s... uhhh, she’s fine. Boarding school and all.” “I’m glad to hear it. I hope she remains “fine,” if you understand what I mean.” Gilbertson’s shoulders slumped in defeat. “Okay, okay, I got it. Send the papers over tomorrow and I’ll sign them... partner.” “I’m glad we understand one another. See you tomorrow, Howard.” Without a backward glance, Mardosian got up, collected his coat, and left. Gilbertson raised his hand wearily. Now he really needed a drink. — doing deals up at the Skyline Club. There are plenty of places all over Hudson City where the rich and powerful can go to relax, have a drink, enjoy pleasant music and conversation, or simply have a good time: the City Club; Top Of The World; the Carthage Club; the Garden. But if you ask some people, all of those pale in compari- son to the world-famous Skyline Club. So called because it looks south from the top of the Cherokee Tower at 8th Avenue and Newport Street toward the most striking part of the Hudson City skyline, the Skyline Club is a members-only facility. The annual dues as of late 2004 are $20,000 per year, making the Club inaccessible to all but the wealthiest people in Hudson City society. And as if the dues weren’t enough, the Steering Committee of the Club has to approve all prospective new mem- bers, and their standards are often excruciatingly proper. In the past they’ve denied membership to people with even a whiff of scandal about them... but the Steering Committee’s radar for such things does seem to depend on just how rich and influen- tial a prospective member is. AMENITIES For his twenty cool a year, a member of the Skyline Club receives: ■ access to the Club’s bar, the Cutty Sark, which carries every type and brand of liquor you can possibly think of, and has some of the most skilled bartenders in the city ■ access to the Club’s restaurant, the Bon Homme Richard, for parties of up to eight at any time, THE SKYLINE CLUB PAULA BONTINE 8 STR 8 DEX 8 CON 9 BODY 10 INT 8 EGO 10 PRE 12 COM 2 PD 2 ED 1 SPD 4 REC 16 END 17 STUN Abilities: Bureaucratics 8-, Conversation 11-, Deduction 11-, High Society 11-, KS: High Finance 14-, Persuasion 11-, PS: Stockbroker 14-, Fringe Benefit: Licensed Stockbroker Disadvantages: Reputa- tion: a business failure 8- (in the Business World) Notes: A couple years ago, Paula Bontine was flying high. After an incredible run as a stockbroker, she started her own brokerage and was really raking in the dough. Then she made a few bad decisions... and one of her employees was investigated by the SEC for insider trad- ing... and her divorce cost her a bundle and played havoc with her emotionally. Before she knew it, she was out of business and living on her savings. One of the few assets she has left is her membership in the Skyline Club — her bro- kerage paid for several years’ worth in advance. Today she spends a lot of time at the club, trying to make connec- tions and find a new job. 197 Hudson City ■ Chapter Six and larger parties with a reservation. The service at the Richard is impeccable, and its chefs con- sistently rank among the best in Hudson City in food critics’ surveys. ■ access to the Club’s smoking room, the Golden Hind, which also features pool tables, chess tables, and similar amusements. ■ the utter servility of the Club’s staff and management. Most importantly, a member has the ability to mingle with and meet other members. There’s no one in the Club who isn’t rich, successful, powerful, influential, an expert in his field, or all of the above. The contacts a member can make, the networking he can do, and the deals he can make over brandy and cigars more than justify the membership cost for many. LAYOUT AND FACILITIES The Club keeps its layout fairly simple, arrang- ing things to allow the members to enjoy the spec- tacular view as much as possible. The elevator up requires a card key to access the Club’s floor. The elevator doors open onto a small lobby area where members can check their coats and hats. The lobby leads directly into the Cutty Sark, with the long bar over to the left. From their tables and chairs, or small conversation pits made of elegant sofas and endseats, members can look out the window at the city below. Members who want to eat at the Bon Homme Richard continue on through to the west wall of the bar and go through the restaurant’s front door. The most desirable seats are near the window, but from any table in the place a patron can take in the view. The Golden Hind doesn’t share the view — it’s off to the left as one enters the Club, through a leather-covered door just to the left of the bar. The rest of the Club contains the kitchens, storage areas, and other practical things the members don’t want to see or think about. PERSONNEL One of the reasons the Skyline Club hums along so efficiently is its employees, who all have two things in common: first, they’re very, very good at whatever they do; second, they’re willing to cater to a Club member’s every whim in exchange for the large salary and tips they receive. Armand Pelletier, a short man with a fero- cious temper toward his employees but a voice of silken sweetness for his employers, oversees the Club as its General Manager. He’s there every day from when the Club opens at 11:00 AM until it closes at 2:00 AM the next morning, and never once can anyone claim to have seen him look- ing tired, harried, or stressed. Based on the way Armand behaves, you’d think that everything was always all right with the world... even if the world were plunging into sheer chaos all around you. He speaks with an accent that seems a little French, a little Spanish, and all haughty. After Armand, the Club employee most members know best is Giles Rossiter, the maitre’d at the Bon Homme Richard. Forced to cope with a Club charter that promises members a table for up to eight at any time without a reservation, he sometimes has to juggle table space and wait staff schedules like mad, but somehow he always gets the job done. The fine food at the Bon Homme Richard is the responsibility of a head chef known as Head Chef. No one can pronounce his real name — “it’s some Romanian thing, all consonants,” according to Rossiter, one of the few people who can even remember it — so they just refer to him by title. And it’s a title he richly deserves; there’s not a dish, soup, or dessert yet created that he can’t prepare to perfection. If anyone questions his talents or his instructions, he’s prone to throwing cookware. CAROL COLLINSON 8 STR 9 DEX 8 CON 8 BODY 10 INT 8 EGO 13 PRE 16 COM 2 PD 2 ED 1 SPD 4 REC 16 END 16 STUN Abilities: Conversation 12-, Gambling (Card Games) 8-, High Society 8-, KS: Skyline Club Members 11-, KS: Soap Operas 11-, PS: Coat- check Girl 11-, Seduc- tion 12-, Trading 8- 25+ Disadvantages: Psy- chological Limitation: Greedy Notes: Carol likes money and nice things. Carol meets men who have a lot of money and nice things through her job at the coatcheck counter at the Skyline Club. Carol has a pretty face, a sexy figure, and an active imagina- tion. Put two and two together and you can figure out how Carol spends most of her eve- nings after work. It’s an open secret around the club that Carol’s “easy,” at least with men who don’t look too bad and/or are really generous. What’s not so well-known is that Carol is smarter than she seems, and a pretty good listener. She picks up all sorts of interesting snippets of information while on the job or lounging between the sheets with one of her “friends”... information they might not always want her to have. Given the right opportunity, Carol could turn that information into a chance to build a better life for herself — if she’d dare to take it. Hero System 5th Edition 198 ■ Hot Spots For Cool Heroes “Officer, I must insist that you arrest those two young men and take them away from my store. They are selling drugs.” “I’m sorry, Mr.... how do you pronounce your last name again, sir?” “Kalanadhabhatala. My name is Vajramani Kalanadhabhatala.” “As I was saying, Mr. Candlebattle, I’ve got nothing to arrest them for. I searched them; they don’t have any drugs on them.” “They are loitering!” “Loitering? Oh, come on. With all the stuff going on down at the police station, you think I’m going to run someone in for loitering?” “They are driving away my business! You must stop them.” “I’m sorry, sir, the HCPD doesn’t get involved in economic matters. If those boys commit an actual crime, call us again and we’ll come arrest them. But as long as they’re not causing any public disturbance, we’re going to leave them alone, and I suggest you do the same. Good evening.” The officer walked out the front door and toward his squad car. Glancing back over his shoulder to make sure the guy wasn’t watch- ing, he stepped over to where the two boys were standing. “Hey, you take care of it, man?” one of them asked. “No problem, cough it up.” One handshake later and fifty bucks changed hands with no one else the wiser. The officer turned around and went back to his car. The older boy looked inside and gave the clerk the finger. “G’wan back home, Hindu bitch,” he said to no one in particular. — the racial politics of QuickCorner You can see them all over the city, squatting on streetcorners from the depths of Freetown to the heights of Highlands: bright orange and blue signs, lots of gaudy posters in the windows, sometimes two gas pumps out front. The QuickCorner — yet another of America’s answers to the question, “how can I get things done quicker?”. Better known in some circles as the “Stop ’n’ Rob,” QuickCorner provides all the basics some- one needs to get through the day: magazines and newspapers; coffee; soft drinks; condoms; snacks; prepackaged sandwiches; beer; beef jerky; lottery tickets; smokes. The fact that QuickCorners have public restrooms makes them a godsend to the city’s homeless community. The exact layout of a QuickCorner depends on the shape of the building, but most of them follow more or less the same floorplan, as shown by the map on page 277. The front counter, where you’ll find the clerk, cash register, and closed-circuit televisions used to monitor the premises (if any), is located just to the left as you enter. Right next to it is one of the magazine racks; this usually contains the higher-priced magazines, including any “adult” magazines the store carries. Along the front wall of the store is a larger magazine rack holding a wide selection of maga- zines: sports weeklies; diet and beauty magazines; hot rod picture mags; you name it. Right next to that rack is a larger one containing miscellaneous toiletries and other goods — everything from kitchen cleanser, to diapers, to motor oil. Behind the toiletries rack are two racks of food. Most of this is snack or fast food — bags of chips and pretzels, all sorts of candy, individually packaged toaster pastries, and so on. To wash all that down, go to the refrigerated drink container on the back wall and grab yourself a soda, iced tea, or bottled water. If you’d prefer something hot to drink, try the coffee station near the front counter; it’s got both caf and decaf. Next to it is a long row of toys and other such knickknacks. Older kids seeking amuse- ment try the video game machines in the front corner — though in a lot of QuickCorners those things don’t draw much business anymore, not since the advent of Nintendo and Xboxes. The far back corner has two bathrooms. Most QuickCorners keep them reasonably clean, though a few have given up on that losing battle. If the condoms out front aren’t quite your speed, the machines in the bathrooms might have what you’re looking for. The back quarter of a QuickCorner serves as a storeroom for pallets of product that hasn’t sold yet. If the store has a back door (not all of them do), you’ll find it here. QUICKCORNER VAJRAMANI KALA- NADHABHATALA 8 STR 8 DEX 9 CON 9 BODY 10 INT 8 EGO 10 PRE 8 COM 2 PD 2 ED 1 SPD 4 REC 18 END 18 STUN Abilities: AK: India 8-, CK: Bombay 8-, CK: Hudson City 8-, KS: The HCC Community 11-, PS: Convenience Store Clerk 11-, PS: Student 11-, SS: Biology 11- 25+ Disadvantages: None Notes: Vajramani Kala- nadhabhatala came to this country from his native India nearly ten years ago — though you might guess he just stepped off the boat from the thickness of his accent. (Despite that, he speaks very good English.) He’s studying biology at Hudson City College, with the hope of going on to medical school and becoming a doctor. Since he has to hold down two jobs to support his wife and three young children, it’s been slow going; he’s gotten to know the HCC community well, even though he doesn’t have much time to socialize. Vajramani is a smart guy who takes his work seri- ously. He doesn’t regard it as a dead-end job, but as an opportunity he needs to make the most of. He’s unfailingly polite to the customers (even the many who are rude to him), finds things to do during the downtime, and runs the place effi- ciently. He’s also pretty observant; not much that goes on in or around the store escapes his notice. The store’s owner wishes he had half a dozen more like Vajramani. chapter seven: chapter seven: chapter seven: GAMEMASTERING HUDSON CITY Hero System 5th Edition 200 ■ Gamemastering Hudson City R eady to run a game set in the Pearl City? Here are a few suggestions to help you get started, plan your game, and make the experience as fun as possible for you and your players. CAMPAIGN TYPES As it’s presented in this book, Hudson City is primarily intended for Vigilante Crimefighting and Law Enforcement campaigns — it’s a gritty modern city with a major crime problem that needs solv- ing. For the most part things remain as “realistic” as they can get in an adventure gaming context, though a few characters have unusual, “weird,” or paranormal abilities that don’t break the setting’s paradigm or “feel.” But all this is not to say you can’t use it for other types of Dark Champions cam- paigns; it works well for many of them. CAPER Since Caper Hero campaigns tend to involve a lot of travel — after all, targets for daring, high- profit robberies are few and far between — setting an entire Caper campaign in Hudson City might be implausible. But it’s definitely possible for Caper Hero characters to visit Hudson City once, or over the course of a campaign several times, to pull off a robbery. Here are three Caper Hero plot seeds involving Hudson City: Home Run: Hudson City businessman Warren Stadt has one of the world’s most valuable collections of baseball cards, the rarest of which he displays in museum-quality cases in one wing of his home in Irishtown. Plenty of private collectors would pay big money for the cards if the characters can get them.... The Caspian Star: A few years ago, Russian dia- mond miners dug up from the ground one of the largest uncut diamonds ever seen — over 220 carats. Christened the Caspian Star, it was eventu- ally sold to a diamond merchant in Hudson City, who’s already begun the process of cutting it into several large, brilliantly-faceted stones. Now’s the time to steal it... but naturally, the security surrounding the dealer’s business is intense. To complicate matters, the HCPD detective assigned to investigate the group’s activities is distractingly attractive and sexy.... Turning Japanese: The Kleinmann Center’s col- lection of netsuke figurines is a tempting target: they’re small, easily carried, currently trendy, and very valuable. But the Kleinmann Center is a tough nut to crack, not only because of its security but because there are so many people in it for so much of the day. Can the characters pull off the job? DARK CHAMPIONS: THE ANIMATED SERIES Hudson City works excellently as a setting for Dark Champions: The Animated Series campaigns — all you have to do is tone down the grittiness and lethality a bit, and perhaps inject a little more “weirdness” and comic book-style technology. See the Dark Champions: The Animated Series sub- genre book for a complete discussion of the subject, including sample campaigns and many plot seeds. ESPIONAGE Hudson City isn’t exactly Berlin, London, Beirut, or Moscow, but there’s more than enough political intrigue (not to mention industrial espio- nage) to make it a worthwhile destination or home for Espionage characters. Between the diplomats on Embassy Row, the technology companies and defense contractors working on military hardware, the threat of terrorism, and the large immigrant population, there’s a lot of spying going on that PCs can get involved with. Here are three Espionage plot seeds involving Hudson City: Business Is War: A friend of one of the PCs owns a small tech company. He confides in the PC that his company has suffered some mysterious data losses and other difficulties lately — and what makes this all the more distressing is that it’s interfering with the company’s ability to complete a major defense contract by deadline. Suspecting espionage of some sort, the PCs have to investigate and resolve the situation... hopefully without getting the authorities involved and thus imperiling the company’s ability to win future defense contracts. The Enemy Of My Friend: The British prime minis- ter is coming to the States, and his visit includes a stop in Hudson City. The PCs’ agency has informa- tion suggesting that Islamic terrorists might try to kill the P.M. in revenge for his support of American activities in the Middle East... and it assigns the PCs to make sure no harm comes to the man. Yellow And Red: The agency the PCs work for sus- pects that a diplomat at the Chinese embassy is a spymaster running a network of spies in the north- eastern U.S. They assign the PCs to follow him, investigate the situation in general, and take appro- priate steps to protect American interests. HUDSON CITY CAMPAIGNING SOME CAMPAIGNS Here are a few more suggestions for types of campaigns you could run in Hudson City other than the typical Urban Abyss crimefight- ing or law enforcement game: Hudson City: Fallen Angels: The PCs are cops who got caught on the take. Given a second chance because of their otherwise stellar records, they’re now back on the streets, trying to do the right thing and not give in to the temptations around them... and yet still get their jobs done. Hudson City: La Vida Loca: The PCs are part of one of the lesser Latinista gangs, trying to survive and make a name for themselves on the hard streets of Latin City. Hudson City: Rat Bas- tards: The PCs are criminals — typically a robbery crew or nascent gang of some sort — trying to make their mark on the Hudson City underworld and avoid the unpleasant attentions of cops, rivals, and vigilantes. Hudson City: Wolf In The Fold: The PCs (typically a small group, no more than three) are under- cover cops infiltrating the mob. Can they do their job, week after week, without exposing themselves... or getting too friendly with the enemy? 201 Hudson City ■ Chapter Seven MONSTER HUNTER AND WEIRD CONSPIRACY On the surface, Hudson City might not look like a good location for campaigns involving weird- ness, the paranormal, or similar phenomena — it’s a bit too “normal,” so to speak. But weirdness isn’t very weird without normalcy to contrast it against, is it? By tailoring Hudson City to the type of cam- paign you have in mind, it becomes an excellent venue for tracking down monstrous beings, strange aliens, people with unexplainable “powers,” and other Things Man Was Not Meant To Know. For example, if you want to run a Monster Hunter cam- paign which pits the PCs against a secret worldwide culture of vampires and werewolves who prey on mankind, all you have to do is decide that many of the organized crime groups in Hudson City are actually fronts for the bloodsuckers or lycan- thropes, and then turn the PCs loose to protect the city from them. Here are three Monster Hunter/Weird Con- spiracy plot seeds involving Hudson City: Angles Of Attack: A series of grisly murders strikes Hudson City. The cops think there’s a new serial killer on the loose, but the PCs suspect it’s some- thing else: a particular type of extra-dimensional horror that can “extrude” itself into this dimension through certain types of angles in architectural structures. They have to track it down (and, possi- bly, the cult that’s helping it manifest in this world) and stop its depredations. Pyromania: Several mysterious fires burn down buildings in Hudson City over the course of a month. The Fire Marshal suspects arson, but there’s absolutely no proof of it. Could there be some sort of pyrokinetic on the loose? Up In The Sky: A rash of UFO sightings occurs throughout Hudson City. UFOs are weird enough in themselves, but it’s very odd to have sightings in a major urban area. Time for the PCs to figure out what’s going on! OTHER GENRES Even though it’s primarily intended for Dark Champions campaigns, you can adapt Hudson City as a setting for other genres and styles of play with- out too much trouble. CHAMPIONS As a modern-day city, Hudson City is an excel- lent setting for Champions campaigns. All you have to do is decide that true superpowers do exist in the city, and some people have them. Then adapt the city to cope with these strange beings in its midst. For example, you’ll probably want to add a MARS (Metahuman Activities Response Squad) team to the HCPD, and may even need to define the city’s policy toward superheroes — do they have “official relationships” with any of them, are they all out- laws, or something in between? Assuming you want to maintain the gritti- ness and “realism” of Hudson City, your best bet for a “Pearl City Champions” campaign is probably either a street-level supers game or an Iron Age Champions game. See Dark Champions, pages 19- 21, for more information. CYBER HERO Advance the Hudson City timeline fifty or sixty years and introduce cyberware, the Cybernet, and the cyberpunk aesthetic, and you’ve got the perfect setting for a Cyber Hero campaign. The Hudson City of Cyber Hero probably has a much less effective government; it exists, but it’s tooth- less in the face of mega-corporations. Organized crime still exists, but the Mafia, the Russians, and just about everyone else have been eclipsed by the yakuza and the tongs, who struggle for supremacy on many battlefields. FANTASY HERO At first glance, Hudson City doesn’t look like much of a place to run a Fantasy campaign. But looks can be deceiving. First, if you’re willing to do a little work, you can transform Hudson City into a typical Fan- tasy campaign city. The cars become horses and wagons, the skyscrapers towers, the mayor a king, the HCPD the City Guard, and organized crime various gangs and guilds seeking to dominate the city’s underworld. In short, keep the landscape, but change everything into its Fantasy equivalent. Second, if you want to stick to the modern day, Hudson City can become the canvas on which you paint an Urban Fantasy campaign. You may want to damp down on the grittiness, cruelty, corruption, and selfishness that seems to mark so much of what goes on in Hudson City (since too much of that ruins the “sense of wonder” that’s so often impor- tant to Urban Fantasy), but otherwise you can keep things the same. In this sort of game, the Mystic World — ranging from fortunetellers, to minor mages who run occult bookshops, to faerie-folk and other magical beings lurking in the shadows — becomes the most important aspect of the city, eclipsing (but not obliterating) the usual concern RAINART EISENBACH 6 STR 8 DEX 7 CON 8 BODY 18 INT 15 EGO 15 PRE 7 COM 2 PD 2 ED 1 SPD 2 REC 14 END 15 STUN Abilities: Bribery 8-, Bureaucratics 12-, Con- cealment 13-, Deduction 15-, KS: Art History 11-, KS: Nazi Germany 14-, Language: English (fluent conversation; German is native); Stealth 11-, WF: Small Arms, 20 points’ worth of Contacts, Money: Wealthy Disadvantages: Age: 60+ (83); Hunted (various Nazi-hunting organiza- tions); Psychological Limitation: Desperately Seeking Absolution; Social Limitation: Harmful Secret Notes: A member of the partnership that owns the Moskowitz Building and other properties, Rainart Eisenbach gives the appearance of being a prosperous, if aged, businessman. He is that... but he’s much more. Sixty years ago his name was Manfred Theissen, and he was commandant of the concentration camp at Ravensbruck. Under his command tens of thou- sands of Jews were herded into cages like animals, and eventually herded back out again and sent to the extermination camps at places like Sobibor and Auschwitz-Birkenau. Theissen escaped the fall of Nazi Germany via the Odessa route. In time he changed his name to “Rainart Eisenbach” and made his way to America, where he became a suc- cessful investor and financier. So well did he hide his secrets that not even his American wife knows of his past. But as he grew older, guilt gnawed at him like a cancer. He came to see that the Nazis were wrong, Continued on next page Hero System 5th Edition 202 ■ Gamemastering Hudson City with crime. You might even go so far as to replace street criminals with malign Unseelie faeries, ghosts and poltergeists, vampires, werewolves, and other, more subtle, adversaries. NINJA HERO A Ninja Hero campaign set in Hudson City would probably have to be of limited scope — the characters restrict themselves to Chinatown, using their fighting skills, Oriental magic, and other abili- ties to keep the streets safe and make life better for everyday folk. Even though Chinatown’s only a small part of the overall city, there are lots of people living there and lots of strange things going on that might tempt PCs to get involved. POST-APOCALYPTIC HERO After society collapses, an urban area like Hudson City could become a mostly-abandoned wasteland where tribes of scavengers prowl through concrete canyons in search of “treasures” that have survived while trying to avoid enemy tribes or mutant monsters. In short, it’s an ideal setting for an urban post-apocalypse campaign — instead of organized crime, corrupt cops, and vigilantes, the PCs cope with hostile tribesmen, warlords who want to rule the entire city, and of course mutants. All you have to decide is how soci- ety fell: if it was a nuclear war, Hudson City might be a “rad zone” where no one can survive; if it was a plague, the entire city might be virtually intact. PULP HERO Hudson City was definitely around in the Twenties and Thirties, and even had its own masked mystery-man keeping the streets safe: the Raven (see page 11). If you want to base a Pulp Hero campaign around crimebusting in a specific city (as opposed to a “globetrotting adventure” campaign inspired by the likes of Doc Savage and Indiana Jones), Hudson City works perfectly — it provides the detail you need for verisimilitude, but doesn’t tie you to a city like New York or London that might require a lot of research to use properly. Pull the city limits in a mile or two on all edges and make other changes appropriate to the period, and you’re set — time for some two-fisted adventure! STAR HERO To use Hudson City in a Star Hero campaign, you’ll probably have to transplant it to another planet, or even transform it into a gigantic space station or orbital mega-structure — most Science Fiction games don’t limit themselves to a single city on Earth. Other than that, the changes are mainly cosmetic. Traditional organized crime groups become gangs and “families” of criminals from specific alien species, the HCPD becomes Station Security or the Galactic Police Patrol, and so forth. Plenty of Science Fiction stories focus more on crime and other “gritty” goings-on than on starship battles or exploring alien worlds, and your cam- paign will do the same. VICTORIAN HERO Since most city-based Victorian Hero cam- paigns take place in London, Hudson City might not make a good location for one. However, it can provide you with plenty of ideas and inspiration. You can transplant locations and people (with appropriate changes, of course) to the Greatest City In The World and make just as much use of them there as you could leaving them in their native turf. and that he himself, as one of them, had to atone for the countless evils he had done. Desperate to find some way to mitigate his sins, Eisenbach began performing all the good deeds he could set his hands to. But still he sees so much evil in the world around him, and wishes to find some way to end it as he believes his should have been ended so long ago. To that end, he might become the patron or sponsor of a group of high-minded crime- fighters.... Continued from last page 203 Hudson City ■ Chapter Seven T his section contains additional and/or secret information about Hudson City that’s for the GM’s eyes alone. If you’re playing in, or plan to play in, a campaign based on the Hudson City setting, do not read this section!! The GM’s Vault is organized by chapter and page number. If the Vault doesn’t comment on some part of the main text, it’s usually safe to take what’s written there as accurate (or as left for each GM’s individual interpretation). As always, you’re free to change anything in this book to suit your own preferences or campaign. CHAPTER ONE PAGE 8 — THE DELAWARE INDIANS The local Indian tribes left the Hudson City region due to concern about European settlers. They could read the writing on the wall and see that the influx of “white-skinned men” wasn’t going to end, so they packed up and moved to new lands west of the Delaware River... ...unless, of course, you prefer a more sinister explanation. For campaigns emphasizing horror, maybe a group of colonists slaughtered the Indians, leaving a host of phantoms that still haunts the area today. For mystic-oriented games, maybe a curse or a foretelling prompted the Indians to leave, and that curse or foretelling is about to come home to roost. And of course, even if the Delaware left peace- fully, there’s always the possibility that an ancient Indian burial ground or two exists in the area.... PAGE 9 — THE HUDSON CITY RIOTS Flint and the White Riders didn’t start the fires in Hudson City. The standard historical view — that blacks involved in the riots set them — is correct. PAGE 11 — THE FATE OF THE GREAT PULP HEROES Captain Battle and the Science Police were killed by the Nazi mastermind Dr. Gerhardt Spre- gen, who had developed a new, incredibly powerful germ warfare weapon that could easily have won the war for Germany. Battle and his men destroyed the weapon, and nearly killed Spregen, but died in the resulting explosion. The Scarlet Shadow did go to work for the Office of Strategic Services. He survived the war (though not without injuries), and retired from adventuring to become an industrial chemist after the war. PAGE 13 — BLACK WHISPER II Hudson City Police Department files describe the killing of Black Whisper II as a justified shoot- ing. According to several witnesses, including another cop, the Whisper attacked Officer Ronald Jefferson when Jefferson attempted to apprehend him. There’s no evidence to indicate that the shoot- ing was, in fact, a murder. Jefferson and his partner took money from several street gangs to “remove” the Black Whisper. Jefferson’s partner and all of the gangstas involved are now dead; the only one who knows the truth is Jefferson himself, who has worked as a construction manager since being con- victed of taking bribes. CHAPTER TWO PAGE 21 — BENEATH THE CITY The ground beneath Hudson City holds plenty of other surprises for the explorer (including kids looking for a thrill, vigilantes and criminals seek- ing new hideouts or secret bases, and engineers in search of leaks or other problems). A network of old pneumatic tubes dating from the late Teens still exists, though it hasn’t seen much use since World War II days. Some of the turn-of-the-cen- tury experimental pneumatic subway tunnels still exist on the Northside, though they’re not marked on any official map. Here and there are subway stations, abandoned and sealed off because they were too small for the newer, larger subway cars. And over in east Blackbridge, a little south of 12th Avenue, there are a few blocks of a six-lane under- ground highway system that a private firm started building back in the late Fifties and early Sixties, but eventually abandoned when the company went bankrupt. PAGE 23 — JAMES STEFONELLI Stefonelli was murdered by Paul “Paulie G” Giametti, a Verontese soldier with interests in a Verontese-controlled waste removal company. The public suspicion — that the killing was a way of protecting Mafia “turf” — is absolutely correct. Anyone else who tries to break La Cosa Nostra’s stranglehold on private waste disposal will get the same treatment. PAGE 23 — THE HUDSON CITY LANDFILL To say that the Landfill now meets EPA stan- dards is not entirely correct. It’s operated in a safer fashion than before, but officials in charge of the facility bribe EPA inspectors so they don’t have to spend the tens of millions of dollars needed to THE GM’S VAULT ALBERT KREBS 10 STR 15 DEX 12 CON 10 BODY 16 INT 10 EGO 15 PRE 8 COM 4 PD 3 ED 3 SPD 4 REC 24 END 21 STUN Abilities: Combat Driving 8-, Conceal- ment 12-, Demolitions 12-, Electronics 8-, KS: Fences 12-, KS: Thieves And Thieving 11-, Lock- picking 12-, Mechanics 8-, Security Systems 12-, Stealth 12-, Streetwise 12-, WF: Small Arms Disadvantages: Social Limitation: Criminal Record Notes: Albert Krebs used to lead a crew of hard-core robbers and hijackers who worked all up and down the East- ern Seaboard, including frequent hits in Hudson City. But six years ago the feds caught up to them after a bank job in Massachusetts went sour, and how he’s pull- ing a 10-to-life stretch in federal prison. He’s currently incarcerated in FCI: Farmingdale, about 40 miles fro Hudson City. If the cops need a little advice about a job or a crew, he might be willing to cooperate, provided he gets a sig- nificant sentence reduc- tion and no one learns he’s a rat. Hero System 5th Edition 204 ■ Gamemastering Hudson City upgrade the Landfill — or worse, the hundreds of millions required to build a new one. The Landfill continues to pollute the nearby area, though at a slower pace than before. PAGE 24 — PAUL WILSON The reports of Wilson’s honesty are well- founded: he’s virtually unbribable. He tries to instill the same spirit in his underlings, but some of them are happy to take money on the side to let drugs or other things “slip through” onto a plane. The PLRL bomb (which did exist) wasn’t one of these, though — not even the most callow Customs agent would knowingly allow something like that on a plane for any amount of money. It was snuck on board with- out Customs’s knowledge. PAGE 30 — THE HUDSON CITY STOCK EXCHANGE A license to be a broker on the HCSE floor is a 1-point Fringe Benefit, but characters can’t get it simply by forking over a Character Point — they have to justify it during character creation or game play, since the number of licenses is limited and they’re in very high demand. A character has to have a lot of influence, or work for a company that does, to get one of the coveted licenses. A skilled computer operator with some knowl- edge of high finance who could gain access to the HCSE’s sophisticated financial transfer computers could steal billions of electronic dollars in a matter of minutes. However, the computers are heavily secured (minimum of -10 to the Computer Pro- gramming roll... and of course the computer has Computer Programming and Security Systems with which to protect itself). PAGE 31 — IAN MCANDREWS Ian McAndrews is not the simple servant he seems to be. In the Sixties and Seventies he was an agent for British intelligence... and a double agent for the KGB. He escaped from the UK just days before his superiors discovered his treachery. After hiding out in South America for several years, he moved to Hudson City and became a concierge at the Stewart Regency, eventually working his way up to head. He considers this “hiding in plain sight,” since though it’s a rather public job he’s changed his hair and facial hair so that he doesn’t look much like he used to. He has the Disadvantage Social Limitation: Harmful Secret in addition to his Psychological Limitation. PAGE 31 — ACES HIGH Aces High has a “silent partner” who owns most of the business through various front com- panies: Card Shark. There’s a secret room in the basement, its door cleverly concealed behind some “boxes of bottles of whiskey.” Luxuriously fur- nished, the room is an illegal casino where Card Shark’s flunkies deal out the cards and rake in the profits from well-heeled gamblers. Scantily-clad “waitresses” keep the gamblers’ drinks full and their minds on things other than their cards. PAGE 32 — SATIN ANGELS For most members — those with black card- keys — Satin Angels is just what it seems: an upscale adult club with beautiful employees. To “special” members with a gold card-key, it’s some- thing more: a high-class brothel. Gold members can have their pick of the girls for the evening. Though the prices are extremely high (far higher than most places on the Strip, since after all Satin Angels is both more elegant and safer), the manage- ment is quite willing to accommodate “unusual” requests such as threesomes, foursomes, B&D, S&M, and just about anything else a client can think of that won’t permanently hurt the girls. PAGE 33 — ANGELO CAMPANARO The rumors that Campanaro still runs his crew from jail are true — between phone calls and frequent visits from relatives and associates, it’s not that hard to stay on top of things, even from Stewartsburg Penitentiary. Plus, he has the help of his wife Maria, who keeps a close eye on things in his absence... much to the annoyance of some of his more traditional-minded colleagues, who don’t like having a woman involved in their business in any way. The Marcelli schemes in the area are mostly garden-variety Mafia activities: domination and exploitation of unions; stealing from ships and warehouses; control of service industries related to local businesses. But its scheme in the Shipyards is both more creative and highly profitable. A decade or so ago, a couple of the smaller shipbuilding firms got into financial trouble and borrowed money from Marcelli loansharks. That was all the in the Marcellis needed, and soon they were running both firms. Through their union connections, the Marcellis were able to grow their own shipbuild- TOM SIMMS 9 STR 13 DEX 10 CON 8 BODY 11 INT 10 EGO 13 PRE 10 COM 2 PD 2 ED 2 SPD 4 REC 20 END 18 STUN Abilities: Combat Driv- ing 8-, Computer Pro- gramming 8-, Forgery (Documents) 14-, Gam- bling (Sports Betting) 11-, PS: Paper Artist 14-, PS: Printing 11-, Seduc- tion 8-, Streetwise 12-, 10 Deep Covers, Fringe Benefits: Press Pass, International Driver’s License, Passport Disadvantages: Social Limitation: Criminal Record Notes: Tom Simms is a “paper artist” — a forger who specializes in creat- ing false documentation. Whatever you need, from a phony driver’s license to a passport good enough to fool any Cus- toms agent in the world, Simms can make it for you... if you can meet his price. He only works for people he trusts, and that usually means getting a rock-solid referral from an existing customer (which is about the only way someone could find him anyway). A some- what paranoid individual, he’s used his skills to set up ten elaborate false identities for himself, any one of which he can vanish into with just a few minutes’ preparation. 205 Hudson City ■ Chapter Seven ing businesses at the expense of their rivals. Once they were in a position to compete fairly, they made it known that they’d deeply undercut their rivals... unless each rival was willing to pony up a hefty annual “fee” to keep things fair. Sensing the inevitable, the other shipbuilders went along with the arrangement — especially after the Marcellis killed one of them, a man named Bill Price, who stubbornly refused to give in. The shipbuilders have been paying through the nose ever since... but it’s cheaper than cutting prices. PAGE 33 — ANDY POLEVSKI While he’s not openly or greedily corrupt, Assistant Harbormaster Polevski is definitely ame- nable to a bribe in the right circumstances. He’s got a solid working relationship with several Marcelli soldiers and associates — they pay him to turn a blind eye to some of their activities (and, if neces- sary, mislead the cops). He’s hoping he can use his “connections” to make a play for the Harbormas- ter’s job in a few years... though the truth is he’d have to become a lot more helpful to the Marcellis to deserve that kind of help. PAGE 33 — THE SHIPYARDS Although there’s no overt military shipbuild- ing going on at the Shipyards, if you’re running a campaign that involves military, espionage, or government matters you can easily have some of the businesses there working on secret, small-scale naval projects. PAGE 35 — DARKANGEL The speculation is correct: in her secret identity, Stacy Hunter, DarkAngel does live in Blackbridge. That’s why she works so hard to keep the neighborhood safe. See the Dark Cham- pions: The Animated Series subgenre book for more about DarkAngel. PAGE 37 — COMRADE CAPITALISTS Koslov and McBryde sometimes work as vigilantes, though it’s not their preferred modus operandi. They’ve clashed with the Russian Mafia (which Koslov has some connections to) on several occasions, and gotten involved in various other matters that affected them or their clients. A rather cautious pair, they’ve taken advantage of renova- tions to their building (#3, the six-story building to the east) to make the place a little more secure without the building’s owners being any the wiser. For example, the large planters in front of the building are now made of reinforced concrete so they function as a vehicle barrier. PAGE 37 — THE JACKHAMMER No one knows how, but the Jackhammer long ago became a favorite meeting place for mercenar- ies seeking work in Hudson City (see page 212 for more on mercenaries). Maybe it’s because the Jack- hammer is the last sort of place anyone would look for mercs and recruiters, or maybe some important recruiter really liked the place — but regardless, most weekends a merc or two is hanging around, hoping to make a business connection. PAGE 37 — THE MIDNIGHT STAR Oliver Younce runs a high-stakes poker game in the club’s back room on Wednesday and Friday nights. Most of the players are regulars who kid around a lot more than most hard-core poker players do, but every game features a few new faces. Just about anyone can play, provided he has the money to buy in and Younce doesn’t think he’ll cause trouble. PAGE 38 — CHINATOWN Chinatown’s reputation as a vice den back in the Twenties and Thirties was entirely deserved. What most Hudsonites don’t know is that it’s still deserved. While the main vice in Chinatown is gambling, there are more than a few carefully- hidden houses of prostitution — most of them staffed by girls from China who “indentured” themselves to the tongs in exchange for the money to leave their homeland, but now find themselves pressed into a career very different from the ones they were promised. Some of the brothels in China- town rival the most depraved places on the Strip... and more than one young girl’s body has been qui- etly dumped into the Stewart River after an “enthu- siastic” client took things a little too far. PAGE 40 — GREAT WALL ORIENTAL GIFTS Chu Shou-Ming’s art and antique business isn’t entirely aboveboard. Most of his pieces are legitimate objects legitimately obtained, but he occasionally deals with art thieves and smugglers when offered a par- ticularly desirable piece. His friends in the tongs help him forge certificates of authenticity for the items. PAGE 40 — BUDOKAN Budokan is a mizu shobai (“water business,” or front/money laundering operation) for a group of Japanese “businessmen” belonging to the Sawakiri- gumi yakuza gang (page 169). Many of the gang’s local top leaders meet here frequently to socialize (and sometimes conduct business). PAGE 42 — CARIBBEAN KARMA Caribbean Karma is actually owned by the surviving remnants of the Calypso Dreamers posse (page 174) through a series of front corporations. They mostly try to keep it separate from their crim- inal dealings, but they do sell cocaine, crack, and other drugs there. The shootings were committed by rival gangs... and it’s likely there’ll be more such incidents in the future. PAGE 42 — KRAZY KARL’S Karl Jorgenson wasn’t in the Rangers... that’s just what he tells people. He served in the Army for a couple years, then got dishonorably discharged for selling Army weapons on the black market (his superiors hushed it up and didn’t hold a court-mar- tial for fear of the bad publicity). He drifted into the Mercenary World and spent nearly 20 years as a soldier of fortune. His contacts in the Military/Mer- cenary/Terrorist World and the Espionage World are extensive, and his bar is a place where mercs looking for work come to meet recruiters — and of course Karl gets a “finder’s fee” from each hire. SING HO 10 STR 8 DEX 10 CON 8 BODY 10 INT 8 EGO 13 PRE 8 COM 4 PD 2 ED 3 SPD 5 REC 20 END 20 STUN Abilities: Martial Arts (Kung Fu — Martial Block, Martial Dodge, Martial Grab, Martial Strike), Bribery 12-, Bureaucratics 8-, Gam- bling (Dice Games) 11-, KS: Hudson City Tongs 13-, Language: English (fluent conversation; Cantonese is Native), PS: Grocer 11-, Streetwise 12-, WF: Common Mar- tial Arts Weapons, Small Arms, Money: Well Off Disadvantages: Hunted (Watched by HCPD Organized Crime Bureau); Social Limita- tion: Subject To Orders Notes: Sing Ho owns and operates a small but profitable grocery store in Chinatown. He carries mostly Asian foodstuffs, but with a reasonable selection of American foods that his customers like. To all intents and purposes, he seems like an ordi- nary member of the Chinatown community — friendly, hardwork- ing, always looking for another way to make a buck. But he’s a member of the On At-Zhang tong, which gives him an edge both socially and in business. His activities for the tong include storing some drugs and other contra- band in concealed areas in his storeroom, and helping with some gam- bling rackets. Sing Ho’s family — his wife and four children — all help him run the store. Together with his mother and aunt, they live in some rooms above the store. Hero System 5th Edition 206 ■ Gamemastering Hudson City PAGE 45 — THE COPPER SAMOVAR The owner of the Samovar, a shadowy Rus- sian emigre named Dominik Gromov, has con- nections to Endgame’s Organizatsiya gang. He sometimes uses his shipments of authentic Rus- sian furnishings and art to smuggle over drugs or women from Russia. PAGE 47 — LARDNER’S DRUGSTORE Arthur Lardner has been padding his retire- ment account by selling prescription drugs illegally to drug abusers and unscrupulous doctors. When he’s got a big enough nest egg, he plans to sell the pharmacy and move to Florida. PAGE 47 — HOG HEAVEN Despite the Police Department’s suspicions, there’s nothing going on at Hog Heaven. The patrons may plot their own schemes in the dark- ened booths or over a game of pool, but the bar itself remains strictly neutral in the conflicts and crimes committed by the area’s outlaw biker gangs. Walt Jasons is a gun afficionado and amateur phi- losopher, but he’s no criminal. PAGE 49 — CLUB TWENTY The owners of Club Twenty — a married couple named Gary and Janice Halman — do more than just provide a place for the college kids to dance. They also supply Ecstasy and other designer drugs to students, and have been known to bring hookers down from the Strip for fraternity par- ties. Their own sexual proclivities are somewhat unusual, and a time or two they’ve plied a college girl with “date rape” drugs so they could have their way with her. PAGE 52 — MT. ZION BAPTIST CHURCH The exact cause of the 1996 fire is left to your fiendish imagination. It’s entirely possible that it was just faulty wiring... but if you have a scenario idea in mind, nearly anyone (or anything) could be to blame. PAGE 53 — THE PARADISE CLUB Buckshot is more than just a favored cus- tomer at the Club — he’s secretly part owner. He’s using it to size up some of his gang rivals, gather- ing information about them and sometimes even trying to get one of his women close to them. And the usual perks of owning a sex club cer- tainly aren’t lost on him. PAGE 56 — GUILFORD It’s true that Guilford has little in the way of street crime — but it’s not crime-free. The Mafia has its greedy fingers in quite a few Guilford pies, such as trucking firms near Kurtland Boulevard, concessions and other businesses connected with the Stadium, and various companies to which it’s loaned money or established other ties. Many Guil- ford residents would be shocked to discover just how much is really going on in their neighborhood behind the scenes. PAGE 57 — THE JUNCTION Gino “the Stick” Carbelli, a soldier in the Sca- tucci family, secretly has a controlling interest in the Junction. He uses the place both to launder money and to sell small quantities of drugs to HCU students. If he ever thinks the cops are getting too close to him, he plans to run up huge beer and food orders from his distributors, sell what he gets cheap on the black market, torch the place for the insur- ance money, and disappear before the distributors can catch up to him. PAGE 58 — CHEROKEE TOWER Though it’s only been hinted at in a few news- paper stories, the corruption and fraud related to the Cherokee Tower renovations is staggering. Not only was money lavishly spread around to get the permits for the work without any fuss, but the Mafia-dominated construction firms that did most of the work skimmed off a lot of money during the project. If the situation became public, it would embarrass Cherokee Bank and lead to indictments against several city officials. 207 Hudson City ■ Chapter Seven PAGE 58 — FLAG NATIONAL BANK BUILDING As the headquarters of a bank that does a lot of consumer business, the Flag Building stockpiles cash every Friday for shipment to its local branches to cover paychecks. Given that there’s a subway line running right underneath the building, a gang of clever thieves who timed things just right might be able to steal millions of dollars and get away with- out having to take to the streets. PAGE 59 — FACES Unbeknownst to even the Back Room mem- bers, Faces is largely owned by the mysterious international assassin Timothy G. Gersh. It’s a good way for him to launder some of his earnings, and the Back Room gives him a secure place to meet prospective “clients” on his home turf. PAGE 61 — CLUB IRISH The bartenders at Club Irish are more than happy to supply a little Ecstacy or other designer drugs to the club’s patrons... for the right fee, of course. They’re used to accommodating “unusual” requests from spoiled rich kids, since that means big tips. PAGE 65 — CLUB AZTEC Club Aztec is a legitimate business, but it’s also a front for less scrupulous doings. A flamboyant Mexican cartel leader who calls himself El Azteca (“the Aztec,” see page 165) built it both as a way to launder drug profits and as his toehold in the Hudson City market. The Los Toros, who work for/ with him, spend a lot of time here. PAGE 70 — VIVA ITALIANA Unbeknownst to the authorities, Mickey “Numbers” Tosconi, an influential caporegima in the Morelli crime family, owns half of this restau- rant. He eats there frequently at a dark table in the back where most of the patrons can’t see him. Charles Harmon owns the other half of the restaurant. His rumored connections to the Mafia aren’t just rumors; he’s been associated with the Morellis for decades. He has the Social Limitation Harmful Secret. PAGE 71 — HORACE OAKLEY The text notes that Oakley “claimed to” have made his money selling cotton and indigo. That’s probably true... but if you prefer, he might actually have earned it in some less ordinary, more sce- nario-inspiring way. In a mystic-oriented campaign, maybe he was a cruel slave-trader, and the evil of his deeds has left a taint and curse on his former property in Hudson City. Or maybe he was a pirate whose wealth came from plundered gold, and the remains of his treasure lay buried somewhere beneath Mint Ridge! PAGE 72 — DOLMAN’S CONFECTIONERS One of Dolman’s managers, Fred Warnecke, is a serial child abuser who uses the store as the linchpin of his crimes. He spots little girls he finds “appealing” when they come into Dolman’s, gets their addresses from their mothers’ credit card slips and such, and then finds ways to kidnap them. If necessary he uses free candy to lure the girls into situations where he can prey upon them. He’s also killed two of them who accidentally got too good a look at his face. If he keeps it up, it’s only a matter of time before the police make the connection and catch him... but so far he’s been pretty cautious and clever. PAGE 74 — IRON CURTAIN IMPORTS Alexandrov occasionally uses his contacts back home to buy Soviet weapons — up to and includ- ing things like tanks — on the black market. He then resells them to “special customers” (mercenary units, organized crime families, and the like) for a stiff markup (but still far less than they’d pay if they tried to buy direct on their own). He won’t import any illegal goods into Hudson City, or transport them to his store, unless there’s no other way to get them to the buyer. PAGE 74 — LUKIN TOBACCONISTS Selivan Lukin also smuggles in cigars from Cuba for a few of his wealthier clients. As Hudson City crimes go, it’s pretty pedestrian, but you never know when the BATF may stumble onto his doings and take offense. PAGE 77 — CRIME ON THE STRIP The rumors about occasionally “cleaning up” the main parts of the Strip are true. The people who own businesses along that part of the street have an informal organization they call the Redwine Avenue Protection Association. When they think it’s necessary, they pool their money and pay the Morelli family to get rid of anyone who’s causing problems: greedy thieves; anyone who uses vio- lence on a “tourist” (as the locals call anyone who comes in to patronize the Strip); the homeless; too- persistent panhandlers; and the like. Usually a gang of Morelli thugs is enough to scare most of these people away, but more than one body of someone too disturbed, greedy, or desperate to heed the warnings has been dumped into the river off a North Elmview pier. The Doom Fever posse has worked out an “arrangement” with the Redwine Avenue Protection Association to sell drugs along the Strip. The deal is that the posse keeps it low-key and inobvious — no clothes or cars that would look out of place, specific areas where they can sell — and the merchants in turn take a tiny cut and refer customers to them. So far it’s worked to everyone’s advantage. PAGE 77 — FUNGI IN THE DARKNESS In case you want to run adventures in the darker, more degenerate parts of North Elmview, here are descriptions of a few of the underground businesses there. They’re not marked on the map so players can’t learn about them and you can put them wherever you want. None of them advertise; they attract customers through word of mouth among the dregs of society, and often “vet” prospec- tive customers carefully. FISKE 15 STR 15 DEX 16 CON 13 BODY 15 INT 13 EGO 20 PRE 8 COM 6 PD 5 ED 3 SPD 6 REC 32 END 35 STUN Abilities: Running +2” (8” total), Martial Arts (Shotokan Karate, +2 DCs), +1 with All Combat, +1 HTH, Breakfall 12-, Combat Driving 12-, Deduction 12-, CK: Hudson City 14-, Shadowing 13-, Stealth 13-, Streetwise 14-, WF: Small Arms, Common Martial Arts Weapons, 30 points’ worth of Contacts in the Hudson City under- world, Reputation (bad- ass underworld courier, among the Hudson City underworld, +3/+3d6) Disadvantages: Psy- chological Limitation: Gotta Make The Deliv- ery; Social Limitation: Criminal Record Notes: Sometimes people in the under- world need to make deliveries of stuff — money, important papers, that sort of thing — and they either can’t or won’t do it them- selves. They’ve got to have a third party they can trust. In that situa- tion, they usually turn to a proven underworld courier like Fiske. Fiske works for anyone; he doesn’t play favorites. He gets a commission of 25% of the value of whatever he’s carry- ing, paid in advance. Once he accepts a contract, the goods will get through — on that you have his personal guarantee. And he’s got a well-deserved rep in the underworld for living up to that guarantee. Hero System 5th Edition 208 ■ Gamemastering Hudson City Cherry Pie: A live sex club in which young girls, mostly Thai or Russian and supposedly virgins, are raped onstage for the audience’s amusement. Tapes of the evening’s “performance” are available for a stiff fee. Hotel: That’s all the sign out front says. From the front, it looks like just another North Elmview hotel used by prostitutes and their johns. But in the back part, where the public doesn’t go, there are rooms and studios set up for filming rape films, snuff films, and other illegal pornography. It also includes some locked, soundproofed rooms where the unwilling participants in these films are kept before the cameras start rolling. The Marketplace: Not actually known by any particular name, “the Marketplace” is a group of pornography merchants who sell the sickest of the sick: snuff films, kiddie porno, rape videos, and more. It moves around from one abandoned building or unused backroom to another from month to month so the authorities can’t find it. Locating it should take a few hours and a Street- wise roll at -5 or better; KS: The Vice World or the like is Complementary. The Showroom: Run by a group of hardened Bos- nian criminals who are veterans of Balkans warfare, the Showroom kidnaps beautiful young American women, dopes them up with drugs, and then sells them to wealthy foreigners for their “amusement.” The Showroom is where the customers come to pick out their purchases. PAGE 77 — THE EMPORIUM The main text should more properly read “Cole wouldn’t endanger his various businesses by stocking anything illegal in the Emporium.” As discussed on page 219, an underground empire of child pornography and the like mirrors Cole’s aboveground empire of smut. He’s just very, very careful not to associate it with his legitimate opera- tions any more than he has to. PAGE 78 — THE BLUE DOOR Instead of just having places in back where the girls can quickly prostitute themselves, the Blue Door is actually a full-blown brothel. The owners secretly converted the extensive base- ment, and a few rooms upstairs above the club floor, into rooms for the girls and their custom- ers... and more than a few of those rooms are filled every night of the week. PAGE 78 — JERICHO HCPD detectives, and some private eyes, consider Jericho a good place to pick up infor- mation — several of the bartenders and other employees are more than willing to “snitch” in exchange for a few bills. PAGE 80 — THE HUDSON CITY FLOWER MARKET For a place that sells such beautiful wares, the Hudson City Flower Market seethes with under- ground animosity. Because time is of the essence, the Flower Market’s always been vulnerable to dis- ruption, and the Verontese family took advantage of that to sell its “services” to the wholesalers. For a “small monthly emolument,” the Veronteses ensure that nothing delays a wholesaler’s shipments, his stall isn’t vandalized or torched, and his customers aren’t “persuaded” to buy elsewhere. A few years ago, Speargun (page 179) upset the flower cart. Determined to fulfill his prom- ise to take control of Hudson City’s docklands, he made his move on the Flower Market. A few bloody months of fighting were all it took to drive the Verontese family out and take their place. The Veronteses want the Flower Market back (they still retain control of the rest of the Pierpoint waterfront), but so far Speargun’s held on to what he took. Michael “Tulips” DeAngelo is a soldier in the Verontese family. He should also have KS: Veron- tese Family 13-, KS: Mafia 11-, 12 more points’ worth of Contacts in the Hudson City underworld, and Psychological Limitation: Brutal And Greedy. PAGE 83 — BOB’S GUN RACK Bob was a Marine sniper to about the same extent that FDR was a Republican. He’s never been in the military — he’s just a high-grade military history geek and gun nut who can recite enough facts, figures, and trivia about military hardware to choke an Army firearms maintenance officer. He’s a pretty good shot on the targeting range, but whether that would carry over to a combat situ- ation is another thing altogether. His big dream is to parlay his knowledge and stock of firearms (including a large personal collection with dozens of weapons, including many from the 1845-1945 period) into a job as a gun consultant on Holly- wood movies. PAGE 83 — HANNIGAN’S WATERFRONT DIVE People who want to drink beer aren’t the only sorts of customers Jake Hannigan has. Through no particular effort or connections of his own, the Waterfront Dive has become a meeting place for mercs looking for work, or who want to put together a team to tackle a particular job. Hannigan himself doesn’t get anything out of it — in fact, he’s barely aware of it — but the mercs drink plenty of beer, so he’s content to let sleeping dogs lie. PAGE 84 — MELISSA THOMASON Melissa Thomason has the Disadvantages Psychological Limitation: Compulsive Gambler and Social Limitation: Harmful Secret, because she’s not entirely the sweet and helpful lady she’s described as being. She likes to play the ponies and the slots, and years ago she got in way over her head with Card Shark. He didn’t really have much use for her, so he traded her to the yakuza in exchange for a future favor. The yakuza knew exactly what to do with Melissa. She has access to a large number of girls with no societal connections... and the yakuza can use young Western women. When the orphanage JEFF MACILROY 9 STR 10 DEX 10 CON 8 BODY 9 INT 8 EGO 12 PRE 10 COM 3 PD 2 ED 2 SPD 4 REC 20 END 18 STUN Abilities: Bribery 8-, Concealment 12-, Deduction 11-, KS: The Kiddie Porn World 13-, KS: The Vice World 13-, PS: Photography 11-, PS: Stockbroker 11-, Street- wise 8-, WF: Handguns, Money: Well Off Disadvantages: Psy- chological Limitation: Child Abuser; Social Limitation: Harmful Secret Notes: Jeff Macilroy and his wife Marcia look like an ordinary upper middle class suburban DINK couple: big detached home in Swan’s Quarter, an SUV and a nice car in the garage, widescreen plasma TV in the living room, lots of weekend getaway trips to nearby resorts. Their neighbors would be shocked to discover that they don’t use their basement to store things. Instead, they’ve got part of it tricked out to look like a child’s playroom. They lure kids — never kids from the neighborhood, mind you — back to their house and down to the room, where they abuse them sexually and take pornographic pictures of them. The rest of the basement includes a darkroom for develop- ing the film and a large walk-in safe where they store their pictures, videos, and other illegal pornographic material. Each picture or film is original; they don’t make copies. Sometimes they get together with other couples like them and trade or sell pictures. 209 Hudson City ■ Chapter Seven is ready to release a woman who’s turning 18, sometimes Melissa alerts the yakuza, and they kidnap the girl. No one misses her — she’s got no rela- tives and no job, and it’s not exactly uncommon for former wards of the orphanage to disappear into the city and never be heard from again — and she soon enough ends up somewhere in Asia, the victim of a well-developed white slavery ring. PAGE 92 — DEPUTY MAYOR EDWARD WILSON As the text notes, Wilson is Mayor Umstead’s long-time friend... but he’s also a politi- cian. If he saw a real chance to gain a major electoral office for himself — mayor, gover- nor, senator, or the like — by turning on Umstead, there’s a good chance he’d stab his friend in the back and go for the brass ring. But he might have a hard time rehabilitating himself in the eyes of many black power-brokers in the city, who dis- like him a lot more than they’ve ever let on publicly. PAGE 93 — HUMAN RESOURCES DIRECTOR GEORGINA FLYNN The rumors about Flynn being corrupt are completely untrue — and she’ll sue anyone who repeats them publicly. She’s pro-union because she thinks unions are a good thing. PAGE 93 — DEPUTY MAYOR FOR COM- MERCE KEVIN RAMIS Ramis himself isn’t corrupt — but his Deputy Assistant, George Mikowlski, is. Mikowlski gladly lines his pockets any way he can (provided he thinks he can get away with it), and often exagger- ates the extent of his influence over Ramis and the Mayor to make himself look more important. PAGE 93 — DEPUTY MAYOR FOR COMMUNITY DEVELOPMENT WILLIAM FROWARD Like George Mikowlski, Froward is plenty corrupt. The two of them have “worked together” on a few schemes that brought them both plenty of moola, and Froward’s considering ways to manipulate city politics to oust Kevin Ramis and let Mikowlski take his job. PAGE 93 — DIRECTOR OF PLANNING PHIL- LIP TAGGART Taggart’s lying through his teeth. While he himself isn’t particularly corrupt — he made his pile as a developer years ago and isn’t willing to risk his public profile just to get more money — he knows full well that plenty of people in his depart- ment are. Inspectors “overlook” code violations for a bribe... or threaten to note non-existent violations if not paid off. More than one planner has taken money from a contractor or developer to approve building plans that aren’t as safe, efficient, or good for the city as they could reasonably be. Some long- time employees of the Planning Division have done quite well for themselves under the table, and no one in the system has anything to gain by rocking the boat. If Mayor Umstead found out about this, he’d blow a gasket — but the odds are he wouldn’t be able to do much about it unless he were willing to gut the department and start over, which really isn’t feasible in a city with as much development and construction going on as Hudson City. PAGE 95 — COUNCILMAN JOSEPH RUGGIERO The feds’ suspicions about Ruggiero are cor- rect: he takes just about any bribes he can, and he’s “mobbed up” with the Colombians as well as the Mafia. Only the constituents for whom he’s shov- eled up so much porkbarrel money could possibly like this repellent man. PAGE 95 — COUNCILMAN WILLIAM ZOGBY Although he’s currently married, Zogby keeps a mistress in a nice Westhurst apartment, and also is a “regular” with several of the prettier and less inhibited girls on the Strip. It’s only a matter of time before he does something so scandalous, or so deadly, that it ruins his career. Hero System 5th Edition 210 ■ Gamemastering Hudson City PAGE 96 — TRANSPORTATION COMMISSION The Commission’s reputation for corruption is well-deserved, though Commissioner Snod- grass himself is not corrupt (or at least, not yet). In addition to the illegal acts described in the main text, the Mafia exerts a lot of control over various roadworkers’ unions and uses that influ- ence to skim money from roadwork projects. As a result, getting even the smallest new road built in Hudson City is an enormously expensive proposition; the odds of the city ever build- ing something like Kurtland Boulevard or the Coastal Parkway again are virtually nil. PAGE 97 — PAUL MCCLENDON McClendon remains very much in the Mafia’s pocket. He often uses his influence behind the scenes on behalf of various mobsters, and most of his “business consulting” work is for firms owned or dominated by La Cosa Nostra. He’d like to run for office again, but overcoming his negative repu- tation would be difficult at best. PAGE 100 — CARIDAD MONTALVÁN There’s no denying Montalván’s devotion to her constituents, or her genuine desire to help them and look out for their interests. However, her judg- ment in other matters is questionable. She’s friends with several prominent Latin City residents whose money allegedly comes from the cocaine trade, and has had an on-again-off-again relationship with a local man who’s now serving prison time for drug possession. There have been no allegations that she’s involved in the drug trade personally, but she has pulled strings to helps some of these “promi- nent” voters out with various matters. PAGE 100 — LAHAB AL-BAKIYAH Al-Bakiyah is an Iranian spy; he should also have the Disadvantage Social Limitation: Secret Identity to reflect this. Since 9/11, he’s had to curtail his activities to avoid making the FBI even more suspicious of him than it already is, but he hopes that will change soon. CHAPTER THREE PAGE 105 — PATRICIA EISENHART Patricia Eisenhart is much more intelligent than the average Hudsonite or station manager realizes. She’s tired of her current job and wants to become the full-time anchor — a move which could definitely improve the station’s standing, if only the managers could see past their dismissal of her. She might be tempted to try something risky or unusual to get their attention. PAGE 108 — FRANK KEATON The rumors that Keaton provides information to vigilantes are absolutely correct. But he only does so on a quid pro quo basis — he expects information from them in return, and possibly an exclusive on what they do with the information he provides (if he thinks the outcome will be particularly newsworthy). He makes a great Contact for PCs; he costs +2 points for “very useful Skills or resources” and +1 point for “significant Contacts of his own” (total +3 Character Points). PAGE 109 — AMUSEMENT PARKS Wicked GMs should remember that amuse- ment parks and similar places are good locations for terrorist attacks, kidnappings, bombings, and the like: they’re filled with crowds of people in search of innocent American fun (making them a tempting target for anti-American fanatics) and generally have lax security. You can find a map for an entire amusement park in Chapter Three of Champions Battlegrounds, though you may want to change the names and themes of some of the rides to better suit the world of Dark Champions. PAGE 109 — CARNIVAL WORLD Park officials have gone to great lengths to conceal this problem, but in recent years Carnival World has suffered a rash of kidnappings. One or two clearly seem to relate to child custody disputes between divorced parents, but the rest are unex- plained, and none have been solved by the police. Most are committed by people who want to use the children for child pornography and prostitution; a few kids were taken by psychotic individuals who wanted a child to raise “of their very own.” PAGE 110 — KRISTEN MCCULLEN McCullen’s falling-out with the Symphony had to do with her mild drug habit — mainly mari- juana, very occasionally heroin. She’s not addicted yet, but it’s only a matter of time. It’s possible that the right person could turn her back to the light, but getting close to her is going to be tough due to her sometimes waspish temper. PAGE 110 — THE LANDAUER GALLERIES Herman Landauer IV, the reclusive, secretive owner of the Landauer Galleries, is himself an accom- plished painter... and smuggler, and forger. Most of his company’s business is entirely aboveboard, but some- times he does “favors” for his wealthier clients that involve illegal activity. He knows the art demimonde very well, and has even advised the FBI or other law enforcement organizations in the past. JUNGLE DOG 10 STR 12 DEX 10 CON 8 BODY 10 INT 10 EGO 13 PRE 10 COM 4 PD 3 ED 2 SPD 4 REC 20 END 18 STUN Abilities: Bribery 8-, Combat Driving 11-, Electronics 8-, Forgery (Automotive Documen- tation) 11-, KS: Automo- biles 14-, Lockpicking 11-, Mechanics 13-, PS: Auto Mechanic 13-, PS: Car Thief 13-, Street- wise 12-, Fringe Benefit: Membership (Strad’s gang) Disadvantages: Psy- chological Limitation: Loves Fine Cars; Social Limitation: Criminal Record Notes: Jungle Dog (real name: Joaquim Harris) belongs to Strad’s orga- nization. He runs a chop shop for Strad where he cuts up cars for parts, repaints stolen cars for resale, and forges auto- mobile documentation. He does the same sort of work “on the side” for friends, provided they’re not enemies of Strad’s. His knowledge of auto- mobiles is encyclopedic, his appreciation for a fine automotive machine deep and true. 211 Hudson City ■ Chapter Seven PAGE 112 — LEGALIZED GAMBLING The real reason the idea of legalized gam- bling never makes any headway is that the people with a major interest in illegal gambling — Card Shark, the Mafia, the tongs, and others — pay hefty bribes to city officials to keep the issue dead. Legal gambling in the area would cut their profits signifi- cantly, and they can’t allow that. Even if the idea made it past the “maybe” stage, the Mafia would use its control over the unions to make any actual con- struction work grind to a halt. PAGE 113 — EMERALD Gil Osterman does a little drug dealing from his back corner table — nothing heavy, just a little coke here and there to people he trusts. His real dream is to become a music promoter and producer, and he’s always on the lookout for the one group that he thinks could catapult him into the big leagues. PAGE 114 — BEVERLY FIORETTA Fioretta definitely wants to sell the Storm — she honors the memory of her husband, but not enough to keep the team, given her general disin- terest in sports. She’ll let it go for a pretty reason- able price, but not cheaply. PAGE 118 — DR. GINNY HERNANDEZ The rumors about Dr. Hernandez are true: she did once work on nukes for the United States government. She’s been out of that line of work for about ten years, so her knowledge is a little out- dated, but that probably wouldn’t matter to a ter- rorist or criminal who targeted her for kidnapping and interrogation. PAGE 119 — BLOUNT PHARMACEUTICALS Though there’s no denying that Tobias Blount is a brilliant businessman, his success has as much to do with his criminal tendencies as his leadership. Embracing the Japanese saying “business is war” and the Eighties mantra “greed is good,” Blount does whatever he must to make sure his company succeeds. If that means corpo- rate espionage, his spies go out to steal competi- tors’ secrets and sabotage their factories. If it means cutting deals with Colombian and Mexi- can cartels, and creating new “designer drugs,” to get into a different end of the “pharmaceuticals” business, so be it. And if it means a particularly bothersome adversary has to be “eliminated,” the Whale of Wall Street gives the order. PAGE 120 — RANDOLPH STARR Starr is no more likeable or honest than Tobias Blount. Although he’s unquestionably a brilliant inventor, a lot of “his” discoveries are technologies he stole from other scientists through deception, black- mail, strong-arm tactics, or corporate espionage. To protect him from the many enemies he’s made, he has two lines of defense: first, a corps of lawyers that make pit bulls look warm and cuddly; and two female bodyguards, nicknamed StarrLight and Starr- Bright, who accompany him everywhere he goes. PAGE 120 — STRAKE INDUSTRIES INTER- NATIONAL The general allegations regarding SII are true. Michelangelo Strake really only cares about profit, and if obtaining profit means he has to pollute the environment, expose some of his employees to dan- gerous working conditions, or pay his workers in Third World countries substandard wages, so be it. Company publicists and attorneys can deal with the fallout while he’s counting the money. PAGE 121 — INTERNATIONAL FINANCE BANK While it presents an innocent front to the world (and in fact the vast majority of its busi- ness is legal), the IFB is deeply involved with backing and laundering money for certain crimi- nal organizations (such as Colombian cartels) and terrorist groups (including the PLRL). Its main concern is making money — lots of money — not where its clients get their money or what they do with it. PAGE 121 — JAMES ROMAN James Roman isn’t an insider trader. He’s just very skilled at picking stocks. PAGE 122 — RUDOLPH THOMAS Thomas is a skilled attorney, of that there’s no doubt — but he’s also a cheat. He’s more interested in getting his clients off the hook than he is in conduct- ing himself ethically — he’ll cut corners, or even break the law, to help his clients if he has to. As far as he’s concerned, the whole system is corrupt and oppres- sive, and it’s his job to see that the tables are turned on the government every once in a while. He keeps a detailed diary of his work with the Mafia that he hides in his safe deposit box; its contents could break a bunch of Mafia operations wide open. PAGE 123 — RHIALTO VIDEO A few of the Rhialto Video outlets in Hudson City secretly deal in pornographic videos and other products they’re not supposed to — in a few cases, even child porn. The employees sell this stuff out of the back after hours, and sometimes even hold “screening parties” in the store to drum up sales. PAGE 124 — THE ESPIONAGE WORLD There’s more espionage going on in Hudson City than the main text alludes to — any city with so many people, companies, and money is bound to attract spies of one sort or another. In short, feel free to set any espionage-oriented adventure or Danger International campaign that you’d like in Hudson City. The accompanying sidebar has an example spy you can use. PAGE 124 — THE MARTIAL WORLD You can easily make just about any of the people or schools mentioned in this section an ally (or pawn) of organized crime, the focus of a fight- ing tournament storyline, or the source for all those pesky ninja that keep attacking the PCs. The text hints at this a bit here and there, and you can take those hints as truth if you prefer. SAYYID EL-GHAZALI 10 STR 14 DEX 13 CON 13 BODY 18 INT 14 EGO 15 PRE 10 COM 5 PD 4 ED 3 SPD 5 REC 26 END 25 STUN Abilities: Acting 12-, Bribery 8-, Bugging 8-, Bureaucratics 13-, Com- puter Programming 13-, Conversation 14-, Deduction 13-, Demoli- tions 13-, Forgery (Doc- uments) 8-, High Soci- ety 12-, KS: The Espio- nage World 13-, KS: The Hudson City Diplomatic Scene 11-, KS: The Mili- tary/Mercenary/Terror- ist World 8-, KS: World Politics 11-, Language: English (fluent conver- sation, Arabic is Native), Persuasion 12-, Stealth 12-, Streetwise 12-, WF: Small Arms, Knives, PS: Spy 11-, Well-Connected and Contacts (20 points’ worth in the Espionage and Political Worlds), Fringe Benefit: Diplo- matic Immunity 75+ Disadvantages: Distinctive Features: Arabic; Hunted (FBI Counter-Intelligence 8-), Psychological Limitation: Islamic Fundamentalist; Psy- chological Limitation: Hates America And The West; Social Limitation: Secret Identity (is a spy); Social Limitation: Sub- ject To Orders Notes: Sayyid el-Ghazali, an Arabic man in his early thirties, works in a high administrative position at the Syrian Embassy in Hudson City (and as such has full diplomatic immunity). Secretly he spies for the Syrian government. In his cover identity he is affable and politely talkative — the perfect diplomat — but secretly he hates all Westerners, particularly Americans, and loves the fact that he’s working to bring about their downfall. 212 Hero System 5th Edition PAGE 128 — MILITARY BASES All of the military bases listed in the main text are fictional, for ease of game play. The GM is wel- come to use nearby real-world bases, such as Fort Dix and Dover Air Force Base, if he prefers. PAGE 128 — NATIONAL GUARD ARMORIES To say that the armories are “guarded around the clock” is something of an exaggeration. They’re usually guarded... but sometimes the guards take a little nap, or go for a bite to eat. After all, the place is locked up tighter than a drum, and everything in it is heavy and bulky — who could steal any of this stuff in the time it takes to grab a sandwich? One of the guards at the Adams Street Armory has a little scam going. When he gets the chance he “borrows” a couple of guns, or some ammo — anything he can carry easily — and sells the stuff on the black market. When it comes time to take inventory, he just makes sure he’s in charge of checking those sections, and he notes that every- thing’s in place. PAGE 128 — THE MERCENARY WORLD As the text hints, mercs gather in Hudson City to hook up with prospective employers, form squads and teams, exchange information, and inter- act with others of their kind. Some of the favored locations for this are clubs and bars like Hannigan’s (page 83), Krazy Karl’s (page 42), Faces (page 59), and the Jackhammer (page 37). A lot of mercenaries like to meet their employers at Devon Coliseum, which they con- sider “safe” because of the crowds and numerous avenues for escape. Usually the meetings and negotiations take place in corridors or other secluded areas, not in the arena itself, but it depends on personal preference: the mercenar- ies most likely to use this place are those with such a reputation for skill and professionalism that they can dictate the location of the meeting to prospective employers. The House Of Cards, a brothel and under- ground casino in an “abandoned” warehouse in Eastwood run by Card Shark, is another popular meeting place. Since Card Shark often hires merce- naries himself, he finds it convenient to use one of his businesses as a mercenary market. Employers making deals there pay Card Shark a 2% commis- sion, but are assured of complete security and the use of the House’s “services.” PAGE 129 — THE MYSTIC WORLD The extent, prevalence, power, and nature of the Mystic World in Hudson City depends on the type of campaign you’re running. If it’s a completely mundane game with nothing unusual or paranormal involved — such as many Vigilante Crimefight- ing and Law Enforcement campaigns — then the Mystic World is nothing but crackpots, fakers, and delusional people. There are no such thing as true mystic powers, ghosts, or the like. On the other hand, some campaigns (such as Monster Hunter games, and many Weird Conspiracy games) presuppose that mystic people and beings do exist, or at least could. In that case you’ll probably want to develop the Mystic World of Hudson City even further. PAGE 129 — FATHER MIGUEL BRESSARD Whether “Father Miguel” actually has Voodoo powers is up to the GM (see The Ultimate Mystic, pages 116-20, for more on Voodoo, including sample spells). His real name is Michel Brillard, and he was once one of the feared Tonton Macoute enforcers of the Duvalier regime in Haiti. When Baby Doc Duvalier fell, Brillard fled the country, finally ending up in Hudson City with a generous chunk of the Haitian national treasury to finance his new life. Figuring it was easier than working, he set himself up as a Voodoo priest (since he’d been one in Haiti previously). PAGE 130 — THE RAVEN’S TAROT The Raven did, in fact, use a special tarot deck of his own design possessing unique symbolism whose origin he never revealed. Upon his death, it passed into the hands of his widow — Irene Dubois, who fought crime at his side in the guise of the Velvet Phantom. She’s still alive, though as of 2004 she’s 91 years old (albeit a rather spry and feisty 91), and still has the Tarot. She lives by herself in a nice (almost luxurious) condominium in Worthington, and no one has any idea she was once a famous crimefighter. PAGE 131 — WEITZMANN SYNAGOGUE Some faculty members of the Weitzmann Hebrew Academy secretly raise money for, and pro- vide other support to, Jewish terrorist organizations in the Middle East. PAGE 132 — FIRST INTERNATIONAL CHURCH OF SATAN The truth behind the Church of Satan depends on the type of campaign you’re running. In games with no mystic or paranormal element, it’s just another oddball religion, possibly one with some criminal connections. In Monster Hunter, Weird Conspiracy, and other games that could involve magical phenomena, you can make it a full-fledged agent of Evil that performs regular Black Masses involving all sorts of criminal activity. PAGE 133 — DOCTOR ROBERT KEENAN Despite his charity work, Dr. Keenan is nearly as unethical and greedy as his boss, Michelangelo Strake (pages 120, 211). He won’t take unnecessary risks, but he gladly cuts corners when he feels he can get away with it and it won’t affect the results of his work. MASTER JAMES 7 STR 9 DEX 9 CON 14 BODY 10 INT 8 EGO 8 PRE 7 COM 2 PD 2 ED 1 SPD 3 REC 16 END 23 STUN Abilities: Conversation 11-, KS: Astrology 11-, KS: Layman’s Arcane And Occult Lore 13-, KS: The Tarot 11-, KS: World Religion And Mythology 11-, PS: Occultist 11-, PS: Tarot Reading 11-, Fringe Benefit: Membership (leader of mystic group/ cult) Disadvantages: Physical Limitation: Morbidly Obese; Social Limitation: Game Designers Have An Easier Time Getting A Date Than This Guy (-2 to all Interaction Skill rolls involving women) Notes: “Master James” (real name: James Jessup) fancies himself a latter- day Aleister Crowley. Unfortunately for him, he’s got too little brains, too little learning, way too little charisma, and about 250 too many pounds to qualify for the position. The best he’s been able to do is to wheedle and bully his way to a posi- tion of leadership in a group of similar social rejects with a penchant for the occult. As “Arch- Magister” of the Circle of Esoteric Wisdom, he’s entitled to command the group as it conducts its magical rituals and “seeks the true Lore of the Ages.” The group is just cult-like enough that he can force the other members to do things for him, like “loan” him small amounts of money or occasion- ally sleep with him. In the right circumstances, it might become even worse, leading to Master James developing delu- sions of grandeur with possible tragic conse- quences. 213 Hudson City: The Urban Abyss CHAPTER FOUR PAGE 140 — CITYWIDE TASK FORCE The rumors have more than a little truth to them — a lot of CTF cops are crooked. They use their rela- tive freedom and authority to conspire with criminals, run criminal groups of their own, or skim money and drugs from busts for their own use. Allegations of CTF brutality also have grains of truth to them. But not all CTF detectives are bad seeds; most are damn good cops doing a damn good job. PAGE 141 — KURT DENNAHY Kurt Dennahy should also have Social Limita- tion: Harmful Secret, since he’s corrupt. He takes money to lose or contaminate evidence, or some- times to spoil an evidence test so it gives wrong or conclusive results. He also sells contraband from police property when he gets the chance. PAGE 141 — NARCOTICS DIVISION Narcotics detectives are notoriously corrupt. With all that money floating around the drug trade, it’s no wonder so many of them choose to enrich themselves by taking bribes, stealing from dealers, working with a particular drug dealer in exchange for a cut of his profits, or the like. Not all Narcotics cops are on the take, but many people assume they all are. PAGE 143 — THE ARMORY Unbeknownst to even longtime Armory cops, there’s a second entrance — from the sewers. When the subbasement was built long ago, the engineers encountered an old, disused sewer tunnel. Rather than make major changes to their plans, they simply bricked up the “entrance” and then plastered over the bricks. PAGE 150 — JUDGE RANDOLPH HALSEY Judge Halsey has developed a nice little “side business” taking money from defense attorneys to reduce their clients’ traffic tickets and other minor offenses. For even more money he’s willing to try to “throw his weight around” in other ways, but he doesn’t promise any results. PAGE 150 — JUDGE STERLING KELLER If ever there was a man who didn’t live up to his name, that man is Judge Sterling Keller. He’s not only tilted way too far toward the defendants, he’s about as dirty and corrupt as they come. Only luck and the assistance of powerful “friends” in the Mafia have allowed him to avoid impeachment and prosecution... so far. In the past he’s consorted with organized crime figures, taken bribes to throw cases, and committed similar breaches of judicial ethics and the law. PAGE 150 — ADRIAN MAZUREK Some people in the Hudson City law enforce- ment and judicial community whisper that AUSA Mazurek and SAC Cozort have more than just a “working” relationship, “if you know what I mean.” This is complete nonsense (they’re both happily married), but in the male-dominated world of cops and courts, two women working so closely together are bound to generate cruel rumors. PAGE 154 — OPINIONS ON VIGILANTES As the main text notes, the city’s official posi- tion is anti-vigilante. Both Mayor Umstead and Commissioner Ringwald have a sneaking admira- tion for “heroic” vigilantes like DarkAngel, and wish they could support them publicly. But while they may not exactly quibble with the deaths of a bunch of hardened criminals, they regard the “lethal” vigilantes as a threat to the fabric of society and an evil almost as bad as the ones they fight. Publicly, all high police officials support this position. However, plenty of them privately favor the “lethal” vigilantes a lot more than they let on. Some have developed informal working relation- ships with the crimefighters, exchanging informa- tion from time to time in their mutual interest. PAGE 155 — LIBRA As explained in Chapter Nine of Dark Cham- pions, LIBRA is actually working with/for the Har- binger — though not quite as he might want it to. See that book for more information. CHAPTER FIVE PAGE 162 — THE VERONTESE FAMILY Nick Travanti is not happy that Black Mike Calvino replaced him as Verontese capo. He planned to run the family from prison by proxy, only to have his hopes dashed by the ambitious and clever Calvino. Travanti’s now scheming to try to get rid of Black Mike and take back over, and his machinations might lead to a civil war within the family, or open it up to further attack by the FBI. The rumors about the Veronteses expanding their role in the drug market are true. Working with outlaw biker gangs they control, they’re trying to create new designer drugs and other products they can market instead of just relying on the “old standbys.” Most of the Verontese family is behind Black Mike — he’s a large, friendly man who inspires loyalty and enthusiasm. However, some of the men feel he’s too laid back, and that the family should be more aggressive in expanding its territory (par- ticularly now, while the Scatuccis and Torccones are fighting). The leader of the dissatisfied men is Harold “the Shark” Ruggiero, a family captain. If he sees an opportunity, Ruggiero may try to take over as the Verontese boss. PAGE 163 — THE CHOY SING TONG Han Fei, the tong’s street secretary, thinks Charles Zhou is a poor Dragon Head — too cau- tious, too lacking in ambition. He believes the Choy Sing will come to ruin if it does not throw Zhou out and make himself chairman. He has tried to recruit followers to support a bid for power, but has had only moderate success so far. JAKOB PONZI 6 STR 8 DEX 7 CON 8 BODY 13 INT 10 EGO 6 PRE 8 COM 2 PD 2 ED 1 SPD 3 REC 14 END 15 STUN Abilities: Luck 2d6, Bribery 10-, Bureau- cratics 10-, Cramming, High Society 10-, KS: High Finance 14-, KS: Business And Finan- cial Chicanery 14-, KS: Business Law 11-, KS: Tax Law 11-, KS: Mafia 11-, KS: Verontese Family Finances 14-, PS: Accounting 16-, PS: Play Violin 11-, Streetwise 8-, Fringe Benefits: License To Practice Accounting, Membership (Verontese family), Money: Well Off, Eidetic Memory, Lightning Calculator, Perfect Pitch Disadvantages: Psy- chological Limitation: Abject Coward; Social Limitation: Subject To Orders Notes: Jakob Ponzi is a mathematical genius and one of the country’s most skillful under- world accountants. He knows just about all there is to know about “voodoo accounting,” and has mental records of many Verontese family business crimes. Ponzi is an utter coward, totally unwilling to fight or place himself in danger; if captured, he’ll fold at the first threat. As a Jew, he can’t be made, but still commands great respect in Mafia circles. 214 Hero System 5th Edition PAGE 163 — THE GOLDEN SERPENT ASSOCIATION Who or what is the Golden One? That’s a mystery left for you to resolve for your own cam- paign. “He” could be a woman, hiding her gender behind an enigmatic disguise because women aren’t permitted in tongs. Or he could be a member of another tong secretly establishing a power base for himself, an infiltrator from another organized crime group, or the like. The authorities’ suspicions that the Golden Ser- pents are involved in art smuggling is correct. For this reason, the Golden Serpent Association often works with the Qi On tong, because its chairman, Mah Sze, uses them to help improve his art collection. PAGE 166 — ENDGAME Endgame’s real name is Nikolai Rodion Kos- tiurin. He was once a high-ranking field agent and assassin for the KGB... and a valuable double agent working for the CIA and FBI. He was no idealist — he sold his country out for money, not some- thing as ephemeral and stupid as “democracy” or “liberty” — and his involvement with the American espionage effort was extensive and quite valuable. So far the FBI has treated him with kid gloves because it’s concerned what might be revealed if Kostiurin were subject to official investigation or media scrutiny. PAGE 167 — RASPUTIN Rasputin (real name: Dominik Vladimir Igo- rovich) is a powerful vor v zakone in Russia. Having become tired of the chaos that is modern Russia, he’s decided to move to Hudson City. He already has people in place to prepare for his arrival, and part of that is to alert the underworld. The existing pakhany justifiably fear him; he’s reputed to have killed more than a dozen men with his bare hands, and his power and wealth in Russia have been leg- endary for nearly two decades. PAGE 169 — THE MIYAMIJI-KAI The FBI is right. Eager for the profits the white slave trade brings, the Miyamiji-kai has set up sev- eral talent agencies and temporary-employment agencies in Hudson City to lure in unsuspecting Western women. The clan then either (a) keeps the women in Hudson City for use in illegal sex clubs it maintains in Little Tokyo, or (b) tricks the women into going to Japan, where they find themselves held captive and exploited in various unpleasant ways. The Miyamiji-kai has spent a lot of time, effort, and money to set up these organizations, and will go to great lengths to protect them. Not all members of the Miyamiji-kai are pleased with the clan’s operations beyond Japan. This “isolationist” faction would prefer to restrict gang activities to Japan and Southeast Asia. As yet, their resentment is not very strong, but a significant setback in American could fan the flames of their anger to the point where they would rebel. PAGE 169 — THE SAWAKIRI-GUMI Nakamura Hideo is interested in power, both criminal and political. He agreed to come to the United States for two reasons: first, his rivals are there, so he must be as well; second, the profits he can earn there will help him in Japan — ultimately he wants to return home and become the chief oyabun of the entire gumi. For these reasons, the Sawakiri-gumi in Hudson City avoids high-profile activities like white slavery and contract murder, concentrating instead on sure money-earners like gambling and gun smuggling. PAGE 171 — THE SATANIC SKULLS The Hudson City chapter of the Skulls recently achieved a real coup: two of its “women” have gotten jobs in the HCPD as Records Clerks. This gives the gang a way to check on prospective new members (and maybe even tamper with evidence if the circumstances are right). PAGE 172 — SHANGO See page 264 for more information on, and a character sheet for, Shango. While his first inclina- tion is to fight his enemies, Shango realizes that might not be the best approach right now — he’s got too many of them. He’s trying to figure out a way to get one of the major gangs to join up with him. He thinks the Overlords would be ideal, assuming he could convince Buckshot to put his own ambitions on hold and become second fiddle to Shango himself.... 215 Hudson City: The Urban Abyss PAGE 172 — STRAD Strad — or Daniel Strademyer, to give his real name — was born in Georgia, not Hudson City. He got his start in the underworld after joining the Army; he set up a smuggling ring that stole weapons and military supplies and sold them on the black market. When the Army found out, he fled the base just seconds ahead of the MPs; the Army hushed up the whole incident for fear of bad publicity. Strademyer spent several years as a mercenary and adventurer, but after stumbling across a cache of conflict diamonds in central Africa, decided it was time to return to his homeland. But he didn’t want to go back to rural Georgia. He was going to set himself up in style and become the power he always wanted to be. With his background, politics and business were out — the only thing suitable to his tem- perament was the underworld. With the help of a couple of merc buddies, he established himself as the Pearl City’s newest crimelord... and the money’s been rolling in ever since. PAGE 175 — CARD SHARK See pages 236-53 for complete details on Card Shark and his organization. PAGE 178 — JANUS The police want various members of Janus’s gang for crimes ranging from murder and assault to theft and forgery. Janus himself has carefully avoided any sort of exposure that would give the police the means to identify him, so as yet the HCPD only knows that someone very intelligent is running “the Janus Gang”; they don’t know who that person is or what crimes he has committed personally, only that he calls himself Janus. 216 Hero System 5th Edition PAGE 179 — THE KYPHOTIC MAN THE KYPHOTIC MAN Val Char Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 [2] 14 DEX 12 12- OCV: 5/DCV: 5 16 CON 12 12- 10 BODY 0 11- 20 INT 10 13- PER Roll 13- 13 EGO 6 12- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 6 COM -2 10- 5 PD 3 Total: 5 PD (0 rPD) 4 ED 1 Total: 3 ED (0 rED) 3 SPD 6 Phases: 4, 8, 12 5 REC 0 32 END 0 23 STUN 0 Total Characteristics Cost: 53 Movement: Running: 4”/8” Cost Powers END -4 Has Difficulty Walking: Running -2” (4” total) Perks 1 Fringe Benefit: License To Practice Medicine 5 Money: Well Off 2 Reputation: underworld doctor and crimelord (in the Hudson City underworld) 14-, +2/+2d6 Talents 5 Eidetic Memory Skills 3 Bribery 12- 3 Computer Programming 13- 3 Electronics 13- 3 High Society 12- 3 Inventor 13- 3 Mechanics 13- 3 Paramedics 13- 3 PS: Doctor 13- 3 Stealth 12- 3 Streetwise 12- 2 WF: Small Arms 3 Scholar 2 1) KS: Art History 13- 2 2) KS: History 13- 2 3) KS: Literature 13- 2 4) KS: Serial Killers 13- 3 Scientist 2 1) SS: Biology 13- 2 2) SS: Chemistry 13- 2 3) SS: Human Anatomy 13- 2 4) SS: Medicine 13- 2 5) SS: Physics 13- 2 6) SS: Psychology 13- Resource Points 0 Equipment Points: 60 10 Vehicle/Base Points: 30 10 Follower/Contact Points: 25 0 Miscellaneous Points: 0 Total Powers & Skills Cost: 87 Total Cost: 140 100+ Disadvantages 15 Distinctive Features: hunchback (Not Con- cealable; Noticed And Recognizable 20 Hunted: HCPD 8- (Mo Pow, NCI, Capture) 20 Psychological Limitation: Antisocial Person- ality Disorder (Very Common, Strong) 15 Psychological Limitation: Intellectual Arro- gance (Common, Strong) 5 Rivalry: Professional, with other Hudson City crimelords Total Disadvantage Points: 175 Background/History: Edgar stubbed out his ciga- rette in the ashtray next to him. There were four other butts in there already, and he’d only been in the waiting room an hour. Having to sit and stew was unbearable. It still didn’t seem quite real — him and Elise, about to be parents. It hadn’t really hit him until about an hour and a half ago, when the hospital called to say she’d gone into labor and been rushed to the ER. He cursed himself for not being there to take her, but there’d been so much to do at the office, he didn’t dare take the time off. Now more than ever, he had to keep in Mr. Bostick’s good graces. He reached into his jacket pocket for another cigarette and realized the pack was empty. He got up and went to look for a cigarette machine to buy another pack. He spent fifteen minutes walk- ing nervously up and down the hospital corridors, looking for one, until he realized the hospital probably didn’t have them, what with that Surgeon General’s warning and all. Dejectedly, he returned to the waiting room. There was a nurse waiting for him there — an old battleaxe looking kind of nurse, a chunky woman in white with a sour look on her face. It wasn’t exactly how he’d envisioned getting the news, but what the hell — any port in a storm. “Boy or girl?” he asked eagerly. “It’s a boy, Mr. Williams....” Before she could continue, he threw his fist in the air and did a little dance, like he’d just scored the win- ning basket. A boy! Baseball, football, fishing! “Mr. Williams, please restrain yourself. I need you to come with me, please.” He stopped celebrating. “Huh? Is there some problem? It’s not Elise, is it? She’s okay?” “Your wife is fine, sir. Please follow me, Dr. Carver would like to talk to you.” Unsure why she was being so serious, Edgar followed her. Doctor Carver was a younger doctor, with a short-trimmed black beard. When Edgar was SUGGESTED EQUIPMENT Weapon OCV RMod Dam STUN Shots STR Min Notes Colt Detective +0 +0 1d6 1d6-1 6 9 Scalpel +0 — 1 point 0 — 3 Can Be Thrown Armor: None Gear: Doctor’s bag, including a selection of useful drugs Clothing: Nice men’s clothes, tailored for his unusual frame 217 Hudson City: The Urban Abyss escorted into his office, he rose from his chair and extended his hand. “Good evening, Mr. Williams. I’m Dr. Carver,” he said pleasantly. “Edgar Williams,” Edgar said, shaking it. “What’s going on? Is there something wrong with my son? The nurse wouldn’t tell me anything.” “Please have a seat, Mr. Williams,” the doctor said. Edgar sat down, feeling a little numb. “Mr. Williams, your son’s health is fine, but I’m afraid there are some... physical complications.” “What sort of “complications”?” “Well, there really isn’t any gentle way to put this, Mr. Williams. Your son was born with certain deformities to his thoracic and cervical spine.” “In English?” Edgar said weakly. “In layman’s terms, Mr. Williams, your son is a hunchback.” Edgar felt dizzy all of a sudden. Little black spots appeared in front of his eyes. The doctor went on as if he didn’t notice. “As I said, there aren’t any health problems — he doesn’t have any sort of disease. It’s just a physical deformity. It will affect his appearance, and maybe his ability to walk, run, or lie down, but that’s all. Do you understand?” Edgar nodded, unable to say anything. “All right. If you like, I can take you to see your son now.” Edgar just shook his head. It was too much to take in. He couldn’t look at him right now. “Edgar! Guess what!” Elise’s voice was ecstatic. “What, honey?” “Little Edgar’s reading!” “What? Elise, he’s only three.” “I know, I know, but he’s reading!” “What did he read?” “TV logos — “The Merv Griffin Show,” things like that. Then I gave him a Dr. Seuss, and he read a couple of words in that, too.” “Okay, okay, he’s reading then! Give him a copy of War And Peace next; maybe he can explain it to me when he’s done, I never did understand it.” “Very funny. Listen, pick up a half-gallon of milk on your way home, okay?” “Okay. See you about 5:45, then.” “Bye, honey.” “Bye.” Edgar first realized his son’s mind wasn’t quite right when the boy was eight years old. He saw Little Edgar sitting on the ground in the backyard, playing contentedly with something. He walked over to get a closer look. “What are you playing with, son?” “Squirrel,” Little Edgar said, not looking up. Two steps later, Edgar was close enough to see what he was talking about, and it nearly made him vomit. It was a squirrel, all right — or it used to be. The skin across its stomach had been cut open and peeled back and pegged to the ground with sharp- ened twigs. Little Edgar’s hands and the kitchen knife he had were red with blood. “See, Daddy? That’s the heart! And that’s his stomach.” Too angry and frightened to speak, Edgar picked his son up roughly, grabbed the knife away from him, and marched him into the house and sent him up to his room. Little Edgar, con- fused and scared at the way his father was acting, burst into tears. After he had buried the remains of the squir- rel and washed off the knife so Elise wouldn’t see it, Edgar threw up in the sink. He stood there with his head resting against the cool chrome of the faucet for a long, long time. “You wanted to see us, Mr. Matthewson?” “Ah, good afternoon, Mr. and Mrs. Williams. Please have a seat.” “Is Edgar in some kind of trouble again?” Elise asked worriedly. “Well, yes, ma’am, he is.” “What happened this time?” “Well, as I’m sure you know, the other children pick on Edgar a lot — with his back problem he’s a natural target for that kind of abuse, unfortunately.” “We know,” said Edgar. “Well, today they were doing it again, out on the recess field. I don’t know why, but this time something happened — Edgar fought back. He began beating one of the boys with a baseball bat.” Elise drew her breath in sharply. “Was he hurt?” Edgar asked. “The other boy, Billy Lowell, was taken to the hospital; he’s got some broken ribs and contusions. Some of the other children jumped on Edgar, but THE KYPHOTIC MAN PLOT SEEDS A lot of wanted crimi- nals have “disappeared” lately. The PCs get a tip that they’ve simply “gone underground” with the help of a little plastic surgery from the Kyphotic Man. They need to track the hunch- backed crimelord down and find out what’s going on. A strange epidemic strikes Hudson City. The PCs need to find the Kyphotic Man and get him to help cure the dis- ease — and who knows, maybe he’s the one who unleashed it on the city in the first place. The Kyphotic Man captures the PCs and performs plastic sur- gery on them to give them all hunchbacks. He says that if they do what he wants them to, he’ll reverse the process — otherwise they’re stuck with them. 218 Hero System 5th Edition a teacher got to the scene before he suffered more than a few bruises. He’s down in Detention Hall now.” Edgar stood up. “We’ll take him home with us, Mr. Matthewson. I promise you he’ll be severely punished for this. It won’t happen again.” The principal looked a little nervous at the vehemence in Edgar’s voice. “Well, Mr. Williams, do as you think best, but I believe the best thing for Edgar right now might be some counseling.” Edgar Williams, Jr. smiled. College had been ludicrously easy, and med school only marginally less so. Those frat-boys and their blonde girlfriends might laugh at him behind his back, his hunched- up back, but they were dolts, all of them. Let them have their beer and their cheap sex, he had some- thing greater — knowledge. You could take every- thing all of them knew and add it all together, and it would only equal a fraction of the information in his finely-tuned brain. Now that he was done with medical school, he was going to get a job at a research hospital. While they went on about their boring, petty little lives, he was going to be saving lives, developing cures and new techniques. They’d read about him in the paper one day, and be sorry they laughed. Or so Edgar thought. He was unable to find a job in a research hospital... or any hospital for that matter. What few administrators his appearance didn’t put off, his arrogance did. Swallowing his pride, he began looking for lesser jobs, but no one he interviewed with would hire him. Defiantly, he opened his own practice in a tiny, run-down build- ing in Hudson City. He was sure that once word of his skill got out, he’d have plenty of patients. It didn’t quite work out that way. In fact, he couldn’t attract many patients at all. Edgar was close to despair, knowing financial ruin was near, when one night a man stumbled into his “clinic.” He’d been shot in the shoulder. Expertly, Edgar removed the bullet and stitched up the wound. He knew the law required him to report any bullet wounds, but the man offered to pay him a cool if he kept his mouth shut. Edgar didn’t even have to think about it. After that, the word got around about the “doc who keeps quiet.” Soon he had a patient or two every evening, all of them willing to pay him hand- somely to fix their injuries and not tell the cops. He learned how to dispose of bodies without anyone finding out about it. He bought new medical equip- ment and began to turn a nice profit. Opportunity walked into his office one night in the form of Vinnie Poletti, a Mafia hanger-on who figured he could set up his own gang. The Mafia got wise and sent someone to have a “talk” with Vinnie. Two of Vinnie’s men brought him in; he was bleeding from major wounds in his stomach that would certainly prove fatal if not operated on. Edgar had the men bring Poletti into his little oper- ating room and then told them to wait outside. Instead of operating immediately, Edgar put on his surgical gown and sat back and waited a few minutes while Poletti lay there and moaned in pain. Then he opened the door slightly, said he needed some help, and beckoned one of the men inside. Nervously the man came in, expecting to be asked to assist in the operation. Edgar grabbed him from behind and slit his throat with a scalpel before he could cry out. The warm, red blood sprayed all over the operating table and Vinnie Poletti, mixing with his own blood. Edgar reached into the thug’s jacket and pulled out his gun — and his silencer. Opening the door again, he shot the other gunman twice in the chest, then dragged his body inside where no one on the street might see it. Edgar injected Poletti with a stimulant to keep him awake, then began interrogating him. After a couple of hours, Poletti was dead, and Edgar knew everything he’d known about the underworld. Using this information, Edgar took over what was left of Poletti’s gang, recruited new men, and set himself up as a crimelord. Now this was something worth doing. Christening himself “the Kyphotic Man,” Edgar fell into his new role with relish. After avoiding a few pitfalls, the Kyphotic Man has become a minor, but increasingly important, figure in the Hudson City underworld. Personality/Motivation: Although intellectually gifted, the Kyphotic Man suffers from certain neurological abnormalities. These, combined with being raised by a father who could barely stand to look at him and a mother who pampered him out of subconscious guilt, have made his morals as twisted as his spine. He is a sociopath, but an unusual one in that he can clamp down on his anti- social tendencies just enough to function — at least a little — within mainstream society. Thus, he com- pleted medical school, even though most socio- paths drift from one meaningless job to another. He can act quite cultured and urbane if necessary — though he can only keep the act up for so long before someone annoys him with their “stupidity.” The Kyphotic Man is evil and cruel, capable of engaging in the worst sorts of excesses to satisfy his cravings for power and knowledge. He has almost no interest in sex (what little exists he satisfies with the occasional prostitute or rape); rather, his mind is bent towards acquiring information and power. He’ll take any steps he can to increase his power in the underworld, regardless of who he hurts or what he has to do, provided he can avoid putting himself in too much danger. He uses his knowledge of medicine and anatomy to commit the cruelest sorts of tortures upon those who offend him (or who simply attract his malefic attention), and his background in psychology to pick apart someone’s psyche and find out what bothers him the most... and then refer to it again and again in conversation. The Kyphotic Man’s most noticeable trait is his towering intellectual vanity, which is apparent in even the most casual conversation. He thinks no one knows as much as he does, and that anyone who disagrees with him or cannot match him intellectually is a dolt. He uses his knowledge as a club to beat people down and make them feel inferior. He’s quick to point out the errors in anything anyone says to him, and is quite 219 Hudson City: The Urban Abyss free with harsh, bitter insults. His vanity is even appar- ent in his nom du crime: any other crimelord would have called himself “the Hunchback,” or “Quasimodo” (in fact, his men do call him that), but not Williams — he had to pick something that sounded scientific, a name most people have to look up in the dictionary. Quote: “No, no! You’re just too stupid to live; I’m surprised your parents didn’t have the sense to kill you when you were little — but then again, if they’re the ones that gave you your genes, they weren’t all that bright, either. [To henchman] Here, you! make yourself useful for once. Shoot him.” Powers/Tactics: The Kyphotic Man fills several roles in the Hudson City underworld. First and foremost, he’s a crimelord — a minor one, perhaps, but a crimelord nonetheless. He competes with the likes of Charlemagne and Janus, and sometimes with organized criminal groups such as the Mafia. Second, he still performs services as an underworld doctor if the price is right (and it usually is; he’s as good as he claims to be). Third, he’s developed a sideline as a “professional crime planner” and/or gadget designer for other gangs for about 50% of the profits. Despite his deformity, the Kyphotic Man is not wholly incapable of combat. He can shoot reason- ably well, and is stronger than he looks. But he pre- fers to run rather than to fight if possible. When appropriate, the Kyphotic Man usually has at least half a dozen thugs with him. Most of his thugs are at least competent, but sometimes he deliberately hires men who are stupid so he can insult them with big words and they won’t know what’s going on. The Kyphotic Man often allies himself with Diomedes, another minor crimelord. The two of them quarrel incessantly, but nevertheless seem to work pretty well together. Campaign Use: The Kyphotic Man is a crimelord with a bit of a twist. If you don’t need another crimelord in your game at the moment, fall back on his roles as underworld doctor, inventor, and planner. When the time is right, he can make his play for power and step into your underworld’s upper ranks. To make the Kyphotic Man tougher, enhance his physical abilities to match his mental ones: increase his STR and SPD to represent maniacal fury; his PD and ED to represent the tolerance for pain he’s devel- oped over the years. He generally doesn’t need weak- ening, since he’s not a combatant, but you can always decrease his Characteristics a bit. The Kyphotic Man is a malevolent and imagi- native Hunter. He rarely goes after his foe directly, preferring to use his intelligence and knowledge of psychology to play with his quarry’s mind and ruin his life before lowering the boom. It may take him a long time to get his revenge, but he never forgets a wrong done him. Edgar Williams, Jr. has no criminal record. The police have not, as yet, connected him with the Kyphotic Man, of whom they’ve heard. Appearance: The Kyphotic Man is an ugly little man in his early 30s. His hair is dirty blonde and wispy. Due to his hunchback, he only stands a little over five feet tall; however, he can walk and run pretty well despite this, and does not need a cane. He usually dresses in typical men’s suits or (when performing illegal surgeries and such) doctor’s uniforms. PAGE 179 — SPEARGUN Speargun is Titos Spargiros, a former Navy SEAL who got his nickname when his command- ers couldn’t pronounce his real surname properly. One of the most highly-skilled men the SEALs ever trained, he performed missions so secret that their existence, and his, was removed from military files. After receiving several reports of his increasing brutality and sadism, the Navy took him off front- line duty and assigned him a desk job. Spargiros wasn’t about to put up with a desk job, so he went AWOL. That was when the Hudson City crimelord Card Shark contacted him and asked: how’d you like to put your skills to work making some real money? Spargiros bit, and the rest is as described in the main text. Card Shark keeps the links between himself and Speargun very secret; not even his own lieuten- ants know what’s really going on. He wants Spear- gun to take over the Mafia’s lucrative “monopolies” along the waterfront and run the docks for his (Card Shark’s) own purposes — and if Speargun’s not cooperative enough, Card Shark can simply eliminate him when the time’s right. PAGE 180 — VINCENT DUBOIS Dubois is involved in a few somewhat shady arms deals, but nothing blatantly illegal (like know- ingly selling military-grade weapons to street gangs). He might even be willing to provide vigi- lante PCs with some behind-the-scenes informa- tion about the arms trade to “clear his name” or harm one of his competitors. PAGE 182 — CALIGULA Caligula is deeply involved in all the crimes the police suspect him of. He goes to great lengths (and great expense) to keep that side of his business protected and secret, because he has no desire to go to prison. If anyone — cops, vigi- lantes, reporters — gets too close to his secrets, he won’t hesitate to take whatever steps are nec- essary to get rid of them. PAGE 182 — CLEOPATRA See page 221 for more information about Little Egypt, including Cleopatra’s character sheet. PAGE 182 — ERNEST “KING” COLE Cole’s front as some sort of post-modern Hugh Hefner conceals all sorts of rancid secrets, not the least of which is that he used to force his wife to act in pornographic videos. Although not a consumer of it, he trafficks in kiddie porn, not particularly caring about the lives he ruins in the process. He has a second mansion, in Thailand, where he keeps dozens of women in what amounts to sexual slavery for his own personal gratification (and sometimes that of his best clients). He comes THE COLONEL 10 STR 14 DEX 12 CON 12 BODY 15 INT 11 EGO 16 PRE 8 COM 5 PD 4 ED 3 SPD 4 REC 24 END 23 STUN Abilities: Martial Arts (Commando Training), Climbing 12-, Conceal- ment 12-, AK: Africa 13-, AK: Central And South America 11-, CK: Hudson City 8-, KS: The Military/Merce- nary/Terrorist World 14-, KS: Military Science 11-, Paramedics 12-, PS: Mercenary 13-, PS: Merc Recruiter 11-, PS: Play Chess 11-, Streetwise 12-, Systems Opera- tion 8-, Tactics 13-, WF: Small Arms, Grenade Launchers, Shoulder- Fired Weapons, Contacts (30 points’ worth, in the Mercenary World), Fringe Benefit: Con- cealed Weapon Permit Disadvantages: Rivalry (Professional, with other mercenary recruiters) Notes: If you’ve got an ear on the streets, you might hear about the Colonel. No one knows his name; they just call him by his rank. They say that back in the day, he was wherever the action was — Africa, mostly, but a few missions in Central America as well. But he’s older now, slower and weaker, so he’s taken to serving as a recruiter for mercs instead of a merc himself. You can sometimes find him in LeMastre Park, play- ing chess or checkers at those cement tables the city set up. He’s usually got his dog Dog with him. He won’t talk to just anybody, but if you can convince him you’re for real, that you won’t bring any heat down on him, and that he can make money off you, you’ll get his attention. 220 Hero System 5th Edition across as a liberated defender of First Amendment rights and a champion of innocent hedonism, but he’s got more in common with the scum you scrub out of a toilet. PAGE 182 — CARL SPEARS Born Carlo Spirretti, Spears looked like he was destined for the Mafia from an early age — he got involved with running numbers, and taking care of errands for gangsters, and all the other stuff that Mafia “apprentices” do. But one of his uncles rec- ognized how smart he was and steered him first to college, then business school. That wasn’t enough to rescue him, though. The idea of slaving away for some corporation for years just to get a corner office and a gold watch when he retired disgusted him. Instead, he figured: why not take the best of both worlds? Since it was too late for him to go into the Mafia, he decided to try applying his business school acumen to the Strip. So far he’s been very pleased with the results on every level. He’s even begin- ning to wonder if he might pull off a merger with a bigger organization, or let someone buy him out, and make even more money.... CHAPTER SIX PAGE 184 — AVENUE OF THE ELMS Electro’s real name is Gerald McBradden. He’s a distant cousin of the Bankhurst family and actu- ally very wealthy — he just doesn’t show it. Money means nothing to him; he gets more satisfaction out of life amusing himself and others with his art skills. Here are three plot seeds for Avenue of the Elms: The Devil’s In The Details: Penny Dreadful has just robbed the Printer’s Devil! The store isn’t yet sure what she took, but desperately wants to get its valuable property back. A reward has even been offered. Can the PCs track down the larcenous literary lady and get the goods without destroying them in the process? Pentacatta: Someone’s stolen Marlon Tischman’s Stradivarius violin. There are no signs of a break- in, no fingerprints, no damage to the safe, nothing. Who took it, and why? There’s A Fungus Among Us: An unidentified crimi- nal sends a letter to the city, and all the Avenue merchants, threatening to unleash Dutch elm disease on the Avenue unless he’s paid a million dollars. The PCs hear about the situation and have to resolve it before one of the city’s most beloved landmarks is dead. PAGE 186 — COLLINS GUNS Eddie Collins is a Vietnam veteran, but he didn’t go on any “special missions” to speak of. He just got a lot of in-the-field experience — enough to give him fodder for a lifetime of half-real, half- embellished/made up stories. Despite the fact that it’s illegal, Eddie usually carries an unlicensed concealed handgun with him at all times... and of course his store has loaded guns hidden behind the counters as a further security precaution. One of Collins’s employees, a slightly scruffy- looking guy named Pete Waters, is crooked. He sometimes sells guns out the back door to gang kids and the like, then doctors the books so no one can tell. He can’t do this often, since it would be too obvious, but he does it when he thinks he can get away with it. Here are three plot seeds for Collins Guns: The Armorer: One of the PCs develops Eddie Col- lins as a Contact (maybe he saves Collins’s life or something). Eddie gets in touch and offers to keep the PC in guns and ammo for next to nothing as his way of “contributing to the war on crime.” Is the offer legit, or part of some sting operation that Eddie’s helping the police with? Documentation: Eddie orders a batch of surplus training manuals from the Army. When they arrive, there’s something else in the box — plans for some sort of new weapon system or something. He takes them home to study them... and the next day he’s dead, shot twice in the head. The documents are nowhere to be found (assuming he bothered to 221 Hudson City: The Urban Abyss tell anyone he had them so they know to look for them). Who killed him, and what’s going on with the documents? Supply Side: The police have evidence that guns used in several recent murders (none of them related to the others) were obtained from Collins Guns — yet Eddie has no record of their being sold! What’s going on? PAGE 188 — THE HUDSON CITY FISH MARKET The Fish Market stinks — and not because of all the fish. It’s been a Torccone family cash cow for decades, and nothing goes on there that they don’t know about or approve. Aldo “the Fish” Cardinale is a high-ranking family caporegima, and his broth- ers-in-law soldiers. The Torccones skim hundreds of thousands of dollars out of the Fish Market every year in numer- ous ways: ■ the “buy-in” fees for stalls, and the monthly stall “lease fees,” are grossly excessive in light of demand and the Association’s operating costs. The overage goes into the Torccones’ pockets. ■ Hudson City Fish Sellers’ Association dues and fees are likewise excessive. ■ fish sellers have to pay a monthly “badge leasing fee” to the Association for the plaques they have to display at their stalls. It’s not much, but it’s essen- tially free money for the Torccones (who got the plaques made cheap years ago). ■ anyone who wants to move fish through or from the Fish Market has to pay a “cartage fee” to the Association. ■ the Torccones control the unions associated with the Fish Market, and the owner of the Catch Of The Day restaurant is a family member as well. If anyone protests any of these arrangements, is slow to pay what he owes, or — God forbid — threatens to go to the cops, Cardinale and his boys “take care” of the matter. A beating is the least a troublemaker can expect; the Torccones might also vandalize or burn down his stall, bring his membership or stall rights “up for review” by the Association, scare customers away from him, or the like. If necessary, they’ll simply have him killed. The FBI and HCPD have both investigated the Fish Market in the past, but to no avail — it’s mostly a closed world that undercover agents have trouble penetrating, and several such officers have disap- peared mysteriously. Here are three plot seeds for the Fish Market: A Little Help: The FBI’s been trying to investigate the Fish Market again... and another of its agents has failed to make contact after going undercover. Through “back channels,” the feds ask the PCs to help find their man... and find out the real story behind the Fish Market. Some Heroin With Your Salmon, Ma’am?: The Torc- cones begin using deliveries to the Fish Market to smuggle drugs into Hudson City. The PCs have to locate the new source of high-quality H hitting the streets and shut down the pipeline. A Whale Of A Tale: A well-liked seafood restauran- teur is found dead in his home, brutally beaten and shot twice in the chest. The PCs must investigate to uncover the cause of the murder and bring the killers to justice. If they dig deep enough, they’ll discover the restauranteur heard something he shouldn’t have when visiting the Fish Market and was “rubbed out” to keep him from talking. PAGE 190 — LITTLE EGYPT There’s more to Little Egypt than meets the eye. For the most part, the place is just as described: an upscale strip club that’s kind of on the tame side for the Strip. But most guests don’t know anything about the brothel right beneath their feet. Behind the stage, near the stairs going up to Cleopatra’s office, there’s a locked door. Go through that door and down the plushly-carpeted stairs behind it and you’ll come to the second part of the club — the elegantly-appointed “parlor” with several hallways of rooms leading off it. Most of those rooms are bedrooms where Cleopatra’s string of prostitutes provide “services” that make the Pharaoh’s Gold dance look PG. A few other rooms contain jacuzzis, massage tables, or other amenities; most of these have Egyptian-themed decor, though the bedrooms and parlor usually don’t. Cleopatra keeps this side of her business as secret as possible. She only allows a “client” access to the brothel after she’s personally met him, or if he has a strong recommendation from someone she trusts. She doesn’t mind if knowledge of her brothel is an “open secret” in some parts of the Strip — as long as it doesn’t become open knowledge to the cops... or at least not those she hasn’t bribed. Here are three plot seeds for Little Egypt: Disappearing Act: One of Little Egypt’s dancers hasn’t shown up for work two nights in a row, and no one can get in touch with her. Someone who works at the club (maybe even Cleopatra herself, if she’s had amicable contact with the PCs) asks the heroes to look into it, since they can’t call the HCPD — naturally, no one at the club wants to get regular cops too mixed up in Little Egypt’s affairs. For The Children: The County Prosecutor brings a child pornography case against Cleopatra — and it looks like a strong one. But she knows it’s a set-up. Desperate to clear her name, she calls in a favor from the PCs (or promises one) and asks them to find out what’s going on and who’s doing this to her. An Offer You Can’t(?) Refuse: Cleopatra runs into financial woes and approaches a wealthy PC about investing in her businesses. Is the PC willing to become a smut king in exchange for potentially enormous profits? Cleopatra There’s nothing going on between Cleopatra and Burt Zeplowski. She has lovers aplenty, but he’s not one of them — she doesn’t fool around with her employees, it’s not good for morale. RUSSELL NEWKIRK 8 STR 8 DEX 9 CON 8 BODY 8 INT 8 EGO 10 PRE 8 COM 3 PD 3 ED 2 SPD 4 REC 16 END 17 STUN Abilities: Bureaucratics 8-, AK: The Strip 11-, KS: History 13-, KS: Social Studies 11-, PS: Teacher 11- Disadvantages: Psycho- logical Limitation: Sex Addict; Social Limita- tion: Harmful Secret Notes: To look at Russ Newkirk, you’d think he was pretty much a normal guy — junior high history and social studies teacher, husband, father of two, bicyclist, weekend garage tinkerer. What you wouldn’t see is that Russ is a sex addict who visits the Strip three or four times a week because his wife won’t satisfy his frequent, and sometimes odd, demands. If anyone found out about it he’d lose his job, so he does everything he can to keep his secret. 222 Hero System 5th Edition CLEOPATRA Val Char Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 [2] 12 DEX 6 11- OCV: 4/DCV: 4 12 CON 4 11- 10 BODY 0 11- 14 INT 4 12- PER Roll 12- 13 EGO 6 12- ECV: 4 18 PRE 8 13- PRE Attack: 3½d6 16 COM 3 12- 3 PD 1 Total: 3 PD (0 rPD) 3 ED 1 Total: 3 ED (0 rED) 2 SPD 0 Phases: 6, 12 4 REC 0 24 END 0 21 STUN 0 Total Characteristics Cost: 33 Movement: Running: 6”/12” Cost Powers END 10 Lucky Lady: Luck 2d6 0 Perks 20 Contacts: 20 points’ worth, around the Strip and throughout Hudson City 8 Favors: various, from clients whom she’s helped 10 Money: Wealthy Skills 3 Acting 13- 3 Bribery 13- 1 Bureaucratics 8- 3 Conversation 13- 2 Gambling (Card Games) 12- 3 High Society 13- 2 AK: The Strip 11- 1 KS: Egyptology 8- 2 KS: Movies 11- 3 KS: The Pornography Industry 12- 5 KS: The Vice World 14- 3 Persuasion 13- 2 PS: Exotic Dancer 11- 2 PS: Pornographer 11- 2 PS: Prostitute 11- 3 Seduction 13- 3 Streetwise 13- Resource Points 0 Equipment Points: 60 0 Vehicle/Base Points: 10 5 Follower/Contact Points: 15 0 Miscellaneous Points: 0 Total Powers & Skills Cost: 96 Total Cost: 129 100+ Disadvantages 10 Hunted: HCPD 8- (Mo Pow, NCI, Watching) 10 Psychological Limitation: Vain (Common, Moderate) 10 Reputation: vice queen of Hudson City, 11- 10 Social Limitation: Criminal Record (Occa- sionally, Major) Total Disadvantage Points: 140 Background/History: “No, Daddy... don’t!....” So began far too many of Juanita Best’s child- hood nights. The daughter of a prostitute and her pimp, both black, Juanita had a much lighter complexion than either of her parents — she could almost pass for white or Latina. Her father figured that meant her mother’d been cheating on him and she wasn’t his... which meant he despised Juanita and looked on her as something to be used, the same way he looked at most women. At first he simply ignored her, but as she grew older he began to abuse her, both physically and sexually. Her mother, terrified of the man and grateful that he wasn’t attacking her so much anymore, did nothing to stop him. Juanita can count herself fortunate that she made it out of childhood without any scars... at least, not any physical ones. Juanita’s only escape from this horrible existence was through movies and books. Her favorite was Anthony and Cleopatra — what elegance, what beautiful cos- tumes! When no one was looking, she played Cleopatra, pre- tending that fawning admir- ers and men who would kill to do her bidding waited on her every word. Not long after she hit adolescence, Juanita’s father put her out on the street to turn tricks. She put up with that only until she looked close enough to 18 that she figured she could find work in porn. She ditched him and headed for California. It took a few months and a lot of sleeping around, but she finally hooked up with someone — porno actor/producer Rod Spectacu- lar — and convinced him she was really 18. He quickly put her to work, giving her the stage name “Cleopatra” at her request, and began to make big money off of her. But Juanita didn’t intend to keep on making films until her breasts sagged — probably about the time she turned 25, she figured — and Rod dumped her for some newer, hotter girl. She had far grander plans, schemes worthy of Cleopatra herself. When she turned 18, she secretly informed on Rod and had him arrested for producing and distributing pornographic films with models under 18 years of age — and then she took over his organization. One or two people tried to fight her for it, but she had a few friends from the street help her out by murdering them, and after that no one gave her any trouble. With her first-hand experience in the indus- try and eye for talent, it didn’t take long for Juan- ita — who now referred to herself exclusively by CLEOPATRA PLOT SEEDS One of Cleopatra’s girls doesn’t come into work. The cops won’t take the case seriously, so she turns to the PCs for help in finding the girl. Caligula begins moving against Cleopatra — hard. Her own people aren’t up to the task of stopping him, so she appeals to the PCs for help, pointing out that he’d be a lot worse to have around than her. Cleopatra’s mother claims that her real father is now a promi- nent Hudson City politi- cian. Cleopatra asks the PCs to help her look into the matter without raising any suspicions. 223 Hudson City: The Urban Abyss her stage name — to build a real empire of sleaze, with a pornographic film “studio” that’s one of the largest in the country. But just being in the film biz wasn’t enough for her. She returned home to Hudson City and founded Little Egypt as a dance club, then expanded into true pimping by having a couple of friends murder her father so she could take over his stable. Through a com- bination of smarts, treating her girls far better than most pimps do, and money, she’s made her- self into a true queen of vice. Like the Hollywood image of her namesake, Cleopatra rules over an empire of sin, ignoring the fact that she destroys many young lives just as hers was destroyed. Personality/Motivation: The constant abuse Cleopa- tra suffered as a child and adolescent has left her with a raging case of low self-esteem that she covers with her glamorous street personality and extreme vanity. Despite all she’s accomplished, her feelings of self-worth are just a surface thing; deep down inside she knows how loathsome her life is. If confronted with adversity she can’t handle with her usual wiles, her facade breaks down and she becomes eager to please, willing to do anything to keep the suffering from starting again. Although outwardly she seems friendly and warm, Cleopatra’s experienced a lot of suffering in her life and has become a hard, cold person because of it. She has no qualms about killing people who bother her or interfere with her businesses, but she doesn’t do the work personally — she delegates. Quote: “I would advise you not to interfere in my activities, little man — and I do mean little.” Powers/Tactics: Cleopatra is a businesswoman, not a combatant. Her “tactics” are to call her bouncers and flunkies to help her out. If that doesn’t work, she’ll resort to lawyers and underhanded methods like siccing the IRS on someone. Her chief concern is expanding her empire of sin and depravity, not fighting her way to the top. She’ll use her seduc- tiveness as a weapon if she must, but prefers to leave such things to the girls on her payroll — she’s beyond that now. Campaign Use: Cleopatra is one of four major “play- ers” in the Hudson City vice world, and despite her many problems probably the most likeable — she doesn’t exploit children the way Caligula and Cole do, nor abuse and degrade her girls as Carl Spears does his. The PCs might see her as an ally, albeit a tempo- rary one, in their quest to clean up worse messes on the Strip. She’d be willing to “sell” information to them in exchange for them leaving her alone (or even pro- viding “protection,” should she need it). Don’t try to make Cleopatra significantly tougher; she’s not intended to be a fighter. At the most, give her a concealed poisoned knife, or per- haps a pet asp. To weaken her, reduce her wealth, Contacts, and Favors. Cleopatra generally doesn’t Hunt anyone; it’s not good business. If someone does her wrong, she’ll remember it, and she’ll take advantage of any oppor- tunities for revenge that come her way, but she won’t go out of her way to track an enemy down. Cleopatra has a criminal record as a prostitute from years ago, and the authorities certainly sus- pect her of pimping, but her more serious crimes (murder, occasional drug-dealing, ventures into blackmail) have not yet been linked to her. Appearance: See page 191. Cleopatra stands 5’8” and weighs about 120. PAGE 192 — LONGVIEW CORRECTIONAL CENTER Longview Correctional is a harsh, depressing place no matter how you slice it. Life is cheap, the inmates regularly abuse and degrade each other in ways normal people can’t even imagine, and crime — drug dealing, robbery, rape — is even more common inside than outside. While many LCC guards just wants to do their job well and make it home safely at the end of the day, more than a few of them are on the take. They accept bribes from inmates to smuggle things into the prison (drugs, weapons, food, you name it), to provide a prisoner with access to his wife or girl- friend for a quick “conjugal visit,” or to overlook criminal activity. Some guards make almost as much as their salary in bribes. And some guards are brutal bullies as well. They answer backtalk with a punch to the offender’s ribs or a knee in his groin; for them, “restraining” a prisoner usually means administering a severe beating. This type often carries “holdout” weapons — small pistols and knives — in blatant violation of jail policy. Here are three plot seeds for Longview Cor- rectional: Breakin: The PCs desperately need to talk to an LCC inmate — he’s got information they have to have right away and can’t get anywhere else. They have to break in to Longview Correctional to “interview” him. Riot!: A riot breaks out! The PCs have to do what they can to resolve the situation with minimum loss of life... or take advantage of the chaos to dis- pose of a few old enemies. Something’s Rotten...: If the PCs are cops or have other “official” standing of some sort, the HCPD or Department of Corrections might recruit them to go undercover to investigate allegations of guard corruption and brutality. Once inside, the PCs will find themselves on a battlefield unlike any other they’ve fought on before. PAGE 196 — THE SKYLINE CLUB One thing the main text doesn’t discuss is that the Skyline Club used to have something of a reputation as a haven for wealthy drug users — cocaine and designer drugs, mostly, but any- thing they could get away with using discreetly would do. Over the past ten years the drug use here has dropped considerably, but it’s never gone away altogether. After all, the one thing the Club’s members have in common is that they’re used to getting everything they want... and if what they want today is to get high, that’s what they’ll do. KANAN “KEN” CHANDRASHAKAR 10 STR 10 DEX 8 CON 8 BODY 15 INT 8 EGO 10 PRE 8 COM 3 PD 2 ED 2 SPD 4 REC 16 END 17 STUN Abilities: Computer Pro- gramming 13-, Electron- ics 12-, KS: The High- Tech World 11-, PS: Small Business Owner 11-, SS: Computer Sci- ence 13-, SS: Electronic Engineering 11-, Money: Well Off Disadvantages: Rivalry (Professional, with vari- ous other programmers/ inventors) Notes: With a B.S. and a Masters in Computer Science from Stanford, a Ph.D. from HCU, and a headful of ideas, Ken Chandrashakar set out several years ago to take the high-tech world by storm. He didn’t exactly become the next Steve Jobs, but he did well enough with the patents he already had, and a few more he acquired, to keep his company Chandronics going strong. Today it has offices in the Stailey Towers, a dozen or more projects going on at any one time, and a solid reputation as a firm of high-tech innovators. 224 Hero System 5th Edition Here are three plot seeds for the Skyline Club: I Know What You Did Last Summer: Two dozen or more Club members receive blackmail notes — serious blackmail notes, revealing intimate knowledge of all sorts of indiscretions and secrets they don’t want to get out. A few of them have learned a little something of the scope of the prob- lem because they’re good enough friends to confide their problems to each other, but no one knows the full extent of what’s going on... except, of course, the blackmailer. One of the victims turns to the PCs for help in resolving the problem without causing a scandal — or dozens of scandals. The Maltese Giraffe: Periodically the Club brings in new decorative art, or temporarily exhibits art belonging to the members. Recently they displayed African art from one member’s collection of Afri- can artifacts, including a valuable gem-encrusted statuette of a giraffe. Now the whole exhibit’s been stolen! The PCs get involved somehow, and must trace the theft and recover the goods. Was It The Soup?: A prominent foreign diplomat comes to the Skyline Club as a guest of one of the members... and drops dead in the middle of dinner! Preliminary forensics tend to indicate he was poisoned. Head Chef, furious, threatens to quit if his name isn’t cleared post-haste. The Club’s man- agement or Steering Committee turns to the PCs (through back channels, of course) to investigate and solve the mystery. PAGE 198 — QUICKCORNER Here are three plot seeds for use with Quick- Corner stores: Epidemic Of Convenience: Over a dozen people in Hudson City have gotten seriously ill with a rare and deadly disease over the past week or so; two have already died. The only common thread the investigators can find is that they all visited Quick- Corner stores (or, if you prefer, a single Quick- Corner) in the previous week. Is someone adulter- ating QuickCorner products... and if so, why? And I Want A Car... A Big One That Gets Crappy Gas Mileage!: A “disturbed” individual decided to rob a QuickCorner. The clerk, being an edgy sort of guy, pulled a concealed pistol, and the robber shot him in the shoulder. The robber then took everyone in the store hostage. The cops now have the place sur- rounded, but they’re not making much headway dealing with the robber, who’s issued some pretty odd demands. The PCs have to resolve the situa- tion... hopefully without any more bloodshed (or at least, innocent bloodshed). Pack ’a Smokes, Man: An enterprising QuickCorner clerk has hit on a great way to supplement his income: sell drugs on the side. All someone has to do is come in and request “Gold Bar 999s, unfiltered” (there is no such brand — all 999s have filters) and he’ll get a nickel bag of H along with his cancer sticks. The PCs have to track down the source of the heroin flooding the streets... and then trace the chain from the clerk, to his supplier, and beyond. DEWAYNE SIMMONS 8 STR 10 DEX 8 CON 8 BODY 10 INT 8 EGO 10 PRE 8 COM 2 PD 2 ED 2 SPD 4 REC 16 END 16 STUN Abilities: Computer Programming 11-, Elec- tronics 13-, Inventor 11-, AK: Freetown 11-, KS: Freetown Gangs 11-, Stealth 11-, Streetwise 11-, Systems Operation 8-, WF: Handguns Disadvantages: Social Limitation: Criminal Record Notes: Although only 14 years old, DeWayne Simmons is a budding electronics genius. He started taking his family’s stereo and other electronic items apart and putting them back together when he was only 8. These days he can not only fix just about about any piece of electronics someone brings him (and make pretty decent money doing it), he’s building his own creations. He figures it’s only a matter of time before he comes up with an invention so valuable that he can patent it, sell it, and use the money to get him- self, his mother, and his brothers and sisters the hell out of Freetown for good. 225 Hudson City: The Urban Abyss L ife on the streets can be tough... and danger- ous. Sometimes your heroes may need a little help in their war on crime and injustice — and other times they may find themselves butting heads with characters who approach situa- tions differently than they do. THE HARBINGER OF JUSTICE Val Char Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 [3] 23 DEX 48 14- OCV: 8/DCV: 8 20 CON 20 13- 15 BODY 10 12- 30 INT 30 15- PER Roll 15- 15 EGO 10 12- ECV: 5 40 PRE 50 17- Presence Attack: 8d6 10 COM 0 11- 8 PD 5 Total: 11 PD (3 rPD) 6 ED 2 Total: 9 ED (3 rED) 5 SPD 27 Phases: 3, 5, 8, 10, 12 10 REC 6 40 END 0 33 STUN 0 Total Characteristics Cost: 213 Movement: Running: 9”/18” Leaping: 5”/10” Swimming: 4”/8” Cost Powers END 80 Super-Skills: Variable Power Pool, 40 pool + 20 control cost, Cosmic (+2); Only For Super-Skills And Like Abilities (-½) var Martial Arts: Various Styles Maneuver OCV DCV Damage/Effect 4 Block +2 +2 Block, Abort 4 Choke -2 +0 Grab One Limb, 4½d6 NND (2) 4 Dodge — +5 Dodge all attacks, Abort 4 Escape +0 +0 55 STR versus Grabs 3 Hold -1 -1 Grab Two Limbs, 50 STR to hold on 5 Joint Break -2 -2 Grab One Limb, HKA 1d6+1 (2d6+1 with STR), Disable, Target Falls 4 Joint Lock/ Throw +1 +0 Grab One Limb, 3½d6 NND (7), Target Falls 5 Kick -2 +1 12d6 Strike 4 Knifehand Strike -2 +0 HKA 1d6+1 (2d6+1 with STR) 4 Nerve Strike -1 +1 4½d6 NND (1) 4 Punch/ Elbow Strike +0 +2 10d6 Strike 5 Takeaway Throw +0 +0 Grab Weapon, 45 STR; Target Falls 3 Throw +0 +1 8d6 Strike + vel/5, Target Falls 20 +5 Damage Classes (already added in) 2 Use Arts with Blades, Clubs Martial Arts: Zen Riflery Maneuver OCV/DCV Rng Damage/Effect 4 Accurate Shot +2/+0 +0 Weapon +4 DC 4 Defensive Shot +0/+2 +0 Weapon +4 DC 3 Diving Shot +0/+2 +1 Weapon +4 DC, Half Move Required, You Fall 5 Far Shot +1/-1 +4 Weapon +4 DC 3 Leg Shot +0/ -1 +0 Weapon +4 DC, Throw 4 Offensive Shot -1/-1 +0 Weapon +8 DC 4 Trained Shot +0/+0 +2 Weapon +6 DC 16 +4 Damage Classes (already added in) 65 Quick Fire: Autofire (5 shots; +½) for any non-Autofire firearm built on up to 130 Active Points, Reduced Endurance (0 END; +1); OIF (firearms of opportunity; -½), Requires A Shooting Tricks Roll (no Active Point penalty; -0), Not While Targeting (-½) 0 3 Gun Muscle: +10 STR; Only To Meet STR Modifier For Using Firearms (-2) 1 30 Shrug It Off: Physical and Energy Damage Reduction, Resistant, 50%; Requires A CON Roll (no Active Point penalty; -¼), STUN Only (-½), Must Be Aware Of Attack (-¼) 0 6 Swift: Running +3” (9” total) 1 9 Combat Running: Running +9”; Only To Make Half Moves In Combat (-1) 2 2 Strong Leaper: Leaping +2” (5” forward, 3” upward) 1 2 Combat Leaping: Leaping +5”; Only To Make Half Moves In Combat (-1) 1 2 Strong Swimmer: Swimming +2” (4” total) 1 6 Disappearing Act: Teleportation 9”; Can Only Teleport To Places Harbinger Could Normally Go (-½), Must Cross ALLIES 226 Hero System 5th Edition Intervening Space (-¼), No Noncombat Multiple (-¼), Only To “Vanish” When No One Is Looking (-½), Requires A Stealth Roll (-½) 2 1 Relaxation Techniques: Life Support (Diminished Sleep: only needs about an hour of sleep per night) 0 Perks 6 3 Deep Covers (see sidebar) 10 Improved Equipment Availability: Advanced Military Equipment 15 Money: Filthy Rich 15 Reputation: ruthless vigilante (throughout the US and the underworld) 14-, +5/+5d6 Talents 6 Combat Luck (3 PD/3 ED) 15 Combat Sense 15- 20 Deadly Blow: HKA +2d6 with All HTH Attacks 20 Deadly Blow: RKA +2d6 with All Ranged Attacks 5 Eidetic Memory 3 Resistance (3 points) Skills 40 +5 with All Combat 24 Range Skill Levels: +8 versus Range Modifier with all attacks 24 Targeting Skill Levels: +8 versus Hit Location modifiers with all attacks 5 Accurate Sprayfire 3 Acrobatics 14- 3 Acting 17- 3 Analyze Style 15- 3 Analyze Combat Technique 15- 3 Breakfall 14- 3 Bugging 15- 3 Combat Driving 14- 3 Combat Piloting 14- 3 Computer Programming 15- 3 Concealment 15- 5 Concentrated Sprayfire 3 Contortionist 14- 3 Criminology 15- 3 Cryptography 15- 3 Deduction 15- 10 Defense Maneuver IV 3 Demolitions 15- 3 Disguise 15- 3 Electronics 15- 3 Fast Draw (Common Melee Weapons, Small Arms) 14- 3 Forensic Medicine 15- 4 Forgery (Documents, Money) 15- 4 Gambling (Card Games, Dice Games) 15- 3 High Society 17- 3 Interrogation 17- 3 Inventor 15- 3 CK: Hudson City 15- 2 CK: Fell’s Point 11- 2 AK: Hudson City Underground Systems 11- 3 Lipreading 15- 3 Lockpicking 14- 3 Mechanics 15- 3 Mimicry 15- 3 Paramedics 15- 5 Rapid Attack (Ranged) 5 Rapid Autofire 3 Security Systems 15- 3 Shadowing 15- 25 Shooting Tricks 25- 5 Skipover Sprayfire 3 Sleight Of Hand 14- 5 Stealth 15- 3 Streetwise 17- 3 Systems Operation 15- 3 Tactics 15- 12 Transport Familiarity: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Tracked Military Vehicles, Small Planes, Large Planes, Fighter Planes, Helicopters, Small Motorized Boats, Para- chuting (Basic & Advanced), SCUBA 10 Two-Weapon Fighting (HTH) 10 Two-Weapon Fighting (Ranged) 12 WF: Common Melee Weapons, Common Missile Weapons, Common Martial Arts Weapons, Small Arms, Flamethrowers, Gre- nade Launchers, General Purpose/Heavy Machine Guns, Shoulder-Fired Weapons 8 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged, Firearms, Missiles & Rockets, Chemical Weapons, Biological Weapons, Incendiary Weapons) 15- 3 Linguist 1 1) Arabic (fluent conversation; English is Native) 1 2) Cantonese Chinese (fluent conversation) 1 3) French (completely fluent) 1 4) German (completely fluent) 1 5) Italian (completely fluent) 2 6) Japanese (completely fluent) 1 7) Mandarin Chinese (completely fluent) 1 8) Russian (fluent conversation) 2 9) Spanish (completely fluent) 3 Scholar 2 1) KS: Arcane And Occult Knowledge 15- 4 2) KS: Card Shark And His Organization 17- 2 3) KS: Chinese Organized Crime 15- 2 4) KS: Drug Cartels And Drug Trafficking 15- 2 5) KS: The Espionage World 15- 1 6) KS: High Finance 11- 2 7) KS: Hudson City Telephone And Utility Systems 15- 2 8) KS: The Hudson City Underworld 15- 2 9) KS: The Law Enforcement World 15- 2 10) KS: The Mafia 15- 2 11) KS: The Martial World 15- 1 12) KS: Mental Health Professionals 11- 2 13) KS: Mexican Organized Crime 15- 2 14) KS: The Military/Mercenary/Terrorist World 15- 2 15) KS: Military Science 15- 2 16) KS: Serial Killers And Serial Killing 15- 2 17) KS: Street Gangs And Posses 15- 2 18) KS: The Vice World 15- 2 19) KS: World Criminals 15- 1 20) KS: World Literature 11- 227 Hudson City: The Urban Abyss 2 21) KS: The Yakuza 15- 3 Scientist 2 1) SS: Accounting 15- 2 2) SS: Bloodstain Interpretation 15- 2 3) SS: Chemistry 15- 2 4) SS: Criminology 15- 2 5) SS: Entomology/Forensic Entomology 15- 2 6) SS: Fingerprint Analysis 15- 2 7) SS: Hair And Fiber Analysis 15- 2 8) SS: Human Biology 15- 1 9) SS: Materials Science 11- 1 10) SS: Metallurgy 11- 2 11) SS: Pharmacology/Toxicology 15- 1 12) SS: Physics 11- 2 13) SS: Psychology/Criminal Psychology 15- 2 14) SS: Serology 15- Resource Points 88 Equipment Points: 500 95 Vehicle/Base Points: 200 50 Follower/Contact Points: 105 0 Miscellaneous Points: 0 Total Powers & Skill Cost: 1,057 Total Cost: 1,289 100+ Disadvantages 25 Hunted: organized crime group of GM’s choice 11- (Mo Pow, NCI, Kill) 15 Hunted: Card Shark 8- (As Pow, NCI, Kill) 25 Hunted: HCPD 11- (Mo Pow, NCI, Capture) 25 Psychological Limitation: Vigilante Mental- ity (Very Common, Total) 25 Psychological Limitation: Obsessed With Crimefighting (Very Common, Total) 20 Reputation: Murderous vigilante, 14- (Extreme) 20 Social Limitation: Secret Identity (Fre- quently, Severe) 1,034 Experience Points Total Disadvantage Points: 1,289 Harbinger uses a wide variety of weapons in his never-ending war on crime. Most are of his own design and incorporate the latest advances in weap- ons technology. Here are a few of his favorites. Mark I Handgun: This is a .50 AE handgun with a 12-round magazine typically loaded with Hybrid Frangible/HP ammunition with improved propel- lant, and personalized to Harbinger so no one else can fire it. He typically carries two of them in fast- draw shoulder holsters. Cost Power 35 Mark I Handgun with Polygonal Rifling firing Improved Propellant Hybrid Frangible/HP Ammunition: RKA 3d6+2, +2 Increased STUN Multiplier (+½), Penetrating (+½), 8 clips of 12 Charges each (+¼) (124 Active Points); OAF (-1), STR Minimum (12, STR Minimum Doesn’t Add/Subtract Damage; -1), Beam (-¼), Real Weapon (-¼) 3 Silencer: -3 to PER Rolls; see Dark Champions, page 237 7 Features: AccuTech Barrel Coating; AccuTech Cryotreatment; Fine Tuning II; Improved Firing Pin; Improved Trigger; Personalization; Streamlining 5 x2 Mark I Handguns 1 One clip of Standard ammunition (RKA 2½d6+1) 1 One clip of AP ammunition (RKA 2d6+2, Armor Piercing) 1 One clip of Reversed Ogive ammunition (RKA 3d6+2, Armor Piercing, +1 Increased STUN Multiplier) Total cost: 53 points. Final Gun: RKA 3d6+2, +2 Increased STUN Mul- tiplier, Penetrating, 8 clips of 12 Charges each, +3 OCV, +1 Fast Draw MAWS: The Multiple Assault Weapon System (MAWS, or “Mouse”) is Harbinger’s advanced assault rifle. It fires 5.56x45mm rounds from a heli- cal 125-round magazine. In addition to standard assault rifle mode, it converts into a sniper rifle SUGGESTED EQUIPMENT Weapon OCV RMod Dam STUN Shots STR Min Notes Mark I Handgun +3 +0 3d6+2 1d6+1 12 12 8 clips, +1 Fast Draw MAWS +4 +1 2d6+1 1d6 125 14 +3 OCV and +10 RMod, all OBS Mark I Tranq Pistol +3 +0 8d6 NND — 12 8 +1 Fast Draw Combat Knife +0 +0 1d6 1d6-1 — 8 Can Be Thrown Armor DefTex Body Armor (DEF 10, Activation Roll 15-, anti-IR coating) DefTex Armored Clothing (DEF 2) DefTex Trenchcoat (DEF 2, Activation Roll 11-) Polarized Mask Lenses: Sight Group Flash Defense (8 points) Wolf’s Ears: Hearing Group Flash Defense (8 points) Gear: Harbinger often carries other equipment when fighting crime, but his exact kit depends on the mission he’s performing. In combat situations, he usually uses a variety of communications and sensory devices built into his mask, and carries the equivalent of a Utility Belt (Dark Champions, page 283, about 20 gadgets) in the pockets and pouches on his uniform. Clothing: See Appearance for his uniform, which he wears on most combat missions; when in disguise, he could wear just about anything. 228 Hero System 5th Edition with a barrel attachment, and also has an under- slung integral automatic-fire grenade launcher that fires Harbinger’s advanced CCD 20mm grenades. The Multipower below assumes fragmentation gre- nades, but many other types could be loaded. In addition to Harbinger’s standard polygonal rifling and Accutech treatments, the MAWS comes equipped with an advanced targeting computer, sights, a camera, and related devices. These devices link to the electronics in Harbinger’s mask, if appropriate, making aiming even easier. Cost Power 23 MAWS: Multipower, 87-point reserve; all OAF (-1), Real Weapon (-¼), STR Minimum (14, STR Minimum Doesn’t Add/Subtract Damage; -1), Two-Handed (-½) 2u 1) Assault Rifle: RKA 2d6+1, Autofire (5 shots; +½), +1 Increased STUN Multiplier (+¼), 125 Charges (+¾) (87 Active Points); OAF (-1), Beam (-¼), Real Weapon (-¼), STR Minimum (14, STR Minimum Doesn’t Add/Subtract Damage; -1), Two-Handed (-½) 1u 2) Sniper Rifle: RKA 2d6+1,+1 Increased STUN Multiplier (+¼), No Range Modifier (+½) (61 Active Points); OAF (-1), Beam (-¼), Extra Time (Full Phase to prepare before use; -¼), Real Weapon (-¼), STR Minimum (14, STR Minimum Doesn’t Add/Subtract Damage; -1), Two- Handed (-½), Uses Same Charges Pool As Slot #1 (-0) 2u 3) Underslung 20mm CCD Grenade Launcher: RKA 2d6, Explosion (+½), Autofire (3 shots; +1¼) (82 Active Points); OAF (-1), Real Weapon (-¼), STR Minimum (14, STR Minimum Doesn’t Add/Subtract Damage; -1), Two-Handed (-½), 12 Charges (-¼) 11 Features: Inherent Accuracy (+1 OCV, +1 RMod); AccuTech Barrel Coating; AccuTech Cryotreatment; Fine Tuning II; Improved Firing Pin; Improved Trigger; Personalization 20 Targeting Computer: see Dark Champions, page 237 10 Camera: see Dark Champions, page 232 1 Thermal Sight: see Dark Champions, page 236 10 Flash Suppressor: see Dark Champions, page 232 1 Rangefinder: see Dark Champions, page 232 5 GPS Tracker: Detect Exact Position On Earth 15- (Radio Group) (10 Active Points); OAF (-1) 1 Compass: Bump Of Direction (3 Active Points); OAF (-1) Total cost: 88 points. Mark I Tranq Pistol: For situations in which Harbin- ger doesn’t want to use lethal force, he carries this small but handy gun. It has two barrels in an over- under configuration, one firing tranquilizer darts in sabots, the other break-on-contact pellets contain- ing knockout gas. Cost Power 32 Mark I Tranq Pistol: Multipower, 105-point base; all OAF (-1), STR Minimum (8, STR Minimum Doesn’t Add/Subtract Damage; -1), Real Weapon (-¼) 2u 1) Tranquilizer Darts: Energy Blast 8d6, NND (defense is Life Support [Self-Con- tained Breathing or appropriate Immunity]; +1) (80 Active Points); OAF (-1), STR Minimum (8, STR Minimum Doesn’t Add/Subtract Damage; -1), Limited Range (50”; -¼), Real Weapon (-¼), 12 Charges (-¼) 3u 2) Tranquilizer Gas Pellets: Energy Blast 6d6, Area Of Effect (One Hex; +½), Continuous (+1), NND (defense is Life Support [Self-Contained Breathing or appropriate Immunity]; +1) (105 Active Points); OAF (-1), STR Minimum (8, STR Minimum Doesn’t Add/ Subtract Damage; -1), Limited Range (20”; -¼), Real Weapon (-¼), 8 Continuing Charges lasting 1 Extra Phase each (-¼) 7 Features: AccuTech Barrel Coating; AccuTech Cryotreatment; Fine Tuning II; Improved Firing Pin; Improved Trigger; Personalization; Streamlining Total cost: 44 points Other weapons Harbinger often carries include the Mark I “Firestorm” SMG (RKA 3d6+2, AF5, 125 Charges), the Mark I Automatic Combat Shotgun (RKA 2½d6, AF5, 12 Charges each of shot and slugs), the Mark VI Handgun (RKA 2d6+1, 8 Charges, a “holdout” pistol carried in a springsleeve holster), the Mark II “Silent Thunderbolt” Handgun (RKA 2d6+1, a plastic gun with maximum silenc- ing and concealability features), Shock Gloves (gloves with a taser-like weapon built into them), and various CCD grenades. HARBINGER’S DEEP COVERS Harbinger maintains three Deep Covers, each described briefly elsewhere in this book: freelance crime reporter Frank Keaton (page 108); homeless person Crazy Lenny (page 136); and Free- town peddler Flashman Jackson (page 51). (If Harbinger doesn’t actu- ally have a Skill or Dis- advantage that’s listed on their character sheets, it’s noted there as a way of preserv- ing the illusion for the players; just substitute the closest available Skill he does have, if necessary.) In any of these guises he might pass on information, or provide other assis- tance, to PCs without their knowing it... or spy on them. 229 Hudson City: The Urban Abyss Background/History: Page 154 describes most of what’s definitively known about the mysterious, ruthless vigilante who calls himself the Harbinger of Justice. (He’s often referred to by the public as “the Blue Moon Killer” because of the distinctive calling cards he sometimes leaves on his victims — solid black with a royal blue crescent moon.) The Vigilantism Task Force of the HCPD, which has a section that works with the FBI in an effort to track the Harbinger down, believes the following deductions or suppositions about him are largely or entirely accurate: ■ he has formal military training, probably as part of a special forces or elite unit of some sort. ■ he may also have received formal espionage training ■ he is fabulously wealthy, though the source of his wealth is unknown (most people on the VTF think he started out with a nest egg obtained in some legitimate manner, but now supplements that with millions stolen from criminals he kills) ■ besides his obvious combat skills, he’s mastered numerous other disciplines, including many sci- ences. In particular, he’s shown phenomenal skill at disguises and impersonation, forensics and crimi- nalistics, stealthy movement, covert entry, and skills related to manufacturing and using firearms and other weapons ■ he has an extensive network of contacts, infor- mants, and informal “assistants” who knowingly or unknowingly help him prosecute his war on crime Beyond that, the authorities know very little with any certainty. Personality/Motivation: Harbinger is motivated by one thing, and one thing only: the desire to destroy crime and those who commit it. So far as anyone knows, he has no family, no desire for romance, and no real friends. His entire life and being are devoted to crimefighting and the upholding of Justice as he believes it to be. He is a textbook example of extreme monomania. Harbinger will stop at nothing to kill (“exe- cute,” as he insists) those he feels deserve killing, though he’s never stated publicly exactly who quali- fies for “execution” — he seems to prefer to let his actions speak for themselves. Violent criminals — murderers, rapists, robbers, and the like — clearly qualify, as do drug dealers, most members of organized crime groups, and anyone else who contributes significantly to the crime problem. On the other hand, while he’s often gone after pimps, child pornographers, and the like, he usually leaves prostitutes alone. Based on the few statements he’s made to wit- nesses, Harbinger seems to follow a straightforward philosophy: everyone is free-willed and has the capacity to act within the bounds of Justice. At a minimum, people must leave one another in peace and not hurt each other. Those who violate this “rule” in minor ways deserve one chance to correct their behavior and act as they should. If they fail to act properly thereafter, he “executes” them as threats to society. Other forms of behavior — murder or rape, for example — are such extreme violations of Harbinger’s code of Justice that they merit immedi- ate execution. Harbinger seems to prefer to work alone, since he finds other crimefighters too “soft-hearted,” “afflicted with moral cowardice,” or “inefficient” (his words) to do their jobs properly. He tends to act with ruthless efficiency, doing whatever he must (short of harming innocent persons) to achieve his goals. Since he doesn’t trust other crimefighters (not surprisingly, given how many of them have tried to capture him in the past), he goes to great lengths to keep his secrets. Quote: “The innocent know me as a Harbinger of Justice. But criminals know me as a Harbinger of doom.” Powers/Tactics: Harbinger is a master combat- ant — a man who can take on large numbers of opponents and kill them quickly and cleanly without suffering any injuries himself. He seems to have mastered not only the use of firearms and weapons, but a variety of unarmed combat styles and techniques. If he knows in advance what sort of opposition to expect, he’ll come pre- pared with the best weapon load he can arrange given the circumstances; if not, he’ll carry a stan- dard multi-purpose “kit.” When possible, Harbinger prefers to oper- ate from secrecy and cover. Instead of charging into a dangerous situation, he uses his disguise and covert entry skills to infiltrate and gather as much information as he can. To his way of think- ing, things go best when his target has absolutely no idea he’s being stalked... until that last few seconds of life when Harbinger destroys him and his operation. To minimize possible casualties to innocent bystanders, and preserve evidence he can use to track down other criminals, he uses poisons, gases, and other “non-violent” weapons when it’s feasible to do so. If forced into open combat, the Harbinger relies on cover and fast movement. Unless he’s got a lot of cover and plenty of targets, he rarely stays put in one place for more than a few seconds, pre- ferring to keep moving so his enemies can’t draw a bead on him. In these situations, his only concerns are protecting innocents and winning the battle. He’ll “cheat,” break his word, or fight “dishonorably” to achieve this aim if he must; to his way of think- ing, this is no-holds-barred a war, not some duel in a Hollywood movie. The Harbinger prefers to take his enemies captive whenever possible. After the battle, he takes his captives somewhere private, interro- gates them extensively, and then “executes” them after he’s gathered all the information he can. He has no qualms about using torture or other “extreme” interrogation methods if he must, but he doesn’t inflict pain for pleasure — that would reduce him to the level of the scum he fights. Harbinger relies on his reputation and over- whelming personal presence whenever possible. There’s no need to fight or cause harm when he can terrify a criminal into submission. HARBINGER PLOT SEEDS A person dressed like Harbinger has recently murdered several prom- inent individuals around Hudson City. None of the victims had a crimi- nal record. Was it really the Harbinger — and if so, were the victims secretly involved in the underworld somehow? Or is someone trying to pin a few more murders on him, figuring no one will even question that he’d do it... and if so, what’s really going on? The PCs desperately need some information — and the Harbinger’s the only person likely to have it. Do they dare ask him to help? If so, how do they find him? And what do they do if he only agrees to tell them what they need to know if he can help them complete their mission? The Harbinger contacts the PCs. He says he needs some information they have... and if he doesn’t get it right away, thousands of people could die. Can they trust him? Are they willing to work with him to prevent this supposed tragedy? 230 Hero System 5th Edition Campaign Use: The Harbinger’s vast capabilities and consummate skills make him a force to be reckoned with. When running him, remember that he’s a genius, one extensively trained in many fields and with nearly two decades’ experience fighting crime in Hudson City. He does not fight or act stu- pidly, prepares intelligently for every contingency or emergency he can think of, and acts as efficiently and ruthlessly as he has to. At first glance, it may seem that the Harbinger is so powerful that Hudson City doesn’t need any other crimefighters. But that’s demonstrably untrue; he’s been on the job for nearly twenty years, and Hudson City still has a significant crime problem (though some experts do attribute a drop in the crime rate to his actions and those of other vigilantes). The truth is that he’s only one man, and thus can only do so much. Even allowing for the fact that he only needs to sleep about an hour a night, there’s a limit to what he can accomplish. The vast majority of his time is spent gathering and analyzing information, maintain- ing Deep Covers, performing the maintenance and administrative tasks necessary to support his war on crime, and so forth — it’s not as if he’s out on the streets 24 hours a day gunning down criminals. If he ever had the “support staff” necessary to let him do that, everyone in Hudson City would know it from the flood of corpses. As an NPC, the Harbinger can interact with your PCs in several ways. The first is as an antago- nist. Few, if any, crimefighters share the Harbinger’s extreme views, and many of them have tried to stop him (though none have succeeded for long). Harbinger would never use lethal force on another crimefighter — any true crimefighter, no matter how much of a “moral coward” he is, is worth keeping on the streets — but he’ll use nonlethal weapons and inflict nonlethal injuries to keep them from stopping him. But the PCs should realize that if they do stop the Harbinger and the word gets out, the Hudson City underworld is going to run riot — whether the PCs like it or not, he does keep crime in the Pearl City in check to some degree. Second, he could be an ally (though admit- tedly a difficult one to get along with at times). He won’t fight the PCs’ battles for them in most cases — he’s got plenty of his own to take care of — but if he respects another crimefighter he’ll willingly exchange information, offer advice, or provide other assistance that seems reasonable to him. Third, Harbinger could serve as a mentor or patron for the PCs, much as he’s doing with LIBRA (see Dark Champions). You shouldn’t need to make Harbinger any tougher; he’s already pushing the upper end of how most campaigns define “Dark Champions charac- ters.” To weaken him, get rid of (or substantially reduce) his Variable Power Pool, decrease his Char- acteristics, and/or get rid of some of his Skills. As a Hunter, the Harbinger is an incredibly dangerous opponent. He’ll use his Skills to gather all the information he needs, then strike at the target at the best opportunity, usually using a sniper rifle or poison. The odds are the target will never see him. Harbinger is wanted by all local and national law enforcement organizations for several thou- sand murders and uncounted acts of assault and kidnapping. However, convincing a jury beyond a reasonable doubt that a particular person com- mitted many, if not all, of them would be difficult due to the evidentiary problems noted on page 154 — the Harbinger isn’t stupid enough to use the same gun for long periods of time. Periodi- cally he melts gun parts down and recycles the metal into other guns, or discards the metal if it’s no longer useful. The total reward money offered for him, dead or alive, from both law enforce- ment and criminal organizations exceeds five million dollars. Appearance: Harbinger is 6’0” tall, with a build like a martial artist — muscular-looking, but not overly so. When on patrol or performing a combat mission, he wears a black, skintight, full- face mask with a royal blue crescent moon over the left eye. Atop the mask Harbinger wears a black men’s fedora, though this often gets lost in the heat of battle. Harbinger wears one of two uniforms. On standard surveillance missions, patrols, and other operations where he doesn’t expect to engage in heavy combat, he dresses “formally” — an all-black men’s suit, shirt, tie, shoes, trenchcoat, and gloves. Under- neath his clothes he wears a light armored bodysuit. If he’s expecting combat or trouble, his uniform is more like combat fatigues, with steel-toed boots, lots of pockets, weapons slung/holstered/attached here and there (plus other, hidden, weapons), much heavier body armor, and an open trenchcoat. 231 Hudson City: The Urban Abyss RENEGADE Val Char Cost Roll Notes 18 STR 8 13- Lift 300 kg; 3½d6 [4] 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 13 BODY 6 12- 15 INT 5 12- PER Roll 12- 12 EGO 4 11- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 11 COM 1 11- 8 PD 4 Total: 8 PD (0 rPD) 8 ED 4 Total: 8 ED (0 rED) 4 SPD 12 Phases: 3, 6, 9, 12 8 REC 0 36 END 0 35 STUN 4 Total Characteristics Cost: 98 Movement: Running: 6”/12” Cost Powers END Martial Arts: Dirty Infighting Maneuver OCV DCV Damage/Effect 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm, 28 STR to Disarm roll 4 Eye Gouge -1 -1 Sight Group Flash 4d6 4 Kidney Blow -2 +0 HKA ½d6 (1d6+1 with STR) 4 Low Blow -1 +1 2d6 NND(3) 4 Punch/ Backhand +0 +2 5½d6 Strike 5 Roundhouse/Two- Fisted Smash -2 +1 7½d6 Strike 3 Tackle +0 -1 3½d6 +v/5 Strike; You Fall, Target Falls 5 Lucky Guy: Luck 1d6 0 Perks 5 Improved Equipment Availability: Military Equipment Talents 3 Lightsleep Skills 10 +1 Overall 8 +1 with All Combat 9 +3 with USAS-12, Spectre M4, and Desert Eagle 3 Combat Driving 13- 3 Concealment 12- 1 Criminology 8- 3 Deduction 12- 3 Interrogation 13- 3 Mechanics 12- 3 Stealth 13- 3 Streetwise 13- 3 WF: Small Arms, Knives Resource Points 12 Equipment Points: 120 10 Vehicle/Base Points: 30 5 Follower/Contact Points: 15 0 Miscellaneous Points: 0 Total Powers & Skills Cost: 125 Total Cost: 223 100+ Disadvantages 5 Distinctive Features: various tattoos (Easily Concealed; Noticed And Recognizable) 20 Hunted: HCPD 8- (Mo Pow, NCI, Capture) 20 Hunted: the Mafia 8- (Mo Pow, NCI, Kill) 20 Psychological Limitation: Vigilante Mental- ity (Very Common, Strong) 15 Psychological Limitation: Devout Catholic (Common, Strong) 15 Reputation: Murderous vigilante, 11- (Extreme) 15 Social Limitation: Secret Identity (Frank Scarpetta) (Frequently, Major) 10 Social Limitation: Criminal Record (Occa- sionally, Major) 3 Experience Points Total Disadvantage Points: 223 SUGGESTED EQUIPMENT Weapon OCV RMod Dam STUN Shots STR Min Notes USAS-12 +0 +0 2½d6 1d6 28 13 AF5 Spectre M4 +1 +1 1d6+1 1d6-1 50 13 AF5, 4 clips Desert Eagle +1 +0 2d6+1 1d6 9 13 4 clips Combat Knife +0 +0 1d6 1d6-1 — 8 Can Be Thrown Armor Level II-A body armor (DEF 6, Activation Roll 14-) Armored Duster (DEF 2, Activation Roll 11-) Sunglasses (Sight Group Flash Defense [5 points]) Gear: Radio headset (Radio Listen and Transmit), motorcycle Clothing: See Appearance. 232 Hero System 5th Edition Background/History: Think of every bad kid you’ve ever known and roll them all into one, and you’d have Frank Scarpetta. From the time he was old enough to know what “crime” was, Frank was involved in it. He started out bullying other kids and taking money from them, then began shoplift- ing, and graduated to auto theft as soon as his legs were long enough to reach the pedals. He spent far more time with his street gang than he ever did with his family, and before too long he just stopped going home altogether. By the time most kids his age were gradu- ating from high school, Frank was a hardened criminal who’d killed more than once. His affin- ity for his work did not escape the attention of the local Mafia caporegima, who approached Frank with an offer to bring him into his group of “soldiers.” This was the sort of break Frank had been waiting for, so he jumped at the chance. Despite his undisciplined youth, he fit in well and became a valuable part of the crew... and, eventually, his boss’s right-hand man. This was the best job that Frank had ever had, and he loved every minute of it. It was a per- fect combination of luxurious surroundings and the opportunity to exercise his violent tenden- cies. However, his opinion of his boss and his job changed when he finally met the boss’s daughter, Angela, a woman with a sad, pale sort of beauty. A childhood illness had left her crippled, confined to a wheelchair for life. Unlike the boss and his com- patriots, who treated Frank as a sort of hired hand or attack dog, Angela actually seemed to see some good in him and treated him with a kindness that was completely foreign to him. Soon Frank was seeking excuses to be near her, because she was the only person in the world he really liked. He even listened to her when she, a devout Catholic, tried to bring religion into his life. It sounded like nonsense to him at first, but the more time he spent with her and the more he listened, the more he came to believe. Soon he was accompanying her to church on the pretext of “guarding” her, and before too long he’d converted to Catholicism and even been baptized. As Frank’s piety increased, his desire to do his job decreased. After his baptism he decided he’d had enough of the violence and bloodshed. He asked Angela to marry him, and after she said yes the two of them went to her father to tell him that Frank was calling it quits and they were leaving. But the boss had other ideas. He told Frank that no daughter of his, crippled or otherwise, was marry- ing a thug like him, and that the only way he was going to leave “the family” was in a pine box. That was when the shooting started, as Frank’s former comrades in arms tried to gun him down and he tried to shoot a way to safety for himself and Angela. Three dead bodyguards and a lot of bullets later they’d almost made it out of the house when Angela saw that another one of her father’s guards was about to shoot Frank in the back with a shotgun. Screaming for him to run, she threw her- self in the way of the blast. Something in Frank snapped. The only person he’d ever cared about was dead, killed by murder- ous criminal scum like he’d once been. He looked up from her body at the boss and his men with a murderous glint in his eyes even more savage than the one that had been there so many times before. When Frank walked out of the house the boss and every single one of his men were dead, each shot cleanly through the head. Frank realized God had sent him a mes- sage. He wasn’t destined to fall in love and be happy in the way normal men are — he was to be an instrument of righteous vengeance, remov- ing evil men from this life to face judgment in the next. After equipping himself to fight this “holy war” and christening himself “Renegade,” he began patrolling the streets of the city, doing “God’s work” with a fury that most people would never associate with the divine. Personality/Motivation: Renegade is an unusual mix of piety and violence. Ever since he was a child he’s been a ruthless and brutal person, and even his religious conversion hasn’t purged him of these tendencies. However, his new-found faith has influ- enced who he uses force on. Where once he’d fight or kill anyone he was ordered to, he now reserves 233 Hudson City: The Urban Abyss his violent tendencies solely for criminals, “the greatest sinners of all.” In a sense, he sees himself as “God’s weapon on Earth,” though he’d never express that sentiment out loud. Deep in his heart, Renegade knows the path of violence isn’t a truly Christian way to live — but violence has been a part of his life for so long he finds it impossible to become a truly peaceful person without Angela by his side to help him. Subconsciously he feels a great deal of guilt because of both his past and present life. When he has no immediate goal to focus on, the guilt begins to haunt him, making him worry that someone like him could never be admitted to the kingdom of Heaven. So, fatalistically, he goes right on with his vigilante crusade, willingly sacrificing his own sal- vation to bring some safety and comfort to a few people on Earth. And when the guilt just gets to be too much to bear, he drinks it away. Anytime Renegade takes money from drug dealers and other criminals, he anonymously donates everything but what he needs for basic upkeep and survival to the Church or various Church-affiliated charities. Quote: “A little time in Purgatory is just what you need.” Powers/Tactics: Renegade is an experienced street- fighter, crimefighter, and gunman, but his sense of tactics isn’t all that well developed. It consists mainly of an “I’m making this up as I go along” approach that involves a lot of violence, smashing things, and car crashes. For example, his version of lockpicking is kicking or blasting the door in. Although he can be stealthy when he wants to, subtlety is not his strong suit, and the sort of dis- guise-based infiltration mission favored by the Har- binger of Justice is the farthest thing from his mind. Usually he locates an appropriate target, gathers as much information about it as he can through direct observation and asking questions on the street, and then attacks, counting on his extremely vio- lent methods and powerful weapons to shock the enemy into confusion and defeat. Campaign Use: Renegade makes an excellent ally for the PCs. He’s a little more experienced than a starting PC, but his bull-in-a-china-shop approach and personal demons should keep him from making the PCs look weak or incompetent. In truth, he needs their help as much as they probably need his. To make Renegade tougher, round out his Skills and decrease the strength of his Psychological Limitations, making him a more experienced, well- rounded, well-adjusted person. To weaken him, remove his Overall and All Combat Levels and/or reduce his SPD to 3. As a Hunter, Renegade isn’t subtle — he locates the target and goes charging in. If that doesn’t work, he’ll retreat, spend more time in observation, and then charge right back in when he feels he’s got a better grip on the situation. Renegade is wanted by the Hudson City Police for twenty confirmed murders and several dozen acts of assault. He’s a suspect in many more murders. The police are especially eager to catch him because one of his victims was Officer George Hurley, a cop accused of using excessive force against black suspects. Appearance: Renegade is a white male. He doesn’t wear a costume per se, just jeans, a t-shirt of some sort, combat boots, body armor, and a dark brown duster with armored panels sewn into it. He stands about 6’2” tall, weighs about 225, and has a solid, muscular build. He ties his shoulder-length brown hair back in a ponytail, and hides his eyes behind a pair of sunglasses. Tattoos cover his arms and chest, though the tats can’t be seen when he’s wear- ing long sleeves. He usually carries his Desert Eagle handgun and Spectre SMG in shoulder holsters underneath his jacket and his USAS-12 combat shotgun on his back. RENEGADE PLOT SEEDS Renegade contacts the PCs for some help. He’s stumbled onto what he thinks is a major criminal conspiracy involving smuggling, but he doesn’t have the skills to uncover the full extent of the thing. Want to team up and kick some ass? Renegade disappears — no one’s seen him on the street in weeks. Then the PCs catch some gang punks using what appears to be his USAS- 12. What’s going on? Renegade gathers some information on the street that suggests one of the PCs is actually working for the Mafia, not against it. Can the PCs find out what’s going on and stop Ren- egade before he kills their friend? 234 Hero System 5th Edition SCARECROW Val Char Cost Roll Notes 13 STR 3 12- Lift 150 kg; 2½d6 [3] 15 DEX 15 12- OCV: 5/DCV: 5 15 CON 10 12- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 8 COM -1 11- 6 PD 3 Total: 6 PD (0 rPD) 3 ED 0 Total: 3 ED (0 rED) 3 SPD 5 Phases: 4, 8, 12 6 REC 0 30 END 0 25 STUN 0 Total Characteristics Cost: 48 Movement: Running: 6”/12” Cost Powers END 13 Brawler: HA +4d6; Hand-To-Hand Attack (-½) 0 2 Observant: +1 PER with Sight Group Perks 1 Fringe Benefit: License To Practice Law 3 Fringe Benefit: Membership (in the County Prosecutor’s office) 1 Fringe Benefit: Weapon Permit 4 Reputation: psychotic vigilante (throughout Hudson City) 14-, +2/+2d6 Skills 8 +1 with All Combat 3 +1 with Favored Weapons (see Suggested Equipment Table) 1 Combat Driving 8- 1 Computer Programming 8- 3 Criminology 12- 3 Deduction 12- 3 Interrogation 13- 5 CK: Hudson City 14- 3 KS: The Hudson City Underworld 12- 2 KS: Law 11- 2 KS: The Law Enforcement World 11- 1 Lockpicking 8- 1 Mechanics 8- 2 PS: Assistant County Prosecutor 11- 2 PS: Police Officer 11- 3 Shadowing 12- 3 Stealth 12- 3 Streetwise 13- 2 WF: Small Arms Resource Points 12 Equipment Points: 120 5 Vehicle/Base Points: 20 10 Follower/Contact Points: 25 0 Miscellaneous Points: 0 Total Powers & Skills Cost: 102 Total Cost: 150 75+ Disadvantages 20 Hunted: HCPD 8- (Mo Pow, NCI, Capture) 20 Psychological Limitation: Vigilante Mental- ity (Very Common, Strong) 10 Psychological Limitation: Addicted To Spending Time In Alternate Identity (Common, Moderate) 10 Reputation: Murderous vigilante, 8- (Extreme) 15 Social Limitation: Secret Identity (Jack Clauson) (Frequently, Major) Total Disadvantage Points: 150 Background/History: Jack Clauson was born and raised in Elmview and Red Hill, with drugs and crime all around him. But his family was loving and devoted, and he and his brothers and sisters usually avoided the perils of inner-city life. Jack’s father was a security guard, and this inspired Jack to become a policeman. Jack worked on the force for many years. During that time, he was shot, stabbed, assaulted, spit upon, harassed, and saw too many of the scum he arrested released too soon by courts and prison officials who didn’t seem to understand the crime situation on the streets. Finally, this disgusted him so much that he decided to do something about it: he went to law school, became an attorney, and went to work in the county prosecutor’s office. He hoped he could make a difference, but his hopes were soon dashed. He found he was now part of a monolithic bureaucracy that was more interested in processing criminals and getting them out of the system than in making sure they got the punish- ment they deserved. The last straw was the day he was viciously assaulted and almost killed by a burglar/rapist he had convicted only three months before who was already out on parole. As he recovered in the hos- pital, Jack decided the time had come to abandon “the system,” which wasn’t working, and try an unorthodox approach to cleaning up the streets. He began to train himself, augmenting his policeman’s training with criminology skills, burgling skills, and the like. After designing himself a suit of armor and picking out the right weapons for the job, Jack began to spend his nights stalking the streets as “the Scarecrow,” a name he was given because of the tattered overcoat he wore. During the day, he works as an assistant county prosecutor; at night, his brutal, vicious style of crimefighting evokes fear and hatred in the underworld. Personality/Motivation: The Scarecrow is extremely devoted to his war on crime, but sees himself almost as two different men: Clauson, who works within the system; and the Scarecrow, who deals with criminals in the “proper” way. As time has passed, this attitude has become so pronounced that Jack is nearly a split personality. He refers to his two identities as separate persons, and has in effect become addicted to spending time as Scare- crow. The longer he has to remain in his “civilian” identity, the more bizarre his behavior becomes until he loses hold on Clauson’s polished exterior. SCARECROW PLOT SEEDS It looks like the Scare- crow’s finally gone over the edge — he starts shooting jaywalkers and brutally torturing even the pettiest of criminals for no particular reason. The PCs need to find him and bring him in... but when they catch up to him, they discover he’s been drugged or brainwashed. Who did it to him, and why? The Scarecrow comes to the PCs and asks them to help him. He thinks he’s uncovered a conspiracy of corrup- tion within the County Prosecutor’s office, and needs their help to take it down. At the same time, he has to be care- ful not to expose his Clauson identity.... One of the PCs wakes up one morning to find himself wearing the Scarecrow’s armor and uniform. Is it possible he’s the Scarecrow, and that he’s suffering from multiple personality disorder or something? What’s going on? 235 Hudson City: The Urban Abyss At some point in the future, he will completely snap and spend all of his time as Scarecrow... but right now, he’s far from reaching this point. The Scarecrow side of his personality is much more extreme than the Clauson side. Clauson is certainly hard on crime, and punishes criminals to the full extent of the law, but the Scarecrow goes far beyond this. Scarecrow’s approach to crimefighting involves torture, mutilation, and murder. He has no compunctions about treating criminals this way, for he considers them to be subhuman, bestial things. The Scarecrow’s very name is enough to make hardened criminals speak in hushed whispers, for they know that any criminal who attracts his atten- tion is bound to regret it. Quote: “You still have one knee left. I still have a sledgehammer. Where can I find Roberto Jimenez?” Powers/Tactics: Scarecrow’s approach to fighting crime depends mainly on his elaborate information network, which not only includes his contacts in the HCPD and the criminal justice system, but his skill at finding information on the street. He often supplements this by torturing information out of captured criminals; he has a keen eye for knowing who he can shoot right away and who he needs to take prisoner. He knows he can’t tackle large num- bers of opponents and win, so he uses his reputa- tion and dirty tricks to make up the difference. He hates to be drawn into open combat, preferring instead to attack his enemies from ambush. Scarecrow’s armor is a combination of leather, chain mail, and Kevlar; it offers protec- tion from both bullets and knives. The armor is studded with sharp, tiny spikes in strategic locations. His helmet not only offers him head protection, but is built to keep him from being injured in the face and neck (which would be difficult to explain to his co-workers). Campaign Use: The Scarecrow represents someone who’s a little lower-powered than most PCs — he’s only built as a Standard Heroic character — and also a good bit closer to going “over the edge.” His methods should make the PCs blanch, then wonder what they can do to turn him into a more level- headed crimefighter. To make the Scarecrow tougher, upgrade him to full Powerful Heroic status and spend the extra 50 points to boost his Characteristics and add a few Skills. To weaken him, get rid of his Brawler ability and/or decrease his Characteristics a bit. The Scarecrow doesn’t usually Hunt anyone for a long period; he doesn’t have the time, since he can only afford to spend so many hours per night on the street. He focuses primarily on the current target of his investigation until he gets the guy, then moves on to the next guy. When pursuing someone, he watches them carefully, waiting for an opportunity when his target is unprotected enough for him to handle the situa- tion. Then he moves in, fast and brutal. The HCPD wants the Scarecrow for question- ing regarding numerous acts of torture, aggravated assault, and murder. Appearance: Scarecrow is a white male 5’10” tall, 190 pounds, with an athletic (but not overly mus- cular) build. He covers his dark brown leather- and-chain armor with an old tan overcoat; the spikes on the armor have made the overcoat tattered and ragged. Scarecrow’s weapons (a couple of .45 pistols, a couple of combat knives, a touch taser, a set of brass knuckles, and a tear gas grenade or two) are attached to holsters and sheaths on the armor, and are posi- tioned so he can reach them quickly and easily. His dull gray helmet is adapted from a football helmet; he wears a ban- danna mask and set of sports glasses underneath to conceal his identity and pro- tect his eyes. SUGGESTED EQUIPMENT Weapon OCV RMod Dam STUN Shots STR Min Notes Colt M1911A +1 +0 2d6-1 1d6 7 9 Carries two, and 6 clips Combat Knife +0 — 1d6 1d6-1 — 8 Can Be Thrown, carries 2 Brass Knuckles +0 — 2d6 N — — 5 Touch Taser +0 — 8d6 NND — 8 — Smoke Grenade +0 +0 CE — 2 RBS -3 Sight PER in 4” radius, lasts 3 Turns Armor Spiked leather-and-chain armor (DEF 4; spikes are an HKA ½d6 Damage Shield, Activation Roll 12-) Sports Glasses (Sight Group Flash Defense [3 points]) Gear: Whatever he happens to find useful that he acquires during his adventures Clothing: See Appearance. 236 Hero System 5th Edition Membership: Card Shark, Blackjack, Deadman’s Hand, Jack o’ Diamonds, One-Eyed Jack, Pokerface, and various agents Background/History: Emil Lagerfeld’s father was a gambler, a hustler, and a second-rate second-story man... and Emil adored him. By age six, he was helping his father burgle businesses — a little boy could easily fit through windows and ventilation ducts too small for a grown man. By eight, he could count cards flawlessly. By ten, he could shuffle like a pro; by twelve, he could deal off the bottom of the deck smoothly enough to fool most seasoned gam- blers; by fourteen, he’d mastered the much more difficult center-deck deal and was pretty much sup- porting himself and his family playing cards. By the time he was eighteen, Emil had real- ized what a loser his father really was. He wasn’t the slick criminal his young son had envisioned him as being, just a jerk who’d never really amounted to anything in life. Emil decided he wasn’t going to fall into that trap — he would make a name for himself, and a pile of money in the process. But first, he wanted to see the world, so he joined the Navy. And hated every minute of it. Sure, he made pretty good money playing cards, developed some contacts that would help him later on, set up some profitable black market schemes, and did, in fact, see the world — but he had to do it on someone else’s schedule. He found out he couldn’t stand taking orders, and hated those who bossed him around. Twice during his tour of duty officers he particularly loathed went “missing” in mid-sea and were never found again... but no one ever suspected Emil had anything to do with it. When his hitch was up, he got the hell out and returned home to Hudson City. He figured it was time to go back to his roots and start his climb to the top of the underworld — but how? The big powers in Hudson City were organized crime: the Mafia, the yaks, you name it. The best he could hope for with those groups was to be a hanger-on; he didn’t have the right blood to become a full member. And that was no good; he intended to be in charge, not a flunkie for the rest of his life. He finally realized he needed to start his own gang. He had the smarts and the ambition, so it was only sensible to try to make a go of it on his own, instead of as part of someone else’s stable. But he needed a gimmick, something to attract attention and give him a profile in an underworld crowded with nobodies. The “weird” and costumed criminal phenomenon gave him the key he needed — with a costume and a flashy motif, he’d make a name for himself a lot faster than as Emil Lagerfeld. Drawing on his love of gambling, his skill with his hands, and the criminal talents he’d mastered as a child, he created the identity of Card Shark. Card Shark debuted in 1982 and quickly gained a reputation as a top-notch burglar and assassin. Slowly but surely, he attracted other crimi- nals, forming the nucleus of what would one day be his large, powerful organization. As the Eighties progressed, Card Shark became a major force in the Hudson City underworld... and a very wealthy man. The one stumbling block in Card Shark’s path to glory was vigilantes. Time and again, these “crimefighters” thwarted his efforts and exposed his schemes, costing him uncounted millions. He killed two of them — a caped, acrobatic buffoon known as Nighthaunt, and a gun-toting muscle-brain who called himself Captain X — but that was a cold satisfaction compared to the humiliation and losses they and their ilk inflicted on him. The worst of the breed was a homicidal maniac with the arrogance to title himself “the Harbinger of Justice.” From the Harbinger’s first appearance in 1986, he and Card Shark became each other’s arch-nemeses. Time and again they clashed, each narrowly avoiding death at the other’s hands sev- eral times... but with the Harbinger inflicting such damage on the organization every time that he became intolerable. Finally, in 1992, in a desperate attempt to swat this gadfly, Card Shark stuck his neck out a little too far — and got it broken. Lagerfeld’s death tumbled the organization into disarray. The Harbinger took advantage of the chaos to destroy a lot of its resources and kill a lot of Card Shark’s people, but the core of the organization — Card Shark’s lieutenants — survived, retreated, and regrouped. For several years the organization stumbled along, not much better than a street gang, reaping what profits it could and trying to rebuild. But it wasn’t work- ing; what the group needed was another leader — another Card Shark. Enter Ryan DeLaney. He’d served as the first Card Shark’s second Jack o’ Diamonds, replacing a man killed by the Harbinger. Sensing an opportu- nity to take the helm of the organization, he spent years training himself to develop the criminal skills he didn’t already have, and when the time was right presented himself to the others as the new Card Shark. Not all of them approved — some had ambi- tions of their own, after all — but no one could deny that the group needed a leader, and DeLaney had the right skills and attitude for the job. In 1998, they agreed to follow his lead. In the years since then, the new Card Shark has rebuilt the organization to the position of prominence, power, and profitability it enjoyed in CARD SHARK ANNA-MARIE DREWRY 13 STR 14 DEX 13 CON 11 BODY 13 INT 10 EGO 15 PRE 15 COM 4 PD 4 ED 3 SPD 6 REC 26 END 25 STUN Abilities: Martial Arts (Commando Training; Aikido Throw, Boxing Cross, Choke, Kung Fu Block), Concealment 12-, Conversation 12-, Gambling (Card Games) 13-, KS: The Hudson City Underworld 8-, Persua- sion 12-, PS: Card Shark Agent 12-, Seduction 12-, Shadowing 12-, Sleight Of Hand 12-, Stealth 12-, Streetwise 12-, WF: Small Arms, Knives, Fringe Ben- efit: Membership (Deck agent in Card Shark orga- nization) Disadvantages: Distinc- tive Features (Card Shark uniform); Hunted (Watched by Card Shark); Psychological Limitation: Amoral And Greedy; Social Limitation: Subject To Orders Notes: Anna-Marie Drewry is one of Card Shark’s Deck agents. She’s in charge of one of his illegal casinos in Crown Point, though at first glance you’d have a hard time telling it. She spends most of her time there as a poker dealer and makes one of her underlings pretend to be her. When necessary, she gives orders to her doppelganger with various covert, subtle hand and body signals. Card Shark’s aware of how well she’s running things, and has his eye on her for promotion when the time is right. 237 Hudson City: The Urban Abyss 1992. He strikes where he will throughout the city, ignoring claims of turf or authority and answer- ing to no one but himself. Vigilantes, including the Harbinger, remain a major problem, but the organi- zation has learned from its mistakes and plans to be around and in business long after all those idiotic do-gooders are dead and buried. Organization And Structure: The Card Shark organization has a simple hierarchical structure, described on page 175. As noted there, Card Shark’s agents are grouped into “suits” based on function, but for the most part only a few receive a permanent assignment to a suit — Card Shark allocates agents to specific jobs and duties based on their particular talents, not some predeter- mined table of organization. At any given time, Card Shark’s organization has about 400-500 agents, and in some cases a given agent might have a small group of associates or hangers-on who do his bidding but don’t actu- ally belong to the organization or wear the uniform. Card Shark’s profile in the underworld is such that he rarely has difficulty recruiting new agents when he needs them. Group Relations: Card Shark is no fool — he knows a large organization needs discipline and efficiency to function effectively. He expects three things of his men, from his lieutenants down to the lowliest Deck agent: obey his orders without question; obey the orders of your superiors in the organization; and don’t quarrel or fight with other members. If he finds that an agent has attacked, stolen from, or otherwise caused problems for another agent, or has caused other problems he feels are harmful to the organization as a whole, he simply kills the offending agent out of hand. Card Shark’s lieutenants are an exception to this rule; they’re too important and powerful for him to dispose of casually. He tolerates some fric- tion between them as long as it doesn’t interfere with their work. For example, Blackjack doesn’t much care for Jack o’ Diamonds or One-Eyed Jack (both are too “slick” and “uppity” for his tastes), nor for Pokerface (who’s beaten him into line a time or three). One-Eyed Jack finds all the others but Jack o’ Diamonds a little too crude and thug- gish for his tastes, and Jack o’ Diamonds seems to agree. Pokerface never expresses an opinion about anyone; Deadman’s Hand seems to get along well with everyone. Tactics: Card Shark doesn’t regard his agents as combat troops — he has a gang, not a private army. Whenever possible, he prefers for his men to avoid armed conflict, relying instead on ambush, black- mail, and assassination to get things done. But in a world where crimefighters and rival gangs are a constant threat, he and his men have to be ready to fight at all times. He has Pokerface and other personnel train all of his agents in basic tactics and combat procedures. Card Shark’s combat strategy usually depends on how much he knows about his enemy and how much time he has to plan. If possible, he and his men come equipped with weapons and gear specif- ically designed for use against their enemy. Lacking any more specific plan, the usual procedure is “hit hard, and keep hitting until we win or the battle turns against us; in the latter case, everyone do his best to escape.” Card Shark’s men use lethal force in most situations, although Card Shark is not averse to taking heroes prisoner if he can. In battle, Poker- face has overall tactical command of the entire CARD SHARK CODES Card Shark transmits messages and orders to his men by means of a “playing cards code,” detailed below. The codes may change a little from time to time, but for the most part they stay the same. In most cases, a note or encrypted CD accompanies the note to explain the spe- cifics of the job. Cards not listed usually refer to specific Card Shark facilities or operations; these change much more frequently. Spades Ace: Kill X King: Destroy a particular object, building, or the like Queen: Collect a debt from X and leave a “warning” Jack: Assault X; provide X a “warning” Diamonds Ace: Kidnap X King: Steal X object; smuggle X object from point A to point B Queen: Blackmail X Jack: The organization will provide special help (such as high-tech equipment) for this mission Clubs Ace: Harass X or X group King: Watch (and/or follow) X (or X location) Queen: Have X or X group seduced, subverted, infil- trated, or corrupted; obtain potential blackmail infor- mation on X Jack: Guard X or X location Hearts Ace: Attend a meeting at X location with Y person(s). King: X is wanted, a reward of $X is offered for him. Queen: Report to X location to take part in a mission. Jack: Obtain this information Other Cards Card Shark: an Ace of Spades with all four corners folded Blackjack: any two cards totaling 21 in blackjack bent in half together Deadman’s Hand: an Ace and an Eight bent in half together Jack o’ Diamonds: the Jack of Diamonds with one corner bent One-Eyed Jack: a one-eyed jack with one corner bent Pokerface: a blank card Face Card agent: that particular face card with two corners bent CARD SHARK PLOT SEEDS Card Shark decides to commit a series of crimes based on the ascending hands in poker (two of a kind, jacks, two pair, three of a kind...). The PCs have to figure out what’s going on, anticipate what the next crime will be, and put a stop to this odd crimewave. Card Shark contracts with a dangerous Third World nation to provide it with certain weapons and other types of mili- tary technology. Getting what he needs involves various crimes — thefts, kidnappings of eminent scientists, blackmail, smuggling — and if the PCs don’t discover what’s going on in time, one of America’s most fanatic enemies will suddenly be much more powerful. A veritable horde of hired assassins, killers, mercs, and thugs begin gunning for the PCs for no apparent reason. Unbeknownst to them, Card Shark is staging a “criminal scavenger hunt” in which anyone who kills a hero gets a big reward... and Card Shark’s “customers” bet extravagantly on who’ll get killed first. 238 Hero System 5th Edition organization, except for Card Shark himself. If one of Card Shark’s men is captured, he knows to keep his mouth shut. Every agent learns early on that loyalty to Card Shark is richly rewarded — if Card Shark can recover the agent, or otherwise help him, he’ll do so; if not, he makes sure the agent’s family (if any) is well looked after during his incarceration, and sets the agent up with a generous bonus upon his release. On the other hand, anyone who squeals — even a little — has just bought himself a ticket to the morgue. As a result, getting any information out of Card Shark’s people is like pulling teeth. Campaign Use: The Card Shark organization repre- sents an alternative to traditional organized crime groups — one that draws its influence as much from comic books as crime literature. The costumes and gimmicky weapons set it apart, “brand” it in ways that make it distinctive and attention-grab- bing. They also make it easy to adapt the group to Dark Champions: The Animated Series games, Champions games, and the like — just tone down the group’s lethality a bit. When you use the Card Shark organization, portray it as smart, clever, and ruthless. Card Shark and his men didn’t struggle their way up from the bottom of the underworld — twice — by making stupid mistakes or taking unnecessary risks. Just because they look “comic book” doesn’t mean they act like it. For example, if Card Shark has an enemy on the ropes, he usually polishes him off — he doesn’t capture him, put him in a deathtrap, then walk away. To make the Card Shark organization tougher, give it more lieutenant-level members with code- names and unique abilities. Sticking with the “card” theme, you might create new lieutenants with names like Wildcard, Deuce, Ladybird, Soli- taire, Gambit, or Ace. If you want to expand it to cover gambling in general, you could also consider Snake-Eyes, Jackpot, Roulette, and so forth. Natu- rally, the character’s abilities and temperament probably fit his name; for example, Deuce might be a two-gun fighter. The best way to make the Card Shark orga- nization weaker is to decrease the general compe- tence and abilities of its members. If you need a quicker solution, remove some of the lieutenants and decrease the size of the organization to no more than about 100 agents. The Card Shark organization doesn’t usu- ally Hunt characters — vendettas involve too little profit, too much risk — but will go after people that cause it enough problems. It Hunts cautiously and cleverly, using its resources to gather as much information as it can about the target before lower- ing the boom. If he thinks he’s in the catbird’s seat, Card Shark’s not above toying with an enemy (for example, by threatening or killing his loved ones first), but he usually goes straight for the kill. CARD SHARK Val Char Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 [3] 23 DEX 48 14- OCV: 8/DCV: 8 20 CON 20 13- 12 BODY 4 11- 20 INT 10 13- PER Roll 13- 12 EGO 4 11- ECV: 4 25 PRE 20 14- PRE Attack: 5d6 16 COM 3 12- 8 PD 5 Total: 14 PD (6 rPD) 8 ED 4 Total: 14 ED (6 rED) 4 SPD 7 Phases: 3, 6, 9, 12 8 REC 2 40 END 0 40 STUN 10 Total Characteristics Cost: 142 Movement: Running: 9”/18” Leaping: 6”/12” Cost Powers END 40 Deadly Cards: Multipower, 60-point reserve; all OIF (multiple OIFs stored in sash; -½) 1u 1) Razor Card: RKA 1d6, Armor Piercing (+½), 12 Recoverable Charges (+¼); OIF (-½), Range Based On STR (-¼) [12rc] 3u 2) Flare Card: Sight Group Flash 8d6, Explosion (+½); OIF (-½), 8 Charges (-½) [8] 3u 3) Blast Card: RKA 2½d6, Explosion (+½); OIF (-½), 6 Charges (-¾) [6] Martial Arts: Kung Fu Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm, 45 STR 4 Dodge +0 +5 Dodge all attacks, Abort 4 Escape +0 +0 50 STR vs. Grabs 3 Joint Lock/Grab -1 -1 Grab, 45 STR 5 Kick -2 +1 11d6 Strike 4 Knife Hand -2 +0 HKA 1d6+1 (2d6+1 with STR) 3 Legsweep +2 -1 8d6, Target Falls 4 Punch +0 +2 9d6 Strike 3 Throw +0 +1 7d6 +v/5, Target Falls 4 Tien-hsueh Strike -1 +1 4d6 NND (1) 20 +4 Damage Classes (already added in) 6 Fast: Running +3” (9” total) 1 3 Strong Leaper: Leaping +3” (6” forward, 3” upward) 1 20 Lucky Bastard: Luck 4d6 0 Perks 5 Fringe Benefit: Membership (leader of Card Shark organization) 10 Improved Equipment Availability: Advanced Military Equipment 15 Money: Filthy Rich Talents 12 Combat Luck (6 PD/6 ED) 15 Combat Sense 13- 239 Hudson City: The Urban Abyss 8 Deadly Blow: HKA +2d6 with Razor Card 18 Evasive 6 Lightning Reflexes: +4 DEX to go first with All Attacks Skills 16 +2 with All Combat 12 +4 with Deadly Cards 12 Targeting Skill Levels: +4 versus Hit Location modifiers with all attacks 3 Acrobatics 14- 3 Breakfall 14- 3 Bribery 14- 3 Bureaucratics 14- 3 Climbing 14- 3 Combat Driving 14- 3 Concealment 13- 3 Contortionist 14- 3 Conversation 14- 3 Computer Programming 13- 3 Deduction 13- 10 Defense Maneuver IV 3 Electronics 13- 3 Fast Draw (Deadly Cards) 14- 16 Gambling (Board Games, Card Games, Dice Games, Roulette, Sports Betting) 16- 3 High Society 14- 3 Interrogation 14- 3 CK: Hudson City 13- 5 KS: Gambling 15- 5 KS: The Hudson City Underworld 15- 3 KS: The Military/Mercenary/Terrorist World 13- 3 KS: The Vice World 13- 3 Lockpicking 14- 3 Persuasion 14- 3 PS: Gambler 13- 3 Security Systems 13- 3 Seduction 14- 7 Sleight Of Hand 16- 5 Stealth 15- 5 Streetwise 15- 3 Tactics 13- 7 TF: Common Motorized Ground Vehicles, Basic Parachuting, Helicopters, SCUBA, Snow Skiing, Two-Wheeled Motorized Ground Vehicles 6 WF: Common Melee Weapons, Common Missile Weapons, Small Arms Resource Points 48 Equipment Points: 300 45 Vehicle/Base Points: 100 60 Follower/Contact Points: 125 3 Miscellaneous Points: 3 Total Powers & Skills Cost: 561 Total Cost: 703 100+ Disadvantages 10 Distinctive Features: Style (Not Concealable; Noticed And Recognizable by Large Group) 20 Hunted: HCPD 8- (Mo Pow, NCI, Capture) 10 Hunted: Harbinger Of Justice 8- (As Pow, Kill) 20 Psychological Limitation: Vain, Arrogant, And Overconfident (Very Common, Strong) 10 Psychological Limitation: Can’t Resist A Wager Or Gambling Challenge (Common, Moderate) 20 Reputation: Hudson City crimelord, 14- (Extreme) 15 Social Limitation: Secret Identity (Ryan DeLaney) (Frequently, Major) 498 Experience Points Total Disadvantage Points: 703 Background/History: Ryan DeLaney was a bad seed, and everyone could tell almost from the moment he was born. He picked on the other kids, stole things, and caused trouble constantly. Although tests showed him to be extremely intelligent, he got rotten grades in school because he wouldn’t pay attention and didn’t give a damn what his teachers thought or did. As he got older, Ryan developed two hob- bies: computer hacking and gambling. He was never more than a second-tier hacker at best, but he really excelled at gambling — he had good hands, a good head for odds, and a natural lucky streak. When he was old enough, he headed off to Vegas to make his fortune. Things didn’t quite work out: he ended up in debt to the Mafia for tens of thousands of dollars. Lacking any other way to pay them off, he did some computer hacking jobs for them, succeeding so well that he became a valued Mafia associate. He wasn’t really happy with the situation — it seemed like a dead end to him, no matter how much money he was making — but he didn’t have any alternatives. Then Card Shark offered him one. He’d learned of the young man through his under- world contacts, and he seemed like a perfect fit for the Card Shark organization. “Work for me, and you’ll be a full member of the team, able to go as high as your talents will take you,” he said. That was just what Ryan was looking for. He jumped ship and never looked back. After a couple years as a Deck agent, Ryan advanced up the ranks to Face Card, becoming the Jack of Clubs. When the first Jack o’ Diamonds was killed, Card Shark tapped him to take the man’s place... and when Card Shark was killed, Ryan saw the opportunity he’d been waiting for. A few years later, he’d maneuvered himself into the organiza- tion’s top position and become a major figure in the Hudson City underworld. Now he looks around him and sees an entire city for the taking... if he’s strong and smart enough to take it. SUGGESTED EQUIPMENT Armor Ballistic cloth costume (DEF 2, Activation Roll 15-) Gear: Generally speaking, Card Shark can obtain any sort of gear he needs, given reasonable notice; his organization not only maintains stockpiles of equipment, it has extensive black market contacts Clothing: See Appearance. CARD SHARK PLOT SEEDS Card Shark needs to get himself a stake to enter a major under- world poker tourna- ment. As a point of pride, he wants to obtain the money him- self, not get it from one of his bank accounts or with the help of his men. If the PCs can figure out what he’s doing and anticipate his next theft, they’ll have a chance to take down one of the top dogs of the underworld in a team-on-one fight. The PCs get a message from Card Shark chal- lenging them to a game of Texas hold-’em. If they win, he’ll give them some very valuable information about cur- rent underworld doings; if he wins, they have to leave him and his opera- tions alone for three full months. Do they dare to play cards against one of the world’s greatest gamblers? Card Shark gets some information that sug- gest Emil Lagerfeld may not really be dead — he just faked his death to hide from the Harbin- ger, and now runs the Card Shark organization from behind the scenes. Naturally, as the current leader of said organiza- tion, Card Shark doesn’t like this possibility one bit. He decides to tip off the PCs to investigate it... and, if it turns out to be true, eliminate Lager- feld for him. 240 Hero System 5th Edition Personality/Motivation: Card Shark’s life has been one success after another, culminating in his cur- rent “job.” He’s never failed to get what he wanted, and as a result he’s come to expect that he can do anything he pleases. His arrogance and overconfi- dence, compounded by his vanity and self-absorp- tion, is his biggest Achilles heel. Running a close second is his love of gambling and wagering. He’s not a compulsive gambler — he can back away when he really wants to — but he loves the thrill of placing a bet on cards, dice, or anything else he can participate in. Card Shark has just the temperament needed to make him an excellent crimelord. He’s daring enough to take the risks that big-time crime entails, canny enough not to overextend himself, and level-headed enough to keep passion from over- ruling sound judgment (most of the time, anyway). Any group of PCs should find him a difficult and supremely dangerous foe to tackle. Quote: “Now I’ll deal you a real dead man’s hand!” Powers/Tactics: In combat, Card Shark fights with economy and ruthlessness, relying on his Deadly Cards weapons to see him through to victory (though he can use others if need be). He favors his Razor Card, but will use his other weapons or hand-to-hand combat skills if the situation calls for it. If he’s alone, he throws himself into the fray, moving quickly and dodging while focusing all of his efforts on a single foe at a time until that foe falls. If he’s with a group of his men, he usually holds back, allowing his men to do the work while he analyzes the opposition. When he feels it’s time for him to get involved, out come the Deadly Cards. If beaten or thwarted in some way, Card Shark regroups and spends time with his most trusted bodyguards and advisors going over the mistake and figuring out ways to correct it. No one ever beats him the same way twice. Campaign Use: See the introductory text for gen- eral information. Except when his pride and arro- gance get the better of him, Card Shark doesn’t act without purpose. His every move is calculated to bring him some sort of gain. His plans are usually complex, multi-layered affairs, with double-blinds and decoys masking his true purpose. He thinks nothing of spending weeks or months carefully planning and practicing a crime, because he knows that such efficiency is the cornerstone of his reputa- tion and skills. Card Shark’s already pretty tough, so you shouldn’t need to strengthen him to give him a fighting chance against the PCs — at most, maybe increase his SPD to 5 and/or add some super-skills (particularly one involving Damage Reduction) to give him a better chance against a whole group of heroes. To weaken him, reduce his Characteristics appropriately and start shaving away Skills and Tal- ents until he’s not quite so deadly and competent. Card Shark generally doesn’t Hunt anyone himself; see above for information about how the group as a whole Hunts its foes. The police want Card Shark in connection with an enormous number of crimes, ranging from murder to relatively petty gambling offenses. As Ryan DeLaney he had a juvie record, but it’s been destroyed pursuant to the unrecorded orders of a judge he controlled... and then killed. Appearance: Card Shark is a white male 6’2” tall, about 200 pounds, with an athletic (but not overly muscular) build. He wears a red tunic, v-neck with puffed sleeves, a gold belt sash in which he keeps his weapon-cards, and blue pants and boots. His gloves are white. He wears a white ascot around his neck, and a white full face mask with a “spade” symbol over the left eye. 241 Hudson City: The Urban Abyss BLACKJACK Val Char Cost Roll Notes 25 STR 20 14- Lift 800 kg; 5d6 [5] 16 DEX 18 12- OCV: 5/DCV: 5 20 CON 20 13- 20 BODY 20 13- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 8 COM -1 11- 10 PD 7 Total: 10 PD (0 rPD) 8 ED 4 Total: 8 ED (0 rED) 3 SPD 4 Phases: 4, 8, 12 10 REC 2 40 END 0 50 STUN 7 Total Characteristics Cost: 111 Movement: Running: 6”/12” Cost Powers END 10 Blackjack: HA +4d6; OIF (-½), Hand- To-Hand Attack (-½) 2 25 Bonebreaking: HKA 1½d6 (2½d6 with STR), Penetrating (+½); Must Follow Grab (-½) 4 34 Shrug It Off: Physical and Energy Damage Reduction, Resistant, 50%; Requires A CON Roll (no Active Point penalty; -¼), STUN Only (-½) 0 8 Mask Lenses: Sight Group Flash Defense (10 points); IIF (-¼) 0 Perks 4 Fringe Benefit: Membership (lieutenant in Card Shark organization) Talents 3 Resistance (3 points) Skills 20 +4 HTH 4 +2 OCV with Blackjack 1 Gambling (Card Games) 8- 3 Interrogation 13- 2 CK: Hudson City 11- 2 KS: The Hudson City Underworld 11- 1 KS: The Military/Mercenary/Terrorist World 8- 1 KS: The Vice World 8- 3 Stealth 12- 3 Streetwise 13- 4 WF: Common Melee Weapons, Small Arms Resource Points 6 Equipment Points: 90 5 Vehicle/Base Points: 20 2 Follower/Contact Points: 9 0 Miscellaneous Points: 0 Total Powers & Skills Cost: 141 Total Cost: 252 100+ Disadvantages 20 Enraged: if taunted, mocked, or belittled (Common), go 11-, recover 11- 10 Hunted: Card Shark 8- (Mo Pow, NCI, Watching) 15 Hunted: Harbinger Of Justice 8- (Mo Pow, Kill) 15 Psychological Limitation: Loves To Fight (Common, Strong) 20 Reputation: Card Shark’s chief legbreaker, 14- (Extreme) 10 Social Limitation: Criminal Record (Occa- sionally, Major) 62 Experience Points Total Disadvantage Points: 252 Background/History: Desmond Thompson, an obnoxious and brutal individual, was a bully and a thug from the moment he could make a fist. As soon as he was big and strong enough to make it on his own, he quit school and became a part of the underworld, where his size, muscles, and intimidat- ing manner gave him an edge. After Ryan DeLaney became the new Card Shark, he heard about Des- mond, and decided to bring him into the ranks under the name “Blackjack.” Desmond was grateful for the break, and has worked loyally for the orga- nization ever since, though he can be a nuisance at times (Pokerface has had to dress him down a time or two when he got particularly rude). Personality/Motivation: Blackjack is a classic bully who thinks he can solve any problem with violence. He loves to beat on people, break things, and be obnoxious when he has the upper hand; but he often turns tail and runs if things go badly for him. Still, he’s loyal to Card Shark and most of his com- rades (in his own bull-in-a-china-shop sort of way), and won’t abandon them. Well, OK, he might aban- don Jack o’ Diamonds or One-Eyed Jack, whom he regards as “sissies,” and Pokerface, whom he hates — but he’ll stick around to help Deadman’s Hand or Card Shark for sure. Quote: “One hellacious beating, coming up!” Powers/Tactics: Blackjack isn’t exactly a subtle or sophisticated fighter. He uses an enormous black- jack as his weapon, and he loves to hit and smash things. In combat, he takes a simple, straightfor- ward approach: hit it until it’s busted into little bitty pieces, and then stomp on the pieces. This predictability is his one major weakness. Campaign Use: See the introductory text for gen- eral information. Blackjack is a thug, pure and simple (albeit a really tough one), and shouldn’t pose any sort of threat to the PCs on his own. As part of a group, though, he could really put a hurt- ing on them. To make Blackjack tougher, you have two options. First, you could emphasize his “brick-ness,” perhaps giving him some appropriate strength- and BLACKJACK PLOT SEEDS The PCs spot an incred- ibly big, beefy, broad- shouldered black man in an underworld bar. Could this be Blackjack slumming it in his civil- ian identity? Could be; mighty hard to tell in this light. Maybe they’d better follow him and see what happens.... One of the few things that scares Blackjack is suffering an injury so bad that he’d be con- fined to a wheelchair — maybe a spinal injury or something. He hears about a new, experi- mental exo-skeleton- like device that allows crippled people to walk, so he steals it to keep as “insurance” in case he ever gets hurt. But the company that invented it needs that prototype to continue work on the project. The PCs have to track him down and get the device back. The cops find the body of an incredibly big, beefy, broad-shoul- dered black man lying in a Southside alley. Is this Blackjack, and if so, what happened to him?... and what will Card Shark do when he finds out someone iced one of his men? SUGGESTED EQUIPMENT Weapon OCV RMod Dam STUN Shots STR Min Notes Combat Knife +0 +0 1d6 1d6-1 — 8 Can Be Thrown Armor Ballistic cloth uniform (DEF 3, Activation Roll 15-) Gear: Blackjack rarely carries other gear, but if he needs some can usually get whatever he needs from the organization. Clothing: See Appearance. 242 Hero System 5th Edition toughness-related abilities from The Ultimate Brick or the super-skills section of Dark Champions. Second, you could expand his range of abilities, giving him additional Skills and weapons so he’s not so much of a one-trick pony. To weaken him, just reduce his Characteristics until he’s at the right level for your campaign. Blackjack doesn’t Hunt people unless ordered to by Card Shark, in which case he follows his orders. Desmond has been captured before as Blackjack, so the police know his identity even though the public at large does not. He has never committed a murder (though not for lack of trying), but he’s wanted on dozens of charges of aggra- vated assault, kidnapping, and rape. Appearance: Blackjack is a black male. He’s a huge brute, 6’6” tall and extremely well-muscled (yet not so much so that it would slow him down). He wears a full black bodysuit of rough, leathery weave, with a full black face mask that has a sort of peaked hood (sort of like an executioner’s hood). He wraps his hands in leather thongs to help him keep a grip his blackjack. 243 Hudson City: The Urban Abyss DEADMAN’S HAND Val Char Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 [2] 14 DEX 12 12- OCV: 5/DCV: 5 15 CON 10 12- 12 BODY 4 11- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 6 PD 4 Total: 6 PD (0 rPD) 6 ED 3 Total: 6 ED (0 rED) 4 SPD 16 Phases: 3, 6, 9, 12 5 REC 0 30 END 0 25 STUN 0 Total Characteristics Cost: 54 Movement: Running: 7”/14” Cost Powers END 37 Electrified Gloves: Multipower, 60-point reserve, 30 Charges for entire reserve (+¼); all OIF (-½), No Range (-½) 3u 1) Taser Touch I: Energy Blast 6d6, NND (defense is insulated rED; +1); OIF (-½), No Range (-½) 2u 2) Taser Touch II: Energy Blast 4d6, NND (defense is insulated rED; +1), Continuous (+1); OIF (-½), Lockout (can’t use other Multipower slots while maintaining this slot; -½), No Range (-½), Must Maintain Touch To Maintain Effect (-¼), Costs 1 Charge Per Phase To Maintain (-¼) 2u 3) Paralytic Grip: Entangle 4d6, 4 DEF, Takes No Damage From Attacks (+½); OIF (-½), No Range (-½), Lockout (can’t use other Multipower slots while maintaining this slot; -½), Must Maintain Touch To Maintain Effect (-¼), Costs 1 Charge Per Phase To Maintain (-¼) 3u 4) Deadly Touch I: RKA 4d6; OIF (-½), No Range (-½), Requires 2 Charges Per Use (-¼) 2u 5) Deadly Touch II: RKA 2d6, Continuous (+1); OIF (-½), No Range (-½), Requires 2 Charges Per Use, And 1 Charge Per Phase To Maintain (-½), Lockout (can’t use other Multipower slots while maintaining this slot; -½), Must Maintain Touch To Maintain Effect (-¼) 4 Used To The Jolt: Armor (6 ED); Only Works Against Limited Type Of Attack (electricity; -1) 0 2 Fast Runner: Running +1” (7” total) 1 Perks 4 Fringe Benefit: Membership (lieutenant in Card Shark organization) Talents 6 Lightning Reflexes: +6 DEX to act first with Electrified Gloves Multipower Skills 15 +5 with Electrified Gloves Multipower 2 Gambling (Card Games) 11- 2 CK: Hudson City 11- 2 KS: The Hudson City Underworld 11- 3 Stealth 12- 3 Streetwise 12- 3 WF: Small Arms, Knives Resource Points 6 Equipment Points: 90 5 Vehicle/Base Points: 20 0 Follower/Contact Points: 5 0 Miscellaneous Points: 0 Total Powers & Skills Cost: 106 Total Cost: 160 100+ Disadvantages 10 Hunted: Card Shark 8- (Mo Pow, NCI, Watching) 15 Hunted: Harbinger Of Justice 8- (Mo Pow, Kill) 20 Psychological Limitation: Casual Killer (Very Common, Strong) 10 Social Limitation: Criminal Record (Occa- sionally, Major) 5 Experience Points Total Disadvantage Points: 160 Background/History: Patrick Carlton was raised in the Elmview and Riverside Hills sections of Hudson City. He first got in trouble with the law in his early teens for petty theft and truancy. Thereafter he became involved in gang activities (primarily with a gang known as the Vultures), developing an impressive criminal record that begins with vandalism and theft and continued on into drug dealing, grand theft auto, arson, burglary, and attempted murder. While serving time at Stewartsburg Penitentiary in the mid- Nineties, he met a member of the Card Shark organization. Intrigued, he joined up after he was released, becoming a Deck agent. After he saved Card Shark’s life during a police raid on one of the organization’s illegal gambling dens, he became one of the boss’s favorites. When one of Card Shark’s pet scientists invented the Electri- fied Gloves, Card Shark figured Patrick was the perfect person to give them to... and Deadman’s Hand was born. SUGGESTED EQUIPMENT Armor Ballistic cloth and kevlar uniform (DEF 5 [8 against electricity], Activation Roll 14-) Ballistic cloth and kevlar vest (DEF +3, Activation Roll 11-) Gear: Deadman’s Hand rarely carries other gear, but if he needs some can usually get whatever he needs from the organization. Clothing: See Appearance. DEADMAN’S HAND PLOT SEEDS There’s been a rash of murders by electrocu- tion. When the PCs catch up to Deadman’s Hand, he swears he didn’t do it... though it looks exactly like his m.o. Is he on the level — is someone imper- sonating him, and if so, why? Or is it all some sort of scheme Card Shark’s cooked up? One of the PCs’ street contacts tells them he used to run with Pat- rick Carlton and knows where they can find him now... for a hefty fee, of course. Is it a legit offer, a scam, or part of a trap set up by the Card Shark organization? Deadman’s Hand gets a better offer from the yakuza and abandons Card Shark to work for it. Not wanting to spark an underworld war by taking care of the prob- lem himself, Card Shark decides to trick the PCs into doing it for him. 244 Hero System 5th Edition Personality/Motivation: Deadman’s Hand used to be a more-or-less ordinary criminal: greedy, selfish, willing to do whatever it took to get ahead. Being given the powerful Electrified Gloves has exacerbated his tendencies toward antisocial personality disorder — he has the power of life and death in his hands (literally), and loves using it. The sight and smell of someone “frying” in his grasp fills him with a savage glee; more than once he’s gotten in trouble with Card Shark for killing someone the organization needed to keep alive. If he keeps messing up, having once saved Card Shark’s life won’t be enough to save him. Psychological testing performed during his periods of incarceration indicates that Deadman’s Hand has a low threshold for frustration and inac- tion. If he sees something he wants, he takes it, or figures out a way to get it. He’s temperamental, prone to fits of anger when thwarted or annoyed. Quote: “Just wait ’til I get my hands on you....” Powers/Tactics: Deadman’s Hand relies almost entirely on a unique technological item: his Elec- trified Gloves, a pair of specially insulated gloves connected to batteries in his vest, small backpack, and small “fanny pack” by wires woven into his uniform. The Gloves are controlled by switches built into them. Using the Gloves, Carlton can shock a target into unconsciousness (similar to a taser), paralyze him by causing its muscles to lock up, or simply electrocute him. However, he must be able to touch his target (or, at the GM’s option, touch something conduc- tive that his target is also touching) — he cannot “throw” or project bolts of elec- tricity. When he uses the Gloves, arcs of electricity run up between his fingers like a Jacob’s ladder. Deadman’s Hand wears a specially insulated uniform made of Kevlar, Nomex, and other materials. It provides mild resistance to bullets and knives, moderate resistance to fire, and high resistance to electrical shock (frequent exposure to electricity has also made Deadman’s Hand more resistant to electricity than the average person, even without his uniform). Deadman’s Hand has a tendency to show off his equipment and combat skills. He enjoys playing “cat and mouse” with his opponents if he feels he has an edge on them. However, he’s not stupid, and will flee if he feels he’s outnumbered or if the tables are turned on him. Campaign Use: Deadman’s Hand is an assassin and enforcer for Card Shark. When bodies start show- ing up with signs of death by electrification and charred handprints where someone gripped them while applying the juice, the PCs can be certain it’s Deadman’s Hand’s doing. To make Deadman’s Hand tougher, broaden his combat abilities — give him some Martial Arts, or some mundane weapons. To weaken him, decrease the Electrified Gloves to 45 Active Points’ of effect in each slot. Deadman’s Hand doesn’t Hunt people unless ordered to by Card Shark, in which case he follows his orders. Carlton has been captured before as Dead- man’s Hand, so the police know his identity even though the public at large does not. He has an extensive criminal record including approximately a dozen counts of murder, many more counts of aggravated assault, and numerous lesser crimes. Appearance: Deadman’s Hand is a white man. He 5’10” and weighs about 170 pounds — he’s thin, but athletic and even a touch muscular. He wears Electri- fied Gloves, a pair of specially insulated gloves con- nected to batteries in his vest, small backpack, and small “fanny pack” by wires woven into his uniform. He wears an insulated black uniform with a red vest (which provides extra protection of the torso region, though it doesn’t look quite as bulky as most combat vests). On the lapels of the vest in gold are two “A”s and two “8”s, symbolic of his nom du crime. 245 Hudson City: The Urban Abyss JACK O’ DIAMONDS Val Char Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 [3] 20 DEX 30 13- OCV: 7/DCV: 7 16 CON 12 12- 10 BODY 0 11- 14 INT 4 12- PER Roll 12- 11 EGO 2 11- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 12 COM 1 11- 8 PD 5 Total: 11 PD (3 rPD) 5 ED 2 Total: 8 ED (3 rED) 4 SPD 10 Phases: 3, 6, 9, 12 6 REC 0 32 END 0 26 STUN 0 Total Characteristics Cost: 76 Movement: Running: 9”/18” Leaping: 6”/12” Swinging: 10”/20” Cost Powers END 10 Throwing Diamonds: HKA ½d6 (1d6 with STR), Autofire (5 shots; +½), Ranged (+½), 30 Charges (+¼); OAF (-1), Range Based On STR (-¼) [30] 20 Deadly Accuracy: Find Weakness 13- with Throwing Diamonds Martial Arts: Diamond Throwing (Throwing Diamonds is default) Maneuver OCV/DCV Rng Damage/Effect 4 Accurate Shot +2/-2 +0 Weapon +2 DC 3 Defensive Shot -1/+2 +0 Weapon +2 DC 5 Far Shot +1/-1 +4 Weapon +2 DC 3 Leg Shot +0/ -1 +0 Weapon +4 DC, Throw 4 Offensive Shot -1/-1 +0 Weapon +4 DC 8 +2 Damage Classes (already added in) Martial Arts: Kung Fu Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm, 25 STR 4 Dodge +0 +5 Dodge all attacks, Abort 5 Kick -2 +1 7d6 Strike 4 Punch +0 +2 6d6 Strike 3 Throw +0 +1 3d6 +v/5, Target Falls 4 Tien-hsueh Strike -1 +1 2d6 NND (1) 8 Mask Lenses: Sight Group Flash Defense (10 points); IIF (-¼) 0 5 Swingline: Swinging 10”; OAF (-1) 0 6 Fast Runner: Running +3” (9” total) 1 3 Strong Leaper: Leaping +3” (6” forward, 3” upward) 1 Perks 4 Fringe Benefit: Membership (lieutenant in Card Shark organization) Talents 6 Combat Luck (3 PD/3 ED) Skills 9 Range Skill Levels: +6 OCV versus Range Modifier with Throwing Diamonds 9 Targeting Skill Levels: +6 OCV versus Hit Location penalties with Throwing Diamonds 10 Agile Combatant: +3 DCV; Requires An Acrobatics Roll (-½) 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 1 Computer Programming 8- 3 Contortionist 13- 3 Conversation12- 2 Gambling (Card Games) 12- 2 KS: The Hudson City Underworld 11- 3 Lockpicking 13- 3 Persuasion 12- 3 Security Systems 12- 3 Seduction 12- 3 Shadowing 12- 3 Stealth 13- 3 Streetwise 12- 3 Tactics 12- 3 WF: Small Arms, Knives Resource Points 6 Equipment Points: 90 5 Vehicle/Base Points: 20 10 Follower/Contact Points: 25 0 Miscellaneous Points: 0 Total Powers & Skills Cost: 213 Total Cost: 289 100+ Disadvantages 10 Distinctive Features: Style (Not Concealable; Noticed And Recognizable by Large Group) 10 Hunted: Card Shark 8- (Mo Pow, NCI, Watching) 15 Hunted: Harbinger Of Justice 8- (Mo Pow, Kill) 15 Psychological Limitation: Greedy (Common, Strong) 10 Psychological Limitation: Skirtchaser (Common, Moderate) 15 Social Limitation: Secret Identity (Tom Lively) (Frequently, Major) 10 Social Limitation: Criminal Record (Occa- sionally, Major) 104 Experience Points Total Disadvantage Points: 289 JACK O’ DIAMONDS PLOT SEEDS Jack decides he wants to be the next Card Shark... and he’s not willing to wait around until the current one vacates the position. He begins secretly feeding information to the PCs, hoping they’ll track Card Shark down and take him out, but not damage the organization too much. In his civilian identity, Jack meets a female PC in her civilian identity (or a prominent female DNPC). They become friendly and start dating. What happens when they discover each other’s “extracurricular activities”? Jack o’ Diamonds is in charge of one of Card Shark’s ring of hijackers. During one recent theft, they stole a shipment that, unbeknownst to them, contains some potentially dangerous materials that are part of a secret government experiment. The govern- ment appeals to the PCs to recover the materi- als without causing a ruckus or getting the media involved. 246 Hero System 5th Edition Background/History: After Ryan DeLaney aban- doned the Jack o’ Diamonds identity to step into his new role as Card Shark, he needed someone to take his place. Examining the roster of his organization, he took an interest in Tom Lively, a man who’d been with Card Shark for many years after compiling an impressive criminal record for robbery, burglary, and hijacking on his own. More importantly, Lively had been a gymnast and track runner in high school, and had kept in shape. Lively got the order to report to the boss’s office and did so immediately. He spent the next year in intensive training, learning not only how to fight like Jack o’ Diamonds, but how to walk, talk, and live the part of someone who was an important part of a major criminal organization. It was a gru- eling regimen, but Lively came through with flying colors and assumed the mantle of one of Card Shark’s lieutenants. Since then he’s proven his worth time and again, earning Card Shark’s trust (as much as anyone can) for his loyalty and ability to make money for the organization. Personality/Motivation: Compared to the some- what more complex psychological profiles of the likes of Deadman’s Hand or Pokerface, Jack o’ Diamonds is a pretty simple guy. He wants money, luxuries, influence, and women — not necessarily in that order. In many ways he’s your typical selfish criminal; what sets him apart is that he’s got the discipline to make something of his potential and become a lot more skilled, dangerous, and powerful than your average thief or killer. Jack’s a surprisingly sensitive soul for a Card Shark employee. Although he had little formal education when he was growing up, he enjoys classical music, fine foods, and quality literature (Greek drama is a particular favorite). He dislikes “extreme” crimes such as torture and rape, which he regards as demeaning and pointless. But he’s neither a fop nor a coward — he’s administered more than one vicious beating in his life, and killed well over a dozen men. He just prefers to give his victims a fighting chance before he kills them. Quote: “A Diamond is a girl’s best friend.” Powers/Tactics: Through intense training, Jack o’ Diamonds has become an expert hand-to-hand fighter and acrobat. His weapons of choice are specially-crafted diamond-shaped throwing blades which he throw singly or in groups of up to five. During combat he dodges and moves around a lot, often acting as a “decoy” to set an opponent up for an attack by one of his allies. Campaign Use: See the introductory text for gen- eral information. Like his predecessor Ryan De- Laney, Jack o’ Diamonds makes a good Card Shark- in-training in case your PCs kill DeLaney and the organization needs someone to take his place. To make Jack tougher, give him some gim- micked throwing diamonds similar to Card Shark’s cards: flare diamonds; acid diamonds; stickyfoam diamonds; and so forth. To weaken him, remove some or all of his Martial Maneuvers and/or his Find Weakness, and/or reduce his Char- acteristics a little. Jack o’ Diamonds doesn’t Hunt people unless ordered to by Card Shark, in which case he follows his orders. Tom Lively has a criminal record of stagger- ing variety and length. He has committed thefts, robberies, hijackings, assaults, and scores of petty crimes. Jack o’ Diamonds is wanted for a number of robberies and two murders, but no one in the law enforcement community has yet connected Lively with the Jack o’ Diamonds identity. Appearance: Jack is a white man, 5’9” tall and about 175 pounds, with an athletic, muscular build. He wears a rather gaudy costume styled after the Jacks in a deck of playing cards. SUGGESTED EQUIPMENT Armor Ballistic cloth uniform (DEF 4, Activation Roll 15-) Gear: Jack rarely carries other gear, but if he needs some can usually get whatever he needs from the organization. Clothing: See Appearance. 247 Hudson City: The Urban Abyss ONE-EYED JACK Val Char Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 [2] 18 DEX 24 13- OCV: 6/DCV: 6 13 CON 6 12- 10 BODY 0 11- 18 INT 8 13- PER Roll 13- 14 EGO 8 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 14 COM 2 12- 6 PD 4 Total: 6 PD (0 rPD) 6 ED 3 Total: 6 ED (0 rED) 3 SPD 2 Phases: 4, 8, 12 5 REC 0 26 END 0 22 STUN 0 Total Characteristics Cost: 67 Movement: Running: 4”/8” Leaping: 1”/2” Cost Powers END 7 Gimmicked Walking Stick (Weighted): HA +3d6; IAF (-½), Hand-To-Hand Attack (-½) 1 8 Gimmicked Walking Stick (Concealed Dagger): HKA 1d6-1 (1d6+1 with STR); IAF (-½) 1 11 Gimmicked Walking Stick (Concealed Gun): RKA 1½d6, Armor Piercing (+½); IAF (-½), STR Minimum (7; STR Doesn’t Add/Subtract Damage; -1), Beam (-¼), 8 Charges (-½) [8] 8 Mask Lenses: Sight Group Flash Defense (10 points); IIF (-¼) 0 -4 Slightly Lame: Running -2” (4” total) -1 Slightly Lame: Leaping -1” (1” total) 10 Lucky Bastard: Luck 2d6 0 Perks 4 Fringe Benefit: Membership (lieutenant in Card Shark organization) Talents 5 Eidetic Memory 3 Lightning Calculator Skills 3 Acting 13- 3 Bribery 13- 3 Bureaucratics 13- 3 Concealment 13- 3 Conversation 13- 6 Gambling (Card Games, Dice Games, Sports Betting) 13- 3 Fast Draw (Gimmicked Walking Stick Weapons) 13- 2 Forgery (Documents) 13- 3 High Society 13- 1 KS: Criminal Law 8- 2 KS: The Espionage World 11- 3 KS: The Hudson City Underworld 13- 2 KS: The Military/Mercenary/Terrorist World 11- 1 KS: The U.S. Navy 8- 3 Persuasion 13- 3 Seduction 13- 5 Sleight Of Hand 14- 3 Stealth 13- 3 Streetwise 13- 3 WF: Small Arms, Knives Resource Points 6 Equipment Points: 90 10 Vehicle/Base Points: 30 15 Follower/Contact Points: 35 1 Miscellaneous Points: 1 Total Powers & Skills Cost: 141 Total Cost: 208 100+ Disadvantages 10 Hunted: Card Shark 8- (Mo Pow, NCI, Watching) 15 Hunted: Harbinger Of Justice 8- (Mo Pow, Kill) 5 Physical Limitation: missing left eye (- 1 OCV at Range) (Infrequently, Slightly Impairing) 15 Psychological Limitation: Greedy; Loves Luxurious Things (Common, Strong) 10 Psychological Limitation: Compulsive Gam- bler (Common, Moderate) 15 Social Limitation: Secret Identity (Errol Bel- mont) (Frequently, Major) 38 Experience Points Total Disadvantage Points: 208 Background/History: The first Card Shark, Emil Lagerfeld, met Errol Belmont in the Navy. The two became fast friends over a three-day marathon game of poker that Lagerfeld won by a mere two dollars. It wasn’t long before Belmont was helping Lagerfeld out with his various scams and escapades. During one of their adventures, Belmont had the misfortune to suffer an injury to his left eye that left it permanently blinded. Lagerfeld soon nicknamed his friend “One-Eyed Jack.” Lagerfeld and Belmont got out of the Navy at about the same time. After Lagerfeld became Card Shark and began building his criminal empire, he got in touch with Belmont and offered to let him in on the ground floor. Belmont jumped at the chance, taking his nickname as his nom du crime and becoming the first of Card Shark’s lieutenants. It was a perfect fit. Belmont had a head for organi- zational matters that made him valuable to Card Shark, who didn’t care so much about the details of running a major criminal gang. When Lagerfeld was killed, One-Eyed Jack survived... barely... and led the lieutenants as they tried to recover and rebuild. He briefly thought about trying to become the new Card Shark, but knew he lacked the physical abilities and ruthless SUGGESTED EQUIPMENT Weapon OCV RMod Dam STUN Shots STR Min Notes Glock 17L +1 +1 1d6+2 1d6-1 19 9 Armor Ballistic cloth suit (DEF 4, Activation Roll 15-) Ballistic cloth vest (DEF 1, Activation Roll 11-) Gear: One-Eyed Jack rarely carries other gear, but if he needs some can usually get whatever he needs from the organization. Clothing: See Appearance. ONE-EYED JACK PLOT SEEDS One-Eyed Jack goes missing. Card Shark begins tearing the town apart looking for him. The PCs have to try to stop him... and if pos- sible, get to Jack first! One-Eyed Jack contacts the PCs and offers to turn state’s evidence, or tell them everything they want to know about Card Shark (their choice) if they’ll just pick him up tonight and get him to safety. What’s got him so spooked? Is he telling the truth, or is it a trap? The PCs hear reports of a one-eyed man making the rounds of illegal gambling dens not asso- ciated with Card Shark. Is it One-Eyed Jack, and if so, what’s he up to? 248 Hero System 5th Edition temperament necessary. When Ryan DeLaney put himself forward as a candidate, One-Eyed Jack rec- ognized the wisdom of choosing him and helped persuade the others to agree. As a result, he secured himself a position in the new Card Shark’s regime, since DeLaney has a habit of rewarding those who remain loyal and helpful to him. Personality/Motivation: Like Jack o’ Diamonds, One- Eyed Jack is a pretty simple soul. He’s a sybarite who wants money, luxuries, all the finer things in life... and is willing to commit heinous crimes to get them. Selfish to an extreme, he usually doesn’t care what happens to other people as long as he’s not bothered. One-Eyed Jack has a compulsive gambling problem, though he’s usually able to keep it under control. Unlike Card Shark, normally he can resist “challenges,” recognizing them for the traps they are. Quote: “Profits are up across the board in our casi- nos, but we’ve lost three big places this year to vigi- lantes. It’s time to stop fooling around and kill those sons of bitches.” Powers/Tactics: One-Eyed Jack is no combatant, and he knows it. His omnipresent walking stick contains several weapons (an eight-shot gun, a knife, and a weighted club), but he only uses it as a last resort. He’d rather talk his way out of a sticky situation, or run, than fight. Campaign Use: As Card Shark’s right-hand man, One-Eyed Jack may make a tempting target for the PCs. All the knowledge of Card Shark’s activi- ties locked into his brain means interrogating him could provide the information to break the organi- zation once and for all. If you want to make One-Eyed Jack tougher, more of a combatant, give him some Combat Skill Levels with his weapons and increase his Charac- teristics a little. To weaken him, get rid of his Walk- ing Stick gun. One-Eyed Jack doesn’t Hunt people unless ordered to by Card Shark, in which case he follows his orders. One-Eyed Jack has no criminal record. The police want him for many Card Shark-related activ- ities, but he’s never been arrested. Appearance: One-Eyed Jack is a white male, 5’10” tall, about 180 pounds. He usually wears expensive hand-tailored men’s suits. His full-face mask is completely black on the left side (where his use- less eye is), and red on the right side. He covers his hands with black gloves, also finely tailored. He normally has a flower in his buttonhole, and always carries a fancy walking stick. 249 Hudson City: The Urban Abyss POKERFACE Val Char Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 [4] 20 DEX 30 13- OCV: 7/DCV: 7 25 CON 40 14- 20 BODY 20 13- 13 INT 3 12- PER Roll 12- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 8 COM -1 11- 12 PD 12 Total: 18 PD (6 rPD) 10 ED 7 Total: 16 ED (6 rED) 4 SPD 10 Phases: 3, 6, 9, 12 15 REC 22 50 END 0 50 STUN 7 Total Characteristics Cost: 180 Movement: Running: 7”/14” Cost Powers END 28 Necksnapper: HKA 2d6, NND (defense is rigid rPD on the neck, or anything else that prevents the neck/head from being turned and twisted the right way; +1), Does BODY (+1); Must Follow Grab (-½), Must Target The Head (-1), No STR Bonus (-½), Requires A STR Roll (no Active Point penalty; -¼) 9 Martial Arts: Commando Training, Dirty Infighting Maneuver OCV DCV Notes 3 Aikido Throw +0 +1 6d6 + v/5, Target Falls 4 Boxing Cross +0 +2 8d6 4 Choke -2 +0 Grab One Limb, 3d6 NND (2) 4 Escape +0 +0 45 STR vs. Grabs 4 Eye Gouge -1 -1 Sight Group Flash 6d6 4 Hold -1 -1 Grab Three Limbs, 40 STR 4 Judo Disarm -1 +1 Disarm, 40 STR 4 Karate “Chop” -2 +0 HKA 1d6 (2d6 with STR) 4 Kung Fu Block +2 +2 Block, Abort 4 Low Blow -1 +1 3d6 NND(3) 5 Roundhouse -2 +1 10d6 Strike 3 Tackle +0 -1 6d6 +v/5 Strike; You Fall, Target Falls 8 +2 Damage Classes (already added in) 34 Deadened Nerves: Physical and Energy Damage Reduction, Resistant, 50%; Requires A CON Roll (no Active Point penalty; -¼), STUN Only (-½) 0 12 Unimpressed: +25 PRE; Only To Resist Presence Attacks (-1) 0 10 Unimpressed: Power Defense (30 points); Only Works Against Limited Type Of Attack (Drains or other reductions of PRE; -2) 0 2 Fast: Running +1” (7” total) 1 1 Long-Lived: Life Support (Longevity: ages at half normal rate) 0 Perks 4 Fringe Benefit: Membership (lieutenant in Card Shark organization) Talents 12 Combat Luck (6 PD/6 ED) 5 Rapid Healing 10 Resistance (10 points) Skills 16 +2 with All Combat 6 +2 with Firearms 3 Combat Driving 13- 3 Concealment 12- 3 Fast Draw (Small Arms) 13- 2 Gambling (Card Games) 12- 5 Interrogation 14- 2 CK: Hudson City 11- 3 KS: The Hudson City Underworld 12- 3 KS: The Military/Mercenary/Terrorist World 12- 2 KS: The Vice World 11- 3 Lockpicking 13- 1 Mechanics 8- 3 Paramedics 12- 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 13- 5 Streetwise 14- 3 Tactics 12- 1 Tracking 8- 5 TF: Common Motorized Ground Vehicles, Basic Parachuting, SCUBA, Two-Wheeled Motorized Ground Vehicles 7 WF: Small Arms, Blades, Flamethrowers, General Purpose Machine Guns, Grenade Launchers, Shoulder-Fired Weapons Resource Points 18 Equipment Points: 150 10 Vehicle/Base Points: 30 10 Follower/Contact Points: 25 0 Miscellaneous Points: 0 Total Powers & Skills Cost: 296 Total Cost: 476 100+ Disadvantages 10 Distinctive Features: no facial expression (Concealable With Effort; Noticed And Rec- ognizable) 10 Hunted: Card Shark 8- (Mo Pow, NCI, Watching) 15 Hunted: Harbinger Of Justice 8- (Mo Pow, Kill) 5 Physical Limitation: impaired sense of touch (-1 on DEX-based Skills and relevant DEX Rolls) (Infrequently, Slightly Impairing) 20 Psychological Limitation: Casual Killer (Very Common, Strong) 15 Psychological Limitation: Sadist (Common, Strong) 15 Psychological Limitation: Misogynist (Common, Strong) 20 Reputation: Card Shark’s sadistic enforcer, 14- (Extreme) 15 Social Limitation: Secret Identity (Mark Knight) (Frequently, Major) POKERFACE PLOT SEEDS A gang of thugs display- ing unusual resilience begins terrorizing Hudson City. Suspect- ing some connection to Project: Durable, Pokerface manipulates the PCs into checking things out so he can follow their trail and find out what’s going on. A government contact reveals to the PCs that Pokerface “may” have gotten his powers as the result of a government experiment — and offers to provide them with a special drug that may counteract his abilities, at least temporarily. But in exchange, he wants the PCs to do something they’d really rather not do. Are they willing to compromise their ethics and/or endanger them- selves to get the drug? Card Shark decides to see if he can re-create the effects of Project: Durable... and he thinks the PCs would make perfect guinea pigs. 250 Hero System 5th Edition 10 Social Limitation: Criminal Record (Occasionally, Major) 241 Experience Points Total Disadvantage Points: 476 Background/History: Mark Knight grew up strong, tough, and a bully. He got mixed up in petty street crime early — everything from shaking down other kids for their lunch money to joyriding. Despite being fairly intelligent, he made no effort at schoolwork, and nearly flunked out several times. When he graduated, he joined the armed forces rather than going to college. He was soon sent to Vietnam, where he distinguished himself with his total disre- gard for the value of human life. He did so well that the government decided he might make an excellent “volunteer” for a project it had in mind. When his medi- cal profile fit the project’s needs, Mark “volunteered.” Project: Durable was one of many “super-soldier” projects instituted by the American armed forces since the beginning of World War II. Its goal was to render soldiers immune to pain and fatigue by blocking sub- stantial parts of their nerve endings. Certain nerves, such as those in the hands, were left mainly intact. The project was scrapped after several years due to numerous unanticipated side effects that compromised the subjects’ efficiency and could not be corrected. These included a leprosy-like inability to detect wounds and infections, soldiers starving to death because their nervous systems didn’t tell them they were hungry, and most commonly mental instability caused by the treatments (includ- ing various manifestations of violent hyperactivity and antisocial personality disorder). The only “volunteer” who came through Project: Durable physically and mentally intact was Mark Knight — or at least, he emerged only marginally more mentally unstable than he’d been going in. Rather than stay in the armed forces, Knight decided to make some real money. He deserted and returned to the States, where he drifted into the underworld as an assassin and enforcer. His unique facial characteristics and temperament made him a natural as “Pokerface” when the first Card Shark began recruiting help. Though not normally a very social guy, Pokerface SUGGESTED EQUIPMENT Weapon OCV RMod Dam STUN Shots STR Min Notes S&W 4506 +1 +0 2d6-1 1d6 8 8 Carries 2, 3 clips each Ruger P94 +0 +0 1d6+1 1d6-1 15 8 Carries 2, 2 clips each Touch Taser +0 — 8d6 NND — 8 — Combat Knife +0 +0 1d6 1d6-1 — 8 Can Be Thrown Brass Knuckles +0 — 2d6 N — — 5 Armor Usually none, but may add some light body armor (3-6 DEF) in appropriate circumstances Gear: Pokerface rarely carries other gear, but if he needs some can usually get whatever he needs from the organization. Clothing: See Appearance. 251 Hudson City: The Urban Abyss fit in well with the Card Shark organization and has remained with it ever since. Personality/Motivation: Pokerface has all the per- sonality (and facial expression) of a killer shark. He maims or kills anyone who bothers him... or even people who just happen to catch his eye, since he enjoys inflicting pain in and of itself. He par- ticularly likes to hurt women, and often displays considerable imagination in finding ways to do so. There’s nothing likable about him from the sane person’s point of view. Quote: None. Pokerface does not usually speak, because the weakness of his throat and facial mus- cles gives him a harsh, unappealing voice which is difficult to understand. Powers/Tactics: Pokerface’s abilities — his strength, swiftness of reaction, resistance to pain, and retarded aging — result primarily from the “super- soldier” treatments he underwent as part of Project: Durable in 1970. On top of these abilities, Poker- face is a highly trained and clever soldier, with a lot of combat and tactical skills. He can stand up to interrogation easily, so he often sacrifices himself to let his comrades escape. They repay the favor by breaking him out of jail as soon as they get the chance, though he can do hard time without any problems. He’s also good at “playing possum,” since most people don’t realize how quickly he wakes up after being knocked out (i.e., how phenomenally high his REC is). The treatments that deadened Pokerface’s nerves had a number of side effects. His sense of touch is impaired (though not too badly, and he’s trained himself to overcome the worst of these effects). Like a leper, he’s susceptible to infection, gangrene, and other problems because he doesn’t know he’s hurt. He’s permanently impotent (a con- dition that hasn’t exactly done anything to improve his attitude toward women). He can’t speak clearly or swallow easily because the muscles in his neck and throat don’t work quite as well as they should. He has to force himself to eat at regular intervals because he doesn’t feel hunger. All in all, it’s a high price to pay for the ability to not feel pain — but he hasn’t regretted paying it for so much as a minute. Campaign Use: See the introductory text for gen- eral information. In addition to being an enforcer and assassin for Card Shark’s organization, Poker- face is often a “wild card” in combat because he’s so hard to put down and keep down. Just when the PCs think he’s out for the count, he’s likely to wake up and shoot them in the back. To make Pokerface tougher, give him some more super-skills and Talents, or even increase his SPD to 5. To weaken him, tone down his defensive and recuperative abilities a little — don’t get rid of them, because they’re his “schtick,” but make them less effective. Pokerface doesn’t Hunt people unless ordered to by Card Shark, in which case he fol- lows his orders. Pokerface is wanted on twelve counts of murder, 27 counts of aggravated assault, and eight counts of kidnapping. He has an extensive criminal record from his pre-Army days, but thanks to Card Shark’s influence and bribes all those records have been removed from the system and destroyed — so the cops don’t know who he is. His Army records still exist, but are sealed and designated Top Secret, since the government doesn’t want Project: Dura- ble to become public knowledge. Appearance: Pokerface is a white male, 6’2” tall, 215 pounds, with a build indicating toughness and the skill to use the strength his muscles provide. He has no facial expression; his face is always as blank as a refrigerator door. He wears a dark suit, a tan overcoat, and a fedora. He con- ceals his guns under his coat. 252 Hero System 5th Edition DECK AGENT Val Char Cost Roll Notes 13 STR 3 12- Lift 150 kg; 2½d6 [3] 14 DEX 12 12- OCV: 5/DCV: 5 13 CON 6 12- 10 BODY 0 11- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 13 PRE 3 12- PRE Attack: 2½d6 10 COM 0 11- 4 PD 1 Total: 4 PD (0 rPD) 3 ED 0 Total: 3 ED (0 rED) 3 SPD 6 Phases: 4, 8, 12 6 REC 0 26 END 0 24 STUN 0 Total Characteristics Cost: 31 Movement: Running: 6”/12” Cost Powers END Martial Arts: Commando Training Maneuver OCV DCV Notes 3 Aikido Throw +0 +1 2½d6 + v/5, Target Falls 4 Boxing Cross +0 +2 4½d6 4 Choke -2 +0 Grab One Limb, 2d6 NND (2) 4 Kung Fu Block +2 +2 Block, Abort Perks 1 Fringe Benefit: Membership (Card Shark organization) Skills 3 Concealment 11- 1 KS: The Hudson City Underworld 8- 2 PS: Card Shark Agent 11- 3 Stealth 12- 3 Streetwise 12- 3 WF: Small Arms, Knives 9 Choose 9 points’ worth of Skills from the following list: Acting, Breakfall, Bribery, Bureaucratics, Bugging, Combat Driving, Combat Skill Levels, Computer Program- ming, Conversation, Deduction, Demolitions, Electronics, Fast Draw, Forgery, Gambling, Interrogation, Lockpicking, Martial Arts, Mechanics, Paramedics, Persuasion, Security Systems, Shadowing, Sleight Of Hand, Sys- tems Operation, Tactics, Teamwork, Weapon Familiarity, any Background Skill Total Powers & Skills Cost: 40 Total Cost: 71 50+ Disadvantages 5 Distinctive Features: Card Shark uniform (Easily Concealed; Noticed And Recogniz- able) 10 Hunted: Card Shark 8- (Mo Pow, NCI, Watching) 15 Psychological Limitation: Amoral And Greedy (or a similar criminal motivation) (Common, Strong) 20 Social Limitation: Subject To Orders (Very Frequently, Major) 10 Social Limitation: Criminal Record (Occa- sionally, Major) Total Disadvantage Points: 110 Description: This character sheet represents a typi- cal Deck agent — the rank-and-file members of Card Shark’s organization. Referring to them as “agents” is a touch of bravado on Card Shark’s part, since they’re nothing more than trained street thugs with special uniforms, but it improves morale. The Deck agent has 29 points’ worth of Dis- advantages unspent, if you’d like to improve any of his abilities or give him more Skills to represent his pre-Card Shark criminal career. In some cases, you may want to remove the Criminal Record Disadvan- tage — while the vast majority of Deck agents have criminal records, they don’t all have to. Appearance: Deck agents typically dress like normal men and women on a day-to-day basis, as befits whatever job they actually do. If given time SUGGESTED EQUIPMENT Weapon OCV RMod Dam STUN Shots STR Min Notes 9mm Pistol +0 +0 1d6+1 1d6-1 12 8 Carries 2 clips .45 Pistol +0 +0 2d6-1 1d6 8 10 Carries 2 clips Combat Knife +0 +0 1d6 1d6-1 — 8 Can Be Thrown Brass Knuckles +0 — 2d6 N — — 5 Armor Ballistic cloth uniform (DEF 3; Activation Roll 15-) Gear: As appropriate for mission, but an agent almost always has a cell phone, walkie- talkie, radio headset, or other appropriate means of communicating with other agents and his commander. Clothing: See Appearance. 253 Hudson City: The Urban Abyss to prepare, they wear dark blue jumpsuits with dull red combat vests; the jumpsuits have identification patches on the upper arm. The agents carry a vari- ety of pistols, submachine guns, and assault rifles, depending on the situation. FACE CARD AGENT Val Char Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 [3] 16 DEX 18 12- OCV: 5/DCV: 5 15 CON 10 12- 11 BODY 2 11- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 5 PD 2 Total: 5 PD (0 rPD) 4 ED 1 Total: 4 ED (0 rED) 3 SPD 4 Phases: 4, 8, 12 6 REC 0 30 END 0 27 STUN 0 Total Characteristics Cost: 50 Movement: Running: 6”/12” Cost Powers END Martial Arts: Commando Training Maneuver OCV DCV Notes 3 Aikido Throw +0 +1 3d6 + v/5, Target Falls 4 Boxing Cross +0 +2 5d6 Strike 4 Choke -2 +0 Grab One Limb, 2d6 NND (2) 4 Escape +0 +0 30 STR vs. Grabs 4 Hold -1 -1 Grab Three Limbs, 25 STR 4 Judo Disarm -1 +1 Disarm, 25 STR 4 Kung Fu Block +2 +2 Block, Abort Perks 3 Fringe Benefit: Membership (Card Shark organization) Skills 8 +1 with All Combat 3 Bribery 12- 3 Concealment 12- 2 KS: The Hudson City Underworld 11- 2 PS: Card Shark Agent 11- 3 Stealth 12- 3 Streetwise 12- 3 WF: Small Arms, Knives 15 Choose 15 points’ worth of Skills from the following list: Acting, Breakfall, Bureaucrat- ics, Bugging, Combat Driving, Combat Skill Levels, Computer Programming, Conversa- tion, Cryptography, Deduction, Demolitions, Electronics, Fast Draw, Forgery, Gambling, Interrogation, Lockpicking, Martial Arts, Mechanics, Mimicry, Paramedics, Persuasion, Security Systems, Seduction, Shadowing, Sleight Of Hand, Systems Operation, Tactics, Teamwork, Weapon Familiarity, any Back- ground Skill Total Powers & Skills Cost: 72 Total Cost: 122 50+ Disadvantages 5 Distinctive Features: Card Shark uni- form (Easily Concealed; Noticed And Recognizable) 10 Hunted: Card Shark 8- (Mo Pow, NCI, Watching) 15 Psychological Limitation: Amoral And Greedy (or a similar crimi- nal motivation) (Common, Strong) 20 Social Limitation: Subject To Orders (Very Frequently, Major) 10 Social Limitation: Criminal Record (Occasionally, Major) 12 Experience Points Total Disadvantage Points: 122 Description: The “Face Cards” are Card Shark’s chief agents — the ones who run the major criminal opera- tions and report directly to him, sort of like the made men in a Mafia family. Most are male, but the Queens are female. Appearance: Face Card agents wear uniforms styled something like Card Shark’s own, but not enough so as to cause confusion, and usually with a few flourishes or other touches reminiscent of the face card that designates them. The Queens wear domino masks in the color of their suits, the others wear white full face masks with their suit symbol over the right eye. SUGGESTED EQUIPMENT Weapon OCV RMod Dam STUN Shots STR Min Notes 9mm Pistol +0 +0 1d6+1 1d6-1 12 8 Carries 2 clips .45 Pistol +0 +0 2d6-1 1d6 8 10 Carries 2 clips SMG +0 +0 1d6+1 1d6-1 32 12 AF5 Combat Knife +0 +0 1d6 1d6-1 — 8 Can Be Thrown Brass Knuckles +0 — 2d6 N — — 5 Armor Ballistic cloth and kevlar uniform (DEF 4; Activation Roll 15-) Gear: As appropriate for mission, but an agent almost always has a cell phone, walkie- talkie, radio headset, or other appropriate means of communicating with other agents and his commander. Clothing: See Appearance. 254 Hero System 5th Edition THE CAINITE Val Char Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 [3] 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 15 BODY 10 12- 20 INT 10 13- PER Roll 13- 20 EGO 20 13- ECV: 7 30 PRE 30 15- PRE Attack: 6d6 8 COM -1 11- 6 PD 3 Total: 9 PD (3 rPD) 6 ED 2 Total: 9 ED (3 rED) 5 SPD 30 Phases: 3, 5, 8, 10, 12 10 REC 6 40 END 0 33 STUN 0 Total Characteristics Cost: 165 Movement: Running: 9”/18” Cost Powers END 28 Necksnapper: HKA 2d6, NND (defense is rigid rPD on the neck, or anything else that prevents the neck/head from being turned and twisted the right way; +1), Does BODY (+1); Must Follow Grab (-½), Must Target The Head (-1), No STR Bonus (-½), Requires A STR Roll (no Active Point penalty; -¼) 9 15 He’s Got A Strong Punch For Such A Skinny Guy: HA +3d6, Reduced Endurance (0 END; +½); Hand-To- Hand Attack (-½) 0 33 Nerve Strikes And Touches: Energy Blast 4d6, NND (defense is rPD over vital spots; +1), Reduced Endurance (0 END; +½); No Range (-½) 0 15 The Picture Of Sheer Terror: Drain PRE ½d6, Area Of Effect (8” Radius; +1¾), Penetrating (+½), Personal Immunity (+¼), Reduced Endurance (0 END; +½), Persistent (+½); Always On (-½) 0 7 Quickly-Building Terror: +2 SPD; Only To Use Picture Of Sheer Terror (in Segments 4 and 11; -2) 0 36 Doesn’t Feel Much Pain: Physical Damage Reduction, 50%, Resistant; Requires A CON Roll (no Active Point penalty; -¼) plus Physical Damage Reduction, 25%, Resistant; Requires A CON Roll (no Active Point penalty; -¼) 0 6 Swift: Running +3” (9” total) 1 6 Contortionist’s Feet: Extra Limbs (feet usable as hands), Inherent (+¼) 0 5 Perching: Clinging (normal STR); Requires A Climbing Roll (-½), Only To “Perch” (-½) 0 Talents 8 Deadly Blow: HKA +2d6 with Knives 2 6 Combat Luck (3 PD/3 ED) 4 Double-Jointed Skills 16 +2 with All Combat 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Computer Programming 13- 9 Contortionist 16- 3 Deduction 13- 3 Demolitions 13- 3 Interrogation 15- 3 KS: Layman’s Arcane And Occult Lore 13- 6 KS: General Knowledge And Trivia 16- 3 Lipreading 13- 2 SS: Human Anatomy 11- 9 Stealth 16- 10 Two-Weapon Fighting (HTH) 6 WF: Common Melee Weapons, Common Missile Weapons, Small Arms Resource Points 0 Equipment Points: 60 0 Vehicle/Base Points: 10 0 Follower/Contact Points: 5 0 Miscellaneous Points: 0 Total Powers & Skills Cost: 252 Total Cost: 417 100+ Disadvantages 20 Enraged: for pretty much any reason that takes his fancy (Very Common), go 11-, recover 14- 20 Hunted: FBI 8- (Mo Pow, NCI, Capture/Kill) 20 Hunted: HCPD 8- (Mo Pow, NCI, Capture/ Kill) 15 Physical Limitation: Mute (Frequently; Greatly Impairing) 25 Psychological Limitation: Homicidal Maniac (Very Common, Total) 20 Reputation: insane serial killer, 14- (Extreme) 10 Social Limitation: Criminal Record (Occa- sionally, Major) 187 Experience Points Total Disadvantage Points: 417 OTHER VILLAINS 255 Hudson City: The Urban Abyss Background/History: In 1976 a small boy, no more than two-and-a-half years old, was left on the steps of the Wainwright Orphanage. There was no note or explanation, and the boy seemed unable to speak, so the Orphanage took him in and named him “Norman Smith.” Smith grew up in the Orphanage, but never truly fit in there. He was a constant discipline problem, never obeying his teachers or the Orphanage staff if he could find a way not to. The only thing he cared about was playing malicious pranks on anyone, child or adult, who seemed a worthwhile target. A series of social workers and psychologists treated him, but none of them could get at the root of his difficulties... or even really find any way to relate to him at all. He was as strange and distant as an insect. In the summer of 1992, a psychologist named Kevin Yancy began treating Smith. On August 18, Orphanage personnel heard a high-pitched, ululating scream come from Dr. Yancy’s office. They burst in to find Smith sitting naked against the wall. He was cov- ered in blood, and strange, bloody symbols adorned most of the walls. Doctor Yancy’s raped, mutilated body was stuffed under his desk, and the penknife used to kill him lay on the floor nearby. When the authorities arrived and addressed Smith by name, he screamed, “That’s not my name!”. He never again answered to the name “Norman Smith,” and refused to tell anyone what his name “really” was. No one understood what the symbols on the wall meant, and they remain undeciphered to this day. “Smith” stood mute at trial. The court judged him insane and sentenced him to Toddberry Asylum, where he was carefully watched. He never caused any problems unless brought within arm’s reach of another inmate, in which case he attacked with unmitigated fury. He killed two of them before the Asylum staff began keeping him completely isolated. In 1998, “Smith” was assigned to the care of Dr. Raphael Berlozzi, a psychiatrist. Doctor Berlozzi treated him for several months, seeking to discover and address the root causes of his psychosis. On October 31 of that year, shortly after midnight, he sedated his patient and had him taken to the asy- lum’s operating theater. In a brief procedure, he sur- gically removed “Smith’s” tongue, then turned the scalpel on himself, slitting his own jugular vein. An examination of his notes by the authorities revealed that beginning in August they were written in an unknown language, possibly related to Etruscan, which has so far defied all attempts at translation. In the resulting confusion, “Smith” escaped from the Asylum, killing a guard in the process. He disappeared into the Hudson City underworld and has remained at liberty ever since, occasionally surfacing to commit some bizarre murder or other crime. During encounters with law enforcement — once an HCPD cop named Angela Brindisi, once with the Headless Hangman — he identified himself as “the Cainite,” and the press has used that name for him ever since. His present whereabouts and intentions are unknown... though undoubtedly they won’t remain that way for long. Personality/Motivation: Prior to the removal of his tongue, the Cainite accused one of his doctors of “elevating the Machine-God above the Levitican Urge” — his way of saying they relied on science (psychology) instead of moral judgment. Many who have studied him have taken this statement to indicate that the Cainite sees himself as some sort of embodiment of Evil, though others have observed that that analysis seems rather straight- forward and simpleminded for so pyschologically complex a person. Whatever his true history or motivations, the Cainite’s actions speak for themselves. He revels in acts of depravity, chaos, and destruction, often going so far as to mutilate or violate the corpses of his victims. At times he lashes out for no reason, SUGGESTED EQUIPMENT Weapon OCV RMod Dam STUN Shots STR Min Notes Scalpel +0 — 1 point 0 — 3 Can Be Thrown Armor None Gear: Usually none, but whatever he thinks he needs for the situation at hand Clothing: Whatever strikes his fancy (often including clothes taken from his murder victims) 256 Hero System 5th Edition then quickly lapses back to a state of calm when his violence has achieved its end. (His “Enraged” rep- resents this tendency.) He seems to have a body of symbolism whose true meaning is known only to himself (though experts have written thousands of pages of analysis trying to “read” his “writing”). By any criteria, he is both deeply disturbed and very, very dangerous. Quote: None. The Cainite has no tongue and cannot speak, though he can make some sounds (such as chilling howls or a cackling quasi-laughter). Powers/Tactics: The Cainite has a swiftness and strength born of insanity (or, perhaps, Evil...), and he makes fiendishly clever use of them on his vic- tims. He prefers to approach from stealth, often using his “perching” ability to lurk above an unsus- pecting foe, then drop down on him. His favored weapons are blades, particularly surgical scalpels, with which he inflicts precise, lethal wounds. The economy of his attacks suggests to some a ballet dancer or gymnast more than a serial killer. The Cainite has such a wrongness about him that his mere presence can terrify even the bravest men. In game terms, this is represented with his The Picture Of Sheer Terror power, which reduces the PRE of everyone around him by 1-3 points on every one of his Phases (and don’t forget the +2 SPD he has with the ability). Once a victim’s PRE drops to low enough levels, you can consider the Cainite’s mere proximity as a fear-based Presence Attack that causes the victim to panic and/or flee. In addition to his attack skills, the Cainite is a superbly-skilled contortionist, climber, and acrobat. Although he cannot ask questions, being near him for a long period of time is so terrifying that most people can’t help but blurt out informa- tion he wants to know (this, together with various threatening gestures and actions, is how he uses his Interrogation Skill). He can withstand significantly more injury than the average human before feeling the effects of pain. Campaign Use: The Cainite should be a figure of terror in your campaign. He represents a pure and unbridled sort of human depravity, one that offers no justification and accepts no explanation beyond the bounds of Good and Evil. The mere mention of his name should be enough to put your players in a somber, serious mood, and you should adjust his abilities to make him frightening enough to do this. For example, to make him more of a threat to a group of PC vigilantes or cops, you might increase his Damage Reduction or SPD; if he’s already too tough, reduce his SPD to 4 and get rid of one or two of his attack abilities. Few characters should frighten a PC more as a Hunted than the Cainite. He’s got the patience of Job and the cleverness of Satan, and he’ll use both to pick the most opportune moment to attack his foe. His attack will not be swift; he prefers to enjoy his enemies’ suffering before their end. And if a hero presents too great a challenge, well, his loved ones are probably easier prey.... The Cainite is wanted by the HCPD and the FBI for nearly two dozen murders they can defi- nitely connect him to, and is a suspect in almost fifteen more. Appearance: The Cainite is a white male, 5’11” tall and noticeably slender and lanky. He has unruly black hair but no facial hair. His eyes are likewise dark. He has no tongue. He wears whatever clothing he feels like — often garments taken from his victims. THE CAINITE PLOT SEEDS Someone’s killing pros- titutes down near the Strip. The murders are all done the same way, with a series of small knife cuts that indi- cate torture. Is this the Cainite’s work, or that of someone else? A player character begins receiving letters and e-mails from some- one who claims to be the Cainite. Each one counts down another day to the hero’s supposed death. Is this a real threat, or someone’s sick joke? The Cainite begins killing people he feels embody the Seven Car- dinal Virtues (Prudence, Justice, Fortitude, Tem- perance, Faith, Hope, and Love [Charity]). The heroes have to figure out who his next victim will be and stop him... pref- erably without getting killed themselves. 257 Hudson City: The Urban Abyss EL CONDENADO Val Char Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 [3] 18 DEX 24 13- OCV: 6/DCV: 6 20 CON 20 13- 14 BODY 8 12- 14 INT 4 12- PER Roll 12- 13 EGO 6 12- ECV: 4 18 PRE 8 13- PRE Attack: 3½d6 11 COM 1 11- 6 PD 3 Total: 9 PD (3 rPD) 6 ED 2 Total: 9 ED (3 rED) 4 SPD 12 Phases: 3, 6, 9, 12 10 REC 6 40 END 0 32 STUN 0 Total Characteristics Cost: 99 Movement: Running: 7”/14” Cost Powers END Martial Arts: Knifefighting Maneuver OCV DCV Damage/Effect 4 Block +2 +2 Block, Abort 4 Dodge — +5 Dodge, Affects All Attacks, Abort 4 Foist +2 +0 Weapon +2 DC Strike 3 Grab +0 -1 Grab One Limb, +10 to STR for holding on 4 Slashes +0 +2 Weapon +2 DC Strike 5 Stabs -2 +1 Weapon +4 DC Strike 5 Thrusts +1 +3 Weapon Strike 2 Quick On His Feet: Running +1” (7” total) 1 Talents 6 Combat Luck (3 PD/3 ED) Skills 8 +1 with All Combat 10 +2 with Ranged Combat 16 +8 versus Range Modifier with Firearms 3 Climbing 13- 3 Combat Driving 13- 1 Demolitions 8- 1 Lockpicking 8- 1 Security Systems 8- 7 Shadowing 14- 3 Stealth 13- 4 Survival (Desert, Temperate/Subtropical) 12- 3 Tactics 12- 4 TF: Common Motorized Ground Vehicles, Equines, Two-Wheeled Motorized Ground Vehicles 4 WF: Small Arms, Knives, Off Hand 3 Weaponsmith (Firearms, Muscle-Powered HTH) 12- Resource Points 28 Equipment Points: 200 10 Vehicle/Base Points: 30 5 Follower/Contact Points: 15 0 Miscellaneous Points: 0 Total Powers & Skills Cost: 151 Total Cost: 250 100+ Disadvantages 20 Hunted: FBI 8- (Mo Pow, NCI, Capture) 20 Hunted: drug cartel (GM’s choice) 8- (Mo Pow, NCI, Kill) 20 Psychological Limitation: Casual Killer (Very Common, Strong) 10 Social Limitation: Criminal Record (Occa- sionally, Major) 80 Experience Points Total Disadvantage Points: 250 Background/History: And so it all came down to this... his first big hit. It started so long ago, when he was just a boy, with his grandfather teaching him to hunt. The cartel men, they saw how quick and clever he was... and how good a shot. Soon they began giving him jobs to do: drugs to carry, federales to look out for, things like that. As he got older, he drove for them, took care of other responsibilities. Then they asked him to kill a man. One of their people had betrayed them, they said, and a lesson had to be sent. He shrugged his shoulders and agreed; obedience was the route to prosperity and power. He did the job cleanly, with one shot, and they paid him well. Twice after that, they called upon his special talents. There came a day when the group of them, the leaders of the cartel, turned on one of their own. Galíndez had betrayed them, they said — taken money for himself that belonged to them all. In such a society, only trust held men together, and when one of them turned his back on that trust, there could be only one response. So now he was here, on the hillside above the Galíndez hacienda, hoping to finish the job and escape before the rain set in. The man was clearly SUGGESTED EQUIPMENT Weapon OCV RMod Dam STUN Shots STR Min Notes Barrett 82A1 +2 +10 3d6 1d6 1 15 x4 Telescopic Sight H&K MP5 +1 +0 1d6+1 1d6-1 30 12 AF5 H&K P7M13 +1 +0 1d6+2 1d6-1 13 9 Combat Knife +0 +0 1d6 1d6-1 — 8 Can Be Thrown, carries 2-3 Armor Level II-A (DEF 6), Activation Roll 11- Gear: As needed for mission or expected opposition Clothing: Paramilitary garb (fatigues and such) EL CONDENADO PLOT SEEDS The PCs get word that someone’s hired El Con- denado to take them (or one of them) down. Who put out the con- tract on them, and how can they deal with the problem without ruin- ing whatever investiga- tion or mission they’re already on? El Condenado chal- lenges the PC who’s most like him (the best shot, and/or the one with sniper-type skills) to a “match.” He’ll pick a target, and the PC has to find him and shoot him before he gets off his own shot. The name of the first victim is appended to the letter announcing the “con- test.” An “unnamed” intel- ligence agency approaches the PCs. It needs a top-notch, totally deniable sniper for a job. It wants El Condenado, and it wants the PCs to get him for it. 258 Hero System 5th Edition preparing to go somewhere; there were several cars in the compound, and his men were mill- ing about, eager and restless. Then Galíndez himself came out, accompanied by his beauti- ful wife and beautiful young daughter. This was the moment! This was what he had trained for so long, all those countless hours spent holding a heavy rifle in a dozen different positions so he wouldn’t cramp up or tire at the worst moment, all those thousands of rounds of ammunition fired at the targets he set up far out in the desert. He brought the crosshairs to bear on Galín- dez. His finger tightened on the trigger, slightly, smoothly, that first few pounds of pressure to make the final squeeze easier.... He felt the muzzle of a gun pressed against his head. “Mierda,” he swore softly. Galíndez’s men marched him quick to the compound, his hands tied behind him with rough rope. Galíndez smiled when he saw the man who would have ended his life. “So, then, the cartel has condemned me. It seems that now I shall condemn the man they sent against me.” As he said it he laughed, and behind him dark thunder- clouds roiled the sky. They marched him again, this time out to a tree not far from the compound. He saw them throw the rope over the branch before they yanked a burlap sack over his head. He felt the noose tightened around his neck. And then the pressure, the terrible terrible pressure, as they lifted him into the air. His scream came out as a gurgle. His body twitched helplessly. And then — el milagro! There was a bright light, so bright he could see some of it even through the sack, and a thunderclap louder than any he had ever heard... and the pressure ended. He landed hard, twisting his ankle, as he gasped for breath. The already-loose ropes came off his hands quickly, and he tore off the sack. He saw Galíndez’s men, blinded and deafened by the thunderbolt, stum- bling around in the driving rain. And he saw the pistol one of them had dropped. A few moments later, he crept up to the com- pound, gun in hand, the storm masking the sounds of his approach. Galíndez was a fool; he had sent too many men out to kill his killer, and the rest had taken shelter in their barracks. Only Galíndez and his family were in the house. It was the work of but a minute to find Galín- dez and put two bullets in his brain. When he was done with the wife and the daughter, he shot them too. Then he stole an SUV and fled, into the storm, into the night, having taken the first true step on the path that would be his life. He had earned him- self a new name: El Condenado, the Condemned, the man who survived the death his enemies brought against him and killed them instead. Personality/Motivation: El Condenado is a stone- cold killer. At most times he seems like a fairly ordinary guy — laughing, fun-loving, ready to go for a cerveza and chase girls. But there’s a frost that never leaves his eyes, and it doesn’t take much time around him to learn that he sizes up everyone he meets as a potential victim. Anyone who annoys El Condenado is lucky to escape the assassin’s pres- ence with his life. Quote: “Adios, puerco.” Powers/Tactics: El Condenado is an assassin, skilled at dispatching his victims in many ways. His preferred method of killing is sniping — it’s quick, it’s clean, and it gives him time to get away after the shot. He’s trained himself to have a sniper’s patience and fortitude; time and again he’s had the stamina and guts to wait for the shot in situations when a lesser assassin would have cut and run. When rifle shots aren’t feasible, El Condenado is also skilled with pistols and knives; he’s rarely without at least one of both (though usually they remain hidden when he’s not “working”). He favors a two-knife fighting style (to gain the +1 DCV from his WF: Off Hand); he’ll start slow, with Thrusts and Slashes, working his way up to Foists and Stabs when he feels he’s got a good angle of attack. El Condenado still carries in his pocket a tiny knotwork charm made from a bit of the rope Galíndez’s men used to try to hang him. He believes it brings him luck. Campaign Use: As an assassin skilled with long arms, El Condenado presents lots of possible uses in the campaign. The simplest is to send him after the PCs, but that may be too predictable. He might work better as backup or fire support for other criminals instead of as a straightforward attacker. As a Hunter, El Condenado is patient and tenacious. He’ll keep a careful watch on his quarry until he figures out a routine or a weak point in his conduct, then set up for the shot and wait. He’ll wait as long as it takes. To make El Condenado tougher, improve some of his Familiarities to full Skills, or give him additional Skills (and perhaps some more All Combat CSLs). To weaken him, reduce his Range Skill Levels and get rid of a couple of his Martial Maneuvers. El Condenado is wanted by both the American and Mexican authorities for numerous counts of murder and related crimes. Appearance: El Condenado is a Hispanic male. He’s around 30, with an athletic build, black hair kept short, and a black moustache. He doesn’t wear a uniform of any sort; he favors casual wear and leather jackets when not on the job, and paramili- tary garb when stalking a target. 259 Hudson City: The Urban Abyss THE KALEIDOSCOPE MAN Val Char Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 [3] 18 DEX 24 13- OCV: 6/DCV: 6 17 CON 14 12- 12 BODY 4 11- 20 INT 10 13- PER Roll 13- 15 EGO 10 12- ECV: 5 18 PRE 8 13- PRE Attack: 3½d6 10 COM 0 11- 8 PD 5 Total: 5 PD (0 rPD) 6 ED 3 Total: 6 ED (0 rED) 4 SPD 12 Phases: 3, 6, 9, 12 8 REC 4 34 END 0 40 STUN 11 Total Characteristics Cost: 110 Movement: Running: 9”/18” Cost Powers END 4 Psychomorphing: Shape Shift (Mental Group, Limited Group of personalities), Costs Endurance Only To Activate (+¼); Extra Time (1 Hour or more; -3), Requires An EGO Roll (-¾) 1 Martial Arts: Commando Training Maneuver OCV DCV Notes 3 Aikido Throw +0 +1 5d6 + v/5, Target Falls 4 Boxing Cross +0 +2 7d6 Strike 4 Choke -2 +0 Grab One Limb, 3d6 NND (2) 4 Judo Disarm -1 +1 Disarm, 35 STR 4 Karate “Chop” -2 +0 HKA 1d6 (2d6 with STR) 4 Kung Fu Block +2 +2 Block, Abort 8 +2 Damage Classes (already added in) 7 A Welter Of Personalities: Mental Defense (10 points total) 0 6 Fast: Running +3” (9” total) 1 6 Observant: +2 PER with all Sense Groups 0 10 Lucky: Luck 2d6 0 Perks 5 Improved Equipment Availability: Military Equipment 10 Money: Wealthy 23 Well-Connected and Contacts (20 points’ worth, most limited to a particular personality) Talents 3 Lightsleep 3 Resistance (3 points) Skills 16 +2 with All Combat 3 Deduction 13- 3 Disguise 13- 3 Forgery (Documents) 13- 3 KS: The Espionage World 13- 2 KS: The Military/Mercenary/Terrorist World 11- 3 Paramedics 13- 3 Stealth 13- 8 WF: Common Melee Weapons, Common Missile Weapons, Small Arms, Grenade Launchers, Shoulder-Fired Weapons 2 Weaponsmith (Firearms) 13- 15 Skills By Personality: Variable Power Pool (Skill Pool), 12 base + 6 control cost; No Conscious Control (changes with personality change, see text; -1) 0 Resource Points 48 Equipment Points: 300 15 Vehicle/Base Points: 40 8 Follower/Contact Points: 21 3 Miscellaneous Points: 3 Total Powers & Skills Cost: 243 Total Cost: 353 100+ Disadvantages 10 Accidental Change: from one personality to another, under appropriate circumstances as determined by GM (Uncommon), 11- 20 Hunted: CIA 8- (Mo Pow, NCI, Kill) 15 Floating Hunted (see text) 20 Floating Psychological Limitation (see text) 15 Floating Psychological Limitation (see text) 15 Social Limitation: Secret Identity (Leon) (Frequently, Major) 158 Experience Points Total Disadvantage Points: 353 Background/History: Seward’s dress shoes went clop, clop as he walked down the tiled hallway at Langley. Each clop was crisp and sharp, like the pleats in his pants and the look on his face. And the contents of the file he held in his hand. Yes, it was a sharp file, too sharp indeed, and now it was cutting him to pieces. When he finally got to the unmarked door he wanted — they were all unmarked, but he’d been here often enough to know exactly which one to use — he pressed the intercom button and waited until the secretary buzzed him inside. “Is he waiting for me?” he asked her, quietly. “Yes,” she said. She didn’t look straight at him. Seward walked across the reception room to the sturdy wooden door on the other side. He knocked lightly and then went in, knowing he was expected. The furniture in the room was finely made — nothing but the best for the government’s top employees — and the walls were decorated with military prints and photographs: Mr. Grey gradu- ating from West Point, Mr. Grey with his unit in World War II, Mr. Grey on the deck of the Missouri, Mr. Grey in Korea, Mr. Grey in Vietnam, Mr. Grey at his son’s graduation from West Point. SUGGESTED EQUIPMENT Weapon OCV RMod Dam STUN Shots STR Min Notes Colt M1911A +1 +0 2d6-1 1d6 7 9 H&K MP5 +1 +0 1d6+1 1d6-1 30 12 AF5 Combat Knife +0 +0 1d6 1d6-1 — 8 Can Be Thrown Armor Varies, based on personality and mission Gear: Varies, based on personality and mission Clothing: Varies, based on personality and mission 260 Hero System 5th Edition The man himself sat behind the desk at the far end of the room, older than he appeared in most of the photographs, but still obviously the same man. He was reclined in his chair, reading a report of some sort. As Seward walked up to the desk and sat down opposite him, he sat up, put down the report, and said, “Morning, Seward, how are you?” It was a friendly question, but the cold look on his face belied the friendliness. “Just fine, sir,” Seward answered. “Good. Then do you mind telling me just what the Hell is going on with Project: Leon?” “Yes, sir. There have been unforeseen... com- plications.” “Damn right there have. According to this report, we’ve lost how many people so far? Five?” “Yes, sir — the director of the Project and the four scientists who assisted him. Three of them were shot, one poisoned with strychnine, one stran- gled. Each was killed in his home or his car.” “And you’re telling me it’s the subject of the Project that’s done all this?” Mr. Grey waved the report at Seward to emphasize his point. “That’s what we suspect, sir. No one else has the knowledge to do it, except me — and I’ve got alibis,” he added hastily. “So what happened? What went wrong?” Seward smiled thinly, grateful for the chance to descend into technical explanations. “Well, as you know, sir, Project: Leon was an attempt to create a “multi-taskable” intelligence agent. Follow- ing the success of the American Flag project....” “I’ve seen the reports on that, Seward — and the newspaper clippings. I don’t know if you can call that one a complete success.” “Errr, no, sir — what I meant was that he performed adequately in the field. We decided to attempt a slightly different task, programming a human with a dozen different personalities and careers, giving us an agent who could fit into a wide variety of environments and perform many different types of operations. The personali- ties selected, and the “donors” who provided the necessary information and life histories, are described in the report.” “The subject of the Project was a 13-year- old autistic boy named Leon. Using sophisticated “brainwashing” techniques and data implanta- tion methods first developed for the American Flag project, we “erased” what little personality he had and began substituting the ones we had constructed, bits at a time. As he gained sufficient knowledge of a particular subject, we would test him, train him, and educate him further to assure that he was properly assimilating the data. “After almost a dozen years of work, the twelve personalities had all been successfully implanted. We’d taken a thirteen-year-old mental cripple and turned him into the perfect espionage agent, a man who could effortlessly assume any one of a dozen cover identities and portray them flawlessly — because they weren’t covers, they were his actual identities!” Seward couldn’t keep the excitement out of his voice, though he knew he wasn’t here to gloat — even after what had happened, he was still proud of his “pupil.” “We sent Leon into the field immediately, employing his “Omega” identity to obtain the plans for certain microchips whose capabilities inter- ested the Agency. For several years after that, we employed Leon extensively; all of his identities saw repeated use.” “But your psychologists told you something was wrong with him, didn’t they?” Mr. Grey accused. “Not exactly, sir. They indicated he had occa- sional “lapses” when he accidentally switched per- sonalities or forgot who he was. We checked him extensively, but we were never able to determine the exact cause of this phenomenon. It never endan- gered any of his missions.” “Until the last one.” It was a statement, not a question. “Yes, sir,” Seward said sourly. “We had switched him over to his “Aquarius” personality to get him to smuggle some data into Estonia. He kept his first two check-in times, but after that — nothing. He just vanished. We assumed his mission had been uncovered and he’d been killed by Russian agents. But several months ago people associated with the project were murdered, one by one, and we now must assume that he is alive.” “So, what happened to him?” Mr. Grey asked exasperatedly. “We’re not sure, sir. I’ve had some of the Agency psychologists — top men, sir — evaluate the case, and I even called in some of the FBI’s men on a pretense. Their best estimate, based on a study of his creation and the slight “deterioration” in the separation of his personalities, is that somehow the “barriers” we constructed to keep his personalities distinct have weakened, or possibly even collapsed entirely. As a result, not only is he going to fluctu- ate uncontrollably between one personality and another, but all of them are likely to become much more violent — possibly even sociopathic. A couple of the experts also speculated that he may have developed one or more additional personalities besides the ones we programmed into him. God knows what they might be, but one thing’s certain — they won’t be pleasant.” “Jesus,” Mr. Grey said, astonished in spite of himself at the things the Agency could do — and how badly they could screw them up. “So, Seward, what do you intend to do about your baby?” “We’re doing our best to find him, sir, I prom- ise you that. We’ve got agents on alert for him all over the world. We’ll find him.” “You’d better, Seward. I can only keep this from the President for so long. If you don’t find him, it’s going to mean your job — and a helluva lot of lives. Get out of here and get him back.” “Yes, sir!” Seward said, then rose and turned to go. Personality/Motivation: The Kaleidoscope Man has no set personality to speak of. Instead, he has thir- teen different personalities he switches between: the twelve the CIA programmed into him, and another one, which calls itself “the Kaleidoscope Man,” that arose because of the breakdown of the barriers between the other twelve and the mingling SKILLS BY PERSONALITY Each of the Kaleido- scope Man’s personali- ties has up to 12 points’ worth of Skills it obtains through his Power Pool. Here are the Skills each personality possesses: Aquarius: Cryptogra- phy 13-, Navigation (Marine) 13-, TFs (all Wind-Powered, Motor- ized, and Military water- craft, and Submarines) Buckingham: Gambling (Cards) 13-, High Soci- ety 13-, Seduction 13-, TFs (Basic Parachuting, Hanggliding, SCUBA, Skiing) The Captain: Combat Driving 13-, Cryptogra- phy 13-, Systems Opera- tion 13-, Tactics 13- César: Combat Driv- ing 13-, Demolitions 13-, Language: Spanish (completely fluent), Mechanics 13- Ernie: CK: Hudson City 13-, Streetwise 13-, Survival (Urban) 13- Judas: Bureaucratics 13-, Gambling (Cards) 13-, KS: World Arms Industry 11-, Language: Spanish (fluent conver- sation), Persuasion 13- Kennedy: Conversation 13-, High Society 13-, Persuasion 13-, Seduc- tion 13- Mercury: Combat Driv- ing 13-, Streetwise 13-, Systems Operation 13-, Tactics 13- Mr. Hyde: Climbing 13-, Combat Driving 13-, Demolitions 13-, Gambling (Cards) 13- Omega: Climbing 13-, Electronics 13-, Lock- picking 13-, Security Systems 13- Pavlov: KS: The Aca- demic World 11-, SS: Psychology 13- Vendetta: Combat Driving 13-, Com- puter Programming 13-, Lockpicking 13-, Streetwise 13- 261 Hudson City: The Urban Abyss of bits and pieces of other personalities and the programmed instructions the CIA placed in him. Although most of his personalities used to be rela- tively stable, now they are all violently psychotic, some moreso than others, and the Kaleidoscope Man most of all. In game terms, the shifting of the Kaleido- scope Man’s personae is represented as (a) Mental Sense Group Shape Shift, (b) floating Hunteds and Psychological Limitations, and (c) a Variable Power Pool representing Skills each personality has (in addition to ones they all have, which are bought normally). (For the Kaleidoscope Man personal- ity, the GM should randomly choose 12 points’ worth of Skills from the various personalities.) He uses Disguise to make appropriate altera- tions to his appearance for each personality, so it’s possible for a Hunter to pursue “one of him” without knowing the other personalities are actually the same person. Leon’s personalities are: Aquarius: A former United States Navy officer with an extensive background in ship operations and related subjects. This personality was intended for use in smuggling, investigation of enemy naval activities, and similar missions. Aquarius’s Psychological Limitations are Hatred Of Russians and Greedy And Self-Centered (formerly American Patriot, but like most of the “good” aspects of Leon’s personalities, this changed as he suffered his breakdown). His Hunted is a Colombian drug cartel (GM’s choice) whose smug- gling operations he once exposed. Buckingham: A suave, sophisticated espionage agent along the lines of James Bond. The Kaleido- scope Man prefers to use this personality when first meeting with many prospective employers, since Buckingham presents himself as knowledgeable and competent. Behind this facade, Buckingham is a vicious killer who enjoys “cat-and-mouse” games with his enemies. Buckingham’s Psychological Limita- tions are Casual Killer and Sadist. His Hunted is the British secret service, since he often pretends to be a member (or former member) of that organization. The Captain: A former Army officer, the Captain was designed to be Leon’s iden- tity for defense intelligence and military installation infiltration missions. He serves a similar function for the Kaleido- scope Man. The Captain’s Psychological Limitations are Ruthless and American Patriot (the only personal- ity to retain this Limitation; for this reason, the Kaleidoscope Man has to be careful not to use the Captain on missions which are not in the interests of the United States). His Hunted is the PLRL. César: César is a radical left-wing revolution- ary and terrorist. This personality was designed so that the CIA could infiltrate such groups and bring them down from within. They did their job too well; César now espouses left-wing radicalism wholeheartedly, which causes the Kaleidoscope Man no end of problems. César’s Psychological Limitations are Casual Killer and Left-Wing Radical. His Hunted is vari- 262 Hero System 5th Edition ous South and Central American law enforcement agencies and military groups. Ernie: Ernie is a street person, no different from most homeless men... except that he habitually car- ries a couple of knives and a loaded pistol and isn’t afraid to use them if you bother him. Ernie was originally designed as a “disguise” for Leon, allow- ing him to get close to any urban target without exciting suspicion. He serves that same function for the Kaleidoscope Man. Ernie’s Psychological Limitations are Casual Killer and Must Attack From Surprise (i.e., he doesn’t openly assault targets, he always tries an ambush; if the ambush fails, he flees). His Hunted is the Hudson City Police Department, who wants him for questioning regarding a murder-for-hire he committed last year. Judas: Judas is a dealer in illegal arms and illicit information. Whatever you want, he can get it for you, or find it out — but be careful, he has a well- deserved reputation for treachery (such as selling his clients out to a higher bidder). Judas’s Psychological Limitations are Casual Killer and Greedy Backstabber. His Hunted is vari- ous Organizatsiya gangs he’s double-crossed. Kennedy: A clever dilettante whose debonair atti- tude and personal élan grant him access to the homes of the rich and famous, where he can usually dig up all sorts of useful dirt on the defense indus- try, offshore investments, and even the drug trade. Kennedy’s Psychological Limitations are Bored Dilettante and Sadist (something that a few women who thought Kennedy was a good “catch” found out about, to their sorrow, in his bedroom). His Hunted is a private detective agency hired by the father of one such woman; this agency is less than concerned about any harm that might befall Kennedy while they try to apprehend him or after they turn him over to their employer. Mercury: A heartless mercenary, a man who’ll do anything for money. The CIA intended this person- ality for use in infiltrating the mercenary under- ground; the Kaleidoscope Man has found it to be one of his most useful personae. Mercury’s Psychological Limitations are Casual Killer and Anything For Money. His Hunted is various merc teams he’s betrayed. Mr. Hyde: Mr. Hyde was the CIA’s name for Leon’s assassin personality. Now that several of the Kalei- doscope Man’s personalities have assassin-like tendencies, Mr. Hyde has become even worse: he is a savage, bestial killer, one who likes to beat or strangle his victims to death. Mr. Hyde has the least morality and self-control of any of the Kaleido- scope Man’s personalities. It’s a rare thing for Mr. Hyde to walk away from a mission not covered in blood... and reveling in that state. Mr. Hyde’s Psychological Limitations are Casual Killer and Brutal And Sadistic. His Hunted is the Hudson City Police Department. Omega: Omega is a cat burglar. The CIA used him more than any other personality, for he was very good at obtaining data and other things the CIA wanted. The Kaleidoscope Man uses him similarly, but for his own benefit. Omega’s Psychological Limitations are Thrill- seeker and Greedy. His Hunted is the National Secu- rity Administration, from whom he recently stole some extremely valuable computer components. Pavlov: Pavlov, a psychiatrist, was the CIA’s link to the world of psychology, where they hoped to pick up information on recruits and other “potential assets.” Pavlov was also to serve as a therapist for other agents. The Kaleidoscope Man uses this per- sonality the least of all. Pavlov’s Psychological Limitations are Fas- cination With Psychology and Obeys The Hippo- cratic Oath. His Hunted is the American Medical Association, which has a few questions for him concerning his license to practice medicine and his “unorthodox” therapy methods. Vendetta: Vendetta is a vigilante crimefighter the CIA hoped to use to gather information on other such crimefighters. Vendetta’s programming is still relatively intact, for some reason, and the Kaleido- scope Man avoids using the personality unless he absolutely has to. Vendetta’s Psychological Limitations are Devo- tion To Justice and Vigilante Mentality. His Hunted is the Mafia. The Kaleidoscope Man, Leon’s thirteenth per- sonality, dominates “the Others” (as he refers to his additional twelve personalities), and is more ruth- less and antisocial than any of them. He cares only for himself, will do just about anything (no matter how evil) for money or some other benefit (even just for fun), and has absolutely no qualms about killing. He revels in bloodshed and chaos, and tries to influence the other personalities to do likewise. He would love to expunge the Others and keep Leon’s body for himself, but as yet has found no way to do this. The Kaleidoscope Man’s control over the Others is not complete, however. When in “his” personality, he can switch to another personality by meditating and concentrating for an hour or more, then succeeding with an EGO Roll. After that, it may be days, weeks, or even months before he can reassert control; in the meantime, Leon may have experienced dozens of personality shifts. None of Leon’s personalities is stable; all of them are subject to sudden bouts of forgetfulness or complete changes. These changes (represented by his Accidental Change Disadvantage) are most likely to occur when he’s bored or directionless. They almost never happen in stressful situa- tions (such as when he’s in the middle of stealing something or involved in a firefight), but this has occurred once or twice in the past, when Leon was badly wounded but not knocked unconscious. The GM should determine randomly which personality emerges when Leon involuntarily psychomorphs. KALEIDOSCOPE MAN PLOT SEEDS Enemies of one of the PCs hire Mercury (or Mr. Hyde) to kill that PC. Halfway through the mission, a second personality takes over, leaving the PC baffled as to his hunter’s sudden change of tactics. The Vendetta personal- ity becomes dominant for a period of several weeks and works a few missions with the PCs. Then it’s replaced by Mr. Hyde or one of the other particularly nasty personalities, and the PCs have to figure out why the person whose picture was taken by a security camera while he was killing an electron- ics company executive is their former ally. The CIA gets a line on the Kaleidoscope Man, but doesn’t dare go after him directly. It decides to manipulate the PCs into bringing him in... or killing him. 263 Hudson City: The Urban Abyss The Others are dimly aware that they’re not entirely “whole,” but most ignore or rationalize this and come up with odd explanations for what hap- pened to them during the “blank periods” in which other personalities were dominant. Thanks to the CIA’s indoctrination, each personality usually has no trouble believing these self-made explanations and adopting them as the total truth. Important facts (such as the nature and goals of the current mission) often “carry over” from one personality to another when a switch takes place. The Kaleidoscope Man personality is some- what aware of what happens when he’s possessed by one of the other personalities; what occurs when they are dominant seems to him like a fuzzy, half-forgotten dream. Fortunately for him, several of them (Aquarius, Buckingham, César, Judas, and Vendetta) keep journals or elaborate records, enabling him to find out what some of his “other selves” have been up to. Quote: None. Powers/Tactics: The Kaleidoscope Man possesses a variety of combat- and mission-oriented Skills (in addition to the Skills each separate personality has). In any personality, he fights cleverly, efficiently, and ruthlessly; for most of them, their goals in combat are (1) ensure that they can escape safely, and (2) inflict as much damage upon the enemy as possible. The Kaleidoscope Man’s psychotic brutality often blends into the other personalities in combat, push- ing them to do things that they might not consider otherwise (for example, Vendetta will kill innocents to get at a criminal, Omega will kill an unsuspect- ing guard when he could simply escape unseen). Each personality equips itself out of the Equip- ment Points as appropriate to the mission and its temperament. For example, Omega usually takes gad- gets designed to help him sneak into places and steal things; Mr. Hyde takes heavy weapons and explosives. Campaign Use: The Kaleidoscope Man is a strange opponent — one the PCs might encounter a dozen times before realizing the scope of what he is and what he can do. He’s an extremely dangerous Hunter, since if he can’t get at his target one way, he’ll shift personalities and try another approach... and once he fixates on someone, he never, ever stops pursuing them until he kills them. To make the Kaleidoscope Man tougher, give him more Skills that he can use in all his person- alities, and perhaps a Deadly Blow Talent or some Combat Luck. To weaken him, reduce his Variable Power Pool slightly, trim his Characteristics down a bit, and get rid of his Extra Damage Classes. Most of the Kaleidoscope Man’s personalities have a criminal record; some of them have even spent time in jail. It is only a matter of time before a records check reveals that several criminals have the exact same fingerprints; from there, a clever and determined investigator may be able to unravel the Kaleidoscope Man’s story. Appearance: The Kaleidoscope Man is a trim, well- developed man in his early thirties with blond hair, blue eyes, and a handsome face to go with them. He is six feet tall and weighs 175 pounds. He dresses (and disguises himself) appropriately for his per- sonality and its mission. 264 Hero System 5th Edition SHANGO Val Char Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 [4] 14 DEX 12 12- OCV: 5/DCV: 5 20 CON 20 13- 20 BODY 20 13- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 8 PD 4 Total: 8 PD (0 rPD) 6 ED 2 Total: 6 ED (0 rED) 3 SPD 6 Phases: 4, 8, 12 10 REC 4 40 END 0 50 STUN 10 Total Characteristics Cost: 101 Movement: Running: 6”/12” Cost Powers END 13 Brawler: HA +4d6; Hand-To-Hand Attack (-½) 2 20 Can Take A Punch: Physical Damage Reduction, Resistant, 50%; Requires A CON Roll (no Active Point penalty; -¼), Character Must Be Aware Of Attack (-¼) 0 Perks 5 Fringe Benefit: Membership (leader of his own gang) 3 Improved Equipment Availability: Street- Level 5 Money: Well Off 12 Vehicle: customized civilian Humvee Talents 5 Rapid Healing Skills 10 +2 HTH 3 Bribery 13- 3 Concealment 12- 6 Gambling (Card Games, Dice Games, Sports Betting) 12- 3 Interrogation 13- 5 CK: Freetown 14- 2 KS: African History And Cultures 11- 2 KS: African Myths And Legends 11- 5 KS: Freetown Gang World 14- 2 KS: Professional Sports 11- 3 Oratory 13- 2 PS: Drug Dealing 11- 2 PS: Play Football 11- 3 Stealth 12- 3 Streetwise 13- 3 WF: Small Arms, Knives Resource Points 8 Equipment Points: 100 10 Vehicle/Base Points: 30 15 Follower/Contact Points: 35 0 Miscellaneous Points: 0 Total Powers & Skills Cost: 153 Total Cost: 254 100+ Disadvantages 20 Hunted: HCPD 8- (Mo Pow, NCI, Capture) 15 Hunted: Buckshot 11- (As Pow, Kill) 15 Hunted: Strad 11- (As Pow, Kill) 20 Psychological Limitation: Casual Killer (Very Common, Strong) 15 Psychological Limitation: Hunting Buckshot And Strad (Common, Strong) 10 Social Limitation: Criminal Record (Occa- sionally, Major) 59 Experience Points Total Disadvantage Points: 254 Background/History: Everett Robinson’s story differs little from that of many other Freetown boys: neither the love nor tears of his mother and grandmother could drown out the siren song of the streets. Before he was ten, he was running around with gangs; by his mid-teens, he was a major playa in the Nubians. He killed for the first time when he was only thirteen. On the streets, it’s all about respect. An older boy from another gang dissed him in public, in front of dozens of people, and that couldn’t go unanswered. The fight didn’t last long. Ignoring the switchblade the other guy stuck into his arm, Everett beat him to death with his bare hands. As he stood over the corpse, blood dripping from his fists and the knife still sticking out of his bicep, his reputation was assured. No one ever dared to dis him again. But Everett had something most other gang- bangers didn’t: the intelligence to see beyond his circumstances. By his late teens, he realized gang life wasn’t going to take him anywhere. Sure, he was making good money, but that couldn’t last. Sooner or later he’d age out, or get killed or crippled, and that was it. He wouldn’t accept that. He wanted more — power, money, fame, respect. SUGGESTED EQUIPMENT Weapon OCV RMod Dam STUN Shots STR Min Notes Casull Fieldgrade +1 +0 2d6+1 1d6 5 12 Baretta 92 +0 +0 1d6+1 1d6-1 15 9 Baretta 93R +0 +0 1d6+1 1d6-1 20 11 AF3, RC1 Sawed-off 12 gauge +0 +0 2½d6 1d6 2 12 AEC, AF2, RR, RP Combat Knife +0 +0 1d6 1d6-1 — 8 Can Be Thrown Armor Usually none, but he may put on Level II or III body armor if he knows he’s about to get into a gun battle Gear: Shango has enough money and connections to obtain whatever he wants, within reason. Clothing: A dashiki or like garb, lots of gaudy jewelry SHANGO PLOT SEEDS Shango’s cut a deal with one of the Colombian cartels to get in a big shipment of cocaine that may allow him to corner the Freetown market by undercut- ting his competition. It would help if the com- petition was feeling the heat at the same time, so he manipulates the PCs into attacking them while he rolls out the discount crack. Shango decides he’s had enough of Strad and starts an all-out war in the streets. Before more innocent people get hurt, the PCs have to find a way to broker a peace agreement between these two arch- enemies. A prominent anti-Afro- centrist scholar goes “missing” while visiting Hudson City for a series of lectures. It’s a good bet Shango kidnapped him and is “educating” him on the “truth” of things. The PCs need to find the prof and get him back before Shango loses his temper and beats the man to death. 265 Hudson City: The Urban Abyss He finally realized that the only way he’d get that would be to break away from the gangs and start one of his own — become a crimelord, in other words. In 2001 he put his plan into motion, walking away from the Nubians with several sets loyal to him. War in the streets followed; the Nubians weren’t willing to give up the turf, and the Warriors saw weakness they could exploit. But Everett, now calling himself “Shango” from the Yoruban god of thunder, had the discipline to fight for and keep what he’d taken, and the cleverness to manipulate some of his ene- mies into fighting each other or accept- ing a truce with him on his terms. In the years since then, he’s become one of the most powerful, if not the most powerful, criminal in Freetown. He’s gotten everything he wanted... and now he wants more of it. Personality/Motivation: Shango is just a gangbanger writ large. He’s got the intellect and self-control to run a criminal empire, but he still thinks in gang terms: us versus them; respect versus being dissed; violence as a solution to almost any problem; bling-bling, cool guns, fancy cars. He kills without hesitation, sometimes even when it would be better for him to leave someone alive. He spends lavishly in support of his organization; this ensures loyalty (and keeps a lot of police heat off him), but leaves him with much less money than one would expect from the volume of drugs he moves. Shango’s a die-hard Afrocentrist. He can show you how African civilizations are respon- sible for pretty much every major invention and cultural advance that mankind’s ever devised — just ask him. Quote: “We are all brothers together... but brothers under the command of one leader!” Powers/Tactics: Shango doesn’t do much fighting anymore — he’s got people to do that for him. But he still carries at least one gun with him every- where he goes, just in case. Despite that, he favors hand-to-hand combat over shooting; nothing’s better than pummeling an enemy into submission (or death) with his fists. Campaign Use: Shango is one of several crimelords or factions competing for bigger pieces of the Free- town pie. As such he might see the PCs as a threat to be eliminated, a potential ally (if he can con- vince them he’s a lesser evil they should support), or a tool he could manipulate into attacking his enemies. He’s more than just someone for them to fight; he’s a clever, street-smart opponent who’s sur- vived in Freetown longer than many of them have been alive. Taking him down should be anything but a simple matter. If you want to make Shango tougher, give him some Martial Arts (Dirty Infighting and/or Wrestling, probably), increase his SPD to 4, or give him more super-skills or Combat Skill Levels. To weaken him, reduce his Characteristics (thus emphasizing that he’s gotten more “soft” as he’s aged) or remove his Levels with HTH Combat. If there’s one thing life on the streets has taught Shango, it’s the importance of maintaining “face” and getting revenge on anyone who wrongs you. This makes him a determined and patient Hunter... but not a stupid one. He knows that rush- ing out to seek vengeance at the first opportunity has gotten a lot of people dead, so he watches and waits for the best chance at his foe. Shango has an extensive criminal record for drug dealing, theft, assault, attempted murder, and a host of other crimes. The police currently want him in connection with many more charges, includ- ing several murders, but can’t find him or get close to him (in part because of the bribes he spreads around parts of the Department). Appearance: Shango is a black male in his late 30s or early 40s. He’s a big bull of a man, standing 6’4” tall and weighing nearly 300 pounds. His broad shoulders and still-somewhat-muscular arms show how immensely strong he once was, but as time has passed he’s become overweight, even corpulent. His face betrays both his cleverness and his cruelty. He usually wears African-style clothing such as dashikis. 266 Hero System 5th Edition SIDDHARTHA Val Char Cost Roll Notes 12 STR 2 11- Lift 133 kg; 2d6 [2] 14 DEX 12 12- OCV: 5/DCV: 5 13 CON 6 12- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 12 COM 1 11- 5 PD 3 Total: 5 PD (0 rPD) 4 ED 1 Total: 4 ED (0 rED) 3 SPD 6 Phases: 4, 8, 12 5 REC 0 26 END 0 23 STUN 0 Total Characteristics Cost: 39 Movement: Running: 6”/12” Cost Powers END 3 Observant: +1 PER with all Sense Groups 0 Perks 2 Fringe Benefit: Concealed Weapon Permit 5 Improved Equipment Availability: Military Equipment 15 Money: Filthy Rich Skills 3 Acting 12- 3 Combat Driving 12- 1 Computer Programming 8- 3 Demolitions 12- 3 Disguise 12- 1 Electronics 8- 1 Forgery (Documents) 8- 3 High Society 12- 2 CK: Hudson City 11- 3 KS: Hudson City Society 12- 1 Lockpicking 8- 1 Security Systems 8- 3 Stealth 12- 1 Streetwise 8- 2 WF: Small Arms Resource Points 38 Equipment Points: 250 20 Vehicle/Base Points: 50 5 Follower/Contact Points: 15 1 Miscellaneous Points: 1 Total Powers & Skills Cost: 120 Total Cost: 159 100+ Disadvantages 20 Psychological Limitation: Homicidal Hatred Of The Underclass (Common, Total) 15 Social Limitation: Secret Identity (Roderick Thorpe) (Frequently, Major) 24 Experience Points Total Disadvantage Points: 159 Background/History: “Ewww. Daddy, what’s that?” “That’s a homeless man, son.” “What’s he doing digging around in that trashcan?” “He’s probably looking for something to eat.” The thought was almost revolting enough to make Roddie throw up. “Why would he eat something that’s been thrown in the garbage? Why doesn’t he just buy some lunch?” “He doesn’t have any money, son. That’s why he’s homeless.” “Why doesn’t the government do something about him — send him away somewhere, so we don’t have to look at him?” Father chuckled indulgently. “That’s not the way society works, son. Some people are lucky and have everything they want or need — like us. Others aren’t so lucky. It’s our responsibility to help them, not drive them away.” Then the light turned green and the Thorpe limousine glided on, leaving the homeless man behind. Claude Thorpe’s lessons in civic responsibil- ity didn’t take, then or later. The image of that homeless man — a bestial thing who rooted through trash for scraps of food — stuck in Roderick Thorpe’s mind forever. And the more he saw of society, the more revolted he became. How could people allow this sort of foulness to exist in their midst? Good people knew how to behave, and could afford to support themselves properly (even if they weren’t rich like Rod and all his friends). It was wrong to tolerate people who couldn’t be proper members of society; they needed to be removed. That was the best thing for everyone. But as he grew older and more aware, Rod- erick realized society tolerated them to an extent he’d never dreamed. My God, the government paid these people to be poor! It paid them to sit around, unemployed, with half a dozen children by half a dozen different fathers, doing nothing worthwhile or beneficial. They were leeching off SUGGESTED EQUIPMENT Weapon OCV RMod Dam STUN Shots STR Min Notes H&K Mk 23 +1 +1 2d6-1 1d6 12 10 Sil (-3), FS, Laser, 3 clips H&K UMP +1 +1 2d6-1 1d6 25 11 AF5, 2 clips H&K G33 +1 +2 2d6 1d6 25 15 AF5, FS Combat Knife +0 +0 1d6 1d6-1 — 8 Can Be Thrown Armor Level II-A (DEF 6, Activation Roll 11-) Gear: With his wealth, Siddhartha can obtain just about anything he needs, within reason Clothing: in his civilian identity, the finest men’s clothes; when on a mission, the finest actionwear available SIDDHARTHA PLOT SEEDS The classic Siddhartha plot: he kills a large group of poor people (for example, he fire- bombs a welfare clinic). The public outcry targets all vigilantes, not just him, making the characters’ jobs as crimefighters more dif- ficult... which means it’s up to them to track him down and stop him to prove they’re not the same as him. A wealthy PC meets Roderick Thorpe socially and strikes up a friendship (or, if female, a romantic relationship) with him. What hap- pens if the PCs discover he’s Siddhartha? Or if Roderick decides they’re sympathetic to his goals and recruits them to form a team? A group of jaded, wealthy teens decides Siddhartha’s got the right idea. Forming a group they call “the Rat Pack,” they start “helping” him by killing homeless people. Now the PCs have a whole team of these quasi-vigi- lantes to stop. 267 Hudson City: The Urban Abyss society, and all people could talk about was how “unfortunate” they were. Something ought to be done, he thought. Matters came to a head when he was 22. His limousine was late picking him up, so he walked down the street to a place where he could hail a cab. He didn’t like cabs — they smelled, and the drivers barely spoke English — but it was better than waiting. An aggressive homeless person accosted him, looking for a handout. Roderick tried to give him the brushoff, but the man kept following him, shouting and gesticulating, hurl- ing all sorts of filthy insults. Finally, Roderick lost his temper. Pulling the concealed pistol he carried with him whenever he had to go into the city, he spun around and shot the man five times. Shocked by what he’d done, he ran for his life, eventually finding a hiding place in an alley. He lurked in the alley for two hours, but no one found him. Eventually fear turned to amaze- ment, then exultation. He’d gotten away with it! More importantly, he’d done something to clean up the streets — one less poor person made society better. Maybe he could do it again.... From that point, it didn’t take long for Rod- erick to launch his “vigilante” crusade. Mentally christening himself “Siddhartha” as a way of psy- chologically separating himself from his actions, he began a one-man campaign against welfare moth- ers, homeless people, and the poor and underprivi- leged in general. For several years now he’s used guns, bombs, arson, and other methods to lash out at those he feels are destroying society. Personality/Motivation: Siddhartha (the name comes from Thorpe’s gross misunderstanding of Buddhist history and legend) thinks of himself as a vigilante, but he’s wrong. A vigilante pursues people who’ve committed crimes. Siddhartha hunts and kills people he regards as not worthy to live — the poor, people on welfare, the homeless, and so on — regardless of whether they’re upstanding citi- zens or hardened criminals. At best he’s a warped, twisted picture of a vigilante, one who elevates the concept of social Darwinism to a hunting license. Many people think Siddhartha’s a racist, since most of his targets are blacks or Hispanics. This is completely wrong — he hates poor people and those he regards as a “drain on” or “poison- ous to” society, regardless of race. It just happens that most of the people who fit his definitions are black or Hispanic. Quote: “With people like you out of the way, society will be a better place.” Powers/Tactics: Siddhartha has no formal combat training, though he’s gained a good bit of practi- cal experience using his weapons to kill. He strikes from surprise against more or less helpless targets. If confronted with significant opposition or the threat of capture, he’ll flee (and he always tries to have at least two escape routes ready). There are plenty of targets out there, and plenty of opportu- nity to take them. Siddhartha isn’t an experienced field op, but he’s used his money and connec- tions to make up for the lack. He doesn’t maintain any connection between his “vigilante” career and his normal life as ultra-wealthy dilettante Roderick Thorpe. He has separate vehicles, facili- ties, and clothes that he only uses as Siddhartha (all bought and reg- istered with phony papers to keep anyone from tracing them back to him), and he takes a lot of steps to make sure no one’s following him. Campaign Use: Sid- dhartha represents a moral and ethical enemy rather than a combat opponent for most characters. His crusade tarnishes the rep- utation of of all vigilantes, making it harder for them to obtain and keep public support. Even if PCs didn’t want to stop him because he’s a serial killer, the fact that people equate him with them should be enough to make them want to put an end to him. To make Siddhartha tougher, give him more combat training — perhaps he’s hired the best mercs in the business to make him a better warrior. He probably doesn’t need to be weakened, but if necessary you can remove some of his Skills and/or reduce his Characteristics. Siddhartha has no criminal record, but is wanted by the HCPD for dozens of murders. Appearance: Siddhartha looks like an average white male. He’s in his early 30s and weighs about 180. He’s trim, and he works out, but he’s not muscular or even toned. He wears ordinary clothes suited for quick action: jeans, sneakers, leather jackets, military fatigues, that sort of thing. 268 Hero System 5th Edition TAKAYAMA SHINSAKU Shogun of Little Tokyo Val Char Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 [3] 14 DEX 12 12- OCV: 5/DCV: 5 13 CON 6 12- 10 BODY 0 11- 14 INT 4 12- PER Roll 12- 12 EGO 4 11- ECV: 4 18 PRE 8 13- PRE Attack: 3½d6 12 COM 1 11- 6 PD 3 Total: 6 PD (0 rPD) 5 ED 2 Total: 5 ED (0 rED) 4 SPD 16 Phases: 3, 6, 9, 12 6 REC 0 26 END 0 25 STUN 0 Total Characteristics Cost: 61 Movement: Running: 6”/12” Leaping: 3”/6” Cost Powers END Martial Arts: Kenjutsu (Swords Group is default) Maneuver OCV DCV Damage/Effect 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm, 35 STR 4 Evade — +5 Dodge, Affects All Attacks, Abort 4 Lightning Stroke +2 +0 Weapon +4 DC Strike 5 Running Stroke +1 +0 Weapon +2 DC +v/5; FMove 8 +2 Damage Classes (already added in) 1 Use Art Barehanded (Block, Disarm, Evade only) Martial Arts: Karate Maneuver OCV DCV Notes 4 Atemi Strike -1 +1 3d6 NND (1) 3 Legsweep +2 -1 6d6 Strike, Target Falls 4 Punch/ Snap Kick +0 +2 7d6 Strike 5 Side/Spin Kick -2 +1 9d6 Strike 1 Strong-Limbed: Leaping +1” (3” forward, 1½” upward) 1 Perks 5 Fringe Benefit: Membership (leader of his own gang) 5 Improved Equipment Availability: Military 10 Money: Wealthy Skills 5 +1 HTH 3 Combat Driving 12- 1 Computer Programming 8- 2 Gambling (Cards) 12- 3 High Society 13- 3 Interrogation 13- 2 KS: Kenjutsu 11- 2 KS: Karate 11- 3 KS: High Finance 12- 5 KS: Japanese History And Culture 14- 3 Language: English (completely fluent; Japanese is native) 3 Oratory 13- 3 Persuasion 13- 3 Stealth 12- 6 WF: Common Melee Weapons, Common Martial Arts Weapons, Small Arms 2 Weaponsmith (Muscle-Powered HTH) 12- Resource Points 8 Equipment Points: 100 5 Vehicle/Base Points: 20 10 Follower/Contact Points: 25 0 Miscellaneous Points: 0 Total Powers & Skills Cost: 139 Total Cost: 200 100+ Disadvantages 10 Distinctive Features: Style Disadvantage (Not Concealable, Always Noticed And Rec- ognizable, Detectable Only By Large Group) 20 Hunted: Yakuza 8- (Mo Pow, NCI, Kill) 10 Hunted: HCPD 8- (Mo Pow, NCI, Watching) 15 Psychological Limitation: Overconfidence (Very Common, Moderate) 15 Psychological Limitation: Hatred Of West- erners And America (Common, Strong) 30 Experience Points Total Disadvantage Points: 200 Background/History: The wait at Immigration after he got off the plane had seemed interminable, but at last they were done with him. Takayama Shin- saku walked out of the terminal and into the sun- shine of Hudson City. At last, he thought. At last. Here I shall humble the people who humbled my homeland. He let his thoughts drift into the past — to the times when, as a boy, he picked through the ruins of Hiroshima, looking for scraps of food to keep his family alive. His father had been a kamikaze, so there was only Shinsaku to look after his mother and sisters. While everyone around him seemed to think only of survival from one day to the next, other thoughts occupied Shinsaku. He burned with hatred for the Americans who had killed his father and ruined his home, but at the same time he could not help but feel a grudging respect for them as warriors. He decided that somehow, no matter how long it took, or how great a sacrifice, he would one day triumph over them and redeem Japan’s honor. As he grew older Shinsaku studied the history SUGGESTED EQUIPMENT Weapon OCV RMod Dam STUN Shots STR Min Notes Katana +1 — 1½d6 1d6-1 — 12 Beretta M92 +0 +0 1d6+1 1d6-1 15 9 Armor Usually none, possibly samurai armor (DEF 6) if involved in a formal duel Gear: Whatever he needs or wants, within reason Clothing: Fine men’s tailored suits, or formal Japanese men’s garb 269 Hudson City: The Urban Abyss and culture of his country, absorbing the elements that had made his one of the great civilizations. He delved into Japan’s martial traditions, and even learned the rudiments of Kenjutsu from one of the few surviving masters of the art. He also studied Western culture, albeit grudgingly, for one can only learn victory from victors. Not content with the time that it would take to achieve power in Japan legitimately, he turned to the yakuza in the hopes of achieving it illegitimately. But the yakuza gangs spurned him, wary of someone who seemed so intense and unpredictable. Takayama was forced into minor criminal enterprises with little or no yakuza association. He soon realized he was accom- plishing nothing. If he had to exist in the yakuza’s shadow, he was doomed to fail from the start. Better to form his own criminal empire — but that was impossible in Japan, where the yakuza held things in an iron grip. he turned his thoughts to the land of his enemies — America. Where better to gain first-hand knowledge of them and begin their destruction?, he decided. And so it was that he found him- self outside Aberdeen International Airport hailing a taxi. He had arranged to stay with friends in Little Tokyo until he could establish himself, so he quickly began looking for gainful — or at least profitable — employ- ment. The yakuza had not yet come to Hudson City at that time, so here he had a chance. As the taxi drove him away from the airport, he smiled confidently. But first he needed money and a base of power. With this in mind, he obtained a position with Nimaki, a Japanese investment corporation that had established a branch in Hudson City. He worked in the financial world for years, dealing mainly in com- modities and investments involving Japan and her interests. His dream of establish- ing a criminal empire with which to attack America from within continued to grow, as did his personal fortune. At last he felt that he was ready. He quit his job and began establishing ties with the Asian under- world. Unfortunately, he found that the yakuza had beaten him once again — by now they were in Hudson City in full force, cutting off his avenue to power. So be it, he thought. I will fight them, too. Never one to do things in a small way, Takayama declared himself “Shogun of Little Tokyo” and recruited a gang of toughs with which to establish his own niche in the under- world of Chinatown. It was a difficult start — he survived three assassination attempts and watched most of his original cadre of followers die, one by one, at the hands of the yakuza gangs. However, his ability to survive these attacks built his reputation and attracted more follow- ers to his side. His only true failure during this period was the loss of his son Seiki. Infected by an American lack of discipline and respect, Seiki abandoned Takayama and his goals. The Shogun of Little Tokyo has sworn to kill his son for the “disgrace” he brought upon the family’s honor. Today Takayama Shinsaku, Shogun of Little Tokyo, walks a razor’s edge between triumph and death. He has carved a small criminal empire out of the yakuza’s territory, something the yakuza will never forget or forgive. He has antagonized the Chinese tongs as well. But through it all he has held on to his dream of one day becoming truly power- ful and using that power to strike back at the nation that took his father from him. For now he has to be content with corrupting the Americans with drugs and vice, but the day will come when he will do far worse things to them than that. 270 Hero System 5th Edition Personality/Motivation: It wouldn’t be entirely cor- rect to label Takayama Shinsaku an obsessive... but it wouldn’t be entirely wrong, either. For many, many years he has held in his mind the idea that America needs to be destroyed and cast down, as it cast down Japan and his father. He’s directed most of his efforts toward that goal, though tempera- ment and misfortune have forced him to take the left-hand path — to gain power through criminal rather than political means. Still, power is power, and he hopes to use his power one day soon to “avenge” Japan. But the truth is, his time in America has not left him unsullied. He was vicious, hot-tempered, greedy, and (despite all of his talk of “discipline”) impulsive when he arrived in Hudson City, and his time in America has only made him more mate- rialistic and violent. By this point he is as much a child of America as of Japan, though he would kill anyone who dared to say that to his face. Takayama is a despot of a leader, one who brooks no disrespect or disobedience — much like his father was to him, and much like he was to Seiki, before that attitude drove Seiki away. He attracts to himself Japanese criminals for whom these values, and his radical right-wing Japanese political beliefs, hold such appeal that they’d lay down their lives for them. He has allocated to himself the privilege of kirisutogomen, the right to kill outright any of his followers who so much as displease him. As his fanciful title indicates, Takayama thinks of himself as a “reincarnation” of the samurai of old. He knows something of Kenjutsu, the samurai’s sword art, but has had little formal training; he would give much to gain such knowledge. In samu- rai tradition, he tries to act honorably, but inevita- bly greed, ambition, and rage get the better of him and make him act in dishonorable ways (attacking enemies from behind, betraying allies, and the like). He rationalizes these acts by convincing himself that they’re “for the ultimate good of my people.” Some criminal psychologists suspect that Takaya- ma’s “Shogun of Little Tokyo” posturing indicates a deep-seated psychological delusion. This is not true; Takayama knows he’s not a “shogun.” The title is simply a symbolic one he enjoys using. Quote: “Bow down to me or be slain. These are your only choices. The Shogun of Little Tokyo tolerates no disrespect.” Powers/Tactics: Takayama thinks of himself as a skilled swordsman, so he won’t hesitate to challenge others to duels. In truth, his Kenjutsu skills are passable, but not spectacular, and he would be will- ing to learn more if he could find someone quali- fied to teach him. Outside of such personal challenges, Takayama prefers to let his followers do his fighting for him. For the most part his “samurai” are ordinary Japa- nese street toughs, though a few have military expe- rience or other combat training. All of them know at least a little Karate (several are black belts), and most of them have received some Kenjutsu training from Takayama. Campaign Use: Takayama Shinsaku is a sort of low- level master villain — he’s tougher than a typical gang leader, but doesn’t have as much power or as many followers as a major yakuza oyabun or Mafia capo. He’s also got a slightly different perspective than other crimelords, which may make him a more interesting foe than just another gang boss. To make Takayama more powerful, make him a master swordsman — give him all the Ken- jutsu maneuvers, some Combat Skill Levels with Kenjutsu, the Defense Maneuver Skill, and so forth — and boost his Characteristics a bit. To weaken him, get rid of his Karate and/or decrease his Char- acteristics (especially DEX and SPD) a little. As a Hunter, the Shogun of Little Tokyo is clever and cautious. He hasn’t survived all these years by sticking his neck out or acting too rashly. He’ll proceed calmly and carefully, taking the time to evaluate his target at length before choosing the best time to strike. Takayama Shinsaku has no criminal record. The police suspect his involvement in crime, but haven’t been able to prove anything yet. Appearance: Takayama is a Japanese male in his early 70s (though he looks young for his age), with black hair conservatively cut and a trim build. He wears expensive men’s suits. He doesn’t carry weap- ons in most situations, but frequently has at least one sheathed samurai sword nearby. TAKAYAMA SHINSAKU PLOT SEEDS Word gets back to Takayama that one of the PCs has been making anti-Asian slurs. Whether it’s true or not, he takes it as true and sets out to teach the PC a lesson in Japanese superiority. The PCs rescue a young Japanese man from a mugging. The would-be victim turns out to be Takayama Seiki! In grat- itude, and to get revenge on his father, he offers to help the PCs take down Shinsaku’s organization. Several low-level yakuza oyabuns approach the PCs with an offer: we’ll help you get rid of Takayama if you leave us alone for one year. Are the heroes willing to deal with one devil to get rid of another? 271 Hudson City: The Urban Abyss H aving trouble finding that street you’re looking for? Well, search in vain no more! With this handy reference table you can find any of the major streets depicted on the maps in Chapter Two. It uses the 1-5, A-D grid system from the map on page 17 as a reference. 1st Avenue ..................................5-A, B, C, D 2nd Avenue .................................5-A, B, C, D 3rd Avenue .................................5-A, B, C, D 4th Avenue .................................5-A, B, C, D 5th Avenue ......................................5-A, B, C 6th Avenue .................................4-A, B, C, D 7th Avenue .................................4-A, B, C, D 8th Avenue .................................4-A, B, C, D 9th Avenue .................................4-A, B, C, D 10th Avenue ...............................4-A, B, C, D 11th Avenue ...............................4-A, B, C, D 12th Avenue ...............................4-A, B, C, D 13th Avenue ...............................4-A, B, C, D 14th Avenue ....................................4-A, B, C 15th Avenue ....................................4-A, B, C 16th Avenue ...............................4-A, B, C, D 17th Avenue ....................................4-A, B, C 18th Avenue ....................................4-A, B, C 19th Avenue ....................................4-A, B, C 20th Avenue ........................................ 4-A, B 21st Avenue ......................................... 3-A, B 22nd Avenue ........................................ 3-A, B 23rd Avenue ........................................ 3-A, B 24th Avenue ........................................ 3-A, B 25th Avenue ........................................ 3-A, B 26th Avenue ........................................ 3-A, B 27th Avenue ........................................ 3-A, B 28th Avenue ........................................ 3-A, B 29th Avenue ........................................ 3-A, B 30th Avenue ........................................ 3-A, B 31st Avenue ..............................................2-A 32nd Avenue .............................................2-A 33rd Avenue .............................................2-A 34th Avenue .............................................2-A A Avenue .................................................1-C Abington Avenue ..........................1-B, C, D Adams (North) Street ................ 3-, 4-, 5-B Adams (South) Street .......................1-, 2-B Admiral Street .................................. 4-, 5-C Aiken Avenue .........................................4-C Alamance Street ............................... 1-, 2-C Alamo Avenue ...............................1-A, B, C Alderney Avenue ...................................3-A Alexander Avenue ................................ 1-D Algonquin Street .........................3-, 4-, 5-C Allendale Street ...........................3-, 4-, 5-D Amsterdam Street ..................................1-C Anders Street ..........................................2-A Anson Street ................................1-, 2-, 3-C Archer Street ..........................................4-A Arthur Street ...............................3-, 4-, 5-D Ashmont Avenue .....................5-A, B, C, D Atlantic Avenue ..................................... 4-D Avenue of the Elms ...............................5-B Avon Avenue .................................2-B, C, D B Avenue .................................................1-C Barbour Avenue ............................2-B, C, D Barnes Street .................................... 1-, 2-A Barton Street ..........................................1-B Bascomb Street ......................................4-A Bayhill Street .................................... 1-, 2-A Bayle Street .............................................3-B Beaufort Avenue ...........................5-A, B, C Beck Avenue .............................5-A, B, C, D Bedford Avenue ................................3-C, D Beech Avenue ....................................4-C, D Bell Avenue ............................................ 5-D Benbow Avenue .......................1-A, B, C, D Bennie Street ......................................... 5-D Benton Avenue ...................................... 1-D Bertie Street ............................................1-C Binford Avenue ........................1-A, B, C, D Birch Avenue .....................................4-C, D Bladen Street ..........................................1-C Booth Boulevard ....................................1-A Bost Avenue ....................................... 2-A, B Brecker Street .........................................4-A Brenner Street ........................................5-A Bridle Lane .............................................2-A Broome Street .............................3-, 4-, 5-A Browne Street .........................................1-C Brunswick Street ....................................1-B Bunch Avenue ..........................2-A, B, C, D Burke Street .................................1-, 2-, 3-C Burlington Avenue ................................ 4-D Burnette Street ............................3-, 4-, 5-D Burns Avenue ...........................1-A, B, C, D Burr Avenue ...........................................3-C C Avenue .................................................1-C Cabarrus Street ...........................1-, 2-, 3-C Cabell Avenue ...............................2-B, C, D Cabot Street .................................1-, 2-, 3-D Calhoun Avenue ....................................3-C Camden Avenue .................................... 4-D Cameron Street ......................................1-C Carpenter Avenue ....................1-A, B, C, D Carter Avenue ........................................1-A Carteret Street ...................................1-, 2-B Carver Street ............................... 1-, 2-, 3-B Castille Street .........................................1-C Caswell Street ..............................1-, 2-, 3-D Caxton Street ............................... 3-, 4-, 5-B Cayuga Street ..............................3-, 4-, 5-C Centre Street ..................... 1-, 2-, 3-, 4-, 5-B Chatham Avenue .....................5-A, B, C, D Cherry Street ..........................................3-A Childress Street ...............................1-, 2- D Chilton Street .........................................5-A Church Avenue ................................. 2-A, B Clark Avenue ..................................... 2-A, B Clay Avenue ........................................... 3-D Cleland Street .........................................1-A Cleveland Street ..........................3-, 4-, 5-D Clive Street .............................................2-A Coastal Parkway .............................. 3-, 4-A Coates Street ...........................................1-A Coleman Avenue ...........................2-B, C, D College Avenue ......................................2-C Columbus Avenue ........................2-B, C, D Combs Avenue ..............................5-B, C, D Conway Avenue .................................... 1-D Cook Avenue ......................................... 5-D Coolidge Street ...................................... 3-D Corley Avenue ................................... 1-A, B Cornwallis Street .................................. 3-D Corry Street ............................................5-A Cotanche Street ........................... 1-, 2-, 3-B Covent Street .................................... 1-, 2-C Coyle Avenue ....................................3-C, D Craddock Street ............................... 1-, 2-A Cranford Avenue .....................5-A, B, C, D Cremeans Avenue ..................................3-B Crestlin Street ................................... 2-, 3-A Crestwood Avenue ............................... 4-D Crowley Avenue ............................3-B, C, D Cumberland Road ................................ 4-D Currier Avenue ................................. 3-A, B Cutler Avenue ................................2-B, C, D D Avenue ................................................1-C Dahl Avenue ...........................................2-A Davidson Street ...........................1-, 2-, 3-D Dawnlea Avenue ............................... 3-A, B Day Avenue ..............................2-A, B, C, D Delano Avenue ..................................3-C, D DeVries Avenue .......................2-A, B, C, D DeWitt Street ............................... 3-, 4-, 5-B Dickson Street .................................. 1-, 2-A Dinapoli Boulevard .............................. 5-D Drexel Road ........................................... 1-D Drummond Avenue .........................5-C, D Dumont Street ............................3-, 4-, 5-A Dunlop Avenue .............................5-A, B, C Durham Street ................................. 1-, 2-C Duvall Parkway ............... 1-A, B, C; 2-C, D E Avenue .................................................1-C Earle Street ............................................ 2-D Easley Street ..................................... 3-, 4-A Edgecombe Street .......................1-, 2-, 3-C Eighteenth Street ...................................1-C Eighth Street ...........................................1-C Eleventh Street .......................................1-C Elmore Avenue ..................................3-C, D Ervin Street ....................................... 1-, 2-A Fairfield Street ........................................1-C Farraday Street .......................................3-A Ferry Street ........................................1-, 2-B Fifteenth Street .......................................1-C Fifth Street ..............................................1-C First Street ..............................................1-C Fish Street ...............................................4-A Flora Street .............................................4-A Fontaine Street ............................3-, 4-, 5-D Forrest (North and South) Street .. 4-, 5-C Fourteenth Street ...................................1-C Fourth Street ..........................................1-C Francis Avenue .................................. 1-A, B Franklin Street ............................1-, 2-, 3-D Front Street .............................................2-A Fuller Avenue .....................................1-B, C Fulton Avenue ........................................5-A Gabriel (North and South) Street .. 4-, 5-C Garland Avenue ................................ 5-A, B Garrison Street ................................. 2-, 3-C Gaston Avenue ...................................... 3-D Gates Avenue ..................................... 1-A, B Geary Street ............................................5-A George Avenue ...................................... 2-D Gilead Avenue ........................................2-A Gilraith Avenue ................................. 3-A, B Gorham Street ........................................5-A Gorman Street ........................................2-C Graham Avenue ................................3-C, D Grant Street ........................................1, 2-D Grantz Street ..........................................1-C Granville Street ...........................1-, 2-, 3-C Green Avenue ................................1-A, B, C Greer Street ........................................... 3-D Griffin Avenue ................................... 1-A, B Griggs Avenue ........................................2-A Grinnell Avenue .....................................2-A Grover Street ..........................................5-A Halifax Street ............................... 3-, 4-, 5-B Hamilton Street ...........................1-, 2-, 3-D Hannigan Street ............................... 1-, 2-A Hanover Street .......................................1-B Harlick Avenue ...................................... 5-D Harnett Street ....................................4-, 5-B Harrison (North) Street .............3-, 4-, 5-C Harrison (South) Street .................. 1-, 2-C Harvey Avenue .........................2-A, B, C, D Hastings Avenue ......................4-A, B, C, D Havelock Street ................................ 1-, 2-A Healy Street .......................................4-, 5-B Heine Street ................................. 1-, 2-, 3-B STREET FINDER 272 Hero System 5th Edition Henderson Street ........................1-, 2-, 3-D Hertford Street ..................................4-, 5-B Hickman Street ...........................3-, 4-, 5-D Hobbs Street ......................................1-, 2-B Hoke Avenue .................................1-A, B, C Holcomb Street .................................4-, 5-B Holden Avenue ........................1-A, B, C, D Honeywell Avenue .................................2-B Huron Street ................................3-, 4-, 5-C Hyde Avenue .................................4-A, B, C Ilderton Street .................................. 3-, 4-A Ingram Street ............................... 1-, 2-, 3-B Iredell (North and South) Street .... 4-, 5-C Iris Avenue .....................................2-B, C, D Iroquois Street .............................3-, 4-, 5-C Isherwood Avenue ............................5-C, D Jacinto Avenue ..............................1-A, B, C Jackson (North) Street .....................4-, 5-B Jackson (South) Street ................1-, 2-, 3-C James Avenue ........................................ 2-D Jefferson (North) Street .............3-, 4-, 5-A Jefferson (South) Street ................... 1-, 2-A Johnston Street .......................................1-C Joyce Avenue .....................................3-C, D Kemp Avenue .................................... 3-A, B Kennerly Avenue ......................2-A, B, C, D Kent Avenue ......................................2-C, D Kerner Street ..........................................5-A Ketchum Street ................................ 1-, 2-A Key Avenue ........................................5-C, D Kimberly (North and South) Street 4-, 5-C King Avenue .............................1-A, B, C, D Kingston Street ......................................1-C Kiser Street ..................................1-, 2-, 3-C Klopman Street ......................................4-A Knox Avenue ......................................... 2-D Kurtland Boulevard (I-2984) ..........4-C, D Lamont Avenue ................................. 2-A, B Lancaster Avenue .................................. 1-D LaSalle Avenue ..................................5-C, D LeFlore Avenue ..................................... 2-D Leigh Street .................................. 3-, 4-, 5-B LeMastre Avenue ..............................3-C, D Lennox Street .............................. 3-, 4-, 5-B Lenoir Avenue ....................................2-B, C Lewiston Avenue ......................5-A, B, C, D Lincoln (North) Street ...............3-, 4-, 5-C Lincoln (South) Street ................1-, 2-, 3-C Lindsay Avenue .............................1-B, C, D Link Avenue .......................................2-B, C Litchfield Avenue ..............................3-C, D Little River Drive ...................................2-C Livengood Avenue ........................1-A, B, C Lomond Street .......................................1-C London Street .........................................1-C Losey Boulevard .......................1-A, B, 2-A Loudon Street ..............................3-, 4-, 5-D Lucy Street ..............................................2-A Lyman Avenue ........................................3-A MacDonald Avenue .............................. 5-D MacDonald Street ............................ 1-, 2-A Macon Avenue ..................................3-C, D Madison (South) Street .............. 3-, 4-, 5-B Madison (South) Street ....................1-, 2-B Malden Street ..............................3-, 4-, 5-D Malloy Street .................................... 2-, 3-A Maple Avenue ....................................4-C, D Marshall Street ............................1-, 2-, 3-D Martin Avenue .......................................2-B Mason Avenue ....................................2-B, C Mathews Street ..................................4-, 5-B McCollom Street ...............................1-, 2-B McKinley Street ..........................1-, 2-, 3-D McLawhorn Street ........................... 1-, 2-A Meade Street ................................3-, 4-, 5-D Medford Street ................................. 1-, 2-A Mercer Street ....................................1-, 2-D Merrimont Avenue ............................3-B, C Miranda Avenue ................................1-B, C Monroe (North) Street ......... 2-, 3-, 4-, 5-A Monroe (South) Street .................... 1-, 2-A Montaigne Avenue .................................1-A Montclair Avenue ................................. 4-D Montgomery Avenue ............................ 1-D Montrose Street ................................ 1-, 2-C Moore Street ..................................... 1-, 2-C Morganton Street ..............................2-, 3-B Morrison Street ................................ 1-, 2-A Moss Street .................................. 1-, 2-, 3-B Motsinger Avenue .........................5-A, B, C Naomi Street ...............................1-, 2-, 3-C Nash Avenue ...........................................1-A Needham Avenue ..................................3-A Nelson Street .................................... 1-, 2-A Newport Street ............................ 3-, 4-, 5-B Nineteenth Street ...................................1-C Ninth Street ............................................1-C Northampton Street .........................3-, 4-B Nowell Avenue ...................................1-B, C Oak Avenue .......................................4-C, D Ogden Avenue ...............................4-A, B, C Oneida Street ...............................3-, 4-, 5-C Onondaga Street .........................3-, 4-, 5-C Onslow Avenue ........................4-A, B, C, D Oxnard Street ................................... 3-, 4-A Parmiter Street ................................. 1-, 2-A Parnell Avenue .................................. 1-A, B Parrot Street ..................................... 1-, 2-A Parsons Avenue .............................1-B, C, D Patterson Avenue .................................. 5-D Pender Street ..........................................1-B Perkins Avenue ......................................2-A Perrin Street .......................................... 5-D Pershing Street .................................1-, 2-D Peterson Avenue ................................... 3-D Piedmont Avenue ................................. 4-D Pierce Avenue ....................................5-C, D Pine Avenue ........................................... 3-D Platt Street ..............................................2-A Plum Street ............................................ 4-D Polder Avenue ....................................... 1-D Pomeroy Avenue ............................... 2-A, B Pope Avenue ...........................................2-A Poplar Avenue ...................................4-C, D Port Avenue ....................................... 1-A, B Potter Avenue .................................... 1-A, B Pratt Street ..............................................1-A Price Avenue ...................................... 3-A, B Princeton Avenue ................................. 4-D Pritchard Avenue ..............................3-C, D Pugh Street .............................................1-B Pullman Avenue ................................3-C, D Ragland Avenue ................................ 3-A, B Ralston Street .........................................5-A Randall Avenue ......................................2-A Randolph Street ..........................1-, 2-, 3-D Redwine Avenue ............................... 2-A, B Rhine Street ...................................... 4-, 5-C Richland Street ............................3-, 4-, 5-D Richmond Street ......................... 3-, 4-, 5-B Ring Avenue ...................................... 1-A, B Ritter Street ..................................3-, 4-, 5-D Riverfront Drive .......................2-A, 3-A, B Robin Avenue .....................................2-B, C Rockingham Street .....................1-, 2-, 3-D Roosevelt (North) Street .................4-, 5-D Roosevelt (South) Street ............1-, 2-, 3-D Rosemont Street .......................... 1-, 2-, 3-B Ross Street ..............................................4-A Rotterdam Street .........................3-, 4-, 5-D Rowan Avenue ..................................4-C, D Salem Avenue ........................................ 4-D Sampson (North and South) Street 4-, 5-C Saratoga Street .............................3-, 4-, 5-D Saunders Street ......................................1-C Seabury Street .................................. 2-, 3-A Searcy Avenue ........................................4-C Second Street ..........................................1-C Seeman Street ...................................1-, 2-D Seneca Street ...............................3-, 4-, 5-C Seventeenth Street .................................1-C Seventh Street .........................................1-C Sevier (North and South) Street .... 4-, 5-C Shaffney Avenue ....................................1-A Sherman Street ................................. 1-, 2-A Shorrock Street ................................ 1-, 2-A Silas Street ......................................... 3-, 4-A Sixteenth Street ......................................1-C Sixth Street .............................................1-C Snow Street ..................................3-, 4-, 5-D South Expressway (I-3275) ..................1-A South River Drive ....... 2-A, B, C, D, 3-B, C Southridge Avenue ..................1-A, B, C, D Spray Street .............................................4-A Stanton Street ................................... 1-, 2-A Starr Street .........................................1-, 2-B Steele Street ................................. 3-, 4-, 5-B Stokes Avenue ........................................2-B Sullivan Street ........................................1-C Surrey Street ..................................... 1-, 2-C Sutcliffe Crescent ...................................3-C Suzannah Street .....................................1-C Swasey Avenue ...................................... 3-D Swasey Avenue .......................................3-C Taber Street .............................................2-A Taft Street ..........................................1-, 2-D Taylor Street ................................3-, 4-, 5-D Teller Avenue ..........................................2-C Tenth Street ............................................1-C Thain Street ........................................... 5-D Third Street .............................................1-C Thirteenth Street ....................................1-C Thirtieth Street .......................................1-C Thirty- Fifth Street .................................1-C Thirty- First Street .................................1-C Thirty- Fourth Street .............................1-C Thirty- Second Street ............................1-C Thirty- Seventh Street ...........................1-C Thirty- Sixth Street ................................1-C Thirty- Third Street ...............................1-C Thomas Street ........................................5-B Thomas Street ........................................4-B Ticino Street ...........................................1-B Tidewater Street .....................................3-A Tilburg Avenue ..................................... 1-D Timothy Street .......................................3-B Toledo Avenue ...............................1-A, B, C Tolman Avenue ......................................2-C Trelham Avenue ............................4-C, 4-D Trenton Avenue ..................................... 4-D Trimble Street .........................................1-A Truman Boulevard (North) 3-, 4-, 5-B, 5-C Truman Boulevard (South) .1-B, C, D, 2-B Twain Street ............................................3-A Twelfth Street .........................................1-C Twentieth Street .....................................1-C Twenty- Eighth Street ...........................1-C Twenty- Fifth Street ...............................1-C Twenty- First Street ...............................1-C Twenty- Fourth Street ...........................1-C Twenty- Ninth Street .............................1-C Twenty- Second Street ..........................1-C Twenty- Seventh Street .........................1-C Twenty- Sixth Street ..............................1-C Twenty- Third Street .............................1-C Tyrrell Avenue ..........................4-A, B, C, D Union Street ................................1-, 2-, 3-C Van Allen Street ...............................1-, 2-D Van Buren Street ...............................4-, 5-B Van Voorne Avenue .................5-A, B, C, D Vance Avenue ...........................5-A, B, C, D Vernon Crescent ....................................2-C Victoria Street ...................................1-, 2-B Vienna Street ..........................................1-C Vineland Avenue ................................... 4-D Virginia Avenue .................................... 4-D Wallace Avenue .................................5-C, D Walsh Avenue ........................................ 2-D Warren Street ................................... 1-, 2-C Warwick Avenue ...........................1-B, C, D Washington Street ...................... 3-, 4-, 5-B Watts Street ........................................4-, 5-B Wayne Avenue ........................................2-B Wellsley Street ..................................1-, 2-D Weston Avenue ..................................... 1-D Wharton Street ........................... 1-, 2-, 3-B Wheeler Street ........................................1-A Whitby Street .........................................3-A Whittier Street .................................. 1-, 2-A Wiley Street ............................................5-A Wilkes Avenue ...................................2-C, D William Avenue .................................... 2-D Williamston Street .................................1-C Willow Street ..........................................1-A Wilson Street ...............................1-, 2-, 3-C Windham Street .....................................2-C Winwood Avenue ....................5-A, B, C, D Wolff Street .......................................1-, 2-D Wright Street .....................................1-, 2-B Yancey Avenue .......................................2-C Yates Street ...................................3-, 4-, 5-A York Street ...................................3-, 4-, 5-D 273 Hudson City: The Urban Abyss Bowers, Malcolm. Gary Gygax’s Extraordinary Book Of Names Ellefson, Connie. The Melting Pot Book Of Baby Names, 2nd Ed. Grannick, Harry. Underneath New York. Jackson, Kenneth, ed. The Encyclopedia Of New York City. Roadmaster Travel Planner: New York/New Jersey Swanton, John R. Indian Tribes Of North America Urdang, Laurence, ed. The Timetables Of American History. Waldman, Carl. Encyclopedia Of Native American Tribes, Revised Ed. www.nj.gov www.nyc.com www.snopes.com BIBLIOGRAPHY 274 ■ Index Hero System 5th Edition This index lists page references for the various subjects covered in this book, such as “History” or “Skills.” For an encyclopedic index of the people, places, organizations, and things of Hudson City, please download The Hudson City Encyclopedia, a PDF available for free from the Free Stuff page on the Hero Games website (http://www.herogames.com/Free- Stuff/freedocs.htm Academic World .......................... 116 Actors and acting ........................... 88 Airports .......................................... 24 Allies .............................................. 225 Amusement parks ....................... 109 Annual events .............................. 103 Area codes ...................................... 23 Arms trafficking ........................... 180 Art forgery and theft ..................... 42 Artists ............................................ 110 Arts, fine ........................................ 109 Asian organized crime .. 39, 163, 168 Asylums ........................................ 151 Auditoriums ................................. 111 Automobiles ................................... 25 BATF ............................................. 147 Battered women’s shelters ........... 146 Bibliography ................................. 273 Bicentennial .................................... 14 Bicycles ........................................... 26 Biker gangs ................................... 170 Black organized crime ...........172-74 Bridges ............................................ 19 Buses ................................................ 25 Business World ............................. 119 Cabs ................................................. 25 Campaign types ........................... 200 Caper campaigns ......................... 200 Cars ................................................. 25 Chain stores .................................. 122 Champions ................................... 201 Charity organizations .................. 136 Chinese organized crime ...... 39, 163 Churches ....................................... 131 City commissions .......................... 95 City Council ................................... 93 City government ............................ 91 Civil War ........................................8-9 Climate ...................................... 16, 20 Clinics, health ............................... 127 Clubs, music ................................. 113 Cocaine ......................................... 165 Colleges ......................................... 117 Colombian cartels ........................ 166 Commerce and industry ............. 119 Commissions, city ......................... 95 Commuter rails .............................. 25 Corrections ........................... 151, 192 Corruption, police and judicial .......................... 98, 144, 150 Costumed criminals .13, 175, 236-70 Council, City .................................. 93 Country clubs ............................... 135 County government ...................... 99 County Prosecutor ...................... 149 Court system ................................ 148 Crime .................................67, 157-82 Criminal Investigation Bureau .. 146 Criminalistics ............................... 144 Cultural events ............................. 109 Cyber Hero ................................... 201 Dark Champions: The Animated Series campaigns ....................... 200 Day in the life ..........................101-36 DEA ............................................... 147 Demographics ................................ 16 Deputy mayors ............................... 92 Detectives ..................................... 140 Diplomatic parties ......................... 59 Diplomatic scene ......................... 100 Districts, HCPD ........................... 139 Electricity ........................................ 23 Elementary schools ..................... 116 Elevated railway ............................. 25 Entertainment .............................. 109 Espionage campaigns .................. 200 Espionage World .......................... 124 Events, annual .............................. 103 Families, wealthy .......................... 134 Fantasy Hero ................................ 201 FBI ................................................. 147 Federal government ...................... 99 Federal law enforcement ............ 147 Ferries ............................................. 26 Festivals ......................................... 103 Finance .......................................... 120 Fine arts ........................................ 109 Fire Departments ......................... 152 Fires, in Hudson City .................. 153 Forensics ....................................... 144 Gambling ........................ 39, 112, 181 Gamemastering .................... 199-224 Gangs ...........................39, 45, 172-74 Garbage disposal ........................... 23 Genres, other ................................ 201 Getting around ............................... 24 GM’s Vault .................................... 203 Government, city ........................... 91 Government, county ..................... 99 Government, federal ..................... 99 Government, state ......................... 99 Gun laws ....................................... 187 Health clinics ................................ 127 Helicopters ..................................... 24 Heroes, NPC ................................. 225 Heroin ........................................... 161 High schools ................................. 116 Hispanic organized crime .....165-66 History ...............................................8 Homelessness ..............48, 67, 135-36 Homosexual activists .................... 42 Hospitals ....................................... 125 Hudson City Fire Department ... 152 Hudson City Police Department ...........................138-47 Industry and commerce ............. 119 Insane asylums ............................. 151 Inspectors, city ............................. 146 Introduction ......................................5 Inventors ....................................... 133 Issues, current ................................ 98 Jails and prisons ................... 151, 192 Jamaican posses ........................... 174 Judges ............................................ 150 Korean organized crime ............. 164 Labor ............................................. 124 Landmarks ................................ 16, 19 Law and lawyers ........................... 121 Law enforcement ...................137-56 Legends, urban ............................ 129 Limousines ..................................... 25 Mafia ......................10-12, 68, 158-62 Martial World ............................... 124 Mayor .............................................. 91 Media ............................................ 105 Medical Examiner ....................... 145 Medical World .............................. 125 Mexican organized crime ......165-66 Military World ............................. 128 Money men .................................. 121 Monster Hunter campaigns ....... 201 Motto ............................................... 16 Museums ...................................... 111 Music scene .................................. 112 Mystic World ...........................129-30 Neighborhoods .........................27-90 Newspapers .................................. 107 Ninja Hero .................................... 202 NPC heroes .................................. 225 Opera ............................................ 110 Organizatsiya ............................... 166 Organized crime .......................... 158 Outlaw motorcycle gangs ........... 170 Parking ............................................ 25 Parties, diplomatic ......................... 59 Phone service ................................. 23 Police ........................................138-47 Politics, city ..................................... 97 Poor, the ........................................ 135 Population ...................................... 16 Posses ............................................ 174 Post-Apocalyptic Hero ................ 202 Power ............................................... 23 Precincts, HCPD .......................... 139 Prisons and jails ................... 151, 192 Professional sports teams ........... 114 Projects ........................................... 51 Public Defender ........................... 149 Pulp Hero ..................................... 202 Racial demographics ..................... 16 Radio stations ............................... 106 Railways .......................................... 25 Rats .................................................. 21 Realism in Hudson City ..................6 Regions of the city ....................27-90 Religious demographics ................ 16 Religious World ........................... 131 Response times for the HCPD ... 145 Restaurants ................................... 113 Retail outlets ................................. 122 Revolutionary War ...........................8 Rivalries, high school .................. 117 Roaches ........................................... 21 Roads ............................................... 18 Russian organized crime ............ 166 Scholars ......................................... 118 Science World ............................... 132 Scientists ....................................... 133 Sewers ........................................21-22 Sex trade ............................75-78, 181 Shelters, homeless ........................ 136 Slang .............................................. 104 Social World ................................. 133 Sports .......................................114-15 Star Hero ....................................... 202 State government ........................... 99 Street Finder ................................. 271 Street gangs ..................... See “Gangs” Streets ...................................... 18, 271 Subcultures ..............................116-36 Suburbs ........................................... 89 Subway ............................................ 26 Superheroes, lack of .........................6 SWAT ............................................ 142 Symphony ..................................... 110 Taxis ................................................ 25 Technology World ....................... 132 Telephone service .......................... 23 Television ...................................... 105 Theatre .......................................... 110 Tongs ....................................... 39, 163 Trash disposal ................................ 23 Trial zones .................................... 149 Underground things ...................... 20 Underworld, the ......................157-82 Unions ........................................... 124 Universities ................................... 117 Urban legends .............................. 129 Urbanography ................................ 18 Utilities ............................................ 23 Victorian Hero ............................. 202 Vietnamese gangs .................. 39, 167 Vigilantes .................................154-56 Villains .....................................236-70 Visual arts ..................................... 110 War Of 1812 ......................................8 Waste disposal ................................ 23 Water ............................................... 23 Water taxis ...................................... 26 Wealthy, the .................................. 133 Weapons smuggling .................... 180 Weather ..................................... 16, 20 Weird Conspiracy campaigns .... 201 Weird criminals ........13, 175, 236-70 Wildlife, in LeMastre Park ............ 66 World Wars I-II .........................10-11 Yakuza ..................................... 39, 168 INDEX 275 Hudson City: The Urban Abyss 276 Hero System 5th Edition 277 Hudson City: The Urban Abyss 278 Hero System 5th Edition
textdata/thevault/Hero System/Hero System - Hudson City.pdf
PC Codex PC Codex PC Codex PC Codex PC Codex PC Codex PC Codex PC Codex PC Codex CREDITS Lead Designer: Jason Bulmahn Designers: Stephen Radney-MacFarland and Sean K Reynolds Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor Cover Artist: Wayne Reynolds Interior Artists: Joewie Aderes, Eric Belisle, Branko Bistrovic, Christopher Burdett, Víctor Pérez Corbella, Josh Corpuz, Alberto Dal Lago, Simon Eckert, Steve Ellis, Jason Engle, Nadia Enis, Jorge Fares, Gonzalo Flores, Mariusz Gandzel, Fabio Gorla, Grafit, Paul Guzenko, Mauricio Herrera, Jon Hodgson, Andrew Hou, Lake Hurwitz, Ivan Kashubo, Nicholas Kay, Tim Kings-Lynne, Melanie Maier, Damien Mammoliti, Diana Martinez, Kate Maximovich, Jim Nelson, Miroslav Petrov, Roberto Pitturru, Emiliano Pretrozzi, Scott Purdy, Maichol Quinto, Jason Rainville, Jean-Baptiste Reynaud, Wayne Reynolds, Denman Rooke, Kostja Schleger, Lydia Schuchmann, Chris Seaman, Kyushik Shin, Bryan Sola, Dean Spencer, Florian Stitz, Allison Theus, Tyler Walpole, and Eva Widermann Creative Director: James Jacobs Editor-in-Chief: F. Wesley Schneider Senior Editor: James L. Sutter Development: Logan Bonner, Jason Bulmahn, Adam Daigle, Mark Moreland, Stephen Radney-MacFarland, Sean K Reynolds, and James L. Sutter Editing: Judy Bauer, Logan Bonner, Christopher Carey, and Patrick Renie Editorial Assistance: Rob McCreary Editorial Intern: Savannah Broadway Senior Art Director: Sarah E. Robinson Graphic Designer: Andrew Vallas Production Specialist: Crystal Frasier Publisher: Erik Mona Paizo CEO: Lisa Stevens Chief Operations Officer: Jeffrey Alvarez Director of Sales: Pierce Watters Sales Representative: Adam Lovell Finance Manager: Christopher Self Staff Accountant: Kunji Sedo Chief Technical Officer: Vic Wertz Senior Software Developer: Gary Teter Campaign Coordinator: Mike Brock Project Manager: Jessica Price Customer Service Team: Cosmo Eisele, Erik Keith, and Sara Marie Teter Warehouse Team: Will Chase, Michael Kenway, Matt Renton, Jeff Strand, and Kevin Underwood Website Team: Ross Byers, Liz Courts, Lissa Guillet, and Chris Lambertz Special Thanks: Ryan Dancey, Clark Peterson, and the proud participants of the open gaming movement. This game is dedicated to Gary Gygax and Dave Arneson. Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. Thank you for all of your time and effort. Paizo Publishing, LLC 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com This product makes use of the Pathfinder RPG Core Rulebook. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo. com/prd. This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Roleplaying Game NPC Codex is published by Paizo Publishing, LLC under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, GameMastery, and Pathfinder Society are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player Companion, and Pathfinder Tales are trademarks of Paizo Publishing, LLC. © 2012 Paizo Publishing, LLC. First printing October 2012. Printed in China. INTRODUCTION 4 CHAPTER 1: CORE CLASSES 8 Barbarian 10 Bard 26 Cleric 44 Druid 62 Fighter 80 Monk 96 Paladin 112 Ranger 128 Rogue 144 Sorcerer 160 Wizard 178 CHAPTER 2: PRESTIGE CLASSES 198 Arcane Archer 200 Arcane Trickster 204 Assassin 208 Dragon Disciple 212 Duelist 216 Eldritch Knight 220 Loremaster 224 Mystic Theurge 228 Pathfinder Chronicler 232 Shadowdancer 236 TABLE OF CONTENTS CHAPTER 3: NPC CLASSES 242 Adept 244 Aristocrat 250 Commoner 256 Expert 260 Warrior 266 CHAPTER 4: ICONIC CHARACTERS 274 Amiri (Barbarian) 276 Lem (Bard) 278 Kyra (Cleric) 280 Lini (Druid) 282 Valeros (Fighter) 284 Sajan (Monk) 286 Seelah (Paladin) 288 Harsk (Ranger) 290 Merisiel (Rogue) 292 Seoni (Sorcerer) 294 Ezren (Wizard) 296 APPENDICES 298 Appendix 1: Animal Companions 298 Appendix 2: Encounter Groups 308 Appendix 3: Class Feature Index 315 INDEX 316 4 Introduction This book will save you hours and hours of number crunching! If you’re a GM, one of the more time- consuming aspects of running a campaign is creating NPC stat blocks. Monster books such as the Pathfinder RPG Bestiary are great at giving you ready-to-use monster stat blocks, but they’re little help when you need a barbarian, cleric, or wizard. That’s where the NPC Codex comes in, giving you more than 300 complete stat blocks for the core classes, prestige classes, and NPC classes presented in the Pathfinder RPG Core Rulebook. Whether you need bruisers to guard the thieves’ guild, rough-and-tumble locals for a barroom brawl, or a high-powered death priest for your campaign’s climax, this book has you covered. Each character in this book is built only using options in the Core Rulebook. If you like using other sourcebooks in your campaign (such as Pathfinder RPG Ultimate Magic or Pathfinder RPG Ultimate Combat), you can easily swap out or add material from those books to these NPCs. NAVIGATING THIS BOOK The NPC Codex is organized by character class. Presented below is a brief overview of each chapter. Chapter 1—Core Classes: This chapter presents NPCs from levels 1 to 20 for the barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard character classes. Chapter 2—Prestige Classes: This chapter presents characters with 2, 4, 7, and 10 levels in the arcane archer, arcane trickster, assassin, dragon disciple, duelist, eldritch knight, loremaster, mystic theurge, Pathfinder chronicler, and shadowdancer prestige classes. Chapter 3—NPC Classes: This chapter presents NPCs from levels 1 to 10 for the adept, aristocrat, commoner, expert, and warrior NPC classes. Chapter 4—Iconic Characters: This chapter presents levels 1, 7, and 12 for the iconic bard (Lem), barbarian (Amiri), cleric (Kyra), druid (Lini), fighter (Valeros), monk (Sajan), paladin (Seelah), ranger (Harsk), rogue (Merisiel), sorcerer (Seoni), and wizard (Ezren). Appendix: The appendix includes stat blocks for animal companions, suggested encounters using the stat blocks from this book, an index of all character class abilities, and an index of all characters in this book organized alphabetically by character class. HOW TO USE THIS BOOK Each character on the following pages uses the same format, split into three specific areas: Stat Block, Description, and Example Character. The NPCs are presented alphabetically by character class, then by class level, lowest to highest (barbarian 1, barbarian 2, and so on). Stat Block This is where you’ll find all of the information you need to run the NPC in an encounter. A stat block is organized as follows. Note that in cases where a line in a stat block has no value, that line is omitted. Name and CR: The character’s name is presented first, along with his or her Challenge Rating (CR). Challenge Rating is a numerical indication of how dangerous a character is— the higher the number, the deadlier the character. Race, Class, and Level: This lists the character’s race (dwarf, elf, and so on), class, and level. XP: Listed here are the total experience points that PCs earn for defeating the character. Size, Type, and Alignment: This lists the character’s size, type, and alignment. The alignments listed for each character in this book represent what is normal for those characters, but you can change them to serve the needs of your campaign. Of course, some classes may have restrictions on what alignments they can have, and some character concepts don’t make sense for certain alignments. Init and Senses: The character’s initiative modifier is followed by any special senses and his or her Perception check modifier. Aura: If the character has a magical or exceptional aura, it is listed here. AC: This lists the character’s Armor Class, touch Armor Class, and flat-footed Armor Class. The modifiers that generate the character’s AC are listed in parentheses at the end of this entry. hp: This lists the character’s hit points, followed by his or her Hit Dice (including modifiers from Constitution, favored class levels, the Toughness feat, magic such as a false life spell, and so on). Characters with PC class levels receive maximum hit points for their first Hit Die, but all other Hit Dice rolls are assumed to be average. Fast healing and regeneration values, if any, follow the character’s HD. Saving Throws: The character’s Fortitude, Reflex, and Will saves appear here, followed by situational modifiers. Defensive Abilities/DR/Immune/Resist/SR: This lists all of the character’s unusual defensive abilities. Damage reduction, immunities, resistances, and spell resistance are called out separately as necessary. Weaknesses: All of the character’s unusual weaknesses are listed here. Speed: The character’s land speed appears here, plus additional speeds as necessary for the character. Melee: The character’s melee attacks are listed here, with his or her attack roll modifier listed after the attack’s name followed by the damage in parentheses. Ranged: As Melee above, but for ranged attacks. 5 Space/Reach: The character’s space and reach appear only if they aren’t the standard (one 5-foot square and a reach of 5 feet). Special Attacks: The character’s special attacks listed here are explained fully in the Core Rulebook in the description of the character’s class. Spell-Like Abilities: This lists the spell-like ability caster level and concentration modifier. Constant spell- like abilities function at all times but can be dispelled. A character can reactivate a constant spell-like ability as a swift action. Spells Known/Spells Prepared: This lists the caster level and concentration check bonus for a spellcaster, followed by the spells the character knows or typically has prepared. Tactics: This section gives suggestions on how to best use the character in combat. Before Combat indicates which of the character’s duration-based abilities or magic items are active when combat starts. During Combat explains which abilities the character prefers to use during combat. Base Statistics lists the character’s statistics without any of the effects of the Before Combat line. Ability Scores: The character’s ability scores are listed here. Ability scores might be modified by level (Core Rulebook 30), race, spells, or magic items. Base Atk/CMB/CMD: These values represent the character’s base attack, Combat Maneuver Bonus, and Combat Maneuver Defense scores. Feats: The character’s feats are listed here. Skills: The character’s skills are listed here. Languages: The character’s languages are listed here. SQ: Any special qualities the character has are listed here, such as class abilities or racial traits. Combat Gear: Any equipment the character would reasonably expect to use during combat is listed here— alchemical weapons, expendable combat magic items, special ammunition, helpful potions, and so on. Other Gear: The rest of the character’s gear goes here, including armor and weapons, passive magic items (such as a cloak of resistance), items the character isn’t likely to use during combat (such as thieves’ tools), and coins or other valuables carried by the character. Description Following most stat blocks is a short description of the type of character represented by the statistics. Example Character If there is space on the page for more information, the next section gives the name and background of an example character represented by that stat block. Combat Encounters: This gives a scenario to illustrate how the PCs could encounter the example character in a combat situation. Roleplaying Suggestions: This offers roleplaying suggestions for the example character. 66 7 7 H old your ground, damn you!” Holgarth’s axe swung a wide arc, cleaving blood and feathers from a bird-thing’s wing. The creature’s screech of pain was more eagle than man. “What ground?” Alekis shot back. Beneath them, more stones sloughed off the wall, their mortar blasted and melted away by the strix’s magical storm. “This pile of stones isn’t worth my spit, let alone my blood!” Holgarth growled. “It’ll be our burial cairn if you don’t shut up and fight.” Without bothering to turn, the half-orc flung up his axe, shearing through the arm of an attacker reaching for his back. Through the howl of the wind, his sigh was barely audible. “The things I do for love...” Core Classes CORE CLASSES The Pathfinder RPG gives you a phenomenal number of character options—battle or healing clerics, greatsword or longbow fighters, pickpocket or trap-finding rogues, mind-controller or undead-creator wizards, and so on. This chapter gives you useful and interesting NPCs at levels 1–20 for each of the 11 core classes in the Core Rulebook. In general, if an NPC’s character level is odd, the character is a fairly normal example of that class. For example, the 3rd-level wizard is a universalist “battle mage” and the 5th-level wizard is a typical transmuter, either of which is suitable for any common situation where you need a wizard stat block in a combat. NPCs with even-numbered character levels get more experimental and thematic. For example, the 2nd-level wizard is an enchanter “street magician,” and the 4th-level wizard is a diviner “investigator,” which have more specialized uses. This structure means that no matter what CR you need for an encounter, at most you’re just one character level away from a standard character. For example, if you need a CR 3 (4th-level) wizard, you could add a level to the 3rd- level wizard or subtract a level from the 5th-level wizard (of course, adding a level is easier than subtracting a level). All of the NPCs in this chapter use the “heroic” set of base ability scores (15, 14, 13, 12, 10, 8) and have gear according to the Heroic Level column of Table 14–9: NPC Gear on page 454 of the Core Rulebook. In general, the NPCs do not list mundane gear such as rope, torches, belt pouches, and so on unless it is vital to the character (clerics have a holy symbol, rogues with Disable Device have thieves’ tools, and so on). You can assume that an NPC is geared appropriately for his or her profession or adventuring career, and if cost is ever a factor, you can mark off some of the character’s extra gear for this purpose or for expendable items such as potions, nearly expended wands, and so on. HOW TO USE THIS CHAPTER The three most common uses for NPCs in this chapter are as antagonists, allies, and player characters. ANTAGONISTS If you need someone for your PCs to fight, just pick an NPC stat block and you’re ready to go—they’re all designed with combat in mind (even if some of them are cowardly or rely on minions or allies). Each includes battle tactics specific to that character, preparations he or she makes before combat (if any), and gear appropriate to the character’s level. For most stat blocks (where space permits), there’s additional information about an example character using those statistics. This is useful if you have to create an NPC on the spot and need a few words of background or goals to make that character feel more lifelike to your players— enough to turn a generic “street magician” into “Berwick Thimblethane the enchanter-thief.” ALLIES NPC allies may have brief or lengthy roles in the campaign story. The mayor of the campaign’s starting town might be a retired adventuring blacksmith (fighter 6) and recurring mentor character in the PCs’ lives, or a noble crusader (cleric 5) could join the PCs for just one dungeon encounter. In a game where danger is only a die roll away, it’s useful to have stat blocks for long-term and one-shot NPCs in a campaign—after all, if goblins overrun the town, the mayor’s going to come out of retirement and help the PCs save the day. You can use all of these NPCs as is for this purpose, and they’re good as cohorts as well. Remember that you can always change an NPC’s goals, personality, alignment, abilities, or gear to suit your campaign, and doing so is faster than creating a new NPC from scratch. It doesn’t take much to change the stat block for an evil mother of beasts (cleric 10) into a benign animal- or elemental-themed cleric who’ll help the PCs. PLAYER CHARACTERS If you’re in a hurry, you can use these characters as PCs instead of NPCs. However, NPCs have much less wealth than PCs of the same level, and if you use these characters as PCs, you should add to or upgrade their gear to make up for this difference. Compare the total gp value for the NPC’s heroic level (Core Rulebook 454) to the amount listed in Table 12–4: Character Wealth by Level (Core Rulebook 399). NOTES ON CLASSES Remember that you always have the option to alter or add to these characters to make them even more useful to your campaign. It’s easy to replace some of a character’s feats, spells, and magic items from another source. In many cases, swapping class abilities for those of an archetype is fairly easy, as is altering a character’s race. Depending on the nature of the alteration, you might not need to adjust the stat block at all. For example, if the stat block is for a human character and you need a half- elf, each of those races has a bonus to one ability score of your choice, so you don’t have to alter the character’s ability scores. Unless you let your players see the stat block, they probably won’t notice that the “half-elf” has a different feat instead of Skill Focus and more skill points than she should. If you use a human as a dwarf or a half-orc as a gnome, you usually can hand-wave the minor differences between the races and just use the stat block as presented. 8 The remainder of this section explains specific choices for each of the classes in this chapter. BARBARIAN The barbarian stat blocks are presented with the assumption that the barbarian is raging (Core Rulebook 32). Use the Base Statistics line for the barbarian’s non-raging statistics. BARD Other than spells, bards have few class ability choices that have a significant impact on the stat block. The type of Perform skill the bard uses is mostly cosmetic, and changing the versatile performance skill selection (Core Rulebook 38) is just a matter of replacing the new skill’s bonus with the bard’s Perform skill bonus. CLERIC Each cleric worships one of the 20 deities listed in the cleric section on page 43 of the Core Rulebook, and has two domains and channels positive or negative energy appropriate to that deity. You can use these clerics as worshipers of a similar deity or as clerics of divine concepts (godless clerics). You may instead change the cleric’s listed domains, energy channeling, and prepared spells to suit your campaign; for example, you could change the alignment of the noble crusader (cleric 5) to lawful evil, her deity to an evil war deity, and her channel energy from positive to negative to create an evil priest-general. DRUID Each druid is built with the nature bond (domain) class ability instead of an animal companion. If you need a druid with an animal companion, ignore the domain spells and granted powers listed in the druid’s stat block and select an animal companion of the appropriate level from Appendix 1. FIGHTER Other than feats, the only fighter class ability that significantly affects the stat block is the character’s choices for weapon training. As most fighters choose their best weapons for this ability, if you swap the fighter’s weapon for different one with the same enhancement bonus (such as a +1 battleaxe for a +1 longsword), you can use the listed attack bonus for the new weapon. MONK Each monk is presented with a normal attack routine (with a weapon or unarmed strike) and a flurry of blows attack routine. You can swap monk weapons or unarmed strikes with the same enhancement bonus (such as a +1 kama for an unarmed strike with a +1 amulet of mighty fists) without changing the math on the stat block. PALADIN The divine bond and mercy paladin class abilities don’t have much effect on the character’s stat block. You can easily swap out the paladin’s mercies for other mercies. If the paladin’s divine bond is with a weapon and you want to change it to be with a mount, consider spending some of the character’s wealth on barding for the mount. If the divine bond is with a mount and you change it to be with a weapon, allocate any wealth for barding or other mount-related items to abilities on the paladin’s weapon. RANGER Each ranger is built with the hunter’s bond (companion) class ability instead of an animal companion. If you need a ranger with an animal companion, select an animal companion of the appropriate level (ranger level – 3) from Appendix 1. ROGUE Many rogue talents (Core Rulebook 68)—especially talents that modify sneak attack—don’t change any numbers in the character’s stat block, and they are easy swaps when customizing an NPC. Watch out for combat trick, finesse rogue, and weapon training, which affect the rogue’s feats and could alter the character’s melee or ranged attacks— or even invalidate the use of a particular weapon. SORCERER A sorcerer’s bloodline has a significant impact on the character’s stat block, affecting spells known, a class skill, feats, and providing one or more bloodline arcana and bloodline powers. Changing a sorcerer’s bloodline is not a simple matter unless you’re just altering the type of dragon or elemental for the draconic and elemental bloodlines. Fortunately, by using colorful descriptions for the special abilities, your players probably won’t notice the difference, so you can use these stat blocks for multiple purposes without rebuilding them. WIZARD A wizard’s school specialization affects the character’s special abilities and spells prepared, and could have an impact on which feats are useful. You can easily change a wizard’s focus as long as you don’t change the oppositional schools. Some of the wizards in this chapter have familiars; you can replace the familiar with an arcane bonded item. This book does not include stat blocks for familiars because a familiar’s abilities are very dependent on the wizard’s statistics. The wizard’s spellbook is included in his gear; assume the spellbook holds all the spells the wizard has prepared, plus spells from any scrolls the wizard has that he is high enough level to cast. Most level-appropriate scrolls carried are priced as if the wizard had scribed them. 9 CORE CLASSES INTRODUCTION Init +2; Senses Perception +7 DEFENSE AC 18, touch 10, flat-footed 16 (+6 armor, +2 Dex, –2 rage, +2 shield) hp 28 (2d12+10) Fort +7, Ref +2, Will +4; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), uncanny dodge OFFENSE Speed 30 ft. Melee mwk dwarven waraxe +7 (1d10+4/×3) or mwk dwarven waraxe +5 (1d10+4/×3), armor spikes +4 (1d6+2) or spiked heavy steel shield +4 (1d8+4) Ranged throwing axe +4 (1d6+4) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, rage (8 rounds/day), rage powers (knockback) TACTICS During Combat The barbarian uses his shield primarily for defense. Base Statistics When not raging, the barbarian’s statistics are AC 20, touch 12, flat-footed 18; hp 24; Fort +5, Will+2; Melee mwk dwarven waraxe +5 (1d10+2/×3) or mwk dwarven waraxe +3 (1d10+2/×3), armor spikes +2 (1d6+1) or spiked heavy shield +2 (1d8+2); Ranged throwing axe +4 (1d6+2); Str 14, Con 15; CMB +4; Skills Climb +1. STATISTICS Str 18, Dex 15, Con 19, Int 10, Wis 14, Cha 6 Base Atk +2; CMB +6; CMD 16 (20 vs. bull rush or trip) Feats Two-Weapon Fighting Skills Climb +3, Knowledge (dungeoneering, engineering) +2, Perception +7 (+9 to notice unusual stonework), Survival +6 Languages Common, Dwarven SQ fast movement Combat Gear acid; Other Gear masterwork breastplate with armor spikes, spiked heavy steel shield, masterwork dwarven waraxe, throwing axe, 2 gp The most adventurous, t h r i l l-seek i n g , and foolhardy dwarves can go a little mad, roaming the land in their search for blood and battle. Init +1; Senses Perception +5 DEFENSE AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage) hp 17 (1d12+5) Fort +6, Ref +1, Will +3 OFFENSE Speed 30 ft. Melee greatsword +6 (2d6+7/19–20) or heavy flail +6 (1d10+7/19–20) Special Attacks rage (6 rounds/day) TACTICS During Combat The barbarian favors her greatsword and Power Attack when fighting monsters, but uses her flail against weapon- using foes to make disarm and trip combat maneuvers. Base Statistics When not raging, the barbarian’s statistics are AC 17, touch 11, flat-footed 16; hp 15; Fort +4, Will+1; Melee greatsword +4 (2d6+4/19–20) or heavy flail +4 (1d10+4/19–20); Ranged sling +2 (1d4+3); Str 17, Con 14; CMB +4; Skills Climb +3, Swim +3. STATISTICS Str 21, Dex 13, Con 18, Int 10, Wis 12, Cha 8 Base Atk +1; CMB +6; CMD 15 Feats Cleave, Power Attack Skills Climb +5, Knowledge (nature) +4, Perception +5, Survival +5, Swim +5 Languages Common SQ fast movement Combat Gear potion of cure light wounds, potion of remove fear, alchemist’s fire; Other Gear breastplate, greatsword, heavy flail, sling with 10 bullets, 5 gp This cold, merciless barbarian fights for gold and glory. ARJANA This mercenary once roamed the wilderness, but now fights to pay for the comforts of civilization. Combat Encounters: Arjana may be in the hire of a merchant lord, local princeling, or cult leader. She offers no quarter and expects none. Roleplaying Suggestions: Arjana is amiable if she feels respected. SAVAGE MERCENARY CR 1/2 HUMAN BARBARIAN 1 XP 200 Medium humanoid (human) CN DWARVEN RAGER CR 1 DWARF BARBARIAN 2 XP 400 Medium humanoid (dwarf) CN 1010 Init +3; Senses Perception +10 DEFENSE AC 18, touch 12, flat-footed 15 (+5 armor, +3 Dex, –2 rage, +1 shield, +1 size) hp 43 (4d12+12) Fort +8, Ref +5, Will +5; +3 vs. spells and spell-like or supernatural abilities, +2 vs. fear Defensive Abilities trap sense +1, uncanny dodge OFFENSE Speed 30 ft. Melee lance +9 (1d6+4/×3) Ranged +1 halfling sling staff +10 (1d6+5/×3) Space 5 ft.; Reach 5 ft. (10 ft. with lance) Special Attacks rage (11 rounds/day), rage powers (superstition +3, surprise accuracy +2) TACTICS Before Combat The barbarian applies oil of magic weapon. During Combat The barbarian keeps his distance, pelting enemies with bullets. If ranged attacks fail, he charges with his lance. Base Statistics When not raging and without magic weapon, the barbarian’s statistics are AC 20, touch 14, flat- footed 17; hp 35; Fort +6, Will+3; Melee lance +7 (1d6+2/×3); Ranged mwk halfling sling staff +10 (1d6+2/×3); Str 14, Con 13; CMB +5; Skills Climb +9, Swim +5. STATISTICS Str 18, Dex 16, Con 17, Int 10, Wis 12, Cha 10 Base Atk +4; CMB +7; CMD 18 Feats Deadly Aim, Weapon Focus (halfling sling staff) Skills Acrobatics +11, Handle Animal +6, Perception +10, Ride +9, Stealth +10, Survival +5 SQ fast movement Combat Gear oils of magic weapon (2), potions of cure light wounds (2); Other Gear +1 chain shirt, masterwork buckler, lance, masterwork halfling sling staff with 20 bullets, riding dog with riding saddle and leather barding, 55 gp Small and adept at skirmish maneuvers, a dog rider is a deadly and cautious warrior. Init +1; Senses darkvision 60 ft.; Perception +6 DEFENSE AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage) hp 40 (3d12+15) Fort +7, Ref +2, Will +3 Defensive Abilities orc ferocity, trap sense +1, uncanny dodge OFFENSE Speed 30 ft. Melee mwk greataxe +9 (1d12+7/×3) Ranged mwk sling +5 (1d4+5) Special Attacks rage (10 rounds/day), rage powers (intimidating glare) TACTICS During Combat The barbarian uses intimidating glare each round, attacking first, then focusing her glare upon the uninjured. Base Statistics When not raging, the barbarian’s statistics are AC 17, touch 11, flat-footed 16; hp 34; Fort +5, Will+1; Melee mwk greataxe +7 (1d12+4/×3); Ranged mwk sling +5 (1d4+3); Str 17, Con 14; CMB +6; Skills Climb +5, Intimidate +12, Swim +3. STATISTICS Str 21, Dex 13, Con 18, Int 8, Wis 10, Cha 12 Base Atk +3; CMB +8; CMD 17 Feats Intimidating Prowess, Power Attack Skills Climb +7, Intimidate +14, Perception +6, Survival +4, Swim +5 Languages Common, Orc SQ fast movement, orc blood, weapon familiarity Combat Gear potion of cure light wounds, potion of lesser restoration, potion of protection from good; Other Gear mwk chainmail, mwk greataxe, mwk sling with 10 bullets, climber’s kit, 250 gp There are few things more terrifying than a half-orc barbarian with a greataxe. BLOODY BARRU Bloody Barru licks the blood from her axe each time she fells a foe. Combat Encounters: Bloody Barru allies with almost anyone who promises excessive carnage. Roleplaying Suggestions: Barru is hard to get along with. She would rather kill a person than engage in conversation. AXE WARRIOR CR 2 HALF-ORC BARBARIAN 3 XP 600 Medium humanoid (human, orc) CE DOG RIDER CR 3 HALFLING BARBARIAN 4 XP 800 Small humanoid (halfling) N 1111 CR CORE CLASSES BARBARIANS 1/2 1 2 3 Init +4; Senses low-light vision; Perception +12 DEFENSE AC 17, touch 12, flat-footed 13 (+5 armor, +4 Dex, –2 rage) hp 68 (6d12+24) Fort +8, Ref +6, Will +5; +2 vs. enchantments Defensive Abilities improved uncanny dodge, trap sense +2; Immune sleep OFFENSE Speed 50 ft. Melee mwk elven curve blade +10/+5 (1d10+4/18–20) Ranged +1 composite longbow +11/+6 (1d8+4/×3) Special Attacks rage (15 rounds/day), rage powers (rolling dodge +2, swift foot +10 feet) TACTICS During Combat The barbarian switches freely between bow and blade as the situation warrants. Base Statistics When not raging, the barbarian’s statistics are AC 19, touch 14, flat-footed 15; hp 56; Fort +6, Will+3; Melee mwk elven curve blade +8/+3 (1d10+1/18–20); Ranged +1 composite longbow +11/+6 (1d8+2/×3); Str 13, Con 12; CMB +7; Skills Climb +8. STATISTICS Str 17, Dex 18, Con 16, Int 10, Wis 12, Cha 10 Base Atk +6; CMB +9; CMD 21 Feats Deadly Aim, Point-Blank Shot, Power Attack Skills Acrobatics +12 (+20 when jumping), Climb +10, Craft (bows) +5, Handle Animal +5, Knowledge (nature) +5, Perception +12, Stealth +5, Survival +5 Languages Common, Elven SQ elven magic, fast movement, weapon familiarity Combat Gear potions of cure light wounds (2), potions of longstrider (2), alchemist’s fire (2); Other Gear +1 chain shirt, +1 composite longbow (+3 Str) with 20 arrows, masterwork elven curve blade, climber’s kit, 2 gp This barbarian guards the fringes of wooded territories, protecting creatures and people from those who would despoil the land and steal from its inhabitants. They distrust all outsiders, but must also guard against their own kin. WILD LANCER CR 4 HALF-ELF BARBARIAN 5 XP 1,200 Medium humanoid (elf, human) NE FOREST GUARDIAN CR 5 ELF BARBARIAN 6 XP 1,600 Medium humanoid (elf) CN Init +1; Senses low-light vision; Perception +11 DEFENSE AC 18, touch 9, flat-footed 17 (+7 armor, +1 Dex, –2 rage, +2 shield) hp 63 (5d12+25) Fort +9, Ref +3, Will +5; +3 vs. spells and spell-like and supernatural abilities, +2 vs. enchantments Defensive Abilities improved uncanny dodge, trap sense +1; Immune sleep OFFENSE Speed 30 ft. Melee mwk lance +12 (1d8+6/×3) or armor spikes +11 (1d6+6) Ranged javelin +6 (1d6+6) Space 5 ft.; Reach 5 ft. (10 ft. with lance) Special Attacks rage (14 rounds/day), rage powers (quick reflexes, superstition +3) TACTICS During Combat The barbarian makes charge attacks whenever possible. If prevented from charging, she maneuvers to maximize attacks of opportunity caused by her extended reach. Her armor spikes are a weapon of last resort. Base Statistics When not raging, the barbarian’s statistics are AC 20, touch 11, flat-footed 19; hp 53; Fort +7, Will+3; no bonus vs. spells and spell-like or supernatural abilities; Melee mwk lance +10 (1d8+4/×3) or armor spikes +9 (1d6+4); Ranged javelin +6 (1d6+4); Str 18, Con 14; CMB +9; Skills Climb +10, Swim +5. STATISTICS Str 22, Dex 13, Con 18, Int 10, Wis 12, Cha 8 Base Atk +5; CMB +11; CMD 20 Feats Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge Skills Acrobatics +2, Climb +12, Perception +11, Ride +8, Survival +5, Swim +7 Languages Common, Elven SQ elf blood, fast movement Combat Gear acid; Other Gear +1 breastplate with armor spikes, masterwork heavy wooden shield, javelins (5), masterwork lance, cloak of resistance +1, heavy horse (combat trained) with military saddle and masterwork studded leather barding, 310 gp Some barbarians are most at home on horseback. 1212 Init +1; Senses low-light vision; Perception +12 DEFENSE AC 17, touch 10, flat-footed 16 (+7 armor, +1 Dex, –2 rage, +1 size) hp 105 (8d12+48) Fort +12, Ref +4, Will +5; +4 vs. spells and spell-like or supernatural abilities, +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); improved uncanny dodge, trap sense +2; DR 2/— OFFENSE Speed 25 ft. Melee mwk cold iron glaive +15/+10 (1d8+7/×3) or kukri +14/+9 (1d3+5/18–20) Ranged mwk composite longbow +11/+6 (1d6+5/×3) Space 5 ft.; Reach 5 ft. (10 ft. with glaive) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, rage (21 rounds/day), rage powers (clear mind, knockback, quick reflexes, superstition +4) TACTICS During Combat The barbarian leads with trip maneuvers, seeking to trigger attacks of opportunity. He uses knockback to force creatures to advance on him again through the threatened area of his glaive. Base Statistics When not raging, the barbarian’s statistics are AC 19, touch 12, flat-footed 18; hp 89; Fort +10, Will+3; no bonus vs. spells and spell-like or supernatural abilities; Melee mwk cold iron glaive +13/+8 (1d8+4/×3) or kukri +12/+7 (1d3+3/18–20); Ranged mwk composite longbow +11/+6 (1d6+3/×3); Str 16, Con 16; CMB +10 (+14 trip); Skills Climb +6, Swim +8. STATISTICS Str 20, Dex 13, Con 20, Int 13, Wis 10, Cha 10 Base Atk +8; CMB +12 (+16 trip); CMD 21 (23 vs. trip) Feats Combat Expertise, Greater Trip, Improved Trip, Power Attack Skills Acrobatics +5, Climb +8, Craft (ships) +5, Intimidate +5, Knowledge (nature) +10, Linguistics +3, Perception +12, Profession (sailor) +5, Survival +10, Swim +10 Languages Aquan, Auran, Common, Gnome, Sylvan SQ fast movement Combat Gear oil of magic weapon, potion of cure light wounds; Other Gear +1 breastplate, kukri, masterwork cold iron glaive, masterwork composite longbow (+5 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +1, climber’s kit, 50 gp SUNDERING AXE CR 6 DWARF BARBARIAN 7 XP 2,400 Medium humanoid (dwarf) NE GLAIVE RAGER CR 7 GNOME BARBARIAN 8 XP 3,200 Small humanoid (gnome) CN Init +1; Senses Perception +12 DEFENSE AC 18, touch 9, flat-footed 17 (+9 armor, +1 Dex, –2 rage) hp 93 (7d12+42) Fort +11, Ref +4, Will +7; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved uncanny dodge, trap sense +2; DR 1/— OFFENSE Speed 20 ft. Melee mwk adamantine greataxe +13/+8 (1d12+7/×3) Ranged light hammer +8 (1d4+5) or throwing axe +8 (1d6+5) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, rage (19 rounds/day), rage powers (guarded stance +2, knockback, strength surge +7) TACTICS During Combat The barbarian uses her guarded stance and alternates between dealing damage and sundering weapons. Base Statistics When not raging, the barbarian’s statistics are AC 20, touch 11, flat-footed 19; hp 79; Fort +9, Will+5; Melee mwk adamantine greataxe +11/+6 (1d12+4/×3); Ranged light hammer +8 (1d4+3) or throwing axe +8 (1d6+3); Str 16, Con 16; CMB +10 (+14 sunder); Skills Climb +8. STATISTICS Str 20, Dex 13, Con 20, Int 10, Wis 14, Cha 6 Base Atk +7; CMB +12 (+16 sunder); CMD 21 (25 vs. bull rush or trip, 23 vs. sunder) Feats Armor Proficiency (heavy), Greater Sunder, Improved Sunder, Power Attack Skills Acrobatics +5 (+1 when jumping), Climb +10, Craft (weapons) +10, Knowledge (dungeoneering) +5, Perception +12 (+14 to notice unusual stonework) Languages Common, Dwarven SQ fast movement Combat Gear oil of magic weapon, potion of cure light wounds, potion of shield of faith, acid (3); Other Gear masterwork full plate, light hammer (2), masterwork adamantine greataxe, throwing axe (2), cloak of resistance +1, climber’s kit, masterwork artisan’s tools, 2 gp A sundering axe whittles away at her enemies’ abilities to attack and defend themselves. 1313 CR 4 5 6 7 CORE CLASSES BARBARIANS Init +2; Senses low-light vision, scent; Perception +19 DEFENSE AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex, –2 rage) hp 109 (9d12+45) Fort +11, Ref +6, Will +6; +4 vs. spells and spell-like and supernatural abilities, +2 vs. enchantments Defensive Abilities improved uncanny dodge, trap sense +3; DR 1/—; Immune sleep OFFENSE Speed 40 ft. Melee +1 longspear +16/+11 (2d4+10/×3) or spiked gauntlet +15/+10 (1d4+6) Ranged +1 composite longbow +12/+7 (1d8+7/×3) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Special Attacks rage (22 rounds/day), rage powers (quick reflexes, raging swimmer +9, scent, superstition +4) TACTICS During Combat The barbarian prefers to fight in the water, outswimming foes or using the water for cover as she attacks landward opponents her bow or longspear (using Lunge). She eschews full attacks in favor of Vital Strike attacks against a lone target or Great Cleave attacks against groups. She forces enemies to approach through the guard of her longspear, provoking attacks of opportunity. Base Statistics When not raging, the barbarian’s statistics are Senses no scent; AC 16, touch 12, flat-footed 14; hp 91; Fort +9, Will+4; no bonus vs. spells and spell-like or supernatural abilities; Melee +1 longspear +14/+9 (2d4+7/×3) or spiked gauntlet +13/+8 (1d4+4); Ranged +1 composite longbow +12/+7 (1d8+5/×3); Str 18, Con 14; CMB +13; Skills Climb +8, Swim +9. STATISTICS Str 22, Dex 14, Con 18, Int 12, Wis 10, Cha 8 Base Atk +9; CMB +15; CMD 25 Feats Cleave, Great Cleave, Lunge, Power Attack, Skill Focus (Acrobatics), Vital Strike Skills Acrobatics +16 (+20 when jumping), Climb +10, Handle Animal +10, Knowledge (nature) +5, Linguistics +3, Perception +19, Ride +5, Stealth +10, Survival +4, Swim +20 Languages Aquan, Common, Elven, Sylvan SQ elf blood, fast movement Combat Gear oil of align weapon (lawful), potion of cure light wounds, potion of lesser restoration, alchemical silver arrows (10), cold iron arrows (10); Other Gear masterwork chain shirt, +1 composite longbow (+6 Str) with 20 arrows, +1 longspear, masterwork longspear, spiked gauntlet, cloak of resistance +1, eyes of the eagle, 1 gp Adept at combat on land or in the water, the raging swimmer attacks foes when they are most vulnerable. DORREMERA SALIN Dorremera is a child of the waves, sired by an aquatic elf who abandoned her human mother. Raised along the sea, Dorremera took to the water as if born to it, and considers the beasts of the sea and shore her kin. She has little patience for the niceties of society—whether human or elven—and lashes out at almost everyone who crosses her path. Combat Encounters: Dorremera has no compunctions about stealing from landlubbers, or killing those who chase or surprise her. Roleplaying Suggestions: Though it is hard to get through to her, Dorremera sometimes parleys with adventuring groups that treat her respectfully, show great battle prowess, or are particularly kind to sea creatures. RAGING SWIMMER CR 8 HALF-ELF BARBARIAN 9 XP 4,800 Medium humanoid (elf, human) N 1414 Init +5; Senses Perception +14 DEFENSE AC 21, touch 14, flat-footed 16 (+5 armor, +5 Dex, –2 rage, +2 shield, +1 size) hp 120 (10d12+50) Fort +13, Ref +10, Will +8; +4 vs. spells and spell-like or supernatural abilities, +2 vs. fear Defensive Abilities improved uncanny dodge, trap sense +3; DR 2/—; Immune nauseated, sickened OFFENSE Speed 30 ft. Melee mwk scimitar +15/+10 (1d4+3/18–20) Ranged +1 composite longbow +15/+15/+10 (1d6+4/19–20/×3) or +1 composite longbow +17/+12 (1d6+4/19–20/×3) Special Attacks rage (24 rounds/day), rage powers (clear mind, internal fortitude, raging climber +10, rolling dodge +2, superstition +4) TACTICS During Combat The barbarian uses Climb and Acrobatics to rain death upon enemies from above. She snipes from cover or concealment to begin her attack, but after that is concerned solely with maximizing the intensity of her deadly barrage. She activates her rolling dodge to evade enemy counterfire. Base Statistics When not raging, the barbarian’s statistics are AC 23, touch 16, flat-footed 18; hp 100; Fort +11, Will+6; no bonus vs. spells and spell-like or supernatural abilities; Immune —; Melee mwk scimitar +13/+8 (1d4+1/18–20); Ranged +1 composite longbow +15/+15/+10 (1d6+2/19–20/×3) or +1 composite longbow +17/+12 (1d6+2/19–20/×3); Str 12, Con 14; CMB +10; Skills Climb +18, Swim +5. STATISTICS Str 16, Dex 20, Con 18, Int 10, Wis 12, Cha 10 Base Atk +10; CMB +12; CMD 25 Feats Deadly Aim, Improved Critical (composite longbow), Manyshot, Point-Blank Shot, Rapid Shot Skills Acrobatics +20, Climb +30, Perception +14, Stealth +19, Survival +5, Swim +7 Languages Common, Halfling SQ fast movement Combat Gear potions of cure light wounds (2), potion of protection from arrows, potion of shield of faith, alchemical silver arrows (10), alchemist’s fire (2), cold iron arrows (10), drow poison (3), tanglefoot bag; Other Gear +1 mithral chain shirt, +1 buckler, +1 composite longbow (+3 Str) with 60 arrows, masterwork scimitar, belt of incredible dexterity +2, cloak of resistance +1, climber’s kit, 300 gp Rare tribes of halfling cannibals stalk deep jungles in search of sentient prey. LANANI SHABU When newcomers objecting to his matriarchal tribe’s cannibalistic ways wiped out his kin, Lanani had no choice but to ritualistically take on new leadership—and a new gender. Now “Mother Lanani” hunts the jungle, punishing humans and recruiting halflings to her new tribe. Combat Encounters: Lanani can stalk quarry for days, slowly weakening those she is not able to knock out with her poison. Other times, she heads a hunting band. Roleplaying Suggestions: Lanani rarely interacts with the outside world, but in desperate times she ventures into civilization to lure prey closer to her tribe. CANNIBALISTIC HUNTER CR 9 HALFLING BARBARIAN 10 XP 6,400 Small humanoid (halfling) NE 1515 CR 8 9 CORE CLASSES BARBARIANS Init +4; Senses darkvision 60 ft.; Perception +15 DEFENSE AC 17, touch 12, flat-footed 13 (+5 armor, +4 Dex, –2 rage) hp 142 (11d12+65) Fort +14, Ref +9, Will +9; +4 vs. spells and spell-like or supernatural abilities Defensive Abilities improved uncanny dodge, orc ferocity, trap sense +3; DR 3/— OFFENSE Speed 40 ft. Melee +1 orc double axe +19/+14/+9 (1d8+10/19–20/×3) or +1 orc double axe +17/+12/+7 (1d8+7/19–20/×3), +1 orc double axe +17/+12 (1d8+7/19–20/×3), bite +12 (1d4+3) Ranged mwk composite longbow +16/+11/+6 (1d8+6/×3) Special Attacks greater rage (26 rounds/ day), rage powers (animal fury, increased damage reduction +1, no escape, raging leaper +11, superstition +4) TACTICS During Combat The barbarian charges into the heart of battle, using one end of his double axe two-handed when charging or moving, and switching back to a double weapon grip when making full attacks. He uses his leaping and Acrobatics to enter melee quickly, using his no escape ability to chase down cowards. Base Statistics When not raging, the barbarian’s statistics are AC 19, touch 14, flat-footed 15; hp 109; Fort +11, Will +6; no bonus vs. spells and spell-like or supernatural abilities; DR 2/—; Melee +1 orc double axe +16/+11/+6 (1d8+5/19–20/×3) or +1 orc double axe +14/+9/+4 (1d8+4/19–20/×3), +1 orc double axe +14/+9 (1d8+4/19–20/×3), bite +9 (1d4+1); Ranged mwk composite longbow +16/+11/+6 (1d8+3/×3); Str 16, Con 14; CMB +14; CMD 28; Skills Acrobatics +17 (+21 when jumping) Climb +8, Swim +8. STATISTICS Str 22, Dex 18, Con 20, Int 10, Wis 12, Cha 8 Base Atk +11; CMB +17; CMD 29 Feats Double Slice, Improved Critical (orc double axe), Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (orc double axe) Skills Acrobatics +17 (+32 when jumping), Climb +11, Intimidate +10, Perception +15, Ride +7, Stealth +14, Survival +5, Swim +11 SQ fast movement, orc blood, weapon familiarity Combat Gear potions of blur (2), potion of fly; Other Gear +1 chain shirt, +1/+1 orc double axe, masterwork composite longbow (+7 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +2, climber’s kit, 50 gp This half-orc barbarian savagely rips though weaker opponents with unquenchable bloodlust. GRAUN QUOR Graun the pit fighter was raised in lawless borderlands where control changed hands frequently and unpredictably. The one constant was the thirst for blood sports, and any youth with a hard edge and more greed and ambition than fear could make a name and a fortune so long as he survived. Graun mastered many weapons throughout his career, but loves best the orc double axe he took as a prize in an early championship bout. Having long since bought his freedom, Graun wanders the borderlands selling his skills to the highest bidder. A few orc tribes have offered Graun leadership roles, but he has little patience for such things and cares nothing for the welfare of his allies. Combat Encounters: Graun can be found at the head of an orc band on rare occasions, either a tribe he has adopted for a short time or who serve as fodder for his hunts. Other times he stalks the wild lands looking for opponents worthy of his fighting skills. Roleplaying Suggestions: Graun sometimes ventures into civilized lands to spend his coin and search for blood sports, hoping for a chance to kill in front of a crowd. DOUBLE AXE FURY CR 10 HALF-ORC BARBARIAN 11 XP 9,600 Medium humanoid (human, orc) CE 1616 Init +1; Senses Perception +17 DEFENSE AC 23, touch 11, flat-footed 21 (+10 armor, +1 deflection, +1 Dex, +1 dodge, –2 rage, +2 shield) hp 191 (12d12+108) Fort +17, Ref +6, Will +10; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved uncanny dodge, trap sense +4; DR 2/— OFFENSE Speed 20 ft. Melee +1 giant-bane dwarven waraxe +19/+14/+9 (1d10+7/×3) Ranged mwk composite longbow +14/+9/+4 (1d8+6/×3) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, greater rage (31 rounds/day), rage powers (guarded stance +3, mighty swing, no escape, roused anger, strength surge +12, unexpected strike) TACTICS During Combat The barbarian switches from a one-handed to a two-handed grip on his axe as the situation demands. He uses his shield against multiple foes but keeps his bow in hand if in melee against a lone enemy. He uses his rolling dodge before exposing himself to missiles, especially giant-hurled boulders, and assumes his guarded stance in melee. He charges with Spring Attack to get close to his enemies, following it up with full attacks. Base Statistics When not raging, the barbarian’s statistics are AC 25, touch 13, flat-footed 23; hp 155; Fort +14, Will+7; Melee +1 giant- bane dwarven waraxe +16/+11/+6 (1d10+4/×3); Ranged mwk composite longbow +14/+9/+4 (1d8+3/×3); Str 16, Con 20; CMB +15; CMD 28 (32 vs. bull rush or trip); Skills Climb +7, Swim +7. STATISTICS Str 22, Dex 13, Con 26, Int 8, Wis 14, Cha 8 Base Atk +12; CMB +18; CMD 29 (33 vs. bull rush or trip) Feats, Dodge, Heavy Armor Proficiency, Mobility, Power Attack, Spring Attack, Vital Strike Skills Climb +10, Heal +5, Knowledge (nature) +5, Linguistics +0, Perception +17 (+19 to notice unusual stonework), Survival +10, Swim +10 Languages Common, Dwarven, Giant SQ fast movement Combat Gear potions of blur (2), potions of cure light wounds (2), tanglefoot bags (3); Other Gear +1 full plate, +1 buckler, +1 giant-bane dwarven waraxe, mwk composite longbow (+6 Str) with 20 arrows, belt of mighty constitution +2, cloak of resistance +1, ring of protection +1, 5 gp Giant slayers seek out giants and cut them down. Raging with enmity for their prey, they allow no other creatures to get between them and their hated foes. JEMAR CROWELL Jemar Crowell is a champion of his people, a savage emissary of vengeance in the never-ending wars between the dwarfholds and giant-kin of all kinds. Often clad head to toe in stout dwarven steel armor, Jemar sometimes doffs his helmet to better taunt enemies as he brings them low. He keeps his scalp shaved save for two narrow crests of hair. His cape is woven from shaggy skeins of loosely-spun giant hair clipped from his vanquished foes, and when the weather is cold he wears scarves and mittens knit from the same material. Combat Encounters: Jemar is a focused combatant, going after his prey and protecting his people’s interests to the exclusion of all other concerns. He has no qualms about stealing kills and looting bodies. Roleplaying Suggestions: When not slaying giants, Jemar plans raids on giant strongholds, and considers those who trade with giants as bad as giants themselves. Though he primarily works for dwarven interests, he often hires sellswords and adventurers to aid him on particularly dangerous hunts. GIANT SLAYER CR 11 DWARF BARBARIAN 12 XP 12,800 Medium humanoid (dwarf) N 1717 CR 10 11 CORE CLASSES BARBARIANS Init +1; Senses Perception +17 DEFENSE AC 17, touch 9, flat-footed 16 (+6 armor, +1 Dex, –2 rage, +2 shield) (+1 deflection vs. ranged weapons) hp 194 (13d12+104) Fort +16, Ref +6, Will +9; +5 vs. spells and spell-like or supernatural abilities Defensive Abilities improved uncanny dodge, trap sense +4; DR 3/— OFFENSE Speed 40 ft. Melee +1 lance +21/+16/+11 (1d8+8/×3) Ranged mwk composite longbow +15/+10/+5 (1d8+7/×3) Space 5 ft.; Reach 5 ft. (10 ft. with lance) Special Attacks greater rage (32 rounds/day), rage powers (guarded stance +3, mighty swing, renewed vigor 3d8+10, rolling dodge +3, strength surge +13, superstition +5) TACTICS Before Combat The barbarian uses his warhorse for transportation, but if expecting combat, he retrieves an animal from his bag of tricks and rides it instead. During Combat The barbarian charges whenever possible, whether mounted or on foot, using Mounted Combat and his +1 arrow catching buckler to divert attacks made against his mount. If his mount is slain, he draws a replacement from his bag of tricks and makes a fast mount. He uses guarded stance and rolling dodge as needed, often using them or renewed vigor after a ride-by charge while circling around into position for another charge. Base Statistics When not raging, the barbarian’s statistics are AC 19, touch 11, flat-footed 18; hp 155; Fort +13, Will +6; no bonus vs. spells and spell-like or supernatural abilities; Melee +1 lance +18/+13/+8 (1d8+5/×3); Ranged mwk composite longbow +15/+10/+5 (1d8+4/×3); Str 18, Con 18; CMB +17; CMD 28; Skills Climb +7, Swim +7. STATISTICS Str 24, Dex 13, Con 24, Int 10, Wis 12, Cha 8 Base Atk +13; CMB +20; CMD 29 Feats Animal Affinity, Improved Bull Rush, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Unseat Skills Acrobatics +11, Climb +10, Handle Animal +19, Knowledge (nature) +10, Perception +17, Ride +26, Survival +13, Swim +10 Languages Common SQ fast movement Combat Gear oil of keen edge, potion of cure light wounds; Other Gear rhino hide armor, +1 arrow catching buckler, +1 lance, masterwork composite longbow (+7 Str) with 20 arrows, bag of tricks (tan), belt of mighty constitution +2, cloak of resistance +1, heavy warhorse with riding saddle and masterwork studded leather barding, 51 gp Savage riders use a mix of magical and mundane mounts to make lightning-fast raids against their enemies. FINNOGH LLEW Having mastered horses while still a child, Finnogh seeks out the wildest and most untameable beasts the world has to offer. Though he’s keenly interested in learning which savage beasts can best be tamed, he cares less about mastery than the thrill of the ride. Eventually he turns loose even those animals he has broken to the bit, though more from boredom than altruism. Combat Encounters: Always on the search for exotic beasts to serve as mounts, Finnogh often resides in or near the lairs of strange creatures. Roleplaying Suggestions: Finnogh is quick to query adventurers about any strange creatures they might have encountered, and may join them on a hunt for such beasts. SAVAGE RIDER CR 12 HUMAN BARBARIAN 13 XP 19,200 Medium humanoid (human) CN 1818 Init +3; Senses low-light vision; Perception +20 DEFENSE AC 19, touch 12, flat-footed 16 (+7 armor, +3 Dex, –2 rage, +1 size) hp 191 (14d12+95) Fort +16, Ref +8, Will +9; +2 vs. illusions, +4 vs. enchantments Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved uncanny dodge, indomitable will, trap sense +4; DR 3/—; Immune frightened, nauseated, shaken, sickened OFFENSE Speed 25 ft. Melee +1 thundering gnome hooked hammer +21/+16/+11 (1d4+8/19–20/×4) or +1 thundering gnome hooked hammer +19/+14/+9 (1d4+6/19– 20/×4), +1 gnome hooked hammer +19/+14 (1d6+6/19–20/×3), bite +15 (1d3+2) Ranged mwk composite longbow +19/+14/+9 (1d6+5/×3) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, greater rage (33 rounds/day), rage powers (animal fury, clear mind, fearless rage, internal fortitude, mighty swing, moment of clarity, strength surge +14) Gnome Spell-Like Abilities (CL 14th; concentration +15) 1/day—dancing lights, ghost sound (DC 11), prestidigitation, speak with animals TACTICS Before Combat The barbarian uses her wand of shield before most battles, but also uses her wand of mirror image if she expects a difficult fight or a battle against a strong lone enemy. During Combat The barbarian closes quickly to make full attacks with her hooked hammer, using the thundering pick end as her primary weapon and the hammer as her off-hand attack. If she has to charge or otherwise move between attacks, she makes a single two-handed Power Attack with the pick end. She uses moment of clarity to trigger a wand or scroll if the situation demands, such as in an encounter with a flying or invisible foe. She prefers to reserve her boots of speed for when she is already in melee, to facilitate full attacks or to close the distance on faster enemies. Base Statistics When not raging, the barbarian’s statistics are AC 21, touch 14, flat-footed 18; hp 149; Fort +13, Will+6; no bonus vs. enchantments; Immune —; Melee +1 thundering gnome hooked hammer +18/+13/+8 (1d4+4/19–20/×4) or +1 thundering gnome hooked hammer +16/+11/+6 (1d4+3/19–20/×4), +1 gnome hooked hammer +16/+11 (1d6+3/19–20/×3); Ranged mwk composite longbow +19/+14/+9 (1d6+2/×3); Str 14, Con 16; CMB +15; CMD 28; Skills Climb +3. STATISTICS Str 20, Dex 17, Con 22, Int 8, Wis 12, Cha 12 Base Atk +14; CMB +18; CMD 29 Feats Double Slice, Improved Critical (gnome hooked hammer), Improved Two-Weapon Fighting, Power Attack, Skill Focus (Use Magic Device), Two-Weapon Fighting, Two-Weapon Rend Skills Acrobatics +17, Climb +6, Craft (alchemy) +5, Knowledge (arcana) +0, Perception +20, Spellcraft +0, Stealth +5, Survival +5, Use Magic Device +18 Languages Common, Gnome, Sylvan SQ fast movement Combat Gear scroll of align weapon, scroll of cure light wounds, scroll of magic weapon, scroll of protection from good, scroll of true strike, wand of fly (10 charges), wand of mirror image (10 charges), wand of see invisibility (10 charges), wand of shield (40 charges), alchemical sliver arrows (10), cold iron arrows (20); Other Gear +1 breastplate, +1 thundering/+1 gnome hooked hammer, masterwork composite longbow (+5 Str), belt of giant strength +2, boots of speed, cloak of resistance +1, 8 gp An oddity among their kind, arcane experimenters use knowledge of magic to sow confusion on the battlefield. KRIDA GRICHENWALD Krida studies the link between emotional states and magic. Though she’s so far been unable to focus her rage into magic, she believes it is only a matter of time. When friends and family tried to dissuade her, Krida quite literally sacrificed them, murdering some swiftly in paranoid vengeance but gruesomely torturing others in her search for non-existent magical secrets. Combat Encounters: Krida’s obsession drives her to attack those who obviously possess magic items. Roleplaying Suggestions: Krida may search out spellcasters in order to pick their brains about rage magic, but she soon becomes frustrated and hostile to them. ARCANE EXPERIMENTER CR 13 GNOME BARBARIAN 14 XP 25,600 Small humanoid (gnome) CE 1919 CR 12 13 CORE CLASSES BARBARIANS Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +18 DEFENSE AC 20, touch 11, flat-footed 17 (+7 armor, +3 Dex, –2 rage, +2 shield) hp 200 (15d12++97) Fort +17, Ref +10, Will +10; +5 vs. spells and spell-like and supernatural abilities, +4 vs. enchantments Defensive Abilities improved uncanny dodge, indomitable will, trap sense +5; DR 3/— OFFENSE Speed 30 ft. Melee nine lives stealer +22/+17/+12 (1d8+7/17–20) or armor spikes +20/+15/+10 (1d6+5) Ranged mwk composite longbow +19/+14/+9 (1d8+5/×3) Special Attacks greater rage (35 rounds/day), rage powers (low- light vision, mighty swing, night vision, quick reflexes, scent, strength surge +15, superstition +5) TACTICS Before Combat The barbarian uses stealth and deception to get close to enemies without them noticing, and uses his chime of opening to break into locked strongholds. During Combat The barbarian tries to disarm opponents at the beginning of combat, using poison against a target’s weakest ability score if he knows his target in advance. He triggers his mighty swing on a sword critical that might slay his target, and uses his rage-enhanced senses to find creatures trying to hide or flee. He uses his buckler when faced with many foes, but against lone targets uses his nine lives stealer for two-handed Power Attacks. Base Statistics When not raging, the barbarian’s statistics are AC 22, touch 13, flat-footed 19; hp 155; Fort +14, Will+7; no bonus vs. spells and spell-like or supernatural abilities, no bonus vs. enchantments; Melee nine lives stealer +19/+14/+9 (1d8+4/17–20) or armor spikes +17/+12/+7 (1d6+2); Ranged mwk composite longbow +19/+14/+9 (1d8+2/×3); Str 15, Con 16; CMB +17; CMD 30; Skills Climb +7, Swim +3. STATISTICS Str 21, Dex 16, Con 22, Int 14, Wis 10, Cha 8 Base Atk +15; CMB +20; CMD 31 Feats Blind-Fight, Combat Expertise, Deadly Aim, Deceitful, Greater Disarm, Improved Critical (longsword), Improved Disarm, Power Attack, Step Up Skills Acrobatics +18 (+22 when jumping), Bluff +18, Climb +10, Craft (alchemy) +6, Disguise +20 (+30 with hat of disguise), Intimidate +15, Knowledge (local, nobility) +5, Linguistics +7, Perception +18, Stealth +20, Survival +10, Swim +6 Languages Common, Aklo, Draconic, Dwarven, Elven, Gnoll, Goblin, Orc SQ fast movement Combat Gear potion of cure light wounds, potion of invisibility, potions of undetectable alignment (2), blue whinnis poison (2), giant wasp poison (2), purple worm poison; Other Gear +1 shadow breastplate with armor spikes, +1 buckler, nine lives stealer, masterwork composite longbow (+5 Str) with 20 arrows, belt of giant strength +2, chime of opening, cloak of resistance +2, hat of disguise, disguise kit, 50 gp Careful and cunning, life stealers often serve as assassins. XAVIER DURANT Xavier fancies himself a master of infiltration, and takes special delight in eliminating rival assassins. Combat Encounters: Xavier often hires goons to weaken his prey before moving in for the kill. Roleplaying Suggestions: Xavier disguises himself so he can interact with marks in person and learn about them. LIFE STEALER CR 14 HUMAN BARBARIAN 15 XP 38,400 Medium humanoid (human) NE 2020 Init +1; Senses darkvision 60 ft.; Perception +20 DEFENSE AC 16, touch 9, flat-footed 15 (+7 armor, +1 Dex, –2 rage) hp 237 (16d12+128) Fort +19, Ref +8, Will +11; +6 vs. spells and supernatural or spell-like abilities, +4 vs. enchantments Defensive Abilities improved uncanny dodge, indomitable will, orc ferocity, trap sense +5; DR 4/—; Immune frightened, nauseated, shaken, sickened OFFENSE Speed 30 ft. Melee +1 disruption heavy flail +26/+21/+16/+11 (1d10+13/17–20) or +1 merciful heavy flail +26/+21/+16/+11 (1d10+1d6+13 nonlethal/17–20) Ranged +1 undead-bane composite longbow +18/+13/+8/+3 (1d8+9/×3) Special Attacks greater rage (38 rounds/day), rage powers (clear mind, fearless rage, internal fortitude, intimidating glare, no escape, quick reflexes, superstition +6, terrifying howl [DC 26]) TACTICS During Combat The barbarian hunts undead, using both his +1 disruption heavy flail and his bow. Against the living, he uses intimidating glare and terrifying howl, then switches to his +1 merciful heavy flail and utilizes Exhausting Criticals and trip maneuvers to take enemies out of the fight without killing them. Base Statistics When not raging, the barbarian’s statistics are AC 18, touch 11, flat-footed 17; hp 189; Fort +16, Will+8; no bonus vs. spells and spell-like or supernatural abilities, no bonus vs. enchantments; Melee +1 disruption heavy flail +23/+18/+13/+8 (1d10+8/17–20) or +1 merciful heavy flail +23/+18/+13/+8 (1d10+1d6+8 nonlethal/17–20); Ranged +1 undead-bane composite longbow +18/+13/+8/+3 (1d8+6/×3); Str 20, Con 18; CMB +21 (+25 trip); CMD 32 (34 vs. trip); Skills Climb +17, Swim +7. STATISTICS Str 26, Dex 12, Con 24, Int 14, Wis 12, Cha 8 Base Atk +16; CMB +24 (+28 trip); CMD 33 (35 vs. trip) Feats Combat Expertise, Critical Focus, Exhausting Critical, Greater Trip, Improved Critical (heavy flail), Improved Trip, Tiring Critical, Weapon Focus (heavy flail) Skills Acrobatics +16 (+20 when jumping), Climb +20, Intimidate +20, Knowledge (religion) +15, Perception +20, Ride +1, Stealth +11, Survival +10, Swim +10 Languages Abyssal, Common, Draconic, Orc SQ fast movement, orc blood, weapon familiarity Combat Gear potion of cure serious wounds, potion of lesser restoration, silversheen, alchemical silver arrows (20), cold iron arrows (20), holy water (2); Other Gear +1 chainmail, +1 disruption heavy flail, +1 merciful heavy flail, +1 undead-bane composite longbow (+8 Str), belt of physical perfection +2, cloak of resistance +2, 2 gp Whether encountered alone or in a group of like-minded individuals, undead hunters let no one stand in the way of their grim work. TORAIN MIRNO The last survivor of a half-orc tribe exterminated by a necromancer, Torain has devoted his life to cleansing the world of the taint of the unliving. His studious nature is a rarity among half-orcs, particularly in light of the savagery he unleashes upon the deathless hordes. While some hail him as a hero, his endless war has all but extinguished his sense of compassion and mercy. Combat Encounters: Torain strikes hard and fast against those he believes serve undead or necromantic masters, often killing them before asking questions. Roleplaying Suggestions: Between undead hunts, Torain holds silent vigils in a cemeteries and mausoleums, acting as a fierce and watchful warden against the rising dead. UNDEAD HUNTER CR 15 HALF-ORC BARBARIAN 16 XP 51,200 Medium humanoid (human, orc) N 2121 CR 14 15 CORE CLASSES BARBARIANS Init +5; Senses low-light vision; Perception +23 DEFENSE AC 20, touch 13, flat-footed 15 (+7 armor, +5 Dex, –2 rage) hp 218 (17d12+102) Fort +17, Ref +12, Will +11; +6 vs. enchantments Defensive Abilities improved uncanny dodge, indomitable will, trap sense +5; DR 4/—; Immune sleep OFFENSE Speed 40 ft. Melee +1 keen shocking burst elven curve blade +25/+20/+15/+10 (1d10+11/15–20 plus 1d6 electricity) Ranged +1 seeking composite longbow +23/+18/+13/+8 (1d8+8/19–20/×3) Special Attacks greater rage (38 rounds/day), rage powers (clear mind, mighty swing, no escape, powerful blow +5, raging leaper +17, strength surge +17, surprise accuracy +5, unexpected strike) TACTICS During Combat The barbarian initially pelts enemies with arrows to deliver disabling critical hit effects, and dispatches any who survive with her flashing blade. In either case, she uses her speed to stay out of danger and her boots of speed to maximize movement or make full attacks in melee or at range. Base Statistics When not raging, the barbarian’s statistics are AC 22, touch 15, flat-footed 17; hp 167; Fort +14, Will+8; Melee +1 keen shocking burst elven curve blade +22/+17/+12/+7 (1d10+7/15–20 plus 1d6 electricity); Ranged +1 seeking composite longbow +23/+18/+13/+8 (1d8+5/19–20/×3); Str 18, Con 14; CMB +21; CMD 36; Skills Acrobatics +24 (+28 when jumping), Climb +7, Swim +7. STATISTICS Str 24, Dex 20, Con 20, Int 12, Wis 12, Cha 8 Base Atk +17; CMB +24; CMD 37 Feats Bleeding Critical, Critical Focus, Improved Critical (composite longbow), Manyshot, Point-Blank Shot, Power Attack, Rapid Shot, Staggering Critical, Stunning Critical Skills Acrobatics +24 (+45 when jumping), Climb +10, Intimidate +16, Knowledge (nature) +10, Perception +23, Ride +14, Stealth +20, Survival +10, Swim +10 Languages Common, Elven SQ elven magic, fast movement, tireless rage, weapon familiarity Combat Gear oil of align weapon (evil), oil of flame arrow, potions of cure light wounds (2), potions of jump (2), potion of spider climb, adamantine arrows (10), alchemical silver arrows (10) , tanglefoot bags (2); Other Gear +1 mithral breastplate, +1 keen shocking burst elven curve blade, +1 seeking composite longbow (+7 Str) with 40 cold iron arrows, belt of physical perfection +2, boots of speed, cloak of resistance +2, 50 gp Graceful slayers stalk the wilderness and the far reaches of the world, protecting the denizens and environs from those who would seek to slay and destroy. SIBUSISWE NJAI Sibusiswe is a fierce and feral elf with the grace of a panther, and claims that she communes with animistic spirits of the forest and savannah. A loner, she prowls the wildlands, appearing and disappearing like a flash of lightning. Combat Encounters: Sibusiswe follows the dictates of the animalistic spirits that she believes guide her. Because of this, her attacks can be unprovoked—as much as a surprise to her as to her victims. Roleplaying Suggestions: Sibusiswe’s spirits are capricious, but also inquisitive. An encounter with the elf is just as likely to end in a parley as it is to end in combat. GRACEFUL SLAYER CR 16 ELF BARBARIAN 17 XP 76,800 Medium humanoid (elf) N 2222 Init +3; Senses Perception +21 DEFENSE AC 19, touch 12, flat-footed 15 (+7 armor, +3 Dex, +1 dodge, –2 rage) hp 230 (18d12+108) Fort +19, Ref +12, Will +12; +6 vs. spells and spell-like and supernatural abilities, +4 vs. enchantments Defensive Abilities 50% chance to negate critical hits and sneak attacks, improved uncanny dodge, indomitable will, trap sense +6; DR 4/—; Immune frightened, nauseated, shaken, sickened OFFENSE Speed 40 ft. Melee +3 adamantine ranseur +31/+26/+21/+16 (2d4+18/×3) Ranged +1 composite longbow +22/+17/+12/+7 (1d8+11/×3) Space 5 ft.; Reach 5 ft. (10 ft. with ranseur) Special Attacks greater rage (40 rounds/day), rage powers (fearless rage, guarded stance +4, internal fortitude, mighty swing, quick reflexes, strength surge +18, superstition +6, surprise accuracy +5, unexpected strike) TACTICS Before Combat The barbarian drinks his potion of shield of faith if he has time. During Combat The barbarian plunges into battle using Spring Attack. Once in position, he uses Whirlwind Attack with Lunge and Power Attack, alternating regular ranseur attacks with trip, disarm, or sunder maneuvers (the latter against targets far enough away that they cannot make attacks of opportunity). He exits and re-enters rage whenever necessary to reactivate once-per-rage powers like mighty swing and unexpected strike. Base Statistics When not raging, the barbarian’s statistics are AC 21, touch 14, flat-footed 17; hp 176; Fort +16, Will+9; no bonus vs. spells and spell-like or supernatural abilities, no bonus vs. enchantments; Melee +3 adamantine ranseur +28/+23/+18/+13 (2d4+13/×3); Ranged +1 composite longbow +22/+17/+12/+7 (1d8+8/×3); Str 24, Con 14; CMB +25; CMD 39; Skills Climb +17, Swim +17. STATISTICS Str 30, Dex 16, Con 20, Int 14, Wis 10, Cha 8 Base Atk +18; CMB +28 (+32 trip); CMD 40 (42 vs. trip) Feats Combat Expertise, Combat Reflexes, Dodge, Greater Trip, Improved Trip, Lunge, Mobility, Power Attack, Spring Attack, Whirlwind Attack Skills Acrobatics +21, Climb +20, Intimidate +20, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (nature) +20, Perception +21, Ride +7, Survival +20, Swim +20 Languages Common SQ fast movement, tireless rage Combat Gear oil of align weapon (good), potion of cure light wounds, potion of fly, potion of invisibility, potions of shield of faith (2); Other Gear +1 moderate fortification breastplate, +3 adamantine ranseur, +1 composite longbow (+10 Str) with 20 arrows, dagger, handaxe, belt of giant strength +6, cloak of resistance +3, pink rhomboid ioun stone, 43 gp Refined reavers mix their savage fury with more refined and civilized weapon attacks and maneuvers, dipping in and out of rage when it suits their purpose. They often work well with groups of allies. REFINED REAVER CR 17 HUMAN BARBARIAN 18 XP 102,400 Medium humanoid (human) N 2323 CR 16 17 CORE CLASSES BARBARIANS Init +2; Senses darkvision 60 ft.; Perception +27 DEFENSE AC 13, touch 10, flat-footed 11 (+3 armor, +2 Dex, –2 rage) hp 243 (19d12+114) Fort +20, Ref +12, Will +13; +6 vs. spells and spell-like or supernatural abilities, +4 vs. enchantments Defensive Abilities blink, improved uncanny dodge, indomitable will, orc ferocity, trap sense +6; DR 5/— OFFENSE Speed 40 ft., fly 60 ft. (good) Melee +1 unholy ghost touch adamantine scythe +31/+26/+21/+16 (2d4+16/19–20/×4) Ranged mwk composite longbow +22/+17/+12/+7 (1d8+10/×3) Special Attacks greater rage (42 rounds/day), rage powers (clear mind, intimidating glare, knockback, mighty swing, strength surge +19, superstition +6, surprise accuracy +5, terrifying howl [DC 29], unexpected strike) TACTICS Before Combat The barbarian uses potions if expecting a major confrontation. His ring of blinking operates continuously. During Combat The barbarian begins combat with Dazzling Display and terrifying howl. Against a small group, he makes Flyby Attacks, using Lunge and potions of enlarge person to extend his reach and avoid attacks of opportunity, and Great Cleave against targets clustered together. In close combat, he uses intimidating glare along with Great Cleave attacks, using knockback to force enemies into close quarters. He relies on his ring of blinking to avoid most attacks, and with his tireless rage he exits and re-enters rage whenever it’s convenient to regain the use rage powers he can use only once per rage. Base Statistics When not raging, the barbarian’s statistics are AC 15, touch 12, flat-footed 13; hp 186; Fort +17, Will+10; no bonus vs. spells and spell-like or supernatural abilities, no bonus vs. enchantments; Melee +1 unholy ghost touch adamantine scythe +28/+23/+18/+13 (2d4+11/19–20/×4); Ranged mwk composite longbow +22/+17/+12/+7 (1d8+7/×3); Str 24, Con 14; CMB +26; CMD 38; Skills Climb +11, Intimidate +37, Swim +11. STATISTICS Str 30, Dex 14, Con 20, Int 8, Wis 10, Cha 12 Base Atk +19; CMB +29; CMD 39 Feats Cleave, Dazzling Display, Flyby Attack, Great Cleave, Improved Critical (scythe), Intimidating Prowess, Lunge, Power Attack, Shatter Defenses, Weapon Focus (scythe) Skills Acrobatics +11 (+15 when jumping), Climb +14, Fly +15, Intimidate +40, Perception +27, Survival +5, Swim +14 Languages Common, Orc SQ fast movement, orc blood, tireless rage, weapon familiarity Combat Gear oil of magic weapon, potion of bear’s endurance, potion of cat’s grace, potions of cure moderate wounds (2), potions of enlarge person (4), silversheen, tanglefoot bag; Other Gear masterwork studded leather, +1 unholy ghost touch adamantine scythe, masterwork composite longbow (+10 Str) with 20 arrows, belt of giant strength +4, cloak of resistance +4, eyes of the eagle, handy haversack, mask of intimidation, ring of blinking, ring of feather falling, winged boots, 57 gp These fearsome killers seek to feed their dark gods with the souls of those they slice apart with their powerful scythes—weapons powerful enough to cut through both flesh and spirit. DEATH DEALER CR 18 HALF-ORC BARBARIAN 19 XP 153,600 Medium humanoid (human, orc) CE 2424 Init +2; Senses Perception +25 DEFENSE AC 24, touch 10, flat-footed 22 (+7 armor, +2 Dex, –2 rage, +7 shield) hp 415 (20d12+280) Fort +28, Ref +12, Will +18; +9 vs. spells and spell-like abilities, +4 vs. enchantments, +2 vs. poison and supernatural abilities Defensive Abilities 70% chance to negate critical hits and sneak attacks, defensive training (+4 dodge bonus to AC vs. giants), improved uncanny dodge, indomitable will, trap sense +6; DR 8/—; Immune frightened, harmful vapors and gases, nauseated, shaken, sickened OFFENSE Speed 30 ft., fly 60 ft. (good) Melee +5 bashing spiked heavy shield +31/+26/+21/+16 (2d6+11) or +5 bashing spiked heavy shield +29/+24/+19/+14 (2d6+11), +1 adamantine dwarven waraxe +25 (1d10+4/×3) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, mighty rage (50 rounds/day), rage powers (clear mind, fearless rage, increased damage reduction +3, internal fortitude, knockback, mighty swing, strength surge +20, superstition +7) TACTICS During Combat The barbarian breaks up enemy positions with bull rush. He always includes knockback and Shield Slam, and adds strength surge against strong enemies. Base Statistics When not raging, the barbarian’s statistics are AC 26, touch 12, flat-footed 24; hp 335; Fort +24, Will+14; +2 vs. poison, spells, and spell-like abilities, no bonus vs. supernatural abilities or enchantments; DR 5/—; Melee +5 bashing spiked heavy shield +27/+22/+17/+12 (2d6+7) or +5 bashing spiked heavy shield +25/+20/+15/+10 (2d6+7), +1 adamantine dwarven waraxe +21 (1d10+2/×3); Str 14, Con 26; CMB +22; CMD 34; Skills Climb +16. STATISTICS Str 22, Dex 15, Con 34, Int 10, Wis 14, Cha 6 Base Atk +20; CMB +26 (+30 bull rush); CMD 36 (42 vs. bull rush, 40 vs. trip) Feats Greater Bull Rush, Improved Bull Rush, Improved Shield Bash, Iron Will, Lunge, Power Attack, Shield Master, Shield Slam, Toughness, Two-Weapon Fighting Skills Acrobatics +22, Climb +20, Intimidate +20, Linguistics +3, Perception +25 (+27 to notice unusual stonework), Profession (miner) +5, Survival +6 Languages Common, Dwarven, Giant, Terran, Undercommon SQ fast movement, tireless rage Combat Gear potion of cure moderate wounds, potions of haste (2); Other Gear +1 heavy fortification breastplate, +5 bashing spiked heavy steel shield, +1 adamantine dwarven waraxe, belt of mighty constitution +6, cloak of resistance +4, necklace of adaptation, ring of feather falling, winged boots, 150 gp These barbarians are always scarred in some way, and wander the land in order to accomplish great deeds. GORGU STONESPLITTER Once an ordinary dwarven warrior, Gorgu Stonesplitter was captured and enslaved by fire giants who shaved his beard, and burned and scarred his face. After years of toil in their mines, he gained his freedom when the giants’ king was overthrown by a group of adventurers. Gorgu threw his lot in with them in the hope of taking his revenge on the giants’ masters. While he learned much, killing could not restore his pride or his faith in his people, nor slake the rage in his heart. Since taking his leave from his companions, he has roamed the world in search of purpose. He fights now for the fun of it, and his temper has gradually cooled to dark embers. Still, he might join any nearby fray on any side. Should anyone land a blow he notices, he might begin to fight in earnest. Combat Encounters: A glutton for battle, Gorgu fights for anyone or any cause that might offer a challenge. Roleplaying Suggestions: Every so often, Gorgu seeks out powerful adventurers to lead him to an impossible foe—which he secretly plans to take down single-handedly. SCARRED WANDERER CR 19 DWARF BARBARIAN 20 XP 204,800 Medium humanoid (dwarf) CN 2525 CR 18 19 CORE CLASSES BARBARIANS Init +2; Senses Perception +5 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 14 (2d8+1) Fort +1, Ref +5, Will +4; +4 vs. bardic performance, language- dependent, and sonic OFFENSE Speed 30 ft. Melee dagger +1 (1d4/19–20) Ranged dagger +3 (1d4/19–20) Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate, inspire courage +1) Bard Spells Known (CL 2nd; concentration +5) 1st (3/day)—charm person (DC 14), expeditious retreat, sleep (DC 14) 0 (at will)—daze (DC 13), detect magic, flare (DC 13), ghost sound (DC 13), prestidigitation TACTICS During Combat The bard stays at a safe distance, supporting allies with music and using spells to deter fights. STATISTICS Str 10, Dex 14, Con 13, Int 8, Wis 12, Cha 17 Base Atk +1; CMB +1; CMD 13 Feats Point-Blank Shot, Precise Shot Skills Acrobatics +5, Bluff +7, Diplomacy +8, Handle Animal +8, Knowledge (local) +4, Perception +5, Perform (wind) +8, Sense Motive +5, Sleight of Hand +7, Stealth +5 Languages Common SQ bardic knowledge +1, versatile performance (wind) Combat Gear potions of cure light wounds (2), potion of invisibility, caltrops, silk rope, tanglefoot bags (2); Other Gear masterwork chain shirt, daggers (3), 8 gp A bard without a regular tavern as a base can busk in various streets and markets. JELKS THE PIPER After growing up an orphan on the streets, Jelks earns a living by playing music and guiding newcomers through the city. She hopes adventurer clients will take her along with them. Init +2; Senses low-light vision; Perception +5 DEFENSE AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 9 (1d8+1) Fort +1, Ref +4, Will +1; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee rapier +2 (1d6/18–20) Ranged shortbow +2 (1d6/×3) Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage +1) Bard Spells Known (CL 1st; concentration +4) 1st (2/day)—grease, hideous laughter (DC 14) 0 (at will)—dancing lights, ghost sound (DC 13), message, prestidigitation TACTICS During Combat The bard uses grease to escape. STATISTICS Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 17 Base Atk +0; CMB +0; CMD 12 Feats Skill Focus (Perform [wind]), Weapon Finesse Skills Bluff +7, Diplomacy +7, Perception +5, Perform (wind) +12, Sense Motive +3, Sleight of Hand +6, Stealth +5, Use Magic Device +7 Languages Common, Elven SQ bardic knowledge +1, elf blood Combat Gear potions of cure light wounds (2), alchemist’s fire, sunrod, tanglefoot bag, thunderstone; Other Gear studded leather, rapier, shortbow with 20 arrows, masterwork flute, 13 gp These performers entertain to earn drinks and tips. CALVOS He loves life on the road, but Calvos’s erratic behavior keeps him out of the best shows. 2626 TAVERN SINGER CR 1/2 HALF-ELF BARD 1 XP 200 Medium humanoid (elf, human) CN STREET PERFORMER CR 1 HUMAN BARD 2 XP 400 Medium humanoid (human) CN Init +1; Senses Perception +4 DEFENSE AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 20 (3d8+3) Fort +2, Ref +4, Will +3; +4 vs. bardic performance, language- dependent, and sonic OFFENSE Speed 30 ft. Melee mwk dagger +4 (1d4–1/19–20) Ranged dagger +3 (1d4–1/19–20) Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1) Bard Spells Known (CL 3rd; concentration +5) 1st (4/day)—charm person (DC 14), cure light wounds (DC 13), hypnotism (DC 14), sleep (DC 14) 0 (at will)—daze (DC 13), detect magic, light, lullaby (DC 13), mage hand, resistance TACTICS During Combat The bard uses bardic performance to bolster his entourage, and spells to impede enemies. STATISTICS Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 15 Base Atk +2; CMB +1; CMD 12 Feats Skill Focus (Bluff), Spell Focus (enchantment), Weapon Finesse Skills Appraise +6, Bluff +11, Diplomacy +8, Disguise +8, Intimidate +6, Knowledge (arcana, nobility) +7, Knowledge (local) +9, Perception +4, Perform (act, dance) +8, Perform (sing) +7, Sense Motive +5, Spellcraft +8 Languages Common, Elven, Infernal SQ bardic knowledge +1, versatile performance (act) Combat Gear potion of invisibility; Other Gear masterwork dagger, bracers of armor +1, 48 gp Celebrity bards love the spotlight and their throngs of admiring fans. TREMIN KAYLOS An up-and-coming local star, Tremin is the son of a crime boss. He uses his social clout to smear rivals. Init +3; Senses Perception +1 DEFENSE AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex) hp 25 (4d8+4) Fort +2, Ref +8, Will +4; +2 vs. fear, +4 vs. bardic performance, language-dependent, and sonic OFFENSE Speed 20 ft. Melee mwk short sword +7 (1d6/19–20) Ranged sling +6 (1d4) Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1) Bard Spells Known (CL 4th; concentration +8) 2nd (2/day)—suggestion (DC 16), tongues 1st (4/day)—animate rope, cure light wounds (DC 15), lesser confusion (DC 15), ventriloquism (DC 15) 0 (at will)—daze (DC 14), detect magic, flare (DC 14), ghost sound (DC 14), mending, read magic TACTICS During Combat The bard hides using ventriloquism, and snares enemies with animate rope. STATISTICS Str 11, Dex 16, Con 10, Int 12, Wis 8, Cha 18 Base Atk +3; CMB +3; CMD 16 Feats Arcane Strike, Weapon Finesse Skills Acrobatics +11 (+7 when jumping), Bluff +11, Climb +1, Diplomacy +8, Intimidate +9, Knowledge (local) +10, Perception +1, Perform (comedy) +11, Sense Motive +4, Spellcraft +6, Stealth +7, Use Magic Device +10 Languages Common, Halfling SQ bardic knowledge +2, versatile performance (comedy) Combat Gear potions of cure moderate wounds (2), tanglefoot bags (2); Other Gear +1 chain shirt, masterwork short sword, sling with 20 bullets, everburning torch, 30 gp These jokers’ jeers and pranks create humor from misfortune. KORMICK VELDROSS A diminutive bully, Kormick makes fun of everyone, but only fights when he’s drunk. 2727 LOCAL CELEBRITY CR 2 HUMAN BARD 3 XP 600 Medium humanoid (human) LE TAUNTING COMEDIAN CR 3 HALFLING BARD 4 XP 800 Small humanoid (halfling) CE CR CORE CLASSES BARDS 1/2 1 2 3 Init +0; Senses Perception +5 DEFENSE AC 12, touch 11, flat-footed 12 (+1 armor, +1 deflection) hp 31 (5d8+5) Fort +4, Ref +4, Will +5; +4 vs. bardic performance, language- dependent, and sonic OFFENSE Speed 30 ft. Melee mwk dagger +3 (1d4–1/19–20) Ranged mwk dagger +4 (1d4–1/19–20) Special Attacks bardic performance 16 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +2) Bard Spells Known (CL 5th; concentration +9) 2nd (3/day)—detect thoughts (DC 16), invisibility, misdirection 1st (5/day)—alarm, charm person (DC 16), comprehend languages, undetectable alignment 0 (at will)—detect magic, ghost sound (DC 14), light, mage hand, open/close, resistance TACTICS During Combat The bard controls and confuses attackers with spells, leading combat by turning invisible and using detect thoughts to gain a better understanding of the enemy. She uses charm person to draw opponents to her side. STATISTICS Str 8, Dex 10, Con 12, Int 14, Wis 13, Cha 18 Base Atk +3; CMB +2; CMD 13 Feats Arcane Strike, Great Fortitude, Skill Focus (Bluff), Spell Focus (enchantment) Skills Bluff +15, Diplomacy +12, Knowledge (arcana) +10, Knowledge (history, local, nobility) +12, Knowledge (planes) +8, Knowledge (religion) +9, Perception +5, Perform (oratory) +12, Sense Motive +9, Spellcraft +10, Stealth +6 Languages Common, Dwarven, Elven SQ bardic knowledge +2, lore master 1/day, versatile performance (oratory) Combat Gear potions of cure light wounds (2), potion of eagle’s splendor; Other Gear masterwork dagger, bracers of armor +1, ring of protection +1, 50 gp Court poets swirl from influential person to influential person in noble courts, attempting to gain favor through stirring verse and manipulative deeds. They can secretly direct realms with their words. EKSEL MERTAND Eksel is the voice in the lord’s ear. She attempts to lead the nation with her advice and influence, digging her claws into every aspect of court intrigue as deeply as she can. Her enemies become the enemies of the state, and those she despises risk execution or imprisonment. Eksel sometimes makes gloating visits to those she has imprisoned to remind them who is more powerful. Discovered in a local tavern and favored by the previous king for her grandiose storytelling style and world-spanning collection of fables and anecdotes, Eksel began her life in politics. After that king’s passing and the prince’s ascension to the throne, Eksel remained at the new king’s side. Close in age and sharing similar tastes for drinking and carousing, Eksel and the prince grew fond of each other. The bard is now firmly entrenched in the court and enjoys all of its prestige and financial splendor. Many nobles enjoy Eksel’s skills at oration, but secretly bear grudges against the lowborn woman. They are jealous of her relationship with the king, and complain among each other how her advice constantly trumps theirs. Any moves against Eksel draw great displeasure from the king, sometimes resulting in embarrassing punishments. Eksel boasts a robust collection of jewelry and clothing. She constantly carries around a quill for taking notes on her enemies, and chews on it while she’s plotting. Combat Encounters: A careful schemer, Eksel is rarely encountered alone. She travels with a retinue of her lord’s soldiers, supporting them in combat until discretion becomes the only avenue of survival. Then she attempts to flee or, if that’s not an option, to negotiate the terms of her release. Roleplaying Suggestions: Quick of wit and possessed of extreme cunning, Eksel might appear quiet and observant when first encountered. She sizes up her potential enemies and allies silently—and everyone is a potential enemy or ally— always looking for personal weaknesses to exploit or talents to manipulate in the service of her master. COURT POET CR 4 HUMAN BARD 5 XP 1,200 Medium humanoid (human) LE 2828 Init +1; Senses low-light vision; Perception +3 DEFENSE AC 15, touch 12, flat-footed 14 (+3 armor, +1 deflection, +1 Dex) hp 30 (6d8) Fort +1, Ref +6, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep OFFENSE Speed 30 ft. Melee mwk rapier +6 (1d6/18–20) Ranged dagger +5 (1d4/19–20) Special Attacks bardic performance 18 rounds/ day (countersong, distraction, fascinate, inspire competence +2, inspire courage +2, suggestion) Bard Spells Known (CL 6th; concentration +10) 2nd (4/day)—alter self, detect thoughts (DC 16), minor image (DC 17), suggestion (DC 16) 1st (5/day)—comprehend languages, disguise self, silent image (DC 16), ventriloquism (DC 16) 0 (at will)—dancing lights, detect magic, ghost sound (DC 15), message TACTICS During Combat The bard uses her potion of invisibility to hide and minor image to make illusory combatants. If pressed, she uses suggestion to make her enemies leave the fight. STATISTICS Str 10, Dex 13, Con 8, Int 14, Wis 12, Cha 18 Base Atk +4; CMB +4; CMD 16 Feats Skill Focus (Perform [act, oratory]), Spell Focus (illusion), Weapon Finesse Skills Acrobatics +6, Escape Artist +10, Knowledge (arcana) +10, Knowledge (local) +14, Knowledge (nobility) +13, Perception +3, Perform (act, oratory) +16, Perform (string) +13, Sense Motive +10, Spellcraft +8, Stealth +10 Languages Common, Draconic, Elven SQ bardic knowledge +3, elf blood, lore master 1/day, versatile performance (act, oratory) Combat Gear elixir of truth, potion of cure light wounds, potions of invisibility (2); Other Gear +1 leather armor, masterwork rapier, dagger, ring of protection +1, violin, 13 gp Con artists are never what they first appear to be. They hustle the gullible using confidence schemes. AGAIL ENTHESS Posing as a minor noble, “Lady Enthess” uses her assumed station in life to instill a sense of trust in her potential marks. Her apparent success and lavish lifestyle convince wealthy people of her success, leading them to invest in her various business ventures. Lady Enthess sells counterfeits of relics supposedly discovered during a dangerous expedition. She keeps a few crates of these fakes in a hidden space in her basement. Through Enthess’s adventuring business, investors fund her seemingly hazardous excursions. This tiered investment only ever pays out for Enthess herself. Enthess also sells mining rights in the area. She purchases an old mine, supposedly played out decades ago, then sneaks in and seeds it with raw gems. She then hires a prospector to inspect the purchase. Once he returns with news of the great wealth, she sells the claim for much more than she originally paid. Growing up on the streets, Enthess has defrauded hundreds of marks in her time. Though she enjoys bilking the clueless wealthy, she’s not so noble as to leave the poor alone. It was among these people she was raised, and from them she learned some of the simplest frauds. One of her favorites when she was young was the glass drop: she would purposefully bump into someone on the street, drop a sack of already broken glass, claim the bag contained an expensive vase, and demand the mark pay for the damage. As she grew up and began adventuring, she expanded her swindles to a greater scale. Combat Encounters: Unless supported by a group of bodyguards or shills, Agail stays out of combat—begging, cajoling, bribing, or bargaining when need be. If she is well supported, she provides aid (while invisible) before slipping away to continue her schemes and find a way to get revenge from a safe distance some other day. Roleplaying Suggestions: “Lady Enthess” is always on the lookout for new marks. Through polite and often delightful in conversation, she measures each person she meets, trying to find just the right con to fit the person in question. CON ARTIST CR 5 HALF-ELF BARD 6 XP 1,600 Medium humanoid (elf, human) NE 2929 CR 4 5 CORE CLASSES BARDS Init +1; Senses Perception +10 DEFENSE AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) hp 49 (7d8+14) Fort +3, Ref +6, Will +5; +2 vs. poison, spells, and spell-like abilities, +4 vs. bardic performance, language-dependent, and sonic Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee unarmed strike +10 (1d3+4) or mwk dagger +10 (1d4+4/19–20) Ranged dagger +6 (1d4+4/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, bardic performance 20 rounds/day (move action; countersong, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion) Bard Spells Known (CL 7th; concentration +11) 3rd (1/day)—confusion (DC 17), glibness 2nd (4/day)—cure moderate wounds (DC 16), detect thoughts (DC 16), eagle’s splendor, invisibility 1st (5/day)—charm person (DC 15), comprehend languages, expeditious retreat, unseen servant 0 (at will)—daze (DC 14), detect magic, mage hand, prestidigitation TACTICS Before Combat The bard casts eagle’s splendor. During Combat The bard brings his fists to any brawl that breaks out when he or someone else gets caught cheating. He alternates between making melee attacks and using confusion to reduce the number of effective combatants. Base Statistics Without eagle’s splendor, the bard’s statistics are Bard Spells Known reduce spell DCs by 2; Cha 14; Skills Bluff +12, Diplomacy +4, Intimidate +14, Perform (comedy) +15, Perform (oratory) +12. STATISTICS Str 18, Dex 13, Con 12, Int 12, Wis 10, Cha 18 Base Atk +5; CMB +9; CMD 20 (24 vs. bull rush or trip) Feats Improved Unarmed Strike, Persuasive, Skill Focus (Perform [comedy]), Weapon Focus (unarmed strike) Skills Bluff +14, Diplomacy +6, Intimidate +16, Knowledge (arcane, dungeoneering, geography, history, local, nature, religion) +8, Perception +10 (+12 to notice unusual stonework), Perform (comedy) +17, Perform (oratory) +14, Sense Motive +10 Languages Common, Dwarven SQ bardic knowledge +3, lore master 1/day, versatile performance (comedy, oratory) Combat Gear elixir of vision; Other Gear +1 chain shirt, masterwork dagger, belt of giant strength +2, 198 gp Gamblers lounge in dark corners of taverns and gambling dens, using their keen wits and talents to make a living. MELISKI TRAUNDOR Though he usually seems half drunk, Meliski’s inebriation is only an act. This deception puts his opponents at ease, making them think he’s an easy mark. They later discover he led them right into his trap when he takes all their gold by the end of the night. He knows all the tricks to spot when someone else is cheating. Posted at a tavern table surrounded by a mug of beer, a stack of cards, and a worn bag of coin, Meliski outdrinks most other patrons. He plays cards all night, until the barkeep timidly begs him to leave so he can close up. Combat Encounters: Never one to suffer cheaters lightly, Meliski doesn’t back down from a fight when cards are involved. Roleplaying Suggestions: Meliski is always found in a bar, gambling the night away. He welcomes new players, but brushes off anyone who doesn’t ante up. 3030 GAMBLER CR 6 DWARF BARD 7 XP 2,400 Medium humanoid (dwarf) N Init +3; Senses low-light vision; Perception +13 DEFENSE AC 18, touch 15, flat-footed 14 (+3 armor, +1 deflection, +3 Dex, +1 dodge) hp 43 (8d8+4) Fort +3, Ref +10, Will +7; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep OFFENSE Speed 30 ft. Melee rapier +7/+2 (1d6+1/18–20) Ranged +1 longbow +10/+5 (1d8+1/×3) Special Attacks bardic performance 21 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion) Bard Spells Known (CL 8th; concentration +11) 3rd (3/day)—haste (DC 18), major image (DC 18), sepia snake sigil (DC 18) 2nd (5/day)—invisibility, mirror image, shatter, sound burst (DC 16) 1st (5/day)—animate rope, disguise self, grease, lesser confusion (DC 14), silent image (DC 16) 0 (at will)—daze (DC 15), detect magic, light, mage hand, prestidigitation, read magic TACTICS Before Combat The bard posts political screeds in alleys, imbuing them with sepia snake sigils to trap those reading them. If anticipating combat, the bard drinks his potion of eagle’s splendor. During Combat The bard starts by casting haste and mirror image. He then shoots at opposing spellcasters or deafens them with sound burst. Base Statistics Without eagle’s splendor, the bard’s statistics are Bard Spells Known reduce spell DCs by 2; Cha 17; Skills Bluff +10, Perform (dance) +14. STATISTICS Str 13, Dex 16, Con 10, Int 10, Wis 10, Cha 17 Base Atk +6; CMB +7; CMD 22 Feats Dodge, Mobility, Point-Blank Shot, Shot on the Run Skills Acrobatics +7, Bluff +12, Climb +10, Escape Artist +14, Knowledge (arcane, local, nature, planes) +8, Perception +13, Perform (dance) +16, Sleight of Hand +11, Stealth +14 Languages Common, Elven SQ bardic knowledge +4, elven magic, lore master 1/day, versatile performance (dance, comedy), weapon familiarity Combat Gear potions of cure moderate wounds (2), potion of eagle’s splendor, potion of invisibility; Other Gear +1 leather armor, +1 longbow with 20 arrows, rapier, cloak of resistance +1, ring of protection +1, 45 gp Street artists are active in urban politics, a little crazy, or both. Their art and messages delight some, but annoy landowners whose buildings become the artists’ medium. TELKINEEL “ALLEYCAT” ORBAST This elf creates masterpieces across the city, painting them on walls and across cobblestone streets. He signs his pieces by painting a cat’s paw instead of a name. Some call these works graffiti, and they rarely stay up for long. Telkineel is also a skilled dancer and acrobat, able to contort into mind-boggling positions. He learned dances from dozens of cultures over the years. In one amazing feat, he dances on a rope tied between two streetlights. This performance garnered him his nickname, and fetches the most coin from audiences. Combat Encounters: Telkineel is often assailed by guards who don’t appreciate where he puts his art. He flees as soon as he can, rarely stopping to thank anyone who comes to his aid. Roleplaying Suggestions: Cheerful and whimsical, Telkineel can also be skittish. He tends to talk in riddles which, if deciphered, reveal truths about the city and its denizens. 3131 STREET ARTIST CR 7 ELF BARD 8 XP 3,200 Medium humanoid (elf) CN CR 6 7 CORE CLASSES BARDS Init +1; Senses Perception +9 DEFENSE AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex) hp 44 (9d8) Fort +3, Ref +7, Will +8; +4 vs. bardic performance, language-dependent, and sonic Defensive Abilities misdirection OFFENSE Speed 30 ft. Melee mwk club +6/+1 (1d6–1) Special Attacks bardic performance 24 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion) Bard Spells Known (CL 9th; concentration +13) 3rd (4/day)—clairaudience/clairvoyance, dispel magic, illusory script (DC 19), secret page 2nd (5/day)—eagle’s splendor, enthrall (DC 18), misdirection, tongues 1st (6/day)—cure light wounds (DC 17), disguise self, erase, hypnotism (DC 17), undetectable alignment 0 (at will)—daze (DC 16), detect magic, light, mage hand, message, read magic TACTICS Before Combat The bard casts eagle’s splendor. He typically has misdirection in place during the day. During Combat Weak in melee, the bard uses wands and scrolls from a distance. Base Statistics Without eagle’s splendor, the bard’s statistics are Bard Spells Known reduce spell DCs by 2; Cha 14; Skills Bluff +12, Intimidate +8, Perform (keyboard) +12, Perform (oratory) +19, Use Magic Device +16. STATISTICS Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 18 Base Atk +6; CMB +5; CMD 17 Feats Arcane Strike, Catch Off-Guard, Scribe Scroll, Silent Spell, Skill Focus (Perform [oratory]), Still Spell Skills Appraise +10, Bluff +14, Intimidate +10, Knowledge (arcana) +15, Knowledge (dungeoneering, engineering, geography, local, nature, nobility, religion) +10, Knowledge (history) +18, Knowledge (planes) +13, Linguistics +8, Perception +9, Perform (keyboard) +14, Perform (oratory) +21, Profession (educator) +6, Sense Motive +9, Spellcraft +14, Stealth +13, Use Magic Device +18 Languages Abyssal, Celestial, Common, Elven, Draconic, Dwarven SQ bardic knowledge +4, lore master 1/day, versatile performance (keyboard, oratory) Combat Gear potion of cure moderate wounds, potions of mage armor (2), scrolls of bestow curse (2), scrolls of command (4), scroll of fly, scroll of gust of wind, scrolls of lightning bolt (2), wand of scorching ray (50 charges); Other Gear masterwork club, ring of protection +1, 75 gp Cruel instructors teach great knowledge, but in the most belittling manner. ORMAL ARDEM Though bent and frail, Master Ardem intimidates his students and annoys other instructors. He’s so entrenched in the university that everyone must pass through at least one of his classes. He never gives second chances, and nitpicks every assignment. Ardem’s skill at language and monologue, as well as his encyclopedic memory, allow him to dumbfound anyone of lesser intelligence and belittle those he considers beneath him. He sees himself a genius able to overcome any obstacle through reason. Master Ardem doesn’t believe anyone should have an easy time. He constantly uses obscure school bylaws to restrict other instructors in their spending and pursuits. He even got the school of divination removed from the curriculum, though he still uses the magic himself. Though hard-hearted, Ardem shows tenderness to keyboard instruments. His skilled fingers dance across the keys of pianos and harpsichords, producing haunting and delicate pieces. For every person attending his concerts for his music, another has come to witness this cruel man be beautiful for a moment. Combat Encounters: If forced into combat, Ardem calls students to aid him. He won’t tolerate anyone but himself bullying or harassing students and fellow faculty, and comes to their aid with brash confidence. Roleplaying Suggestions: Ormal belittles the slightest mistakes of speech or manners. If one can get past his condescension, he can be an excellent source of academic information thanks to his years of study and experience. CRUEL INSTRUCTOR CR 8 HUMAN BARD 9 XP 4,800 Medium humanoid (human) LE 3232 Init +2; Senses Perception +15 DEFENSE AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex) hp 58 (10d8+10) Fort +4, Ref +9, Will +9; +4 vs. bardic performance, language- dependent, and sonic OFFENSE Speed 30 ft. Melee +1 light mace +10/+5 (1d6) Ranged +1 blowgun +11/+6 (1d2+1) Special Attacks bardic performance 29 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion) Bard Spells Known (CL 10th; concentration +17) 4th (2/day)—legend lore, modify memory (DC 21) 3rd (4/day)—blink, dispel magic, major image (DC 20), scrying (DC 20) 2nd (5/day)—cure moderate wounds (DC 19), hypnotic pattern (DC 19), suggestion (DC 19), summon swarm, whispering wind 1st (7/day)—comprehend languages, hideous laughter (DC 18), silent image (DC 18), unseen servant, ventriloquism (DC 18) 0 (at will)—dancing lights, detect magic, ghost sound (DC 17), lullaby (DC 17), mage hand, open/close TACTICS Before Combat The bard drinks a potion of eagle’s splendor. During Combat The bard disrupts spellcasters with dispel magic or readied blowgun attacks, and casts blink to protect himself in melee. Base Statistics Without eagle’s splendor, the bard’s statistics are Bard Spells Known reduce spell DCs by 2; Cha 20; Skills Bluff +21, Diplomacy +18, Disguise +7, Perform (act) +14, Perform (keyboard) +18, Perform (oratory) +14. STATISTICS Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 24 Base Atk +7; CMB +6; CMD 19 Feats Deceitful, Point-Blank Shot, Precise Shot, Skill Focus (Bluff), Weapon Finesse, Weapon Focus (blowgun) Skills Bluff +23, Diplomacy +20, Disguise +9, Knowledge (arcana) +11, Knowledge (history) +9, Knowledge (planes) +12, Knowledge (religion) +13, Perception +15, Perform (act) +16, Perform (keyboard) +20, Perform (oratory) +16, Sense Motive +10, Sleight of Hand +10, Spellcraft +10 Languages Common SQ bardic knowledge +5, jack-of-all-trades (use any skill), lore master 1/day, versatile performance (act, keyboard, oratory) Combat Gear elixir of fire breath, potions of eagle’s splendor (2), potions of mage armor (2); Other Gear +1 blowgun, +1 light mace, headband of alluring charisma +2, ring of protection +1, 343 gp Mediums prey on those who have lost loved ones, or sentimental souls who wish to contact the great beyond. HALBERT NERIK Strange trinkets make this charlatan’s house a museum of the macabre. During his seances, he uses both spells and mundane set-ups to make it appear as though spirits were present. Though he has no true power over spirits, Halbert plays the part of a supernatural conduit well. Halbert chooses victims, researches them, and preys on their grief. Appearing as the lost loved one, he gains the trust of wealthy clients by repeating accurate information he researched. Once they trust him, he begins claiming the spirits want them to bestow lavish gifts upon him. Combat Encounters: Some patrons respond violently when duped. Halbert retains sellswords to subdue them. Roleplaying Suggestions: Halbert acts considerate, but cares only about separating suckers from their coin. SEANCE MEDIUM CR 9 HUMAN BARD 10 XP 6,400 Medium humanoid (human) NE 3333 CR 8 9 CORE CLASSES BARDS sunder); CMD 23; Skills Climb +7, Intimidate +10, Perform (act) +17, Perform (dance) +17, Perform (oratory) +17. STATISTICS Str 18, Dex 13, Con 12, Int 10, Wis 10, Cha 17 Base Atk +8; CMB +12 (+14 sunder); CMD 25 Feats Arcane Strike, Dazzling Display, Dodge, Improved Sunder, Power Attack, Weapon Focus (falchion) Skills Climb +9, Intimidate +12, Knowledge (arcana, nobility) +9, Knowledge (local) +12, Perception +9, Perform (act, dance, oratory) +19, Sense Motive +6, Spellcraft +6, Stealth +13 Languages Common, Orc SQ bardic knowledge +5, jack-of-all-trades (use any skill), lore master 2/day, orc blood, versatile performance (act, dance, oratory), weapon familiarity Combat Gear potions of bull’s strength (2), potions of eagle’s splendor (2), potions of enlarge person (2), potions of reduce person (2); Other Gear +2 chain shirt, +2 falchion, shortbow with 20 arrows, ring of protection +1, disguise kit, 295 gp Chameleons are more comfortable portraying other people than appearing in their own natural forms. ARWEENA MELKORETH Always shy and nervous about her bestial appearance when she was a child, Arweena experimented with hundreds of kinds of makeup and assorted treatments to change her appearance—with varying degrees of success. A bleaching attempt with dangerous chemicals left her scarred, and her eyebrows and body hair never grew back. Arweena began learning arcane arts, using illusions to mask her true appearance. Finding it easy to fool people, Arweena began taking others’ identities. Now only a core of her old self exists, her mind filled with hundreds of personalities and illusory costumes. She constantly asks, “Who am I now?” Arweena became an actor, and found fame as a handful of starlet sensations. Few know these multiple celebrities are all one woman. Combat Encounters: Arweena hires out her talent for minor cons and opportune larcenies in order to increase her wealth. Roleplaying Suggestions: Arweena’s talent for acting and need to become someone else make each interaction different. Even her few close friends have a hard time determining her true personality. Init +1; Senses darkvision 60 ft.; Perception +9 DEFENSE AC 19, touch 13, flat-footed 17 (+6 armor, +1 deflection, +1 Dex, +1 dodge) hp 75 (11d8+22) Fort +4, Ref +8, Will +7; +4 vs. bardic performance, language- dependent, and sonic Defensive Abilities orc ferocity OFFENSE Speed 30 ft. Melee +2 falchion +15/+10 (2d4+8/18–20) Ranged shortbow +9/+4 (1d6/×3) Special Attacks bardic performance 29 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +4, inspire courage +3, inspire greatness, suggestion) Bard Spells Known (CL 11th; concentration +16) 4th (2/day)—dimension door, freedom of movement, greater invisibility 3rd (5/day)— gaseous form, haste (DC 18), see invisibility, slow (DC 18) 2nd (5/day)—alter self, blindness/ deafness (DC 17), cure moderate wounds (DC 17), detect thoughts (DC 17), mirror image 1st (6/day)—charm person (DC 16), disguise self, expeditious retreat, feather fall, hideous laughter (DC 16), undetectable alignment 0 (at will)—daze (DC 15), detect magic, flare (DC 15), mage hand, open/close, prestidigitation TACTICS Before Combat The bard drinks her potion of bull’s strength and potion of eagle’s splendor. During Combat The bard casts greater invisibility, then enters melee, using haste to augment her attacks or slow to hinder foes. Base Statistics Without bull’s strength and eagle’s splendor, the bard’s statistics are Bard Melee +2 falchion +13/+8 (2d4+5/18–20); Spells Known reduce spell DCs by 2; Str 14, Cha 17; CMB +10 (+12 CHAMELEON CR 10 HALF-ORC BARD 11 XP 9,600 Medium humanoid (human, orc) N 3434 Knowledge (arcane, geography) +11, Knowledge (history) +12, Knowledge (local) +17, Knowledge (nobility) +16, Perception +13, Perform (dance) +26, Perform (string) +22, Perform (wind) +20, Sense Motive +12, Sleight of Hand +12, Spellcraft +10, Stealth +17 Languages Common, Gnome SQ bardic knowledge +6, jack-of-all-trades (use any skill), lore master 2/day, versatile performance (dance, string, wind) Combat Gear potions of mage armor (3); Other Gear +1 returning dagger, masterwork whip, headband of alluring charisma +2, ring of protection +2, masterwork harp, 152 gp Courtesans specialize in music and other pleasures. They often serve as information brokers and spies. SIWAR KURASH Graceful, talented, and beautiful, Siwar provides the best companionship money can buy. Knowledgeable in topics ranging from art to politics, and highly schooled in etiquette, Siwar entertains lords and ladies every night, and her waiting list stretches months long. Though seemingly compliant with clients, she compels other people through subtle influence, seeding her desires into clients and friends to ensure she is well fed, well clothed, and always entertained. Though she has a reputation for maintaining clients’ discretion, Siwar secretly trades information. Two criminal and political groups protect her and keep her indiscretions secret—and neither one realizes Siwar works for anyone else. Combat Encounters: Not wishing to mar her beauty with wounds and scars, Siwar stays out of melee combat. Her charm and seemingly innocent nature can get her out of even the trickiest situations. Roleplaying Suggestions: Siwar can be an informant in an urban area if PCs convince her to divulge what they need to know. She is attracted to influence, and tries to get close to the strongest fighter or most powerful wizard in a group of PCs. Siwar could instead find herself in conflict with PCs if they threaten her influence on local powers. COURTESAN CR 11 HUMAN BARD 12 XP 12,800 Medium humanoid (human) N 3535 Init +2; Senses Perception +13 DEFENSE AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge) hp 81 (12d8+24) Fort +6, Ref +10, Will +8; +4 vs. bardic performance, language- dependent, and sonic OFFENSE Speed 30 ft. Melee +1 returning dagger +9/+4 (1d4/19–20) or mwk whip +9/+4 (1d3–1 nonlethal) Ranged +1 returning dagger +12/+7 (1d4/19–20) Special Attacks bardic performance 31 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion) Bard Spells Known (CL 12th; concentration +17) 4th (4/day)—freedom of movement, greater invisibility, modify memory (DC 20), rainbow pattern (DC 19) 3rd (5/day)—charm monster (DC 19), confusion (DC 19), glibness, lesser geas (DC 19), remove curse 2nd (6/day)—alter self, calm emotions (DC 18), darkness, heroism, suggestion (DC 18) 1st (7/day)—charm person (DC 17), cure light wounds (DC 16), disguise self, hypnotism (DC 17), lesser confusion (DC 17), unseen servant 0 (at will)—dancing lights, daze (DC 16), detect magic, light, message, prestidigitation TACTICS During Combat The bard casts greater invisibility, then confusion or rainbow pattern to lead enemies astray. STATISTICS Str 9, Dex 14, Con 14, Int 12, Wis 10, Cha 20 Base Atk +9; CMB +8; CMD 23 Feats Dodge, Mobility, Point-Blank Shot, Precise Shot, Quick Draw, Skill Focus (Perform [dance]), Spell Focus (enchantment) Skills Appraise +10, Escape Artist +10, CR 10 11 CORE CLASSES BARDS Improved Critical (spear), Persuasive, Point-Blank Shot, Power Attack, Vital Strike, Weapon Focus (spear) Skills Bluff +16, Diplomacy +6, Intimidate +6, Knowledge (arcane, dungeoneering, religion) +10, Knowledge (geography, nature) +15, Perception +10, Perform (dance, oratory, percussion) +20, Sense Motive +10, Spellcraft +10, Stealth +14, Use Magic Device +15 Languages Common SQ bardic knowledge +6, jack-of-all-trades (use any skill), lore master 2/day, versatile performance (oratory, percussion, dance) Combat Gear scrolls of bull’s strength (2), scroll of fog cloud, scroll of web, wand of magic missile (CL 5th, 50 charges); Other Gear +3 studded leather, +1 buckler, +2 spear, headband of alluring Charisma +2, 8 gp Tribal leaders use their abilities rather than brute strength to guide their tribes to victory. ESAYE POLBELE Using magnetism and skill at deception, Esaye wrested control of her tribe from the previous chieftain, and now leads her brainwashed people to what she considers glory. Sowing lies about the former leader, Esaye introduced dissent among the elders and strongest warriors, making sure her predictions came true while the chief’s plans fell flat or resulted in ruin. After one too many bad omens and failures, the tribe dragged away the previous chieftain and sacrificed him. Esaye now controls her people totally, and they lavish her with gifts and adoration. The tribe wages war against their neighbors, and those who refuse to assimilate into the growing clan face total destruction. Many abandoned villages, burned and reeking of rot, now dot the surrounding lands. Combat Encounters: Esaye travels with a retinue of warriors, and supports them with her spellcasting. Those under her command lay down their lives for their chieftain. Roleplaying Suggestions: To keep in the good graces of the rest of the tribe, Esaye hires adventurers for missions the others find too distasteful or taboo. TRIBAL LEADER CR 12 HUMAN BARD 13 XP 19,200 Medium humanoid (human) LE 3636 Init +2; Senses see invisibility; Perception +10 DEFENSE AC 21, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 dodge, +2 shield) hp 78 (13d8+16) Fort +5, Ref +10, Will +8; +4 vs. bardic performance, language- dependent, and sonic OFFENSE Speed 30 ft. Melee +2 spear +14/+9 (1d8+5/19–20/×3) Ranged +2 spear +14/+9 (1d8+4/19–20/×3) Special Attacks bardic performance 32 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion) Bard Spells Known (CL 13th; concentration +17) 5th (1/day)—mass suggestion (DC 19), nightmare (DC 19) 4th (4/day)—cure critical wounds (DC 18), hallucinatory terrain (DC 18), speak with plants, summon monster IV 3rd (5/day)—fear (DC 17), haste (DC 17), see invisibility, slow (DC 17), speak with animals 2nd (6/day)—cat’s grace, invisibility, rage, silence (DC 16), tongues 1st (6/day)—charm person (DC 15), comprehend languages, expeditious retreat, grease, hideous laughter (DC 15), ventriloquism (DC 15) 0 (at will)—dancing lights, flare (DC 14), ghost sound (DC 14), light, mage hand, message TACTICS Before Combat The bard casts expeditious retreat and see invisibility. During Combat The bard uses hallucinatory terrain to befuddle and confuse enemies. To aid her side, she casts summon monster IV. She targets casters with silence and other combatants with slow, using her wand of magic missiles to aid in dealing damage. STATISTICS Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 19 Base Atk +9; CMB +11; CMD 24 Feats Combat Reflexes, Dodge, Languages Common, Dwarven SQ bardic knowledge +7, jack-of-all-trades (use any skill), lore master 2/day, versatile performance (comedy, dance, oratory, percussion) Combat Gear potion of eagle’s splendor, wand of cure moderate wounds (50 charges); Other Gear +2 chain shirt, +1 heavy crossbow with 20 bolts, +1 thundering heavy mace, amulet of natural armor +1, lyre of building, drum, 88 gp Tunnel drummers keep time for acts of work and war carried out in deep warrens and mine tunnels. TAKINA BERZAN Takina’s drum and bold voice echo through tunnels to frighten and demoralize opposing forces, and push his companions to fight with greater strength. As the battle rages, he wades into the fray with his mace named Rupture. Takina strums his lyre of building to protect fortresses against magic or build new defenses for his clan. Combat Encounters: Takina provides inspiration and healing to dwarven warbands and adventuring parties. Roleplaying Suggestions: Takina is cheerful among dwarves, but stern to those he doesn’t yet trust. TUNNEL DRUMMER CR 13 DWARF BARD 14 XP 25,600 Medium humanoid (dwarf) LN 3737 Init +1; Senses Perception +13 DEFENSE AC 19, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 dodge, +1 natural) hp 100 (14d8+34) Fort +6, Ref +10, Will +9; +2 vs. poison, spells, and spell-like abilities, +4 vs. bardic performance, language-dependent, and sonic Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee +1 thundering heavy mace +14/+9 (1d8+3) Ranged +1 heavy crossbow +12 (1d10+1/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, bardic performance 35 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion) Bard Spells Known (CL 14th; concentration +19) 5th (2/day)—greater dispel magic, mind fog (DC 20), song of discord (DC 20) 4th (4/day)—dimension door, greater invisibility, hold monster (DC 19), shout (DC 19) 3rd (5/day)—blink, confusion (DC 18), gaseous form, haste (DC 18), see invisibility 2nd (6/day)—alter self, glitterdust (DC 17), shatter, sound burst (DC 17), summon swarm 1st (6/day)—alarm, expeditious retreat, feather fall, grease, hideous laughter (DC 16), magic mouth 0 (at will)—detect magic, flare (DC 15), ghost sound (DC 15), light, mending, prestidigitation TACTICS Before Combat The bard drinks a potion of eagle’s splendor. During Combat The bard uses mind fog and dirge of doom. Base Statistics Without eagle’s splendor, the bard’s statistics are Bard Spells Known reduce spell DCs by 2; Cha 16; Skills Diplomacy +12, Perform (comedy, oratory) +16, Perform (percussion) +20, Perform (string) +12, Use Magic Device +14. STATISTICS Str 14, Dex 13, Con 14, Int 10, Wis 10, Cha 20 Base Atk +10; CMB +12; CMD 24 (28 vs. bull rush or trip) Feats Cleave, Dazzling Display, Dodge, Point-Blank Shot, Power Attack, Rapid Reload, Weapon Focus (heavy mace) Skills Acrobatics +9 (+5 when jumping), Diplomacy +14, Knowledge (dungeoneering) +13, Knowledge (engineering, history) +12, Knowledge (geography, nobility, religion) +11, Perception +13 (+15 to notice unusual stonework), Perform (comedy, oratory) +18, Perform (percussion) +22, Perform (string) +14, Spellcraft +8, Stealth +10, Use Magic Device +16 CR 12 13 CORE CLASSES BARDS Init +3; Senses low-light vision; Perception +15 DEFENSE AC 23, touch 16, flat-footed 20 (+6 armor, +2 deflection, +3 Dex, +1 natural, +1 size) hp 86 (15d8+15) Fort +6, Ref +13, Will +10; +2 vs. illusions, +4 vs. bardic performance, language-dependent, and sonic Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee +1 shock whip +17/+12/+7 (1d2+1 nonlethal plus 1d6 electricity) Space 5 ft.; Reach 5 ft. (10 ft. with whip) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, bardic performance 38 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +5, inspire courage +3, inspire greatness, inspire heroics, soothing performance, suggestion) Gnome Spell-Like Abilities (CL 4th; concentration +8) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals Bard Spells Known (CL 15th; concentration +21) 5th (4/day)—greater heroism, mass suggestion (DC 21), mislead, summon monster V 4th (5/day)—cure critical wounds (DC 20), dominate person (DC 20), greater invisibility, summon monster IV 3rd (6/day)—charm monster (DC 19), glibness, haste (DC 19), speak with animals, summon monster III 2nd (7/day)—animal trance (DC 18), cat’s grace, mirror image, pyrotechnics (DC 18), rage, summon monster II 1st (7/day)—animate rope, charm person (DC 17), disguise self, hideous laughter (DC 17), summon monster I, ventriloquism (DC 18) 0 (at will)—dancing lights, daze (DC 16), flare (DC 16), mage hand, mending, prestidigitation TACTICS During Combat The bard casts greater invisibility on himself, and sends forth summoned creatures and trained lions. STATISTICS Str 10, Dex 16, Con 10, Int 13, Wis 10, Cha 22 Base Atk +11; CMB +13 (+17 disarm or trip); CMD 25 (27 vs. disarm or trip) Feats Agile Maneuvers, Combat Expertise, Greater Disarm, Greater Trip, Improved Disarm, Improved Trip, Weapon Finesse, Weapon Focus (whip) Skills Knowledge (arcana) +13, Knowledge (local, nature) +15, Perception +15, Perform (comedy, dance, oratory, wind) +24, Profession (showman) +4, Stealth +24, Use Magic Device +18 Languages Common, Gnome, Sylvan SQ bardic knowledge +7, jack-of-all-trades (use any skill), lore master 2/day, versatile performance (comedy, dance, oratory, wind), weapon familiarity Combat Gear potion of invisibility, scroll of bull’s strength, scroll of cat’s grace, wand of cure moderate wounds (50 charges); Other Gear +2 chain shirt, +1 shock whip, amulet of natural armor +1, cloak of resistance +1, headband of alluring charisma +4, ring of protection +2, trained lion, 349 gp These bards tame and control wild animals. YIMNI ZUSHERGAL This ringmaster attends parties to find targets for members of his circus to rob. Combat Encounters: Yimni brings his lion and circus folk as backup. Roleplaying Suggestions: Yimni asks acrobats and magicians to join his circus. LION TAMER CR 14 GNOME BARD 15 XP 38,400 Small humanoid (gnome) CN 3838 Init +3; Senses low-light vision; Perception +15 DEFENSE AC 21, touch 13, flat-footed 18 (+8 armor, +3 Dex) hp 91 (16d8+16) Fort +6, Ref +13, Will +10; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep OFFENSE Speed 30 ft. Melee +2 elven curve blade +18/+13/+8 (1d10+6/15–20) Special Attacks bardic performance 39 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +5, inspire courage +3, inspire greatness, inspire heroics, soothing performance, suggestion) Bard Spells Known (CL 16th; concentration +21) 6th (1/day)—greater shout (DC 21), project image (DC 21) 5th (4/day)—greater dispel magic, mind fog (DC 20), mirage arcana (DC 20), shadow evocation (DC 20) 4th (5/day)—dimension door, dominate person (DC 19), freedom of movement, greater invisibility, shadow conjuration (DC 19) 3rd (6/day)—charm monster (DC 18), dispel magic, haste (DC 18), scrying (DC 18), slow (DC 18) 2nd (6/day)—alter self, glitterdust (DC 17), mirror image, pyrotechnics (DC 17), silence (DC 17), suggestion (DC 17) 1st (7/day)—charm person (DC 16), expeditious retreat, grease, hideous laughter (DC 16), silent image (DC 16), unseen servant 0 (at will)—dancing lights, detect magic, light, mage hand, read magic, resistance TACTICS During Combat The bard attacks with his wand of fireball and shadow evocation spells from a distance, then casts either greater invisibility or mirror image on himself before entering melee. He augments himself and allies with haste and his bardic performance abilities. He then makes melee attacks, stopping to cast spells when necessary. STATISTICS Str 16, Dex 16, Con 12, Int 10, Wis 10, Cha 20 Base Atk +12; CMB +15 (+17 sunder); CMD 28 (30 vs. sunder) Feats Arcane Strike, Bleeding Critical, Cleave, Critical Focus, Improved Critical (elven curve blade), Improved Sunder, Power Attack, Weapon Focus (elven curve blade) Skills Knowledge (arcana, dungeoneering, local, nature, planes, religion) +12, Perception +15, Perform (dance, oratory) +24, Perform (string, wind) +22, Spellcraft +13 (+15 to identify magic item properties), Stealth +24, Use Magic Device +18 Languages Common, Elven SQ bardic knowledge +8, elven magic, jack-of-all-trades (use any skill, all skills are class skills), lore master 2/day, versatile performance (dance, oratory, string, wind), weapon familiarity Combat Gear scroll of teleport, wand of cure moderate wounds (50 charges), wand of fireball (50 charges); Other Gear +2 shadow elven chain, +2 elven curve blade, belt of giant strength +4, headband of alluring charisma +2, 345 gp Spellswords make dangerous music with a mixture of swordplay and spellcasting. PALOS KENDROSI Trained exclusively at a prestigious elven academy, Palos learned a dual regimen of swordplay and magic. He trained for decades before venturing away from the alabaster spires and towering pines of his homeland. To Palos, every adventure and every battle is a puzzle to solve with a combination of wit, might, and magic. Nearing his 200th year, he feels he is finally coming into his own. Combat Encounters: Palos enters into a battle with the discipline and curiosity that befit a scholar, learning from each thrust, parry, and spell cast—and teaching a lesson to those who dare stand against him. He often surrounds himself with other adventurers; sometimes it’s because he believes in their goals, and other times just for the chance to learn new tactics in battle. Roleplaying Suggestions: Sometimes seeming aloof and distant, Palos is often on the lookout for new adventures and groups he can learn from. Other times, he might pursue a mission for a master or a cause. SPELLSWORD CR 15 ELF BARD 16 XP 51,200 Medium humanoid (elf) N 3939 CR 14 15 CORE CLASSES BARDS 4040 Init +3; Senses Perception +14 DEFENSE AC 25, touch 18, flat-footed 20 (+7 armor, +2 deflection, +4 Dex, +1 dodge, +1 size) hp 114 (17d8+34) Fort +10, Ref +18, Will +12; +2 vs. fear, +4 vs. bardic performance, language-dependent, and sonic OFFENSE Speed 20 ft. Melee +2 keen rapier +21/+16/+11 (1d4+4/15–20) Ranged +1 seeking sling +20/+15/+10 (1d3+1) Special Attacks bardic performance 43 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +5, inspire courage +4, inspire greatness, inspire heroics, soothing performance, suggestion) Bard Spells Known (CL 17th; concentration +24) 6th (3/day)—animate objects, irresistible dance (DC 23), project image (DC 23) 5th (5/day)—greater dispel magic, mislead, shadow evocation (DC 22), song of discord (DC 22) 4th (5/day)—cure critical wounds (DC 21), dimension door, dominate person (DC 21), freedom of movement, locate creature 3rd (7/day)—charm monster (DC 20), confusion (DC 20), displacement, haste (DC 20), scrying (DC 20), see invisibility 2nd (7/day)—cat’s grace, detect thoughts (DC 19), glitterdust (DC 19), invisibility, mirror image, silence (DC 19) 1st (7/day)—charm person (DC 18), comprehend languages, disguise self, grease, hideous laughter (DC 18), silent image (DC 18) 0 (at will)—detect magic, flare (DC 17), light, message, prestidigitation, resistance TACTICS Before Combat The bard casts cat’s grace and uses her scroll of bull’s strength. During Combat The bard uses spells like song of discord, then dominates or charms those who resist. Base Statistics Without bull’s strength and cat’s grace, the bard’s statistics are Init +3; AC 24, touch 17; Melee +2 keen rapier +19/+14/+9 (1d4+2/15–20); Ranged +1 seeking sling +18/+13/+8 (1d3+1); Str 10, Dex 16; CMB +11; CMD 27; Skills Acrobatics +4 (+0 when jumping), Climb +1, Stealth +26. STATISTICS Str 14, Dex 20, Con 14, Int 10, Wis 8, Cha 24 Base Atk +12; CMB +13; CMD 31 Feats Arcane Strike, Deadly Aim, Dodge, Mobility, Point-Blank Shot, Precise Shot, Weapon Finesse, Weapon Focus (rapier, sling) Skills Acrobatics +6 (+2 when jumping), Climb +3, Knowledge (arcane, dungeoneering, history, local, nature, nobility, planes) +12, Perception +14, Perform (act, oratory) +27, Perform (dance, sing) +22, Spellcraft +18, Stealth +28, Use Magic Device +22 Languages Common, Halfling SQ bardic knowledge +8, jack-of-all-trades (use any skill, all skills are class skills), lore master 3/day, versatile performance (act, dance, comedy, oratory) Combat Gear scrolls of bestow curse (2), scroll of bull’s strength, wand of magic missile (CL 9th, 50 charges); Other Gear +3 glamered chain shirt, +2 keen rapier, +1 seeking sling with 20 bullets, cloak of resistance +2, headband of alluring charisma +4, ring of protection +2, 130 gp Whimsical and mischievous, these bards have cruel streaks. MILANET RUTTEPPI Milanet’s fun begins when another’s ends. She ruins lives by spreading gossip and lies about rivals to damage their reputations. By being outwardly friendly, she keeps targets from knowing they’re on her list until they hear these tall tales. A celebrity, Milanet performs in plays and poetry events. Combat Encounters: Milanet keeps foes off guard while her allies wreak devastation. When alone, she creates chaos and slips away so she’ll live to fight again. Roleplaying Suggestions: In person, Milanet is always charming and entertaining, but keeps mentally sizing up those she interacts with for details and stories she can twist into nasty rumors. NOTORIOUS FOIL CR 16 HALFLING BARD 17 XP 76,800 Small humanoid (halfling) CE 4141 Init +6; Senses darkvision 60 ft.; Perception +20 DEFENSE AC 24, touch 17, flat-footed 19 (+7 armor, +2 deflection, +4 Dex, +1 dodge) hp 102 (18d8+18) Fort +8, Ref +18, Will +11; +4 vs. bardic performance, language- dependent, and sonic Defensive Abilities orc ferocity OFFENSE Speed 30 ft. Melee +2 sword of life stealing +19/+14/+9 (1d8+5/17–20) Special Attacks bardic performance 43 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +5, inspire courage +4, inspire greatness, inspire heroics, mass suggestion, soothing performance, suggestion) Bard Spells Known (CL 18th; concentration +23) 6th (3/day)—animate objects, find the path, greater shout (DC 21), sympathetic vibration 5th (5/day)—greater dispel magic, greater heroism, shadow evocation (DC 20), shadow walk (DC 20) 4th (6/day)—break enchantment (DC 19), cure critical wounds (DC 19), freedom of movement, shout (DC 19) 3rd (6/day)—charm monster (DC 18), gaseous form, haste (DC 18), phantom steed, remove curse, see invisibility 2nd (6/day)—alter self, cat’s grace, glitterdust (DC 17), silence (DC 17), suggestion (DC 17), tongues 1st (7/day)—alarm, animate rope, detect secret doors, expeditious retreat, grease, undetectable alignment 0 (at will)—dancing lights, detect magic, mage hand, mending, message, read magic TACTICS Before Combat The bard casts cat’s grace and freedom of movement. During Combat The bard casts haste on herself, and makes hit-and-run attacks. Base Statistics Without cat’s grace, the bard’s statistics are Init +4; Dex 18; Skills Disable Device +18, Escape Artist +18, Stealth +20. STATISTICS Str 16, Dex 22, Con 12, Int 13, Wis 9, Cha 20 Base Atk +13; CMB +16; CMD 33 Feats Acrobatic Steps, Critical Focus, Dodge, Improved Critical (longsword), Mobility, Nimble Moves, Spring Attack, Staggering Critical, Weapon Focus (longsword) Skills Acrobatics +12 (+16 when jumping), Bluff +10, Climb +10, Diplomacy +10, Disable Device +20, Escape Artist +18, Intimidate +7, Knowledge (arcane, dungeoneering, geography, history, local, nature, planes, religion) +14, Perception +20, Perform (dance) +20, Perform (oratory) +13, Perform (sing) +18, Perform (string) +25, Spellcraft +15, Stealth +22, Use Magic Device +20 Languages Common, Draconic, Orc SQ bardic knowledge +9, jack-of-all-trades (use any skill, all skills are class skills), lore master 3/day, orc blood, versatile performance (act, dance, oratory, string, wind), weapon familiarity Combat Gear scrolls of fireball (2), scroll of lesser restoration, scrolls of lightning bolt (2), scroll of remove curse, wand of cure moderate wounds (50 charges); Other Gear, +3 chain shirt, +2 sword of life stealing, belt of physical perfection +2, cloak of resistance +1, goggles of minute seeing, hat of disguise, headband of alluring charisma +4, necklace of adaptation, ring of protection +2, masterwork lute, masterwork thieves’ tools, 10 gp Rival explorers compete against other adventurers, going after the same rewards. RHORTIA MOOLDON Since she was a teenager, Rhortia has traveled with dozens of adventuring groups. She signs up with whoever promises the most excitement or the most lucrative reward. Rhortia spies on adventurers while they prepare in town so she can beat them to a good haul. Rhortia learned throat singing while on a lengthy campaign, and uses that talent to augment her bardic performances and fill her opponents with unease. Combat Encounters: Rhortia sits back and observes the flow of battle (while bolstering her allies), then enters the fray with a perfectly timed attack. Roleplaying Suggestions: She uses her hat of disguise to appear harmless, taking the guise of a fawning youth or inquisitive old person to gain information. RIVAL EXPLORER CR 17 HALF-ORC BARD 18 XP 102,400 Medium humanoid (human, orc) NE CR 16 17 CORE CLASSES BARDS Init +7; Senses Perception +13 DEFENSE AC 24, touch 17, flat-footed 20 (+7 armor, +3 deflection, +3 Dex, +1 dodge) hp 137 (19d8+48) Fort +13, Ref +17, Will +14; +4 vs. bardic performance, language- dependent, and sonic Defensive Abilities misdirection OFFENSE Speed 30 ft. Melee +2 rapier +20/+15/+10 (1d6+2/18–20) Ranged +2 dagger +19/+14 (1d4+2/19-20) Special Attacks bardic performance 47 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate, frightening tune, inspire competence +6, inspire courage +4, inspire greatness, inspire heroics, mass suggestion, soothing performance, suggestion) Bard Spells Known (CL 19th; concentration +26) 6th (5/day)—geas/quest, greater scrying (DC 23), project image (DC 23), summon monster VI (invisible stalker) 5th (6/day)—dream, false vision, mislead, shadow walk (DC 22), song of discord (DC 24) 4th (6/day)—dimension door, dominate person (DC 23), freedom of movement, modify memory (DC 23), zone of silence 3rd (7/day)—blink, clairaudience/ clairvoyance, dispel magic, haste (DC 20), illusory script (DC 20), see invisibility 2nd (7/day)—alter self, detect thoughts (DC 19), mirror image, misdirection, suggestion (DC 21), tongues 1st (7/day)—alarm, charm person (DC 20), expeditious retreat, feather fall, obscure object, unseen servant 0 (at will)—detect magic, ghost sound (DC 17), light, lullaby (DC 19), mage hand, open/close TACTICS Before Combat The bard keeps misdirection in place at all times. During Combat The bard opens combat by using a scroll of disintegrate. STATISTICS Str 10, Dex 16, Con 14, Int 14, Wis 10, Cha 24 Base Atk +14; CMB +14; CMD 31 Feats Dodge, Great Fortitude, Greater Spell Focus (enchantment), Improved Initiative, Quicken Spell, Silent Spell, Skill Focus (Perform [act]), Spell Focus (enchantment), Still Spell, Weapon Finesse, Weapon Focus (rapier) Skills Bluff +20, Diplomacy +26, Disable Device +24, Escape Artist +15, Knowledge (arcane, history, nature, nobility, planes) +15, Knowledge (local) +26, Perception +13, Perform (act) +35, Perform (dance, oratory) +25, Sense Motive +6, Spellcraft +20, Stealth +24, Use Magic Device +25 Languages Auran, Common, Draconic SQ bardic knowledge +9, jack-of-all-trades (use any skill, all skills are class skills, take 10 on any skill), lore master 3/day, versatile performance (act, oratory, dance, string, percussion) Combat Gear scrolls of disintegrate (3), scroll of heal, scroll of restoration, scrolls of teleport (2), Other Gear +3 chain shirt, +2 daggers (2), +2 rapier, belt of physical perfection +2, cloak of resistance +3, headband of alluring charisma +4, ring of invisibility, ring of protection +3, 276 gp A master spy lingers in the shadows or at parties, where he can easily misdirect people. MARLIT TELAMIN Trained in the greatest academies of the world and raised by one of the most ruthless crime families, this diplomat works for five different countries and interests. He weaves complex plots, while always leaving clues that point to someone other than himself. If one crime family knew Marlit (in one of his numerous aliases) was also working for a rival nation, they would hunt him down and behead him for treason. Combat Encounters: Marlit assassinates undefended targets, and fights to survive when caught. Roleplaying Suggestions: With his athletic build and knowledge of strategy, Marlit masquerades as a military man. 4242 MASTER SPY CR 18 HUMAN BARD 19 XP 153,600 Medium humanoid (human) LE Init +2; Senses Perception +17 DEFENSE AC 22, touch 14, flat-footed 20 (+8 armor, +2 deflection, +2 Dex) hp 133 (20d8+40) Fort +12, Ref +18, Will +15; +4 vs. bardic performance, language- dependent, and sonic OFFENSE Speed 30 ft. Melee +2 unholy adamantine scythe +21/+16/+11 (2d4+6/19-20/×4) Special Attacks bardic performance 50 rounds/day (swift action; countersong, deadly performance, dirge of doom, distraction, fascinate, frightening tune, inspire competence +6, inspire courage +4, inspire greatness, inspire heroics, mass suggestion, soothing performance, suggestion) Bard Spells Known (CL 20th; concentration +28) 6th (6/day)—analyze dweomer, greater scrying (DC 24), programmed image (DC 26), project image (DC 26), summon monster VI 5th (6/day)—greater dispel magic, false vision, nightmare (DC 25), shadow walk (DC 23), song of discord (DC 25) 4th (7/day)—dominate person (DC 24), greater invisibility, hallucinatory terrain (DC 24), hold monster (DC 24), rainbow pattern (DC 24), shout (DC 22) 3rd (7/day)—crushing despair (DC 23), cure serious wounds (DC 21), fear (DC 21), major image (DC 23), phantom steed, see invisibility 2nd (7/day)—darkness, invisibility, mirror image, rage, shatter, silence (DC 20) 1st (7/day)—alarm, charm person (DC 21), disguise self, feather fall, hideous laughter (DC 21), magic mouth 0 (at will)—detect magic, flare (DC 18), mage hand, message, open/close, read magic TACTICS During Combat The bard fights with her scythe in melee, and uses her wand of enervation. STATISTICS Str 16, Dex 14, Con 14, Int 13, Wis 8, Cha 26 Base Atk +15; CMB +18 (+22 trip); CMD 32 (34 vs. trip) Feats Combat Expertise, Greater Spell Focus (enchantment, illusion), Greater Trip, Improved Critical (scythe), Improved Trip, Martial Weapon Proficiency, Quicken Spell, Spell Focus (enchantment, illusion), Weapon Focus (scythe) Skills Escape Artist +19, Fly +14, Heal +12, Knowledge (arcana) +21, Knowledge (dungeoneering) +18, Knowledge (engineering, geography) +15, Knowledge (history, local) +17, Knowledge (nature, nobility) +16, Knowledge (planes) +20, Knowledge (religion) +26, Perception +17, Perform (dance) +20, Perform (oratory) +21, Perform (string) +31, Spellcraft +19, Stealth +24, Use Magic Device +26 Languages Abyssal, Common SQ bardic knowledge +10, jack-of-all- trades (use any skill, all skills are class skills, take 10 on any skill), lore master 3/ day, versatile performance (dance, keyboard, oratory, string, wind,) Combat Gear scroll of bestow curse, scroll of heal, scrolls of restoration (2), scroll of teleport, wand of enervation (50 charges); Other Gear, +4 chain shirt, +2 unholy adamantine scythe, belt of physical perfection +2, boots of striding and springing, cloak of resistance +4, headband of alluring charisma +6, ring of protection +2, 57 gp Some doomsayers walk in solitude; others form cults to witness the end. ASHA GARCER After preaching the end times since her youth, Asha now seeks to hasten the apocalypse. Her cult, hundreds strong, sings the dirges of a dying world. Some say she exploits people’s fears of the apocalypse, but others think Asha truly believes her rants. All of her cultists show total dedication. Though they would rather live to see the end of the world, they fight fearlessly to the death for Asha’s cause. Combat Encounters: A host of zealots defends Asha. Roleplaying Suggestions: Any meeting to gain the grim cult leader’s blessing requires an invitation. 4343 DOOMSAYER CR 19 HUMAN BARD 20 XP 204,800 Medium humanoid (human) NE CR 18 19 CORE CLASSES BARDS Init +1; Senses Perception +2 DEFENSE AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 9 (1d8+1) Fort +3, Ref +1, Will +4 OFFENSE Speed 30 ft. Melee morningstar –1 (1d8–1) Ranged light crossbow +2 (1d8/19–20) Special Attacks channel negative energy 6/day (DC 13, 1d6) Domain Spell-Like Abilities (CL 1st; concentration +3) 5/day—inspiring word (1 round) Cleric Spells Prepared (CL 1st; concentration +3) 1st—cure light wounds, longstriderD, protection from good 0 (at will)—detect magic, mending, read magic D Domain spell; Domains Nobility, Travel TACTICS During Combat The cleric uses channeled energy, tanglefoot bags, and longstrider to escape. STATISTICS Str 8, Dex 12, Con 13, Int 10, Wis 14, Cha 17 Base Atk +0; CMB –1; CMD 10 Feats Selective Channeling, Weapon Focus (light crossbow) Skills Appraise +4, Diplomacy +7, Knowledge (religion) +4, Spellcraft +4 Languages Common SQ aura, +10 base speed from Travel domain, agile feet (5/day) Combat Gear potion of cure light wounds, tanglefoot bags (2); Other Gear chainmail, light crossbow with 20 bolts, morningstar, silver unholy symbol, 22 gp Mercenary healers exploit loopholes in laws for their own profit. ZENED MIRCES Zened adventures to gain seed money to start a business. Combat Encounters: Zened works best with several bodyguards or in a low-level adventuring party. Roleplaying Suggestions: Zened does nothing for free (including healing allies) and often attempts to renegotiate contracts precisely when his “comrades” need him most. Init +0; Senses darkvision 60 ft.; Perception +4 DEFENSE AC 15, touch 10, flat-footed 15 (+5 armor) (+4 dodge vs. giants) hp 21 (2d8+9) Fort +5, Ref +0, Will +6; +2 vs. poison, spells, and spell-like abilities OFFENSE Speed 20 ft. Melee mwk greatsword with magic weapon +4 (2d6+4/19–20) Ranged light crossbow +1 (1d8/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel negative energy 3/day (DC 11, 1d6), destructive smite (+1, 6/day) Domain Spell-Like Abilities (CL 2nd; concentration +5) 6/day—touch of chaos Cleric Spells Prepared (CL 2nd; concentration +5) 1st—bane (DC 14), magic stone, magic weapon, true strikeD 0 (at will)—bleed (DC 13), detect magic, detect poison, read magic D Domain spell; Domains Chaos, Destruction TACTICS Before Combat The cleric casts magic weapon. During Combat The cleric uses destructive smite as often as possible. Base Statistics Without magic weapon, the cleric’s statistics are Melee mwk greatsword +4 (2d6+3/19–20). STATISTICS Str 15, Dex 10, Con 15, Int 8, Wis 16, Cha 10 Base Atk +1; CMB +3; CMD 13 (17 vs. bull rush or trip) Feats Toughness Skills Knowledge (religion) +5, Perception +4 (+6 to notice unusual stonework) Languages Common, Dwarven SQ aura Combat Gear potions of cure light wounds (2); Other Gear masterwork scale mail, light crossbow with 20 bolts, masterwork greatsword, wooden unholy symbol, 94 gp The dwarven war priest serves the god of strength, and uses her divine powers for the glory of war itself. MERCENARY HEALER CR 1/2 HUMAN CLERIC OF ABADAR 1 XP 200 Medium humanoid (human) LE WAR PRIEST CR 1 DWARF CLERIC OF GORUM 2 XP 400 Medium humanoid (dwarf) CE 4444 Init –1; Senses Perception +3 DEFENSE AC 15, touch 9, flat-footed 15 (+6 armor, –1 Dex) hp 23 (3d8+6) Fort +4, Ref +0, Will +6 OFFENSE Speed 20 ft. Melee quarterstaff +3 (1d6+1) Ranged light crossbow +1 (1d8/19–20) Special Attacks channel negative energy 7/day (DC 13, 2d6), hand of the acolyte (6/day) Domain Spell-Like Abilities (CL 3rd; concentration +6) 6/day—blast rune (1d6+1 energy damage, 3 rounds) Cleric Spells Prepared (CL 3rd; concentration +6) 2nd—hold person (DC 16), magic mouthD, spiritual weapon 1st—command (2, DC 15), eraseD, obscuring mist 0 (at will)—detect magic, detect poison, purify food and drink, stabilize D Domain spell; Domains Magic, Rune TACTICS During Combat The cleric uses his scroll of darkness, then follows with ranged spells. STATISTICS Str 12, Dex 8, Con 13, Int 10, Wis 16, Cha 15 Base Atk +2; CMB +3; CMD 12 Feats Extra Channel, Scribe Scroll, Selective Channeling, Spell Focus (enchantment) Skills Knowledge (arcana) +7, Perception +6, Sense Motive +9, Spellcraft +7 Languages Common SQ aura Combat Gear potion of invisibility, scroll of comprehend languages, scroll of cure moderate wounds, scroll of darkness, scroll of find traps, alchemist’s fire (2), everburning torch, smokesticks (2); Other Gear masterwork breastplate, light crossbow with 20 bolts, quarterstaff, silver unholy symbol, 537 gp The scholar priest is a devotee of magical knowledge, securing it from the unworthy at all costs. Init +2; Senses low-light vision; Perception +9 DEFENSE AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural) hp 25 (4d8+4) Fort +5, Ref +3, Will +8; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee trident +2 (1d8–1) Ranged shortbow +5 (1d6/×3) Special Attacks channel positive energy 4/day (DC 13, 2d6), wooden fist (+2, 7 rounds/day) Domain Spell-Like Abilities (CL 4th; concentration +8) 7/day—storm burst (1d6+2 nonlethal damage) Cleric Spells Prepared (CL 4th; concentration +8) 2nd—barkskin, hold person (2, DC 16), summon monster II 1st—cause fear (DC 15), cure light wounds, endure elements, entangle (DC 15), entropic shield 0 (at will)—bleed (2, DC 14), guidance, light D Domain spell; Domains Plant, Weather TACTICS Before Combat The cleric casts barkskin. During Combat The cleric casts entropic shield, then uses hold person, entangle, and bane arrows. Base Statistics Without barkskin, her statistics are AC 17, touch 12, flat-footed 15. STATISTICS Str 8, Dex 14, Con 13, Int 10, Wis 18, Cha 12 Base Atk +3; CMB +2; CMD 14 Feats Deadly Aim, Martial Weapon Proficiency (shortbow), Skill Focus (Stealth) Skills Heal +8, Knowledge (nature) +2, Knowledge (religion) +5, Perception +9, Sense Motive +8, Stealth +7 Languages Common, Elven SQ aura, elf blood Combat Gear +1 human-bane arrows (2), +1 orc-bane arrow, potion of cure moderate wounds; Other Gear +1 chain shirt, shortbow with 20 arrows, trident, anchor feather token, wooden holy symbol, 256 gp SCHOLAR PRIEST CR 2 HUMAN CLERIC OF NETHYS 3 XP 600 Medium humanoid (human) CN SHORELINE CLERIC CR 3 HALF-ELF CLERIC OF GOZREH 4 XP 800 Medium humanoid (elf, human) N 4545 CR CORE CLASSES CLERICS 1/2 1 2 3 Init –1; Senses Perception +6 DEFENSE AC 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield) hp 41 (5d8+15) Fort +7, Ref +1, Will +7 OFFENSE Speed 20 ft. Melee mwk longsword +8 (1d8+3/19–20) Special Attacks channel positive energy 6/day (DC 13, 3d6) Domain Spell-Like Abilities (CL 5th; concentration +7) 5/day—touch of law 5/day—battle rage (+2 damage) Cleric Spells Prepared (CL 5th; concentration +7) 3rd—dispel magic, magic vestmentD, searing light 2nd—align weapon (law only)D, enthrall (DC 14), resist energy (DC 14), sound burst (DC 14) 1st—command (DC 13), divine favor, magic weaponD, shield of faith, summon monster I 0 (at will)—guidance, light, purify food and drink, resistance D Domain spell; Domains Law, War TACTICS Before Combat The cleric casts magic vestment. During Combat The cleric attacks with her longsword, and casts magic weapon or align weapon as needed. When fighting undead, she channels positive energy. Otherwise, she uses ranged magical attacks only as a last resort. Base Statistics Without magic vestment, the cleric’s statistics are AC 18, touch 9, flat-footed 18. STATISTICS Str 17, Dex 8, Con 14, Int 10, Wis 14, Cha 12 Base Atk +3; CMB +6; CMD 15 Feats Combat Casting, Heavy Armor Proficiency, Improved Shield Bash, Weapon Focus (longsword) Skills Diplomacy +9, Heal +6, Knowledge (nobility) +6, Knowledge (religion) +5, Perception +6 Languages Common SQ aura Combat Gear potion of bull’s strength, thunderstone; Other Gear masterwork splint mail, +1 light steel shield, masterwork longsword, cloak of resistance +1, silver holy symbol, 271 gp The noble crusader battles the forces of chaos, usually at the behest of a local monarch. ORIEDESME EISBRIN Oriedesme is a crusader for law against the forces of chaos. As a minor noble, she frequently allies with other members of the nobility, who call her “Esme the Peacemaker.” She considers it her duty to eliminate dangerous monsters and even peasant uprisings that threaten to turn bloody. She serves a good and just goddess and refuses to participate in evil acts such as terrorizing villagers, but frowns on acts of anarchy that risk plunging an area into war. She believes nobles are chosen by the gods to rule over others for the benefit of all, even if this means fewer freedoms for commoners. She is painfully honest, and reluctant to work with any noble who shirks responsibilities or abuses power. Combat Encounters: Esme works well alone or in a leadership role. She might be an ally of a powerful character, using her neutrality to get things done for a good employer or moderating a nearly evil one. Roleplaying Suggestions: Esme might ask for assistance in dealing with an undead or fiendish NOBLE CRUSADER CR 4 HUMAN CLERIC OF IOMEDAE 5 XP 1,200 Medium humanoid (human) LN 4646 threat beyond her capabilities. She could serve as an important intermediary with the local nobility, especially if the PCs have preexisting conflicts with the nobles. Esme could also be cynically close to losing her faith, giving the PCs the opportunity to save her before she falls from grace. Init +1; Senses Perception +5 DEFENSE AC 19, touch 12, flat-footed 18 (+7 armor, +1 Dex, +1 size) hp 54 (6d8+24) Fort +8, Ref +4, Will +9; +2 vs. fear OFFENSE Speed 15 ft. Melee +1 heavy mace +6 (1d6+1) Ranged light crossbow +7 (1d6/19–20) Special Attacks channel positive energy 7/day (DC 15, 3d6) Domain Spell-Like Abilities (CL 6th; concentration +9) 6/day—dazing touch, touch of chaos Cleric Spells Prepared (CL 6th; concentration +9) 3rd—locate object, searing light, suggestionD, summon monster III 2nd—aid, calm emotionsD (DC 15), eagle’s splendor, sound burst (DC 15), zone of truth (DC 15) 1st—bless water, charm personD (DC 14), comprehend languages, detect undead, hide from undead 0 (at will)—detect magic, detect poison, guidance, virtue D Domain spell; Domains Chaos, Charm TACTICS During Combat The cleric tries to persuade living, intelligent opponents to stop fighting and discuss a peaceful solution over a drink, using calm emotions, charm person, or suggestion if necessary. When fighting undead, he casts eagle’s splendor to improve his channel energy ability, and uses his potion and scroll if the battle goes poorly. STATISTICS Str 11, Dex 12, Con 14, Int 8, Wis 16, Cha 14 Base Atk +4; CMB +3; CMD 14 Feats Extra Channel, Toughness, Turn Undead Skills Acrobatics +0, Climb –1, Diplomacy +8, Heal +9, Perception +5 Languages Common, Halfling SQ aura Combat Gear potion of haste, scroll of bull’s strength; Other Gear +1 breastplate, +1 heavy mace, light crossbow with masterwork bolts (20), silver holy symbol, 393 gp The carousing champion serves the god of freedom, bravery, and ale, and uses his significant abilities to bring happiness to common folk and stand up against oppression of all sorts. EGGAL TORKELSON Eggal is a friendly, outgoing young half ling, generous with his spirit, spirits, money, and affection —but not particularly bright. Fortunately, Eggal is so likable and headstrong that few ever try to take advantage of him, and those who do discover that his lack of “book learning” hasn’t done anything to dull his innate cunning, and he remembers who has done him wrong every bit as well as he recalls who has done him favors, repaying both with interest. He wants to see the world and enjoy life, and doesn’t particularly care whether people are good or selfish as long they don’t try to hurt him or anyone he cares about—to him, his god’s creed of freedom above all means accepting that some people were born mean- spirited, and are entitled to their pettiness and jealousy as long as they don’t go out of their way to oppress others. For his own part, he’d rather help someone than ignore a request for aid, and has been known to expound at length upon the simple joys of helping others. He avoids killing unless absolutely necessary, even among those more “monstrous” humanoid races, but hates undead with a passion and goes out of his way to destroy such abominations. Combat Encounters: Though he is hard to inf luence with magic, clever lies and subtle manipulation can easily turn Eggal against the PCs, and it’s not uncommon for him to come into conf lict with the lawful authorities in a region if he feels they are profiting at the expense of the common people. If he sees the PCs as agents of oppression, regardless of their justifications, he’s likely to oppose them—with his mace if necessary. Because of his reluctance to kill, he is useful for an encounter where the PCs should negotiate or surrender instead of fighting. Roleplaying Suggestions: Eggal can be a reliable feature of local taverns, even showing up in other cities where the PCs travel. Because he tends to help when asked, he might end up in over his head and need rescuing, or have friends in need of rescue. He can also help out the PCs as an ally against undead, as a backup healer, or as a contact in Cayden Cailean’s church. CAROUSING CHAMPION CR 5 HALFLING CLERIC OF CAYDEN CAILEAN 6 XP 1,600 Small humanoid (halfling) CN 4747 CR 4 5 CORE CLASSES CLERICS Init +0; Senses Perception +7 DEFENSE AC 19, touch 10, flat-footed 19 (+9 armor) hp 56 (7d8+21) Fort +8, Ref +3, Will +9 OFFENSE Speed 20 ft. Melee mwk spiked chain +7 (2d4+1) Ranged light crossbow +5 (1d8/19–20) Special Attacks channel negative energy 5/day (DC 17, 4d6) Domain Spell-Like Abilities (CL 7th; concentration +10) 6/day— bleeding touch (3 rounds), touch of darkness (3 rounds) Cleric Spells Prepared (CL 7th; concentration +10) 4th—poison (DC 18), shadow conjurationD (DC 17) 3rd—bestow curse (DC 17), contagion (DC 17), deeper darknessD, dispel magic 2nd—blindness/deafnessD (blindness only, DC 16), darkness, desecrate, eagle’s splendor, silence (DC 15) 1st—cause fearD (2, DC 15), deathwatch, doom (DC 15), magic weapon, shield of faith 0 (at will)—bleed (DC 14), detect magic, light, resistance D Domain spell; Domains Darkness, Death TACTICS Before Combat The cleric casts deathwatch. During Combat The cleric casts magic weapon and shield of faith. If she has minions, she orders them to attack so she can use magic from a distance. She casts darkness to hide in and channels negative energy. If forced out of the darkness, she disables targets with bestow curse, blindness, and poison, then uses her spiked chain. STATISTICS Str 12, Dex 10, Con 14, Int 8, Wis 17, Cha 14 Base Atk +5; CMB +6; CMD 16 Feats Blind-Fight, Combat Casting, Command Undead, Heavy Armor Proficiency, Improved Channel, Spell Focus (necromancy) Skills Heal +9, Knowledge (religion) +6, Perception +7, Spellcraft +5 Languages Common SQ aura Combat Gear potion of cure moderate wounds, flask of acid, smokesticks (2); Other Gear masterwork full plate, light crossbow with 20 bolts, masterwork spiked chain, cloak of resistance +1, unholy water, wooden unholy symbol, onyx gems (worth 350 gp), silver dust for desecrate (worth 25 gp), 114 gp The vivisectionist cleric serves the god of pain and darkness, and can keep victims alive for weeks. MELISAI HESANI Melisai is personable despite her arrogance, and considers herself a surgeon and a sculptor. When not adventuring, she works with poorhouse medics, embalmers preparing bodies, and torturers—anyone who gives her the opportunity to experiment. She prefers the company of like-minded adventurers, but if none are available, she animates zombies. Combat Encounters: Melisai is useful as an enemy leader, member of a rival adventuring party, or servant of an important NPC or villain. Roleplaying Suggestions: Though evil and disturbing, Melisai is easy to get along with. She is forthright, and has no problem helping the PCs if it achieves her own ends. VIVISECTIONIST CLERIC CR 6 HUMAN CLERIC OF ZON-KUTHON 7 XP 2,400 Medium humanoid (human) LE 4848 49 Init +0; Senses darkvision 60 ft.; Perception +5 DEFENSE AC 20, touch 10, flat-footed 20 (+9 armor, +1 natural) hp 71 (8d8+32) Fort +8, Ref +2, Will +8; +2 resistance vs. good Defensive Abilities orc ferocity; Immune fire (96 points) OFFENSE Speed 20 ft. Melee +1 greataxe +12/+7 (1d12+9/×3) Ranged javelin +6/+1 (1d6+6) Special Attacks channel negative energy 4/day (DC 15, 4d6), destructive aura (+4, 8 rounds/day), destructive smite (+4, 5/day), scythe of evil (4 rounds, 1/day) Domain Spell-Like Abilities (CL 8th; concentration +10) 5/day—touch of evil (4 rounds) Cleric Spells Prepared (CL 8th; concentration +10) 4th—chaos hammer (DC 16), divine power, unholy blightD (DC 16) 3rd—invisibility purge, prayer, protection from energy (DC 15), rageD 2nd—align weaponD (evil weapons only), bull’s strength, darkness, spiritual weapon (2) 1st—bane (DC 13), divine favor, entropic shield, protection from good, shield of faith, true strikeD 0 (at will)—bleed (DC 12), guidance, light, resistance D Domain spell; Domains Destruction, Evil TACTICS Before Combat The cleric casts protection from energy (fire). During Combat The cleric casts divine power and shield of faith at the start of combat, then closes to melee distance. If combat starts and he cannot reach any opponents on the first round, he casts chaos hammer or unholy blight. If fighting creatures he knows are good, he uses his scythe of evil ability on his greataxe. If he has allies, he casts prayer. STATISTICS Str 18, Dex 10, Con 14, Int 8, Wis 14, Cha 12 Base Atk +6; CMB +10; CMD 20 Feats Heavy Armor Proficiency, Power Attack, Toughness, Weapon Focus (greataxe) Skills Intimidate +7, Perception +5, Spellcraft +3 Languages Common, Orc SQ aura, orc blood, weapon familiarity Combat Gear potions of cure serious wounds (2), alchemist’s fire (2); Other Gear +1 half-plate, +1 greataxe, javelins (5), amulet of natural armor +1, wooden unholy symbol, 184 gp The wrath priest serves the primordial god of disaster and destruction, striking down innocents and enemies with fire, blade, and hatred. He is a quintessential nihilist, and can not be bought or reasoned with except as it furthers his god’s horrific ends. AZNEK Aznek is cruel, violent, and destructive—a childhood bully given profane magic and physical might. He loves the screams of his victims, and smashes beautiful things for the fun of it. He likes having strong minions, and encourages them to challenge him for dominance, though none has succeeded. He lets these would-be rivals live, albeit with broken arms or legs as reminders of their failure. Combat Encounters: Aznek makes a good solo encounter, boss of a group of raiders (especially orcs), or minion of a strong leader or powerful warbeast. Roleplaying Suggestions: Aznek’s nature makes it difficult to interact with him except as his servant. WRATH PRIEST CR 7 HALF-ORC CLERIC OF ROVAGUG 8 XP 3,200 Medium humanoid (human, orc) CE 4949 CR 6 7 CORE CLASSES CLERICS Init +6; Senses Perception +10 DEFENSE AC 20, touch 13, flat-footed 18 (+7 armor, +1 deflection, +2 Dex) hp 89 (9d8+27) Fort +11, Ref +6, Will +11 OFFENSE Speed 20 ft. Melee dagger +5/+0 (1d4–1/19–20) Ranged light crossbow +8 (1d8/19–20) Special Attacks channel negative energy 4/day (DC 17, 5d6), hand of the acolyte (7/day) Domain Spell-Like Abilities (CL 9th; concentration +13) 7/day—bleeding touch (4 rounds) 1/day—dispelling touch Cleric Spells Prepared (CL 9th; concentration +13) 5th—slay living D (2, DC 21) 4th—death wardD, freedom of movement, poison (DC 20), spell immunity 3rd—bestow curse (DC 19), contagion (2, DC 19), dispel magicD, prayer 2nd—bear’s endurance, darkness, death knell D (DC 18), delay poison (DC 16), desecrate, resist energy (DC 16) 1st—bane (DC 15), cause fear D (DC 17, 2), entropic shield, obscuring mist, protection from good 0 (at will)—bleed (DC 16), detect poison, light, virtue D Domain spell; Domains Death, Magic TACTICS Before Combat The cleric casts bear’s endurance, delay poison, and freedom of movement. During Combat The cleric lets allies or undead minions handle the bulk of the fighting, using bestow curse, contagion, and slay living against individual foes or channeling negative energy against groups or to heal herself and her undead allies. Base Statistics Without bear’s endurance, the cleric’s statistics are hp 71, Fort +9, Con 14. STATISTICS Str 8, Dex 15, Con 18, Int 10, Wis 19, Cha 12 Base Atk +6; CMB +5; CMD 18 Feats Combat Casting, Command Undead, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Spell Focus (necromancy) Skills Craft (alchemy) +6, Heal +10, Intimidate +7, Knowledge (religion) +12, Perception +10 Languages Common SQ aura, death’s embrace Gear +1 chainmail, dagger, light crossbow with 20 bolts, cloak of resistance +1, headband of inspired wisdom +2, pearl of power (1st), ring of protection +1, bone unholy symbol, unholy water, onyx gems (worth 500 gp), silver dust for desecrate (worth 25 gp), 162 gp A death priest serves the goddess of plague and undeath, and seeks to infect, kill, and animate anyone who stands in her way. She might desire to one day become undead, but remains alive for now so she can carry out tasks in places that would never allow the undead. RELYK ZAHIM Relyk obsesses over death and undead, and is in love with her goddess. She longs to become her favored servant and lover, and bestows her strange affections on corpses and undead that remind her of the dark goddess. Relyk always has a bit of a cold or some other minor sickness, though these never debilitate her or affect her abilities in any way; her symptoms might merely be affectations to ward off the unwary or show her devotion. She helps those who want to become undead do so, and is willing to assist other members of her church. However, she watches for anyone who might pass her in prominence within the church. Rivals for her god’s affection or attention find that Relyk quickly becomes a devious, heartless enemy. Combat Encounters: Relyk can be used as a solo opponent, but is much more dangerous with undead allies. Because she is healed by negative energy, she can sustain herself and multiple undead with her channel energy ability, and may pretend to be undead to gain an advantage over gullible enemies. Roleplaying Suggestions: Relyk can be an advocate for a country ruled by undead, the commander of a large tribe of underground ghouls, or a daytime liaison for a cabal of vampires. When she defeats an enemy, she “graciously” offers to raise him as undead. DEATH PRIEST CR 8 HUMAN CLERIC OF URGATHOA 9 XP 4,800 Medium humanoid (human) NE 5050 51 Init +3; Senses Perception +14 DEFENSE AC 21, touch 10, flat-footed 21 (+11 armor, +1 deflection, –1 Dex); +1 vs. good opponents hp 78 (10d8+30) Fort +10, Ref +3, Will +12; +2 vs. good opponents OFFENSE Speed 20 ft. Melee +1 falchion +11/+6 (2d4+5/18–20) Special Attacks aura of madness (DC 19, 10 rounds/day), channel negative energy 4/day (DC 16, 5d6), might of the gods (+10, 10 rounds/day) Domain Spell-Like Abilities (CL 10th; concentration +14) 7/day—strength surge (+5), vision of madness (+/–5) Cleric Spells Prepared (CL 10th; concentration +14) 5th—flame strike (DC 19), righteous mightD, summon monster V 4th—confusionD (DC 18), cure critical wounds, summon monster IV (2), unholy blight (DC 18) 3rd—blindness/deafness, magic circle against good, magic vestmentD, summon monster III, water breathing 2nd—bull’s strengthD, cure moderate wounds, darkness, shield other, silence (DC 16), summon monster II 1st—bane (DC 15), bless, command (DC 15), cure light wounds, divine favor, enlarge personD (DC 15) 0 (at will)—create water, detect magic, light, mending D Domain spell; Domains Madness, Strength TACTICS Before Combat The cleric casts magic circle against good and magic vestment. During Combat The cleric drinks a potion of invisibility, then uses summon monster V and summon monster IV to overwhelm opponents, and attacks with flame strike, casting righteous might before entering melee. Base Statistics Without magic circle against good and magic vestment, the cleric’s statistics are AC 20, touch 10, flat-footed 20. STATISTICS Str 16, Dex 8, Con 14, Int 10, Wis 18, Cha 12 Base Atk +7; CMB +10; CMD 20 Feats Augment Summoning, Combat Casting, Heavy Armor Proficiency, Improved Initiative, Power Attack, Spell Focus (conjuration) Skills Handle Animal +11, Heal +8, Knowledge (nature) +1, Knowledge (religion) +6, Perception +14, Spellcraft +8 Languages Common SQ aura Combat Gear potions of invisibility (2); Other Gear +1 full plate, +1 falchion, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, silver unholy symbol, 110 gp The mother of beasts serves the goddess of madness and monsters. She looks after horrible creatures and summons extraplanar beings to defend herself and her pets. EMPIRI CHALEMEDE Empiri raises and nurtures hybrid monsters and aberrant mutations. Though she lacks the magic to create these oddities, she values anyone skilled at such things. Combat Encounters: Empiri is most effective when she has monsters to protect her. Without allies, she uses summon monster spells to conjure guardians. Roleplaying Suggestions: Empiri might ask the PCs to help her catch a predatory beast—though not to destroy it. MOTHER OF BEASTS CR 9 HUMAN CLERIC OF LAMASHTU 10 XP 6,400 Medium humanoid (human) CE 5151 CR 8 9 CORE CLASSES CLERICS Init +3; Senses Perception +11 DEFENSE AC 20, touch 9, flat-footed 20 (+7 armor, –1 Dex, +1 natural, +3 shield) hp 75 (11d8+22) Fort +9, Ref +5, Will +13 Resist electricity 20, fire 10 OFFENSE Speed 20 ft. Melee mwk heavy mace +10/+5 (1d8+1) Ranged mwk light crossbow +8 (1d8/19–20) Special Attacks channel negative energy 7/day (DC 19, 6d6), staff of order (5 rounds, 1/day) Domain Spell-Like Abilities (CL 11th; concentration +16) 8/day—fire bolt (1d6+5 fire), touch of law Cleric Spells Prepared (CL 11th; concentration +16) 6th—blade barrier (DC 23), fire seedsD 5th—fire shieldD, flame strike (2, DC 22), spell resistance 4th—air walk, cure serious wounds, dismissal (DC 19), freedom of movement, wall of fireD 3rd—cure serious wounds, fireballD (DC 20), glyph of warding, invisibility purge, searing light, water walk 2nd—cure moderate wounds, hold person (DC 17), produce flameD, resist energy (2, DC 17), silence (DC 17) 1st—bless, burning handsD (DC 18), command (2, DC 16), cure light wounds, endure elements, magic weapon 0 (at will)—bleed (DC 15), detect magic, guidance, virtue D Domain spell; Domains Fire, Law TACTICS Before Combat The cleric casts freedom of movement and resist energy (electricity). During Combat The cleric casts fire shield (warm shield), uses his wand of shield of faith, then attacks with fire spells, switching to blade barrier, channeled energy, and flame strike against fire-resistant opponents. STATISTICS Str 13, Dex 8, Con 12, Int 10, Wis 21, Cha 14 Base Atk +8; CMB +9; CMD 18 Feats Extra Channel, Greater Spell Focus (evocation), Improved Channel, Improved Initiative, Lightning Reflexes, Selective Channeling, Spell Focus (evocation) Skills Intimidate +7, Knowledge (nobility, religion) +6, Knowledge (planes) +7, Linguistics +5, Perception +11, Sense Motive +13, Spellcraft +8 Languages Common, Ignan, Infernal SQ aura Combat Gear necklace of fireballs (type III), potion of delay poison, wand of shield of faith (7 charges); Other Gear +1 breastplate, +1 heavy steel shield, masterwork heavy mace, masterwork light crossbow with 20 bolts, amulet of natural armor +1, cloak of resistance +1, headband of inspired wisdom +2, silver unholy symbol, 1,453 gp The fire cleric serves infernal or elemental powers and uses his magic to purge weakness from the world. ALEKSION CORIC Aleksion sees himself as bringing the flame of truth and order to burn away all that is impure and rebellious. Though he serves Hell, he believes fulfilling his task is necessary to preserve human civilization in a world beset by barbarians and demons. FIRE CLERIC CR 10 HUMAN CLERIC OF ASMODEUS 11 XP 9,600 Medium humanoid (human) LE 5252 53 Init +6; Senses Perception +11 DEFENSE AC 26, touch 13, flat-footed 24 (+9 armor, +1 deflection, +2 Dex, +1 natural, +3 shield) hp 105 (12d8+24) Fort +12, Ref +9, Will +14 OFFENSE Speed 20 ft. Melee mwk whip +9/+4 (1d3–1 nonlethal) Ranged mwk heavy crossbow +12 (1d10/19–20) Special Attacks channel negative energy 8/day (DC 21, 6d6) Domain Spell-Like Abilities (CL 12th; concentration +17) At will—charming smile (12 rounds/day, DC 21), master’s illusion (12 rounds/day, DC 21) 8/day—copycat (12 rounds), dazing touch Cleric Spells Prepared (CL 12th; concentration +17) 6th—geas/questD, greater dispel magic, word of recall 5th—breath of life, charm monsterD (DC 22), greater command (DC 22), slay living (DC 20), spell resistance 4th—chaos hammer (DC 19), cure serious wounds, discern lies (DC 19), heroismD, poison (DC 19) 3rd—invisibility purge, magic vestment, prayer, protection from energy (DC 18), searing light, suggestionD (DC 20) 2nd—calm emotions (DC 19), delay poison (DC 17), enthrall (DC 19), hold person (2, DC 19), invisibilityD 1st—charm personD (DC 18), cure light wounds (2), entropic shield, hide from undead, obscuring mist, remove fear 0 (at will)—detect magic, light, mending, purify food and drink D Domain spell; Domains Charm, Trickery TACTICS Before Combat The cleric uses his wand of bear’s endurance, then casts magic vestment. During Combat The cleric uses charm spells, hold spells, and suggestion to disable opponents or turn them into allies. He casts heroism and prayer to bolster companions, and uses his copycat domain power and spell resistance to protect himself, channeling negative energy to harm creatures who resist enchantment. Base Statistics Without bear’s endurance and magic vestment, the cleric’s statistics are AC 24, touch 13, flat-footed 22; hp 81; Fort +10; Con 12. STATISTICS Str 8, Dex 15, Con 16, Int 10, Wis 20, Cha 16 Base Atk +9; CMB +8; CMD 21 Feats Extra Channel, Greater Spell Focus (enchantment), Improved Channel, Improved Initiative, Lightning Reflexes, Selective Channeling, Spell Focus (enchantment) Skills Bluff +11, Diplomacy +17, Heal +14, Intimidate +8, Perception +11, Spellcraft +6 Languages Common SQ aura Combat Gear potion of cure moderate wounds, wand of bear’s endurance (10 charges); Other Gear +1 breastplate, +2 light wooden shield, masterwork heavy crossbow with 20 bolts, masterwork whip, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, headband of inspired wisdom, ring of protection +1, silver unholy symbol, 621 gp The trickster priest serves the goddess of trickery and revenge, using guile and magic to manipulate others. UNAM CLAREFIELD Unam is affectionate but fickle, philandering but jealous, and inconsiderate but vengeful. To those in his favor, he plays the part of an excellent and dependable ally, but easily turns on those he feels have insulted or jilted him. He is more than willing to influence or control his so-called friends, abandoning them in dangerous situations. Combat Encounters: With his charm and spells, Unam usually has several followers who are willing to die to prove their affection. He tries to use spells carefully so these “pets” don’t come to any harm by his hand. Roleplaying Suggestions: Unam is eager to avenge old slights or help others in their quests for vengeance, especially if there is an attractive PC he can spend time with. TRICKSTER PRIEST CR 11 HUMAN CLERIC OF CALISTRIA 12 XP 12,800 Medium humanoid (human) CN 5353 CR 10 11 CORE CLASSES CLERICS Init +0; Senses Perception +16 DEFENSE AC 22, touch 10, flat-footed 22 (+11 armor, +1 natural) hp 121 (13d8+59) Fort +13, Ref +5, Will +12 DR 10/adamantine (150 points) OFFENSE Speed 20 ft. Melee +1 flaming greatsword +16/+11 (2d6+8/17–20 plus 1d6 fire) or mwk dagger +15/+10 (1d4+7/19–20) Ranged mwk heavy crossbow +10 (1d10/19–20) Special Attacks channel negative energy 4/day (DC 15, 7d6), might of the gods (+13, 13 rounds/day), weapon master (13 rounds/day) Domain Spell-Like Abilities (CL 13th; concentration +16) 6/day—battle rage (+6 damage), strength surge (+6) Cleric Spells Prepared (CL 13th; concentration +16) 7th—power word blindD, word of chaos 6th—heal, mass bull’s strength, stoneskinD 5th—breath of life, flame strike (DC 18), righteous mightD, spell resistance 4th—chaos hammer (DC 17), dismissal (DC 17), divine powerD, restoration, spell immunity 3rd—cure serious wounds (2), invisibility purge, magic vestmentD, prayer, wind wall 2nd—aid, bear’s endurance, delay poison (DC 15), hold person (DC 15), resist energy (DC 15), spiritual weaponD 1st—bane (DC 14), bless, cure light wounds (2), enlarge person D (DC 14), shield of faith 0 (at will)—detect magic, detect poison, guidance, light D Domain spell; Domains Strength, War TACTICS Before Combat The cleric casts bear’s endurance and stoneskin. During Combat The cleric targets weak-looking opponents first, using spells to blind and damage multiple enemies before attacking with her greatsword. Base Statistics Without bear’s endurance and stoneskin, the cleric’s statistics are hp 95, Fort +11; DR none; Con 14. STATISTICS Str 20, Dex 10, Con 18, Int 12, Wis 17, Cha 8 Base Atk +9; CMB +14; CMD 24 Feats Cleave, Combat Casting, Extra Channel, Heavy Armor Proficiency, Improved Critical (greatsword), Power Attack, Vital Strike, Weapon Focus (greatsword) Skills Diplomacy +7, Heal +11, Intimidate +4, Knowledge (engineering, nobility, planes) +6, Knowledge (history, religion) +9, Knowledge (local) +3, Perception +16, Ride –1, Spellcraft +9 Languages Common SQ aura Combat Gear potion of haste; Other Gear +2 full plate, +1 flaming greatsword, masterwork dagger (2), masterwork heavy crossbow, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, headband of inspired wisdom +2, iron unholy symbol, granite and diamond dust for stoneskin (worth 250 gp), 276 gp The profane general, a powerful cleric of war who leads by example, cleaves through enemies to inspire her allies and followers to greater glory and victory. BIRN HENGDEL Birn became a mercenary when her unit was cut off and her home city fell. Over the years, she has gathered many warriors under her banner. She lives only for battle, refusing to become attached to followers she may have to sacrifice. Combat Encounters: Birn loyally serves whoever pays her, so she might face the PCs while in the employ of any villain. Roleplaying Suggestions: Because she works for the highest bidder, Birn might just switch sides if given a better offer. PROFANE GENERAL CR 12 HUMAN CLERIC OF GORUM 13 XP 19,200 Medium humanoid (human) CN 5454 55 Init +6; Senses low-light vision; Perception +22 DEFENSE AC 24, touch 16, flat-footed 21 (+7 armor, +2 deflection, +2 Dex, +1 dodge, +1 natural, +1 size) (+4 dodge vs. giants) hp 129 (14d8+63) Fort +16, Ref +9, Will +18; +2 vs. illusions Immune fire (120 points) OFFENSE Speed 15 ft. Melee mwk glaive +11/+6 (1d8–1/×3) Ranged mwk light crossbow +14 (1d6/19–20) Special Attacks channel positive energy 5/day (DC 19, 7d6), +1 on attack rolls against goblinoid and reptilian humanoids Domain Spell-Like Abilities (CL 14th; concentration +20) 9/day—bit of luck, resistant touch Cleric Spells Prepared (CL 14th; concentration +20) 7th—destruction (DC 23), repulsion D (DC 23), summon monster VII 6th—antilife shell, antimagic fieldD, banishment (DC 22), blade barrier (DC 22), greater dispel magic 5th—breath of life, greater command (DC 21), mark of justice, spell resistanceD, wall of stone 4th—air walk, death ward, freedom of movementD, neutralize poison, order’s wrath (DC 20), repel vermin 3rd—bestow curse (DC 19), blindness/ deafness (DC 19), glyph of warding (2), invisibility purge, protection from energy D (DC 19) 2nd—bear’s endurance, delay poison (DC 18), hold person (2, DC 18), remove paralysis, shield otherD 1st—cause fear (2, DC 17), command (DC 17), divine favor, entropic shield, sanctuary (DC 17), true strikeD 0 (at will)—create water, detect poison, mending, read magic D Domain spell; Domains Luck, Protection TACTICS Before Combat The cleric casts air walk, bear’s endurance, delay poison, freedom of movement, and protection from energy (fire). During Combat The cleric prefers to paralyze, repel, or disable opponents with greater command and barrier spells, but reacts aggressively if his opponents won’t surrender or agree to a truce. Base Statistics Without bear’s endurance, the cleric’s statistics are hp 101; Fort +14; Con 14. STATISTICS Str 8, Dex 14, Con 18, Int 13, Wis 22, Cha 10 Base Atk +10; CMB +8; CMD 23 Feats Combat Casting, Dodge, Extra Channel, Improved Channel, Improved Initiative, Selective Channeling, Turn Undead Skills Craft (armor) +3, Craft (jewelry) +6, Diplomacy +9, Heal +15, Knowledge (arcana, history, nobility) +6, Knowledge (local) +3, Knowledge (religion) +10, Perception +22, Sense Motive +12, Spellcraft +8 Languages Common, Gnome, Sylvan SQ aura, aura of protection (+2 deflection, energy resistance 10, 14 rounds/day), good fortune (2/day) Combat Gear potions of invisibility (2), ring of the ram (10 charges); Other Gear +1 light fortification breastplate, masterwork glaive, masterwork light crossbow with 20 bolts, amulet of natural armor +1, headband of inspired wisdom +4, ring of protection +2, platinum holy symbol (worth 500 gp), powdered diamond (worth 200 gp), 787 gp The sacred guardian serves the goddess of beauty and love. He protects a holy site, preferring to deflect and warn rather than harm or destroy. PINDLE FINBERRY An aficionado of art, music, and sculpture, Pindle would be content spending his days creating beautiful things for people to wear and use. He knows there is ugliness in the world that would destroy all beauty, so he has sworn to be a shield against these defilers. In his heart, he wants peace and serenity, and hopes that his words and deeds can turn away the forces of destruction. While many might see him as an idealistic hero, the truth is that Pindle values art more than people, and will happily steal or overlook suffering if it’s necessary to preserve great art. Combat Encounters: Pindle is a capable guardian and might agree to guard a place or thing as a favor for an allied church or devotee of beauty—even if this pits him against good-aligned PCs. If the PCs steal a valuable gem, art object, or magic item relevant to his interests (or if he has been led to believe this), he might track them down and insist that they return it, or even take it by force if necessary. Roleplaying Suggestions: Pindle is knowledgeable about art, gems, famous armors, and similar topics. He’d gladly accompany most PCs to an exotic location of great beauty or in search of a lost art object. SACRED GUARDIAN CR 13 GNOME CLERIC OF SHELYN 14 XP 25,600 Small humanoid (gnome) N 5555 CR 12 13 CORE CLASSES CLERICS Init +5; Senses Perception +20 DEFENSE AC 22, touch 12, flat-footed 21 (+9 armor, +1 deflection, +1 Dex, +1 natural) hp 146 (15d8+75) Fort +14, Ref +7, Will +17 OFFENSE Speed 30 ft. Melee +3 scythe +17/+12/+7 (2d4+6/19–20/×4) Special Attacks channel negative energy 4/day (DC 18, 8d6), scythe of evil (7 rounds, 2/day) Domain Spell-Like Abilities (CL 15th; concentration +22) 10/day—bleeding touch (7 rounds), touch of evil (7 rounds) Cleric Spells Prepared (CL 15th; concentration +22) 8th—fire storm (DC 26), unholy auraD 7th—blasphemyD (DC 25), destruction (DC 24), ethereal jaunt 6th—antilife shell, blade barrier (DC 24), create undeadD, harmD (DC 23) 5th—dispel good, greater command (DC 22), flame strike (DC 23), insect plague, righteous might, slay livingD (DC 22) 4th—divine power, freedom of movement, giant vermin, greater magic weapon, poison (DC 21), unholy blightD (DC 22) 3rd—animate deadD, contagion (2, DC 20), deeper darkness, dispel magic, wind wall 2nd—bear’s endurance, death knellD (DC 19), desecrate, gentle repose, hold person (DC 19), spiritual weapon 1st—bane (DC 18), cause fearD (DC 18), divine favor, doom (2, DC 18), entropic shield, shield of faith 0 (at will)—bleed (DC 17), light, resistance, virtue D Domain spell; Domains Death, Evil TACTICS Before Combat The cleric casts bear’s endurance, desecrate, freedom of movement, and greater magic weapon. During Combat The cleric relies on offensive spells, or on channel energy if he has undead allies. Base Statistics Without bear’s endurance and greater magic weapon, the cleric’s statistics are hp 116; Fort +12; Melee +1 scythe +15/+10/+5 (2d4+4/19–20/×4); Con 14. STATISTICS Str 15, Dex 12, Con 18, Int 10, Wis 24, Cha 8 Base Atk +11; CMB +13; CMD 25 Feats Combat Casting, Command Undead, Critical Focus, Extra Channel, Improved Channel, Improved Critical (scythe), Improved Initiative, Spell Focus (evocation), Weapon Focus (scythe) Skills Bluff +5, Intimidate +5, Knowledge (local) +6, Knowledge (religion) +9, Perception +20, Spellcraft +11 Languages Common SQ aura, death’s embrace Combat Gear potion of invisibility; Other Gear +3 mithral breastplate, +1 scythe, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, headband of inspired wisdom +4, ring of protection +1, unholy water, cold iron unholy symbol (worth 500 gp), onyx gems (worth 1,000 gp), silver dust for desecrate (worth 25 gp), 2,482 gp These clerics turn innocents into undead monstrosities. THAMO HAKASA Thamo, a living priest, fears that becoming undead would ruin his appetites for food and physical pleasure. MASTER OF UNDEATH CR 14 HUMAN CLERIC OF URGATHOA 15 XP 38,400 Medium humanoid (human) NE 5656 57 Init +4; Senses Perception +19 DEFENSE AC 21, touch 12, flat-footed 21 (+7 armor, +1 deflection, +2 natural, +1 size) hp 155 (16d8+80) Fort +17, Ref +10, Will +20; +2 vs. fear Immune fire (120 points); Resist cold 20, electricity 20, fire 30 OFFENSE Speed 20 ft. Melee mwk quarterstaff +13/+8/+3 (1d4–1) Ranged mwk light crossbow +14 (1d6/19–20) Special Attacks channel negative energy 7/day (DC 20, 8d6) Domain Spell-Like Abilities (CL 16th; concentration +23) 10/day— icicle (1d6+8 cold damage), lightning arc (1d6+8 electricity) Cleric Spells Prepared (CL 16th; concentration +23) 8th—horrid wilting D (DC 25), summon monster VIII (2) 7th—elemental body IVD (air only), ethereal jaunt, repulsion (DC 24), summon monster VII (2) 6th—banishment (DC 23), chain lightning D (DC 23), heal, summon monster VI, word of recall 5th—breath of life, greater command (DC 22), ice stormD, plane shift (DC 23), spell resistance, summon monster V 4th—air walkD, chaos hammer (DC 21), dismissal (DC 21), freedom of movement, summon monster IV (2) 3rd—dispel magic, invisibility purge, prayer, protection from energy (DC 20), remove blindness/deafness, water breathingD, wind wall 2nd—bear’s endurance, cure moderate wounds, hold person (DC 19), resist energy (DC 19), shatter, spiritual weapon, wind wallD 1st—bless, command (2, DC 18), cure light wounds, divine favor, obscuring mistD, shield of faith 0 (at will)—create water, detect magic, read magic, resistance D Domain spell; Domains Air, Water TACTICS Before Combat The cleric casts air walk, bear’s endurance, freedom of movement, protection from energy (fire), and resist energy (fire). During Combat The cleric summons air and water elementals and uses Elemental Channel to keep these defenders alive so he can cast attack spells at his opponents. Base Statistics Without bear’s endurance, protection from energy, and resist energy, the cleric’s statistics are hp 123; Fort 15; Immune —; Resist cold 20, electricity 20; Con 14. STATISTICS Str 8, Dex 10, Con 18, Int 12, Wis 25, Cha 15 Base Atk +12; CMB +10; CMD 21 Feats Augment Summoning, Combat Casting, Elemental Channel (air, water), Extra Channel, Improved Initiative, Lightning Reflexes, Spell Focus (conjuration) Skills Acrobatics +1 (–3 when jumping), Climb +0, Diplomacy +10, Knowledge (arcana) +9, Knowledge (nature) +6, Knowledge (planes) +14, Linguistics +5, Perception +19, Spellcraft +9, Stealth +5, Swim +3 Languages Aquan, Auran, Common, Halfling SQ aura Combat Gear potions of invisibility (2); Other Gear +1 mithral chainmail, masterwork light crossbow with 20 bolts, masterwork quarterstaff, amulet of natural armor +2, cloak of resistance +2, headband of inspired wisdom +6, ring of protection +1, forked metal rods (for plane shift), wooden unholy symbol, 1,564 gp The elemental priest commands the forces of nature and summons powerful air and water spirits to do his bidding. ELEMENTAL PRIEST CR 15 HALFLING CLERIC OF GOZREH 16 XP 51,200 Small humanoid (halfling) CN 5757 CR 14 15 CORE CLASSES CLERICS Init +5; Senses Perception +5 DEFENSE AC 26, touch 13, flat-footed 25 (+12 armor, +2 deflection, +1 Dex, +1 natural); +2 deflection vs. good hp 131 (17d8+51) Fort +13, Ref +7, Will +16; +1 vs. good OFFENSE Speed 20 ft. Melee +2 greataxe +18/+13/+8 (1d12+6/19–20/×3) Special Attacks channel negative energy 6/day (DC 23, 9d6), scythe of evil (8 rounds, 3/day), weapon master (17 rounds/day) Domain Spell-Like Abilities (CL 17th; concentration +22) 8/day—battle rage (+8 damage), touch of evil (8 rounds) Cleric Spells Prepared (CL 17th; concentration +22) 9th—power word killD, storm of vengeance 8th—earthquake, fire storm (DC 23), power word stunD 7th—blasphemyD (DC 22), destruction (2, DC 22), ethereal jaunt 6th—blade barrierD (DC 21), greater dispel magic, harm (DC 21), heal, mass bull’s strength 5th—dispel good, flame strike D (DC 20), righteous might, slay living (2, DC 20), spell resistance 4th—air walk, chaos hammer (DC 19), death ward, divine powerD, poison (DC 19), unholy blight (DC 19) 3rd—cure serious wounds, deeper darkness, dispel magic, magic circle against goodD, meld into stone, prayer 2nd—bear’s endurance, bull’s strength, death knell (DC 17), hold person (2, DC 17), spiritual weaponD 1st—bane (DC 16), cause fear (2, DC 16), divine favor, doom (DC 16), entropic shield, true strikeD 0 (at will)—bleed (DC 15), guidance, read magic, resistance D Domain spell; Domains Evil, War TACTICS Before Combat The cleric casts air walk and magic circle against good. During Combat Depending on her estimation of her opponents, the cleric might attack with spells or use divine power and righteous might to improve her melee abilities. STATISTICS Str 16, Dex 12, Con 14, Int 8, Wis 20, Cha 16 Base Atk +12; CMB +15; CMD 28 Feats Bleeding Critical, Combat Casting, Critical Focus, Heavy Armor Proficiency, Improved Channel, Improved Critical (greataxe), Improved Initiative, Improved Vital Strike, Vital Strike, Weapon Focus (greataxe) Skills Knowledge (arcana) +11, Sense Motive +16, Spellcraft +19 Languages Common SQ aura Combat Gear potion of invisibility; Other Gear +3 light fortification full plate, +2 greataxe, amulet of natural armor +1, belt of physical perfection +2, boots of speed, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +2, cold iron holy symbol (worth 500 gp), 4,230 gp The herald of armageddon serves the god of wrath and destruction. She brings misery, ruin, and death. GAVRAMHA BATZUR Gavramha was born into the cult of destruction and raised as the “chosen one,” prophesied to break open the world and release her mad god from his prison. HERALD OF ARMAGEDDON CR 16 HUMAN CLERIC OF ROVAGUG 17 XP 76,800 Medium humanoid (human) CE 5858 59 Init +3; Senses low-light vision; Perception +8 DEFENSE AC 26, touch 17, flat-footed 22 (+7 armor, +3 deflection, +3 Dex, +1 dodge, +2 natural) hp 129 (18d8+45) Fort +17, Ref +13, Will +21; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee +4 short sword +21/+16/+11 (1d6+5/17–20) Ranged +4 seeking light crossbow +20/+15/+10 (1d8+4/19–20) Special Attacks channel negative energy 2/day (DC 18, 9d6) Domain Spell-Like Abilities (CL 18th; concentration +24) 9/day—bleeding touch (9 rounds), copycat (18 rounds) At will—master’s illusion (18 rounds/day, DC 27) Cleric Spells Prepared (CL 18th; concentration +24) 9th—energy drain (DC 25), implosion (DC 25), time stopD 8th—antimagic field, discern location, greater spell immunity, mass invisibilityD 7th—blasphemy (2, DC 23), ethereal jaunt, screenD 6th—blade barrier (DC 22), harm (DC 22), heal, misleadD, wind walk, word of recall 5th—dispel good, false visionD, insect plague, slay living (2, DC 21), spell resistance 4th—confusionD (DC 20), divine power, freedom of movement, greater magic weapon (2), neutralize poison 3rd—deeper darkness, invisibility purge, magic vestment, meld with stone, poison (DC 19), nondetectionD 2nd—darkness, delay poison (DC 18), hold person (DC 18), invisibilityD, silence (2, DC 18), undetectable alignment 1st—cause fear (DC 17), comprehend languages, disguise selfD, divine favor, entropic shield, obscuring mist, shield of faith 0 (at will)—bleed (DC 16), detect magic, detect poison, mending D Domain spell; Domains Death, Trickery TACTICS Before Combat The cleric casts delay poison, greater magic weapon (on her sword and crossbow), freedom of movement, greater spell immunity, magic vestment, and undetectable alignment. During Combat The cleric uses magic to turn invisible or hinder vision, then makes hit-and-run attacks. Base Statistics Without greater magic weapon and magic vestment, the cleric’s statistics are AC 23, touch 17, flat-footed 19; Melee +1 short sword +18/+13/+8 (1d6+2/17–20); Ranged +1 seeking light crossbow +17/+12/+7 (1d8+1/19–20). STATISTICS Str 12, Dex 16, Con 14, Int 12, Wis 22, Cha 8 Base Atk +13; CMB +14; CMD 31 Feats Combat Casting, Combat Reflexes, Deadly Aim, Dodge, Improved Critical (short sword), Rapid Reload, Vital Strike, Weapon Finesse, Weapon Focus (short sword) Skills Bluff +11, Diplomacy +11, Disguise +11, Knowledge (religion) +13, Perception +8, Sense Motive +18, Stealth +24 Languages Common, Elven, Orc SQ aura, death’s embrace, elven magic, weapon familiarity Combat Gear wand of invisibility (10 charges); Other Gear +1 seeking light crossbow with 20 bolts, +1 shadow studded leather, +1 short sword, amulet of natural armor +2, belt of mighty constitution +2, boots of speed, cloak of resistance +4, headband of inspired wisdom +4, ring of protection +3, wooden unholy symbol, eye ointment for true seeing (worth 250 gp), 4,254 gp A shadow cleric strikes like death from the darkness. SOUFARA EBONWIND Soufara is a high priestess and assassin for the god of secrets and murder. Because her god wipes secrets from Soufara’s mind once she no longer needs to know them, her memory is full of holes. Ordinary events that trigger faint echoes of lost memories can make her shake with fear or rage. Combat Encounters: Soufara might direct a group of master assassins, dealing with spellcasters while her allies kill the rest. Roleplaying Suggestions: Soufara might help PCs in exchange for magic that can heal her memory loss. SHADOW CLERIC CR 17 ELF CLERIC OF NORGORBER 18 XP 102,400 Medium humanoid (elf) NE 5959 CR 16 17 CORE CLASSES CLERICS Init +4; Senses Perception +21 DEFENSE AC 31, touch 14, flat-footed 31 (+13 armor, +4 deflection, +2 natural, +2 shield) hp 184 (19d8+95) Fort +16, Ref +7, Will +18 OFFENSE Speed 20 ft. Melee +4 spiked chain +23/+18/+13 (2d4+10/19–20) Special Attacks channel negative energy 7/day (DC 23, 12d6) Domain Spell-Like Abilities (CL 19th; concentration +25) 9/day—bleeding touch (9 rounds), touch of darkness (9 rounds) Cleric Spells Prepared (CL 19th; concentration +25) 9th—energy drain (DC 25), etherealness, implosion (DC 25), wail of the bansheeD (DC 25) 8th—antimagic field, create greater undeadD, earthquake, fire storm (DC 24) 7th—blasphemy (2, DC 23), ethereal jaunt, power word blindD, repulsion (DC 23) 6th—antilife shell, blade barrier (DC 22), harm (2, DC 22), shadow walkD (DC 22), word of recall 5th—greater command (DC 21), insect plague, slay livingD (2), unhallow, wall of stone 4th—air walk, death wardD, freedom of movement, greater magic weapon, neutralize poison, unholy blight (DC 20) 3rd—deeper darknessD (2), dispel magic (2), invisibility purge, magic vestment 2nd—darkness, death knellD (DC 18), desecrate, gentle repose, hold person (DC 18), shield other, spiritual weapon 1st—bane (DC 17), bless, cause fearD (DC 17), deathwatch, doom (DC 17), entropic shield, obscuring mist 0 (at will)—detect magic, guidance, read magic, virtue D Domain spell; Domains Darkness, Death TACTICS Before Combat The cleric casts air walk, freedom of movement, greater magic weapon, and magic vestment. During Combat The cleric uses melee attacks and channeled energy against close opponents. Against ranged opponents, he uses spells to divide, blind, and kill. Base Statistics Without greater magic weapon and magic vestment, the cleric’s statistics are AC 28, touch 14, flat-footed 28; Melee +1 spiked chain +20/+15/+10 (2d4+7/19–20). STATISTICS Str 18, Dex 10, Con 18, Int 8, Wis 22, Cha 14 Base Atk +14; CMB +18; CMD 32 Feats Blind-Fight, Combat Casting, Command Undead, Critical Focus, Extra Channel, Heavy Armor Proficiency, Improved Channel, Improved Critical (spiked chain), Improved Initiative, Selective Channeling, Vital Strike, Weapon Focus (spiked chain) Skills Knowledge (local) +4, Knowledge (religion) +12, Perception +21, Sense Motive +17 Languages Common SQ aura, death’s embrace, eyes of darkness (9 rounds/day) Gear +1 full plate, +1 spiked chain, javelin of lightning, amulet of natural armor +2, belt of physical might +4 (Str, Con), cloak of resistance +1, headband of mental prowess +2 (Wis, Cha), phylactery of negative channeling, ring of force shield, ring of protection +4, silver unholy symbol, unholy water, materials for unhallow (worth 1,000 gp), onyx gems (worth 1,500 gp each), platinum rings for shield other (worth 100 gp), silver dust for desecrate (worth 25 gp), 3,450 gp The priest of oblivion wishes to drown all creatures in darkness and despair, then defile their bodies and raise them as undead. PRIEST OF OBLIVION CR 18 HUMAN CLERIC OF ZON-KUTHON 19 XP 153,600 Medium humanoid (human) NE 6060 61 Init +4; Senses Perception +20 DEFENSE AC 37, touch 14, flat-footed 37 (+11 armor, +4 deflection, +4 natural, +8 shield) hp 153 (20d8+60) Fort +18, Ref +10, Will +23 Immune fire OFFENSE Speed 30 ft. Melee rod of the viper +18/+13/+8 (1d8+3) Ranged +1 heavy crossbow +16 (1d10+1/19–20) Special Attacks channel negative energy 6/day (DC 23, 10d6), hand of the acolyte (8/day) Domain Spell-Like Abilities (CL 20th; concentration +25) 8/day—fire bolt (1d6+10 fire) 4/day—dispelling touch Cleric Spells Prepared (CL 20th; concentration +25) 9th—elemental swarmD (fire spell only), energy drain (DC 24), gate, implosion (DC 26), summon monster IX 8th—antimagic field, fire storm (DC 25), incendiary cloudD (DC 24), summon monster VIII, unholy aura 7th—blasphemy (DC 24), ethereal jaunt, greater restoration, spell turningD, summon monster VII 6th—antimagic fieldD, blade barrier (2, DC 23), heal (2) 5th—break enchantment, dispel good, flame strike (DC 22), greater command (DC 20), insect plague, spell resistanceD 4th—cure critical wounds, dimensional anchor, dismissal (DC 19), freedom of movement, unholy blight (DC 21), wall of fireD 3rd—bestow curse (DC 18), fireballD (DC 20), magic vestment (2), protection from energy (2, DC 18) 2nd—align weapon, delay poison, hold person (DC 17), lesser restoration, produce flameD, spiritual weapon 1st—bless, burning handsD (DC 18), command (3, DC 16), doom (DC 16), sanctuary (DC 16) 0 (at will)—create water, detect magic, guidance, mending D Domain spell; Domains Fire, Magic TACTICS Before Combat The cleric casts delay poison, freedom of movement, magic vestment (armor and shield), and spell turning. During Combat The cleric first conjures devils to defend him. Base Statistics Without magic vestment the cleric’s statistics are AC 29, touch 14, flat-footed 29. STATISTICS Str 13, Dex 10, Con 14, Int 13, Wis 21, Cha 16 Base Atk +15; CMB +16; CMD 30 Feats Alignment Channel (evil), Augment Summoning, Combat Casting, Greater Spell Focus (evocation), Improved Initiative, Improved Iron Will, Iron Will, Shield Focus, Spell Focus (conjuration), Spell Focus (evocation), Spell Penetration Skills Bluff +13, Diplomacy +16, Intimidate +13, Knowledge (arcana) +9, Knowledge (religion) +14, Perception +20, Sense Motive +18, Spellcraft +14 Languages Common, Infernal SQ aura Combat Gear potion of displacement, potion of fly, potion of haste; Other Gear +1 mithral breastplate, +1 heavy steel shield, +1 heavy crossbow with 20 bolts, rod of the viper, amulet of natural armor +4, bag of holding (type II), belt of physical might +2 (Con, Dex), cloak of resistance +4, headband of inspired wisdom +4, ring of counterspells, ring of protection +4, silver unholy symbol, material components for gate (worth 10,000 gp), 3,855 gp The fire diabolist serves the lord of Hell. He uses flame and infernal creatures to subjugate all to his will. FIRE DIABOLIST CR 19 HUMAN CLERIC OF ASMODEUS 20 XP 204,800 Medium humanoid (human) LE 6161 CR 18 19 CORE CLASSES CLERICS Init +1; Senses Perception +5 DEFENSE AC 17, touch 12, flat-footed 15 (+2 armor, +1 Dex, +1 dodge, +3 shield) hp 18 (2d8+6) Fort +5, Ref +1, Will +4 OFFENSE Speed 30 ft. Melee mwk club +5 (1d6+3) Ranged shortspear +2 (1d6+3) Domain Spell-Like Abilities (CL 2nd; concentration +3) 4/day—storm burst Druid Spells Prepared (CL 2nd; concentration +3) 1st—cure light wounds, jump, obscuring mistD, shillelagh 0 (at will)—flare (DC 11), know direction, light, stabilize D Domain spell; Domain Weather TACTICS During Combat The druid casts obscuring mist at the start of combat and shillelagh before moving into melee range. STATISTICS Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 10 Base Atk +1; CMB +4; CMD 16 Feats Dodge, Shield Focus Skills Handle Animal +5, Heal +5, Knowledge (geography) +3, Knowledge (nature) +1, Perception +5, Profession (sailor) +5, Survival +7, Swim +5 Languages Common, Druidic SQ nature bond (Weather domain), nature sense, wild empathy +2, woodland stride Combat Gear scrolls of cure light wounds (2), scroll of entangle (2), alchemist’s fire (4); Other Gear masterwork leather armor, heavy wooden shield, masterwork club, shortspear, grappling hook, healer’s kit, hemp rope (50 ft.), holly and mistletoe, spell component pouch, amber necklace (worth 25 gp), 45 gp Mastery of the wind and weather is a boon on any ship, and many northern druids thus serve as captains, navigators, and battle support. Init +0; Senses Perception +6 DEFENSE AC 14, touch 10, flat-footed 14 (+4 armor) hp 15 (1d8+7) Fort +5, Ref +0, Will +4; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee spear +2 (1d8+3/×3) Ranged sling +0 (1d4+2) Special Attacks +1 on attack rolls against goblinoid and orc humanoids Domain Spell-Like Abilities (CL 1st; concentration +3) 5/day—fire bolt Druid Spells Prepared (CL 1st; concentration +3) 1st—burning handsD (DC 13), endure elements, faerie fire 0 (at will)—detect poison, flare (DC 12), stabilize D Domain spell; Domain Fire TACTICS Before Combat The druid casts endure elements each day. During Combat The druid casts faerie fire, then drops a smokestick at his feet, letting foes come to him, and possibly sets his spear against a charge. He then fights with his spear or casts burning hands. STATISTICS Str 15, Dex 10, Con 16, Int 12, Wis 15, Cha 6 Base Atk +0; CMB +2; CMD 12 (16 vs. bull rush or trip) Feats Toughness Skills Climb +4, Handle Animal +2, Knowledge (geography) +5, Knowledge (nature) +3, Perception +6 (+8 to notice unusual stonework), Survival +8 Languages Common, Druidic, Dwarven, Giant SQ nature bond (Fire domain), nature sense, wild empathy –1 Combat Gear alchemist’s fire (2), smokesticks (2); Other Gear masterwork hide armor, sling with 20 bullets, spear, climber’s kit, healer’s kit, holly and mistletoe, spell component pouch, 8 gp These hostile guardians of volcanic mountain regions have tempers to match their fiery environs, and tolerate no intruders. INITIATE OF FLAME CR 1/2 DWARF DRUID 1 XP 200 Medium humanoid (dwarf) LN SAIL MASTER CR 1 HUMAN DRUID 2 XP 400 Medium humanoid (human) NE 6262 Init +1; Senses darkvision 60 ft.; Perception +6 DEFENSE AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 natural) hp 32 (4d8+11) Fort +6, Ref +2, Will +5; +4 vs. fey and plant-targeted effects Defensive Abilities orc ferocity OFFENSE Speed 20 ft. Melee mwk club +9 (1d6+4) Ranged spear +4 (1d8+4/×3) Special Attacks wild shape 1/day Domain Spell-Like Abilities (CL 4th; concentration +5) 4/day—wooden fist Druid Spells Prepared (CL 4th; conc. +5) 2nd—barkskinD, bull’s strength, summon swarm 1st—entangleD (2, DC 12), faerie fire, shillelagh (2) 0 (at will)—create water, know direction, light, stabilize D Domain spell; Domain Plant TACTICS Before Combat The druid casts barkskin on himself. During Combat The druid casts entangle or summon swarm. Base Statistic Without barkskin, the druid’s statistics are AC 18, touch 11, flat-footed 17. STATISTICS Str 18, Dex 12, Con 14, Int 8, Wis 13, Cha 10 Base Atk +3; CMB +7; CMD 18 Feats Natural Spell, Weapon Focus (club) Skills Heal +7, Intimidate +2, Knowledge (nature) +8, Perception +6, Survival +10 Languages Common, Druidic, Orc SQ nature bond (Plant domain), nature sense, orc blood, trackless step, weapon familiarity, wild empathy +4, woodland stride Combat Gear potion of cure moderate wounds; Other Gear +1 dragonhide breastplate, masterwork club, spears (4), holly and mistletoe, 93 gp Init +2; Senses low-light vision; Perception +8 DEFENSE AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +2 shield, +1 size) hp 24 (3d8+7) Fort +5, Ref +3, Will +5; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee sickle +1 (1d4–2) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids Domain Spell-Like Abilities (CL 3rd; concentration +5) 5/day—lightning arc Gnome Spell-Like Abilities (CL 3rd; concentration +5) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals Druid Spells Prepared (CL 3rd; concentration +5) 2nd—flaming sphere (DC 14), summon swarm, wind wallD 1st—cure light wounds (2), obscuring mistD, speak with animals 0 (at will)—flare (DC 12), light, stabilize, virtue D Domain spell; Domain Air TACTICS During Combat The druid casts spider climb and hides, then casts obscuring mist. STATISTICS Str 6, Dex 14, Con 15, Int 10, Wis 15, Cha 14 Base Atk +2; CMB –1; CMD 11 Feats Augment Summoning, Spell Focus (conjuration) Skills Handle Animal +7, Heal +6, Knowledge (nature) +6, Perception +8, Spellcraft +6, Stealth +8, Survival +10 Languages Common, Druidic, Gnome SQ nature bond (Air domain), nature sense, wild empathy +5, woodland stride, trackless step Combat Gear scrolls of cure light wounds (3), scroll of spider climb, tanglefoot bags (2); Other Gear +1 leather armor, masterwork heavy wooden shield, sickle, holly and mistletoe, spell component pouch, 95 gp SYLVAN PROTECTOR CR 2 GNOME DRUID 3 XP 600 Small humanoid (gnome) CN SAVAGE PLANT SAGE CR 3 HALF-ORC DRUID 4 XP 800 Medium humanoid (human, orc) CN 6363 CR CORE CLASSES DRUIDS 1/2 1 2 3 CAVERN DEFENDER CR 4 HALF-ELF DRUID 5 XP 1,200 Medium humanoid (elf, human) N Init +2; Senses low-light vision; Perception +11 DEFENSE AC 20, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 dodge, +2 shield) hp 31 (5d8+5) Fort +6, Ref +6, Will +9; +2 vs. enchantments, +4 vs. fey and plant- targeted effects OFFENSE Speed 20 ft. Melee quarterstaff +2 (1d6–1) or sickle +2 (1d6–1) Ranged mwk sling +6 (1d4–1) Special Attacks wild shape 1/day Domain Spell-Like Abilities (CL 5th; concentration +9) 7/day—acid dart Druid Spells Prepared (CL 5th; concentration +9) 3rd—spike growth (2, DC 17), stone shapeD 2nd—barkskin, bear’s endurance, soften earth and stoneD, summon swarm 1st—cure light wounds, magic stoneD, obscuring mist, shillelagh, speak with animals 0 (at will)—create water, guidance, know direction, light D Domain spell; Domain Earth TACTICS Before Combat The druid casts spike growth twice per day to protect her position, using stone shape if necessary to limit any viable approaches to her. During Combat The druid wild shapes into a small flying animal at the first opportunity to escape melee. On subsequent rounds, she casts soften earth and stone and spike growth to distort the terrain beneath her enemies. She intersperses these spells with speak with animals and summoning spells to call flying creatures to harass those enemies. Once her spells are exhausted, she uses acid dart. STATISTICS Str 8, Dex 14, Con 13, Int 12, Wis 18, Cha 10 Base Atk +3; CMB +2; CMD 15 Feats Dodge, Lightning Reflexes, Natural Spell, Skill Focus (Survival) Skills Climb +1, Fly +4, Handle Animal +6, Heal +10, Knowledge (dungeoneering) +6, Knowledge (nature) +11, Perception +11, Spellcraft +7, Survival +15 Languages Common, Druidic, Elven, Undercommon SQ elf blood, nature bond (Earth domain), nature sense, trackless step, wild empathy +5, woodland stride Combat Gear wand of cure light wounds (50 charges), alchemist’s fire (3); Other Gear +1 hide armor, heavy wooden shield, masterwork sling with 20 bullets, quarterstaff, sickle, cloak of resistance +1, backpack, healer’s kit, holly and mistletoe, silk rope (50 ft.), spell component pouch, 91 gp Though most druids tend and protect the wild lands that lie under the open sky, others stalk the tunnels that lie beneath the earth, serving as wardens, protectors, and tenders of vermin and fungi. ZIRUL Zirul is the solemn protector of a large cave system that is rife with bats and vermin of all kind. Having been abandoned here at a young age, she sees the cave as her home, and will not allow anyone to access it. She dresses in dark, splotched clothing to better blend in with the cavern walls, and has lost some of her humanity as a result of living so far from civilization for so long. Combat Encounters: Zirul’s combat axiom is that a good defense lays the groundwork for a devastating offense. She always makes sure to enter combat from a position of defensive strength. Roleplaying Suggestions: Zirul has nearly lost her ability to feel empathy for other humanoids. She constantly mutters to herself and to the rats that swarm around her, ignoring other people’s perturbed reactions to her odd behavior. 6464 Init +4; Senses Perception +9 DEFENSE AC 22, touch 15, flat-footed 18 (+5 armor, +4 Dex, +2 shield, +1 size) hp 40 (6d8+10) Fort +7, Ref +7, Will +8; +2 vs. fear, +4 vs. fey and plant-targeted effects Resist electricity 10 OFFENSE Speed 15 ft. Melee mwk sickle +6 (1d4) Ranged mwk sling +10 (1d3) Special Attacks wild shape 2/day Domain Spell-Like Abilities (CL 6th; concentration +8) 5/day—lightning arc Druid Spells Prepared (CL 6th; concentration +8) 3rd—gaseous formD, extended summon nature’s ally II (2) 2nd—barkskin, extended summon nature’s ally I, summon swarm, wind wallD 1st—endure elements, faerie fire, magic fang, obscuring mistD, speak with animals 0 (at will)—detect poison, know direction, light, purify food and drink D Domain spell; Domain Air TACTICS Before Combat The druid casts endure elements at the start of each day. Before a fight he drinks his potion of invisibility. During Combat Once invisible, the druid moves away from his enemies. He spends the next few rounds casting speak with animals and his extended summon nature’s ally spells, followed by magic fang and barkskin, cast from his wands on the summoned creatures. If the summoned creatures take damage, he heals them with his wand of cure moderate wounds. If his invisibility is compromised, he wild shapes into an eagle to keep out of reach. STATISTICS Str 10, Dex 18, Con 13, Int 10, Wis 14, Cha 10 Base Atk +4; CMB +3; CMD 17 Feats Augment Summoning, Extend Spell, Spell Focus (conjuration) Skills Acrobatics +4 (+0 when jumping), Bluff +2, Heal +6, EVASIVE SLIP CR 5 HALFLING DRUID 6 XP 1,600 Small humanoid (halfling) NE Knowledge (nature) +6, Perception +9, Sense Motive +4, Spellcraft +7, Stealth +12, Survival +13, Swim +3 Languages Common, Druidic, Halfling SQ nature bond (Air domain), nature sense, trackless step, wild empathy +6, woodland stride Combat Gear potion of invisibility, scroll of longstrider, wand of barkskin (8 charges), wand of cure moderate wounds (15 charges), wand of magic fang (8 charges); Other Gear +1 hide armor, darkwood masterwork heavy wooden shield, masterwork sickle, masterwork sling with 20 bullets, antitoxin, holly and mistletoe, spell component pouch, 52 gp Evasive as the wind, these skittish druids tend to stay away from others, using their formidable powers to escape even the most hazardous situations. VELUN THE SLIP Once a slave, Velun escaped bondage with the help of a druid, who went on to train him. Once he felt he had learned all he could, he killed the druid, turning the mentor’s wolf animal companion into a cloak. Velun now lives completely off the land, deathly afraid of cities and the slavers he believes lurk around every corner. Combat Encounters: Given his extreme paranoia, Velun rarely teams up with any other sentient creatures, and the few times he does, he make sure they have few connections to other people so word of his location won’t reach the ears of slavers or other corrupt city folk. Velun tries to stay out of combat, using his summoned creatures to ensure his escape. Roleplaying Suggestions: Velun tends to think that all creatures that come looking for him are slavers in disguise. If he sees them coming, he sneaks away if he can. If they do manage to talk to him, he tells them almost nothing, as he believes that seeming useful or friendly makes him an even more appealing target for slavers. After he’s encountered new people, Velun relocates to a new campsite so no one can track him down. 6565 CR 4 5 CORE CLASSES DRUIDS ISLAND DEFENDER CR 6 ELF DRUID 7 XP 2,400 Medium humanoid (elf) LN Init +6; Senses low-light vision; Perception +15 DEFENSE AC 24, touch 14, flat-footed 22 (+7 armor, +2 deflection, +2 Dex, +3 shield) hp 47 (7d8+12) Fort +6, Ref +6, Will +8; +2 vs. enchantments, +4 vs. fey and plant- targeted effects Immune sleep; Resist cold 10 OFFENSE Speed 20 ft. Melee mwk shortspear +6 (1d6) or club +5 (1d6) Ranged mwk shortspear +8 (1d6) Special Attacks wild shape 2/day Domain Spell-Like Abilities (CL 7th; concentration +10) 6/day—icicle Druid Spells Prepared (CL 7th; concentration +10) 4th—control waterD, ice storm 3rd—cure moderate wounds, daylight, sleet storm, water breathingD 2nd—animal messenger, barkskin, bear’s endurance, fog cloudD, resist energy 1st—cure light wounds, endure elements, magic fang, obscuring mistD, shillelagh, speak with animals 0 (at will)—light, mending, purify food and drink, read magic D Domain spell; Domain Water TACTICS Before Combat The druid drinks her potion of shield of faith. During Combat The druid prefers to be in or near a body of water to take advantage of her abilities. She opens with her ice storm or fog cloud spells in order to slow down her opponents. Afterward, she wild shapes into either a dire bear or a giant octopus (depending on the terrain), and alternates rounds of attacks with spells such as bear’s endurance and barkskin. Base Statistics Without shield of faith, the druid’s statistics are AC 22, touch 12, flat-footed 20; CMD 17. STATISTICS Str 10, Dex 14, Con 12, Int 15, Wis 16, Cha 8 Base Atk +5; CMB +5; CMD 19 Feats Combat Casting, Improved Initiative, Lightning Reflexes, Natural Spell Skills Fly +4, Handle Animal +5, Heal +11, Knowledge (history) +4, Knowledge (nature) +14, Linguistics +3, Perception +15, Spellcraft +11 (+13 to identify magic item properties), Survival +14, Swim +5 Languages Common, Aquan, Draconic, Druidic, Elven, Sylvan SQ elven magic, nature bond (Water domain), nature sense, trackless step, weapon familiarity, wild empathy +6, woodland stride Combat Gear dust of dryness, potion of haste, potion of shield of faith, wand of cure moderate wounds (8 charges), thunderstone (2); Other Gear +1 dragonhide breastplate, +1 darkwood heavy wooden shield, club, masterwork shortspear, feather token (fan), antitoxin, fishing net, holly and mistletoe, silk rope (50 ft.), spell component pouch, gold torc (worth 100 gp), 43 gp Some druids seek the peace and tranquility that only a small island can offer and are willing to lay down their life to protect their sanctuary. TASSEIRA SPRAYSPIRIT Tasseira is one of the grim elven defenders of a far-off island that contains an ancient evil. She sees all non-elves as trespassing on her domain, and attacks them on sight. She has a very close connection to the sea, spending much of her day wild shaped into an aquatic creature. She wears an ornate wooden mask to hide her features, and loose-fitting clothes of green and blue. 6666 Init +7; Senses Perception +15 DEFENSE AC 26, touch 14, flat-footed 23 (+7 armor, +3 Dex, +3 natural, +2 shield, +1 size) hp 61 (8d8+22) Fort +9, Ref +7, Will +12; +2 vs. fear, +4 vs. fey and plant-targeted effects OFFENSE Speed 15 ft. Melee mwk scimitar +11/+6 (1d4+3/18–20) Ranged mwk sling +11/+6 (1d3+3) Special Attacks wild shape 3/day Domain Spell-Like Abilities (CL 8th; concentration +12) 8/day—lightning lord 7/day—storm burst Druid Spells Prepared (CL 8th; concentration +12) 4th—control water, flame strike (DC 18), freedom of movement, sleet stormD 3rd—call lightningD (DC 17), greater magic fang, protection from energy, quench, wind wall 2nd—barkskin, bull’s strength, fog cloudD, gust of wind (DC 16), warp wood 1st—cure light wounds (4), endure elements, obscuring mist 0 (at will)—create water, detect magic, flare (DC 14), light D Domain spell; Domain Weather TACTICS Before Combat The druid casts barkskin and bull’s strength. During Combat The druid is well aware of his physical shortcomings, and wild shapes into a Medium air elemental the first chance he gets to escape melee combat. Once at a safe altitude, he casts wind wall and freedom of movement. If still threatened, he casts offensive spells such as flame strike or sleet storm, or uses his Weather domain spell-like abilities. If targeted by spellcasters, he casts fog cloud to obscure vision. If forced into melee, he casts greater magic fang before wild shaping into a Huge animal (preferably a triceratops or an orca). Base Statistics Without barkskin and bull’s strength, the druid’s statistics are AC 23, touch 14, flat-footed 20; Melee mwk scimitar +11/+6 (1d4+1/18–20); Ranged SEA CAPTAIN CR 7 HALFLING DRUID 8 XP 3,200 Small humanoid (halfling) NE mwk sling +11/+6 (1d3+1); Str 12; CMB +6; CMD 19; Skills Climb +6, Swim +3. STATISTICS Str 16, Dex 16, Con 12, Int 10, Wis 18, Cha 10 Base Atk +6; CMB +8; CMD 21 Feats Improved Initiative, Natural Spell, Toughness, Weapon Finesse Skills Acrobatics +1 (–3 when jumping), Climb +8, Fly +6, Handle Animal +5, Heal +11, Knowledge (nature) +10, Perception +15, Spellcraft +7, Survival +13, Swim +5 Languages Common, Druidic, Goblin, Halfling SQ nature bond (Weather domain), nature sense, trackless step, wild empathy +8, woodland stride Combat Gear scroll of owl’s wisdom, alchemist’s fire (3), thunderstone; Other Gear +1 dragonhide breastplate, masterwork heavy wooden shield, masterwork scimitar, masterwork sling with 20 bullets, cloak of resistance +1, headband of inspired wisdom +2, grappling hook, healer’s kit, holly and mistletoe, silk rope (50 ft.), spell component pouch, 22 gp With their ability to control and harness the powers of winds and storms, a number of druids become sea captains, using their abilities sometimes for trade and other times for piracy. EDAL Edal is the captain of the Unlucky Halfling, a pirate vessel that harasses busy sea-lanes. The ship is named in honor of Edal himself, who had the misfortune of losing an eye and four fingers to a voracious reefclaw during his youth. He is a thrill-seeker, willing to sail seas that most other captains avoid. He feels at home in the middle of a huge storm. Combat Encounters: Edal is most often found on his ship, along with his crew. When his crew is diminished, he sails in to a port, where he leads press gangs to round up new crew members. Roleplaying Suggestions: A thrill-seeker by nature, Edal is quick to tell a bawdy joke, accept a dare, or even start a tavern brawl so that he can prove his mettle. 6767 CR 6 7 CORE CLASSES DRUIDS Init +0; Senses Perception +13 DEFENSE AC 22, touch 10, flat-footed 22 (+7 armor, +3 natural, +2 shield) hp 69 (9d8+25) Fort +8, Ref +5, Will +11; +4 vs. fey and plant-targeted effects Immune poison; Resist acid 10 OFFENSE Speed 20 ft. Melee mwk club +10/+5 (1d6+3) Ranged mwk shortspear +7/+2 (1d6+3) Special Attacks wild shape 3/day Domain Spell-Like Abilities (CL 9th; concentration +14) 8/day—acid dart Druid Spells Prepared (CL 9th; concentration +14) 5th—animal growth (DC 20), stoneskin, wall of stoneD 4th—dispel magic, freedom of movement, giant vermin, spike stonesD (DC 19) 3rd—greater magic fang (3), spike growth (DC 18), stone shapeD 2nd—barkskin (2), bull’s strength (2), fog cloud, soften earth and stoneD 1st—cure light wounds (2), faerie fire (2), magic stoneD, shillelagh, speak with animals 0 (at will)—create water, guidance, know direction, light D Domain spell; Domain Earth TACTICS Before Combat The druid casts barkskin and bull’s strength. During Combat The druid casts wall of stone between his opponents to separate them. On the following rounds, he spontaneously casts summoning spells, bolstering summoned creatures with greater magic fang. He eventually wild shapes into a stegosaurus to enter melee. Base Statistics Without barkskin and bull’s strength, the druid’s statistics are AC 19, touch 10, flat-footed 19; Melee mwk club +8/+3 (1d6+1); Ranged mwk shortspear +7/+2 (1d6+1); Str 13; CMB +7; CMD 17; Skills Swim +4. STATISTICS Str 17, Dex 10, Con 14, Int 8, Wis 20, Cha 13 Base Atk +6; CMB +9; CMD 19 Feats Augment Summoning, Lightning Reflexes, Lunge, Power Attack, Spell Focus (conjuration), Vital Strike Skills Craft (woodworking) +6, Fly +4, Handle Animal +6, Knowledge (geography) +5, Knowledge (nature) +9, Perception +13, Spellcraft +4, Survival +18, Swim +6 Languages Common SQ nature bond (Earth domain), nature sense, trackless step, wild empathy +10, woodland stride Combat Gear potion of cure serious wounds, scroll of lesser restoration, scroll of protection from energy, scroll of wall of fire; Other Gear +1 dragonhide breastplate, masterwork heavy wooden shield, masterwork club, masterwork shortspears (3), headband of inspired wisdom +2, holly and mistletoe, spell component pouch, 60 gp Stalking through boiling and sometimes acidic mud pits, these druids have caustic personalities and abilities. KIRO Kiro, the mud shaman of a remote tribe, sees outsiders as a threat to his culture and people. He acquired a green dragonhide breastplate years ago from a trader, but keeps it hidden under cloaks and wraps, ashamed that he had to buy it rather than earn it through combat. Combat Encounters: Kiro uses mud pits as traps to entangle his enemies. Roleplaying Suggestions: A stubborn xenophobe, Kiro does not like speaking with those who are not of his tribe. MUD SHAMAN CR 8 HUMAN DRUID 9 XP 4,800 Medium humanoid (human) CN 6868 8 9 Init +7; Senses low-light vision; Perception +13 DEFENSE AC 28, touch 15, flat-footed 25 (+7 armor, +1 deflection, +3 Dex, +3 natural, +3 shield, +1 size) hp 88 (10d8+40) Fort +10, Ref +9, Will +12; +2 vs. illusions, +4 vs. fey and plant- targeted effects Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune poison; Resist cold 10 OFFENSE Speed 15 ft. Melee +1 scimitar +7/+2 (1d4–1/18–20) Ranged dart +11/+6 (1d3–2) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, wild shape 4/day Domain Spell-Like Abilities (CL 10th; concentration +14) 7/day—icicle Gnome Spell-Like Abilities (CL 10th; concentration +11) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals Druid Spells Prepared (CL 10th; concentration +14) 5th—call lightning storm (DC 19), ice stormD, wall of thorns 4th—control waterD, dispel magic, flame strike (2, DC 18), freedom of movement 3rd—call lightning (DC 17), cure moderate wounds, greater magic fang (2), water breathingD 2nd—barkskin (2), cat’s grace, fog cloudD, lesser restoration, resist energy 1st—cure light wounds (2), endure elements, faerie fire, obscuring mistD, speak with animals 0 (at will)—create water, detect poison, light, purify food and drink D Domain spell; Domain Water TACTICS Before Combat The druid casts barkskin and cat’s grace. She casts endure elements every morning. During Combat The druid keeps her distance from opponents. She casts freedom of movement, then wild shapes into an air elemental to fly away. Once she feels she has the tactical advantage, she relies on summon spells and ranged abilities to avoid melee. Base Statistics Without barkskin and cat’s grace, the druid’s statistics are Init +5; AC 23, touch 13, flat-footed 22; Ref +7; Ranged dart +9/+4 (1d3–2); Dex 12; CMD 16; Skills Fly +5. STATISTICS Str 6, Dex 16, Con 15, Int 15, Wis 18, Cha 12 Base Atk +7; CMB +4; CMD 18 Feats Improved Initiative, Lightning Reflexes, Natural Spell, Skill Focus (Bluff), Toughness Skills Bluff +10, Diplomacy +5, Fly +7, Handle Animal +10, Knowledge (geography) +9, Knowledge (nature) +11, Linguistics +4, Perception +13, Profession (merchant) +15, Sense Motive +10, Spellcraft +12, Survival +17 Languages Abyssal, Common, Draconic, Druidic, Elf, Gnome, Sylvan SQ nature bond (Water domain), nature sense, trackless step, wild empathy +11, woodland stride Combat Gear feather token (whip), scroll of longstrider; Other Gear +1 dragonhide breastplate, +1 heavy wooden shield, +1 scimitar, darts (5), cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, holly and mistletoe, ink vial, inkpens (2), paper (5 sheets), scroll case, spell component pouch, waterskin, 33 gp Typically found in arid regions, these druids use magic to supply others with water for a price. SASRUKUTENEK Sasrukutenek sells water at a trade stop on the overland route between two desert cities. She overcharges for this commodity, but since it’s so scarce, her customers have very little choice. WATER MERCHANT CR 9 GNOME DRUID 10 XP 6,400 Small humanoid (gnome) NE 6969 CR 8 9 CORE CLASSES DRUIDS Init +5; Senses low-light vision; Perception +14 DEFENSE AC 23, touch 13, flat-footed 21 (+7 armor, +1 deflection, +1 Dex, +1 dodge, +3 shield) hp 84 (11d8+31) Fort +10, Ref +5, Will +13; +2 vs. enchantments, +4 vs. fey and plant- targeted effects Immune poison; Resist electricity 10 OFFENSE Speed 20 ft. Melee +1 sickle +10/+5 (1d6+2) Ranged mwk shortspear +10/+5 (1d6+1) Special Attacks wild shape 4/day Domain Spell-Like Abilities (CL 11th; concentration +16) 8/day—lightning arc Druid Spells Prepared (CL 11th; concentration +16) 6th—chain lightningD (DC 22), greater dispel magic 5th—call lightning storm (DC 21), control windsD (DC 20), cure critical wounds, wall of fire (DC 21) 4th—air walkD, cure serious wounds, freedom of movement, ice storm (DC 20), scrying (DC 19) 3rd—gaseous formD, greater magic fang (2), protection from energy (2), sleet storm 2nd—animal messenger, barkskin (3), fog cloud, wind wallD 1st—cure light wounds (2), endure elements, faerie fire (2), obscuring mistD, speak with animals 0 (at will)—flare (DC 16), light, mending, stabilize D Domain spell; Domain Air TACTICS Before Combat The druid casts ironwood on her breastplate every 11 days, liveoak on an oak three times per month, and endure elements every morning. During Combat The druid orders her treant guardian into combat, wild shapes into a Large earth elemental, and uses earth glide to flee underground where she casts beneficial spells on herself. Once prepared, she moves above ground and opens with chain lightning. STATISTICS Str 12, Dex 13, Con 15, Int 8, Wis 20, Cha 10 Base Atk +8; CMB +9; CMD 22 Feats Dodge, Improved Initiative, Mobility, Natural Spell, Skill Focus (Survival), Spell Focus (evocation), Vital Strike Skills Fly +6, Handle Animal +6, Heal +9, Knowledge (nature) +9, Knowledge (planes) +3, Linguistics +2, Perception +14, Perform (dance) +2, Spellcraft +5, Survival +18 Languages Aquan, Auran, Common, Druidic, Elven, Ignan SQ elf blood, nature bond (Air domain), nature sense, trackless step, wild empathy +11, woodland stride Combat Gear potion of haste, wand of cure moderate wounds (6 charges); Other Gear +1 ironwood breastplate, +1 darkwood heavy wooden shield, +1 sickle, masterwork shortspears (3), bag of holding (type I), cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, holly and mistletoe, spell component pouch, 289 gp These guardians of mountain peaks traffic with air and ice elementals, summoning forth the spirits of the mountain storms in order to protect their sacred places. YALA OF THE HIGH PLACES Yala lives on a mountaintop far to the north. Abandoned by her parents at a young age because of the inconvenience her mixed heritage caused both their families, she was raised by a tribe of yetis, who quickly began venerating her when her druidic powers developed. Never feeling entirely comfortable with her role or the society of the great creatures, she now lives a solitary existence tending a remote shrine dedicated to winter and the mountains themselves. Her enchanted shield was a gift from a courting yeti chief, but she ultimately rejected his advances. Combat Encounters: Whenever possible, Yala faces enemies near a precipice, using her air magic to throw her foes from the heights and dash them against the rocks below—a blood offering to the ancient mountains. Roleplaying Suggestions: A cold and aloof woman, Yala prefers the company of animals and summoned elementals to that of humanoids. She is obsessed with protecting the purity of her mountain home, but what “angers the stones” is often hard for others to predict. MISTRESS OF HIGH PLACES CR 10 HALF-ELF DRUID 11 XP 9,600 Medium humanoid (elf, human) CN 7070 10 11 Init +3; Senses darkvision 60 ft.; Perception +17 DEFENSE AC 21, touch 15, flat-footed 17 (+3 armor, +1 deflection, +3 Dex, +1 dodge, +3 shield) hp 79 (12d8+22) Fort +11, Ref +9, Will +14; +4 vs. fey and plant-targeted effects Defensive Abilities orc ferocity; Immune poison OFFENSE Speed 30 ft. Melee +1 scimitar +12/+7 (1d6+3/18–20) or mwk club +12/+7 (1d6+2) Ranged dart +12/+7 (1d4+2) Special Attacks wild shape 5/day Domain Spell-Like Abilities (CL 12th; concentration +16) 12/day—lightning lord 7/day—storm burst Druid Spells Prepared (CL 12th; concentration +16) 6th—control windsD (DC 20), greater dispel magic, repel wood 5th—call lightning storm (DC 19), cure critical wounds, ice stormD, tree stride 4th—cure serious wounds, dispel magic, flame strike (DC 18), freedom of movement, sleet stormD 3rd—call lightningD (DC 17), cure moderate wounds, greater magic fang (3), protection from energy (DC 17) 2nd—barkskin (2), bear’s endurance, bull’s strength, cat’s grace, fog cloudD 1st—endure elements, entangle (DC 15), faerie fire, obscuring mistD, shillelagh, speak with animals 0 (at will)—detect magic, guidance, stabilize, virtue D Domain spell; Domain Weather TACTICS Before Combat The druid casts liveoak every 12 days and endure elements every morning. During Combat The druid commands his treant to protect him while he wild shapes into a Huge air elemental and casts freedom of movement, barkskin, and greater magic fang. He then spontaneously uses summon nature’s ally VI to summon a dire tiger, upon which he casts animal growth, barkskin, greater magic fang, and cat’s grace. STATISTICS Str 14, Dex 16, Con 13, Int 10, Wis 18, Cha 8 Base Atk +9; CMB +11; CMD 26 Feats Augment Summoning, Combat Casting, Combat Reflexes, Dodge, Power Attack, Spell Focus (conjuration) Skills Climb +8, Fly +9, Handle Animal +5, Heal +11, Intimidate +1, Knowledge (nature) +13, Linguistics +3, Perception +17, Sense Motive +9, Survival +15, Swim +7 SQ nature bond (Weather domain), nature sense, orc blood, trackless step, weapon familiarity, wild empathy +11, woodland stride Combat Gear potion of haste, scroll of plant growth; Other Gear +1 light fortification leather armor, +1 darkwood heavy steel shield, +1 scimitar, darts (5), masterwork club, brooch of shielding, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +1, healer’s kit, holly and mistletoe, spell component pouch, 273 gp By way of a shipwreck or magical transportation, some druids find themselves alone on far-flung islands. PASSAGO Passago lives on a lonely tropical island and considers himself its master. He and his daughter were teleported there years ago by a jealous wizard, and quickly came to love it. When wild shaping, he prefers to take on the forms of the animals of his island. Combat Encounters: Passago loves both his adopted island home and his daughter. If either is threatened, he quickly comes to their defense. He would lay down his life to defend either one of them. Roleplaying Suggestions: Stubborn and proud, Passago believes he is the master of his island, and as such does not need to explain himself or his actions to anyone. CASTAWAY CR 11 HALF-ORC DRUID 12 XP 12,800 Medium humanoid (human, orc) LN 7171 CR 10 11 CORE CLASSES DRUIDS Init +2; Senses low-light vision; Perception +20 DEFENSE AC 24, touch 15, flat-footed 21 (+6 armor, +1 deflection, +2 Dex, +1 dodge, +3 shield, +1 size) hp 96 (13d8+34) Fort +12, Ref +8, Will +15; +2 vs. illusions, +4 vs. fey and plant- targeted effects Defensive Abilities 25% chance to negate critical hits and sneak attacks, defensive training (+4 dodge bonus to AC vs. giants); Immune poison; Resist cold 20 OFFENSE Speed 15 ft. Melee +1 sickle +13/+8 (1d4) Ranged mwk sling +13/+8 (1d3–1) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, wild shape 5/day Domain Spell-Like Abilities (CL 13th; concentration +18) 8/day—icicle Druid Spells Prepared (CL 13th; concentration +18) 7th—creeping doom (DC 23), elemental body IVD (water only) 6th—antilife shell, cone of coldD (2, DC 21) 5th—call lightning storm (DC 20), cure critical wounds (2), ice stormD, stoneskin 4th—cure serious wounds, control weatherD, dispel magic, flame strike (DC 19), freedom of movement, spike stones (DC 19) 3rd—greater magic fang, protection from energy, quench, sleet storm, speak with plants, water breathingD 2nd—barkskin (2), cat’s grace (2), fog cloudD, spider climb 1st—cure light wounds, endure elements, faerie fire, longstrider, obscuring mistD, pass without trace, speak with animals 0 (at will)—flare (DC 15), guidance, light, stabilize D Domain spell; Domain Water TACTICS Before Combat The druid casts liveoak every 13 days, and endure elements each morning. During Combat The druid casts stoneskin on her treant and orders it into combat. She wild shapes into a bat and casts cat’s grace and barkskin on herself. She then casts cure spells or spontaneous summon nature’s ally as necessary. If entering melee, she casts protection from energy and greater magic fang, then wild shapes into a treant herself. STATISTICS Str 8, Dex 14, Con 14, Int 13, Wis 20, Cha 10 Base Atk +9; CMB +7; CMD 21 Feats Augment Summoning, Combat Casting, Combat Expertise, Dodge, Natural Spell, Spell Focus (conjuration), Weapon Finesse Skills Craft (woodworking) +11, Handle Animal +6, Heal +12, Knowledge (geography) +7, Knowledge (nature) +14, Linguistics +6, Perception +20, Ride +7, Spellcraft +14, Survival +22, Swim +4 Languages Aquan, Auran, Common, Druidic, Giant, Gnome, Ignan, Sylvan, Terran SQ a thousand faces, nature bond (Water domain), nature sense, trackless step, wild empathy +13, woodland stride Combat Gear potion of cure serious wounds, potion of invisibility, scroll of heal; Other Gear +2 glamered hide armor, +1 light fortification darkwood heavy wooden shield, +1 sickle, masterwork sling with 20 bullets, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +1, holly and mistletoe, spell component pouch, 42 gp These druids see themselves not as protectors of the forest, but as part of it, like the fey they associate with. PAI SPIRITWIND An inhabitant of a fey-infested forest, Pai fiercely advocates for the fey and their causes. After many run-ins with destructive humans, she considers all non-fey creatures (excluding gnomes) to be trespassers and attacks them on sight. FEY FRIEND CR 12 GNOME DRUID 13 XP 19,200 Small humanoid (gnome) CN 7272 12 13 Init +1; Senses Perception +15 DEFENSE AC 28, touch 13, flat-footed 27 (+7 armor, +2 deflection, +1 Dex, +5 natural, +3 shield) hp 120 (14d8+54) Fort +13, Ref +7, Will +15; +4 vs. fey and plant-targeted effects Immune poison; Resist fire 20 OFFENSE Speed 20 ft. Melee +1 club +16/+11 (1d6+6) Ranged mwk shortspear +12/+7 (1d6+5) Special Attacks wild shape 6/day Domain Spell-Like Abilities (CL 14th; concentration +18) 7/day—fire bolt Druid Spells Prepared (CL 14th; concentration +18) 7th—elemental body IV D (fire only), fire storm (2, DC 23) 6th—fire seedsD, empowered flame strike (2, DC 20), wall of stone 5th—fire shieldD, empowered fireball (2, DC 19), wall of fire 4th—air walk, cure serious wounds, dispel magic, freedom of movement, ice storm (DC 20), wall of fireD 3rd—dominate animal (DC 17), fireballD (2, DC 19), greater magic fang (2), spike growth (DC 17) 2nd—barkskin (3), bull’s strength, cat’s grace, produce flameD 1st—burning handsD (2, DC 17), cure light wounds, faerie fire, shillelagh, speak with animals 0 (at will)— create water, flare (DC 16), light, stabilize D Domain spell; Domain Fire TACTICS Before Combat The druid casts barkskin. He also casts ironwood on his breastplate twice per month, and endure elements every morning. During Combat The druid wild shapes into a Huge fire elemental when casting offensive spells, and wild shapes into a Huge earth elemental when entering melee. He opens with spells such as fire storm and empowered fireball. Before entering melee, he casts cat’s grace, freedom of movement, and greater magic fang on himself. Base Statistics Without barkskin, the druid’s statistics are AC 23, touch 13, flat-footed 22. STATISTICS Str 20, Dex 12, Con 15, Int 10, Wis 18, Cha 8 Base Atk +10; CMB +15; CMD 28 Feats Combat Casting, Empower Spell, Greater Spell Focus (evocation), Natural Spell, Power Attack, Spell Focus (evocation), Toughness, Vital Strike Skills Climb +8, Fly +5, Handle Animal +6, Heal +12, Knowledge (geography) +7, Knowledge (nature) +11, Perception +15, Perform (oratory) +5, Ride +7, Spellcraft +11, Survival +23, Swim +9 Languages Common SQ a thousand faces, nature bond (Fire domain), nature sense, trackless step, wild empathy +13, woodland stride Combat Gear potion of cure serious wounds, potion of haste; Other Gear +1 ironwood breastplate, +1 darkwood heavy wooden shield, +1 club, masterwork shortspear, belt of physical might +2 (Str, Con), cloak of resistance +2, handy haversack, headband of inspired wisdom +2, ring of protection +2, bedroll, healer’s kit, holly and mistletoe, silk rope (50 ft.), spell component pouch, 27 gp Controlling the power of fire and earth, these druids are natural wrath incarnate. KARUTH FIRESOUL Karuth Firewalker is a truly inspired fire druid—and he is quite possibly insane. A few years ago, a fateful encounter with a prophetic elder fire elemental gave Karuth the impression that, unlike other humans, he has no soul. Rather, inside him rages a core of elemental fire—a fire that must be released, thus conveniently justifying his pyromaniac urges. Combat Encounters: Karuth attacks with no warning, laughing maniacally as he burns alive any whom he encounters. Roleplaying Suggestions: Although Karuth is evil, he occasionally suffers from periods of strange lucidity and regret. During these times he tearfully asking those who seem like they have a chance of standing against his fearful might to grant him release from his evil compulsions through death. FURY OF FLAME CR 13 HUMAN DRUID 14 XP 25,600 Medium humanoid (human) NE 7373 CR 12 13 CORE CLASSES DRUIDS Init +7; Senses low-light vision; Perception +18 DEFENSE AC 31, touch 16, flat-footed 27 (+7 armor, +2 deflection, +3 Dex, +1 dodge, +5 natural, +3 shield) hp 96 (15d8+25) Fort +12, Ref +10, Will +16; +2 vs. enchantments, +4 vs. fey and plant-targeted effects Defensive Abilities 25% chance to negate critical hits and sneak attacks; Immune poison, sleep; DR 10/adamantine (150 points) OFFENSE Speed 30 ft. Melee +1 cold iron scythe +13/+8/+3 (2d4+2/×4) Special Attacks wild shape 6/day Domain Spell-Like Abilities (CL 15th; concentration +20) 8/day—wooden fist Druid Spells Prepared (CL 15th; concentration +20) 8th—control plantsD (DC 23), word of recall 7th—animate plantsD, creeping doom (DC 22), true seeing 6th—antilife shell, mass cure light wounds, repel woodD, wall of stone 5th—baleful polymorph (DC 20), insect plague, stoneskin, transmute rock to mud, tree stride, wall of thornsD 4th—air walk, command plantsD (DC 19), cure serious wounds, freedom of movement, rusting grasp, scrying (DC 19) 3rd—daylight, greater magic fang (2), plant growthD, protection from energy (2, DC 18) 2nd—barkskinD (3), bear’s endurance, lesser restoration, longstrider 1st—cure light wounds (2), entangleD (DC 16), faerie fire (2), obscuring mist, speak with animals 0 (at will)—detect magic, light, mending, read magic D Domain spell; Domain Plant TACTICS Before Combat The druid casts stoneskin, barkskin, and longstrider and drinks her potion of haste. During Combat The druid locks down opponents with entangle, wall of stone, and transmute rock to mud, while casting creeping doom and animate plants from a distance. Base Statistics Without stoneskin, barkskin, and longstrider, the druid’s statistics are AC 27, touch 16, flat-footed 23; DR none; Speed 20 ft. STATISTICS Str 13, Dex 16, Con 12, Int 12, Wis 20, Cha 8 Base Atk +11; CMB +12; CMD 28 Feats Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Natural Spell, Power Attack, Spell Penetration Skills Climb +5, Fly +7, Handle Animal +9, Heal +13, Knowledge (geography) +10, Knowledge (nature) +14, Knowledge (planes) +9, Perception +18, Ride +6, Spellcraft +14 (+16 to identify magic item properties), Survival +19, Swim +5 Languages Abyssal, Common, Druidic, Elven SQ a thousand faces, bramble armor (1d6+7, 15 rounds/day), elven magic, nature bond (Plant domain), nature sense, timeless body, trackless step, weapon familiarity, wild empathy +14, woodland stride Combat Gear potion of cure serious wounds, potion of haste, scroll of heal; Other Gear +1 dragonhide breastplate, +1 light fortification heavy wooden shield, +1 cold iron scythe, amulet of natural armor +1, cloak of resistance +2, headband of inspired wisdom +4, pearl of power (1st), ring of protection +2, holly and mistletoe, spell component pouch, 652 gp Creeping death druids see terrain as the ultimate weapon against those who would despoil their homes. GENYIELT GRAYCLOAK This stalker of bogs and moors works tirelessly to end the encroachment of civilization on her desolate home. CREEPING DEATH CR 14 ELF DRUID 15 XP 38,400 Medium humanoid (elf) NE 7474 Init +2; Senses Perception +21 DEFENSE AC 26, touch 13, flat-footed 25 (+10 armor, +2 deflection, +1 Dex, +3 shield) hp 119 (16d8+44) Fort +14, Ref +9, Will +18; +4 vs. fey and plant-targeted effects Immune poison; Resist cold 20 OFFENSE Speed 20 ft. Melee +1 scimitar +15/+10/+5 (1d6+3/18–20) Ranged +1 sling +15/+10/+5 (1d4+3) Special Attacks wild shape 7/day Domain Spell-Like Abilities (CL 16th; concentration +22) 9/day—icicle Druid Spells Prepared (CL 16th; concentration +22) 8th—empowered cone of cold (2, DC 22), horrid wiltingD (DC 24) 7th—elemental body IV D (water only), fire storm (DC 23), heal, true seeing 6th—antilife shell, cone of coldD (DC 22), empowered flame strike (DC 20), greater dispel magic, wall of stone 5th—animal growth (2, DC 21), cure critical wounds, death ward, ice stormD, stoneskin 4th—air walk, control weatherD, dispel magic, flame strike (DC 20), freedom of movement, spike stones (DC 20) 3rd—daylight, greater magic fang (3), protection from energy, water breathingD 2nd—barkskin (3), bear’s endurance, bull’s strength, cat’s grace, fog cloudD 1st—cure light wounds (3), faerie fire, longstrider, obscuring mistD, speak with animals 0 (at will)—create water, detect magic, light, mending D Domain spell; Domain Water TACTICS Before Combat Twice per month, the druid casts ironwood on her armor and also casts liveoak. During Combat The druid casts empowered cone of cold, then begins spontaneously summoning creatures and casting animal growth, stoneskin, and greater magic fang on them. While they are fighting, she casts spells to heal them and enhance her abilities. When entering melee, she casts true seeing, death ward, freedom of movement, and barkskin on herself, and drinks her potions of haste and displacement before wild shaping into a Huge water elemental. STATISTICS Str 14, Dex 14, Con 14, Int 10, Wis 22, Cha 8 Base Atk +12; CMB +14; CMD 28 Feats, Augment Summoning, Combat Casting, Empower Spell, Heavy Armor Proficiency, Improved Vital Strike, Natural Spell, Power Attack, Spell Focus (conjuration), Vital Strike Skills Craft (woodworking) +11, Fly +8, Handle Animal +9, Heal +14, Knowledge (geography) +9, Knowledge (nature) +15, Perception +21, Ride +3, Spellcraft +17, Survival +22 Languages Common SQ a thousand faces, nature bond (Water domain), nature sense, timeless body, trackless step, wild empathy +15, woodland stride Combat Gear potion of haste, potion of displacement, scroll of word of recall, wand of cure serious wounds (10 charges); Other Gear +1 wild ironwood full plate, +1 darkwood heavy wooden shield, +1 scimitar, +1 sling with 10 bullets, cloak of resistance +2, headband of inspired wisdom +4, ring of protection +2, cold weather outfit, healer’s kit, holly and mistletoe, masterwork woodcarving tools, spell component pouch, 110 gp These hardy druids patrol and protect the icy reaches of northern forests, and command spells and abilities equally as cold and unforgiving. TAIGA STALKER CR 15 HUMAN DRUID 16 XP 51,200 Medium humanoid (human) LN 7575 CR 14 15 CORE CLASSES DRUIDS Init +1; Senses low-light vision; Perception +25 DEFENSE AC 28, touch 14, flat-footed 27 (+10 armor, +2 deflection, +1 Dex, +1 insight, +4 shield) hp 158 (17d8+78) Fort +16, Ref +9, Will +20; +2 vs. enchantments, +4 vs. fey and plant- targeted effects Immune poison OFFENSE Speed 20 ft. Melee +1 club +15/+10/+5 (1d6+3) Ranged mwk shortspear +14/+9/+4 (1d6+2) Special Attacks wild shape 7/day Domain Spell-Like Abilities (CL 17th; concentration +24) 17/day—lightning lord 10/day—storm burst Druid Spells Prepared (CL 17th; concentration +24) 9th—empowered fire storm (DC 24), storm of vengeanceD (DC 26) 8th—earthquake, whirlwindD (DC 25), word of recall 7th—control weatherD, creeping doom (DC 24), fire storm (DC 24), heal, true seeing 6th—antilife shell, control windsD (DC 23), empowered flame strike (2, DC 21), greater dispel magic, wall of stone 5th—baleful polymorph (DC 22), call lightning storm (DC 22), cure critical wounds (2), ice stormD, insect plague 4th—control water, dispel magic, flame strike (2, DC 21), freedom of movement, sleet stormD 3rd—call lightningD (DC 20), dominate animal (DC 20), greater magic fang (3), protection from energy (2) 2nd—barkskin (3), bull’s strength (2), cat’s grace, fog cloudD 1st—entangle (2, DC 18), faerie fire (2), obscuring mistD, shillelagh, speak with animals 0 (at will)—flare (DC 17), light, purify food and drink, resistance D Domain spell; Domain Weather TACTICS Before Combat The druid casts shambler once per week, and liveoak and ironwood every 17 days. During Combat The druid sends her shambling mounds and treant to fight while she casts storm of vengeance. If physically threatened, the druid casts antilife shell, followed by empowered fire storm. STATISTICS Str 14, Dex 12, Con 16, Int 8, Wis 24, Cha 10 Base Atk +12; CMB +14 (+16 sunder); CMD 28 (30 vs. sunder) Feats Combat Casting, Empower Spell, Heavy Armor Proficiency, Improved Sunder, Improved Vital Strike, Natural Spell, Power Attack, Skill Focus (Survival), Toughness, Vital Strike Skills Fly +3, Handle Animal +6, Knowledge (geography) +8, Knowledge (nature) +12, Linguistics +3, Perception +25, Perform (sing) +4, Ride +2, Spellcraft +8, Survival +21, Swim +3 Languages Aquan, Auran, Common, Druidic, Elven, Ignan, Terran SQ a thousand faces, elf blood, nature bond (Weather domain), nature sense, timeless body, trackless step, wild empathy +17, woodland stride Combat Gear potions of haste (2); Other Gear +1 ironwood wild full plate, +2 darkwood heavy wooden shield, +1 club, masterwork shortspears (3), belt of mighty constitution +2, cloak of resistance +3, druid’s vestments, dusty rose prism ioun stone, eyes of the eagle, headband of inspired wisdom +4, ring of protection +2, holly and mistletoe, spell component pouch, waterskin, 134 gp These powerful druids see civilization as a pestilence. PATEBA BLACKMIND As feral as a wild cat, Pateba defends her forest without pity or remorse. Those who intrude are things to hunt and destroy. HATEFUL SCOURGE CR 16 HALF-ELF DRUID 17 XP 76,800 Medium humanoid (elf, human) NE 7676 16 17 Init +3; Senses Perception +24 DEFENSE AC 28, touch 19, flat-footed 24 (+4 armor, +3 deflection, +3 Dex, +1 dodge, +1 insight, +5 shield, +1 size) hp 156 (18d8+72) Fort +18, Ref +13, Will +20; +2 vs. fear, +4 vs. fey and plant-targeted effects Immune poison OFFENSE Speed 20 ft. Melee +1 quarterstaff +15/+10/+5 (1d4) Ranged +1 sling +18/+13/+8 (1d3) Special Attacks wild shape 8/day Domain Spell-Like Abilities (CL 18th; concentration +23) 8/day—wooden fist Druid Spells Prepared (CL 18th; concentration +23) 9th—mass cure critical wounds, shamblerD 8th—control plants (DC 23)D, whirlwind (2, DC 23), word of recall 7th—animate plantsD, fire storm (DC 22), heal, true seeing 6th—empowered flame strike (2, DC 19), greater dispel magic, mass cat’s grace, repel woodD 5th—animal growth (DC 20), baleful polymorph (DC 20), control winds (DC 20), stoneskin (2), wall of thornsD 4th—command plantsD (DC 19), cure serious wounds, flame strike (2, DC 19), freedom of movement, spike stones (DC 19) 3rd—dominate animal (DC 18), greater magic fang (2), plant growthD, protection from energy (2) 2nd—barkskinD (3), fog cloud, hold animal (DC 17), spider climb 1st—cure light wounds, entangleD (DC 16), faerie fire (2), obscuring mist, shillelagh, speak with animals 0 (at will)—know direction, light, read magic, stabilize D Domain spell; Domain Plant TACTICS Before Combat The druid casts liveoak and shambler on a regular basis, and always has a retinue of 1d4+2 advanced shambling mounds and a treant with her. During Combat The druid detests trespassers. She begins combat by sending her shambling mounds and treant into melee and summoning a storm giant. She then summons a tyrannosaurus and casts animal growth on it, and spends the next few rounds buffing her summoned creatures with barkskin, mass cat’s grace, and greater magic fang. She then casts offensive spells and drinks her potion of haste before wild shaping into a Huge elemental and moving into melee. STATISTICS Str 8, Dex 16, Con 16, Int 12, Wis 20, Cha 10 Base Atk +13; CMB +11; CMD 29 Feats Augment Summoning, Combat Casting, Combat Reflexes, Dodge, Empower Spell, Natural Spell, Spell Focus (conjuration), Vital Strike, Weapon Focus (quarterstaff) Skills Acrobatics +4 (+0 when jumping), Climb +8, Fly +12, Handle Animal +6, Heal +13, Knowledge (geography) +14, Knowledge (nature) +16, Linguistics +5, Perception +24, Ride +9, Spellcraft +19, Survival +19, Swim +7 Languages Aquan, Auran, Common, Druidic, Halfling, Ignan, Sylvan, Terran SQ a thousand faces, bramble armor (1d6+9, 18 rounds/day), nature bond (Plant domain), nature sense, timeless body, trackless step, wild empathy +18, woodland stride Combat Gear potions of cure serious wounds (2), potion of haste, wand of ice storm (3 charges); Other Gear +2 leather armor, +3 heavy wild darkwood wooden shield, +1 quarterstaff, +1 sling with 20 bullets, cloak of resistance +3, dusty rose prism ioun stone, headband of inspired wisdom +4, ring of protection +3, backpack, everburning torch, holly and mistletoe, silk rope (50 ft.), spell component pouch, 96 gp These dark nature priests do not nurture their home, but rather spread disease, filth, and hate throughout humanoid communities on behalf of an enraged and exploited landscape. DARK NATURE PRIEST CR 17 HALFLING DRUID 18 XP 102,400 Small humanoid (halfling) NE 7777 CR 16 17 CORE CLASSES DRUIDS Init +6; Senses darkvision 60 ft.; Perception +23 DEFENSE AC 28, touch 16, flat-footed 26 (+8 armor, +3 deflection, +2 Dex, +1 insight, +4 shield) hp 161 (19d8+72) Fort +16, Ref +11, Will +22; +4 vs. fey and plant-targeted effects Defensive Abilities orc ferocity; Immune poison; Resist fire 20 OFFENSE Speed 20 ft. Melee +1 club +17/+12/+7 (1d6+3) Ranged +1 sling +17/+12/+7 (1d4+3) Special Attacks wild shape 8/day Domain Spell-Like Abilities (CL 19th; concentration +27) 11/day—fire bolt Druid Spells Prepared (CL 19th; concentration +27) 9th—elemental swarmD (fire spell only), empowered fire storm (3, DC 27) 8th—quickened cure serious wounds, incendiary cloudD (DC 26), reverse gravity, sunburst (DC 28), word of recall 7th—quickened cure moderate wounds, fire storm (2, DC 27), elemental body IVD (fire only), heal, true seeing 6th—fire seedsD, empowered flame strike (3, DC 24), greater dispel magic, mass cat’s grace 5th—cure critical wounds (2), fire shieldD, stoneskin, wall of fire (2) 4th—dispel magic (2), flame strike (2, DC 24), freedom of movement, ice storm (DC 24), wall of fireD 3rd—fireballD (5, DC 23), greater magic fang, protection from energy (DC 21) 2nd—barkskin (2), bull’s strength (2), hold animal (DC 20), produce flameD, lesser restoration 1st—burning handsD (2, DC 21), cure light wounds, endure elements, faerie fire (2), shillelagh 0 (at will)—create water, flare (DC 20), guidance, resistance D Domain spell; Domain Fire TACTICS Before Combat The druid casts shambler once per week and casts ironwood on his armor every 19 days. During Combat The druid sends shambling mounds into combat, casts mass cat’s grace, wild shapes into a Huge fire elemental, and moves in to flank. STATISTICS Str 14, Dex 14, Con 14, Int 10, Wis 26, Cha 8 Base Atk +14; CMB +16; CMD 32 Feats Blind-Fight, Combat Casting, Empower Spell, Greater Spell Focus (evocation), Improved Initiative, Natural Spell, Power Attack, Quicken Spell, Spell Focus (evocation), Toughness Skills Climb +6, Fly +6, Handle Animal +5, Intimidate +1, Knowledge (geography) +7, Knowledge (nature) +13, Knowledge (planes) +4, Linguistics +5, Perception +23, Ride +6, Sense Motive +16, Spellcraft +15, Survival +21, Swim +6 Languages Auran, Common, Draconic, Druidic, Giant, Ignan, Orc, Terran SQ a thousand faces, nature bond (Fire domain), nature sense, orc blood, timeless body, trackless step, weapon familiarity, wild empathy +18, woodland stride Combat Gear potions of cure serious wounds (2), potion of haste, scroll of mass cure serious wounds; Other Gear, +2 wild ironwood breastplate, +2 animated darkwood heavy wooden shield, +1 club, +1 sling with 10 bullets, belt of mighty constitution +2, cloak of resistance +3, dusty rose prism ioun stone, headband of inspired wisdom +6, ring of protection +3, holly and mistletoe, spell component pouch, silver crown (worth 200 gp), 63 gp These druids dwell in the most explosive spots in the world. RAGE FLAME CR 18 HALF-ORC DRUID 19 XP 153,600 Medium humanoid (human, orc) CN 7878 18 19 Init +1; Senses Perception +22 DEFENSE AC 33, touch 16, flat-footed 31 (+12 armor, +3 deflection, +1 Dex, +1 dodge, +1 insight, +5 shield) hp 150 (20d8+57) Fort +17, Ref +10, Will +22; +2 vs. poison, spells, and spell-like abilities; +4 vs. fey and plant-targeted effects Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion; Immune acid, poison OFFENSE Speed 20 ft. Melee +1 ghost touch quarterstaff +19/+14/+9 (1d6+5) Ranged +1 light hammer +17/+12/+7 (1d4+4) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, wild shape at will Domain Spell-Like Abilities (CL 20th; concentration +27) 10/day—acid dart Druid Spells Prepared (CL 20th; concentration +27) 9th—quickened cure critical wounds (2), elemental swarmD (earth spell only), empowered fire storm (DC 24), storm of vengeance (DC 27) 8th—earthquakeD, finger of death (DC 25), repel metal or stone, reverse gravity, word of recall 7th—changestaff, creeping doom (DC 25), elemental body IVD (earth only), heal, mass cure moderate wounds, true seeing 6th—antilife shell, empowered flame strike (DC 21), greater dispel magic (2), stoneskinD 5th—animal growth (2, DC 22), death ward, quickened obscuring mist, wall of stoneD, wall of thorns 4th—air walk, dispel magic, flame strike (DC 21), freedom of movement (2), spike stonesD (DC 21) 3rd—cure moderate wounds, dominate animal (DC 20), greater magic fang (3), stone shapeD, wind wall 2nd—barkskin (3), bear’s endurance, bull’s strength, cat’s grace, soften earth and stoneD 1st—cure light wounds (2), faerie fire (2), magic stoneD, obscuring mist, speak with animals 0 (at will)—create water, guidance, mending, stabilize D Domain spell; Domain Earth TACTICS Before Combat The druid casts shambler to create 1d4+2 advanced shambling mounds. During Combat The druid deploys shambling mounds, wild shapes into a Huge earth elemental, and casts spells on himself. If interrupted, he earth glides and casts storm of vengeance. STATISTICS Str 16, Dex 13, Con 14, Int 10, Wis 24, Cha 6 Base Atk +15; CMB +18; CMD 34 (38 vs. bull rush or trip) Feats Augment Summoning, Combat Casting, Dodge, Empower Spell, Heavy Armor Proficiency, Natural Spell, Power Attack, Quicken Spell, Spell Focus (conjuration), Vital Strike Skills Fly +3, Handle Animal +3, Knowledge (engineering) +4, Knowledge (nature) +15, Knowledge (planes) +8, Linguistics +4, Perception +22 (+24 to notice unusual stonework), Perform (percussion) +4, Ride +3, Spellcraft +21, Survival +19, Swim +5 Languages Aquan, Auran, Common, Druidic, Dwarven, Ignan, Terran SQ a thousand faces, nature bond (Earth domain), nature sense, timeless body, trackless step, wild empathy +18, woodland stride Gear +3 wild ironwood full plate, +3 animated darkwood heavy wooden shield, +1 ghost touch quarterstaff, +1 light hammer, boots of speed, cloak of resistance +3, dusty rose prism ioun stone, headband of inspired wisdom +4, ring of evasion, ring of protection +3, holly and mistletoe, spell component pouch, 487 gp Providers of ancient wisdom, these rare and powerful dwarven druids are venerated by their people. EARTHFATHER CR 19 DWARF DRUID 20 XP 204,800 Medium humanoid (dwarf) NE 7979 CR CORE CLASSES DRUIDS 18 19 Init +2; Senses low-light vision; Perception +2 DEFENSE AC 18, touch 14, flat-footed 15 (+3 armor, +2 Dex, +1 dodge, +1 shield, +1 size) hp 21 (2d10+6) Fort +5, Ref +2, Will +0; +2 vs. illusions, +1 vs. fear Defensive Abilities bravery +1, defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee mwk rapier +6 (1d4+1/18–20) or dagger +5 (1d3+1/18–20) Ranged composite longbow +5 (1d6+1/×3) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids TACTICS During Combat The fighter shifts to maintain an advantageous position. If facing a similarly mobile foe, she resorts to her tanglefoot bag. STATISTICS Str 12, Dex 15, Con 14, Int 13, Wis 10, Cha 10 Base Atk +2; CMB +2; CMD 15 Feats Dodge, Mobility, Weapon Finesse Skills Acrobatics +3 (–1 when jumping), Intimidate +4, Knowledge (nobility) +2, Perception +2, Stealth +7 Languages Common, Gnome, Halfling, Sylvan Combat Gear tanglefoot bag; Other Gear studded leather, masterwork buckler, composite longbow with 20 arrows, dagger, masterwork rapier, wineskin, 16 gp These small, quick warriors are also clever and brave. They know when to strike fast and hard—and when to run. TALA HANKELTHORN Tala considers her size more an asset than a liability. She knows most enemies underestimate her skills, and takes full advantage. Init +2; Senses Perception +2 DEFENSE AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield) hp 14 (1d10+4) Fort +3, Ref +2, Will +3 OFFENSE Speed 30 ft. Melee longsword +4 (1d8+3/19–20) or cold iron dagger +4 (1d4+3/19–20) Ranged heavy crossbow +3 (1d10/19–20) TACTICS During Combat The fighter fires his crossbow, then readies his sword and shield. He saves his alchemist’s fire for foes he can’t harm or can’t hit with his sword. STATISTICS Str 17, Dex 14, Con 12, Int 8, Wis 13, Cha 10 Base Atk +1; CMB +4; CMD 16 Feats Iron Will, Power Attack, Toughness Skills Heal +2, Perception +2, Survival +5 Languages Common Combat Gear potion of cure light wounds, alchemist’s fire, holy water, oil (2), healer’s kit (2 uses remaining); Other Gear breastplate, heavy wooden shield, cold iron dagger, heavy crossbow with 20 bolts, longsword, bedroll, tindertwigs (2), whetstone, wooden holy symbol, 3 gp Some mercenaries believe their survival has less to do with skill and more to do with their ability to gain the gods’ favor. CORWYN KLAS When between jobs, Corwyn faithfully maintains his clothes, armor, and weapons, but once hired, he stops keeping up his appearance and grows more disheveled as the days pass. Corwyn fears the supernatural, and keeps a holy symbol with him at all times. He blows his wages on worthless talismans sold with promises to work against fiends and spirits. SUPERSTITIOUS MERCENARY CR 1/2 HUMAN FIGHTER 1 XP 200 Medium humanoid (human) N DARING BRAVO CR 1 GNOME FIGHTER 2 XP 400 Small humanoid (gnome) CN 8080 Init +4; Senses Perception +6 DEFENSE AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 30 (4d10+4) Fort +6, Ref +6, Will +2; +3 vs. fear Defensive Abilities bravery +1 OFFENSE Speed 20 ft. Melee mwk dagger +9 (1d3+3/19–20), mwk dagger +9 (1d3+2/19–20) Ranged dagger +10 (1d3+3/19–20) TACTICS During Combat The fighter hurls daggers until her foes close with her. In melee, she fights defensively (and gains a +3 dodge bonus from her ranks in Acrobatics). She keeps her feather token in reserve for dangerous spellcasters or when battle turns against her. STATISTICS Str 12, Dex 18, Con 12, Int 13, Wis 10, Cha 10 Base Atk +4; CMB +4; CMD 18 Feats Deadly Aim, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (dagger), Weapon Specialization (dagger) Skills Acrobatics +10 (+6 when jumping), Bluff +4, Climb +3, Perception +6, Sleight of Hand +5, Stealth +11 Languages Common, Goblin, Halfling SQ armor training 1 Combat Gear feather token (whip), flask of acid; Other Gear +1 chain shirt, daggers (6), masterwork daggers (2), 24 gp Small, sly, and seemingly innocuous, evil halflings make perfect murderers. LISANNE JELANSIL At first, Lisanne saved her murderous attentions for those who slighted her in some small fashion. Now, she revels in death for death’s sake rather than for vengeance only. Her reputation has grown with her crimes, and she increasingly plies her skills for pay as well as pleasure. Init +5; Senses darkvision 60 ft.; Perception –1 DEFENSE AC 17, touch 11, flat-footed 16 (+6 armor) hp 30 (3d10+9) Fort +5, Ref +2, Will +2; +1 vs. fear Defensive Abilities bravery +1, orc ferocity OFFENSE Speed 30 ft. Melee mwk greataxe +7 (1d12+4/×3) or sap +6 (1d6+3 nonlethal) Ranged javelin +4 (1d6+3) TACTICS During Combat The fighter opens with an Intimidate check to demoralize the nearest enemy, then wades in with his axe using Cleave when possible. STATISTICS Str 17, Dex 12, Con 14, Int 10, Wis 8, Cha 13 Base Atk +3; CMB +6; CMD 17 Feats Cleave, Improved Initiative, Iron Will, Power Attack Skills Climb +5, Intimidate +9, Survival +3, Swim +5 Languages Common, Orc SQ armor training 1, orc blood, weapon familiarity Combat Gear potion of bull’s strength, potion of cure moderate wounds, potion of enlarge person (CL 3rd); Other Gear masterwork breastplate, javelins (4), masterwork greataxe, sap, sack, gold necklace (worth 100 gp), 124 gp Brigands are hard as nails and always look out for themselves first. RORN THE BLACK Rorn has made a good living as a bandit, but the same can’t be said for his allies. Sometimes he runs out on them when their luck turns bad, sometimes he’s the only survivor, and sometimes he cuts down his own allies to claim all the loot. TRAITOROUS BRIGAND CR 2 HALF-ORC FIGHTER 3 XP 600 Medium humanoid (human, orc) NE MURDEROUS HALFLING CR 3 HALFLING FIGHTER 4 XP 800 Small humanoid (halfling) CE 8181 CR CORE CLASSES FIGHTERS 1/2 1 2 3 Init –1; Senses low-light vision; Perception +3 DEFENSE AC 20, touch 9, flat-footed 20 (+9 armor, –1 Dex, +2 shield) hp 61 (6d10+24) Fort +8, Ref +1, Will +3; +2 vs. enchantments, +2 vs. fear Defensive Abilities bravery +2; Immune sleep OFFENSE Speed 20 ft. Melee +1 warhammer +12/+7 (1d8+7/×3) Ranged warhammer +8 (1d8+6/×3) Special Attacks weapon training (hammers +1) TACTICS During Combat The fighter stands and deals mighty blows until her foes drop or she dies on her feet. STATISTICS Str 16, Dex 8, Con 16, Int 13, Wis 12, Cha 10 Base Atk +6; CMB +9; CMD 18 Feats Diehard, Endurance, Master Craftsman, Skill Focus (Craft [weapons]), Throw Anything, Vital Strike, Weapon Focus (warhammer), Weapon Specialization (warhammer) Skills Appraise +7, Craft (armor) +10, Craft (weapons) +17, Perception +3 Languages Common, Dwarven, Elven SQ armor training 1, elf blood Combat Gear potion of cure moderate wounds, potions of endure elements (2); Other Gear masterwork full plate, masterwork heavy steel shield, +1 warhammer, warhammers (2), masterwork artisan’s tools, waterskin, 43 gp Smiths who craft weapons may also be skilled in their use. VIKA BELISKAR Apprenticed to a blacksmith in her youth, Vika quit the trade to take up a new life as an adventurer. After a cache of tomes taught her how to mix magic with the forging of steel, she found herself drawn back to her old calling. CAUTIOUS ARCHER CR 4 ELF FIGHTER 5 XP 1,200 Medium humanoid (elf) CN ADVENTURING BLACKSMITH CR 5 HALF-ELF FIGHTER 6 XP 1,600 Medium humanoid (elf, human) LN Init +4; Senses low-light vision; Perception +6 DEFENSE AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex) hp 47 (5d10+15) Fort +7, Ref +6, Will +1; +2 vs. enchantments, +1 vs. fear Defensive Abilities bravery +1; Immune sleep OFFENSE Speed 30 ft. Melee mwk elven curve blade +8 (1d10+3/18–20) Ranged mwk composite longbow +10/+10 (1d8+5/×3) Special Attacks weapon training (bows +1) TACTICS Before Combat The fighter drinks his potion of bear’s endurance and finds a prime location for an ambush. During Combat The fighter keeps his distance and fights at range, sending his dog to harry foes that approach. Base Statistics Without bear’s endurance, the fighter’s statistics are hp 37; Fort +5; Con +10. STATISTICS Str 14, Dex 18, Con 14, Int 15, Wis 8, Cha 10 Base Atk +5; CMB +7; CMD 21 Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow) Skills Climb +5, Craft (bows) +8, Handle Animal +8, Perception +6, Stealth +6, Survival +3, Swim +5 Languages Common, Elven, Gnome, Orc SQ armor training 1, elven magic, weapon familiarity Combat Gear +1 arrows (5), potion of bear’s endurance, potion of cure moderate wound, alchemical silver arrows (5), cold iron arrows (5); Other Gear masterwork breastplate, masterwork composite longbow (+2 Str) with 35 arrows, masterwork elven curve blade, cloak of resistance +1, masterwork artisan’s tools, riding dog, 67 gp Cautious archers are adept at hit-and- run tactics and ambushes. DANATHEL YESSILLION Danathel prefers to fight from afar. He counts on brutes to hold the line while he picks and chooses targets from a safe perch up in a tree. 8282 Init +3; Senses low-light vision; Perception +10 DEFENSE AC 23, touch 17, flat-footed 20 (+6 armor, +3 deflection, +3 Dex, +1 size) hp 76 (8d10+28) Fort +9, Ref +5, Will +4; +2 vs. illusions, +2 vs. fear Defensive Abilities bravery +2, defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 25 ft. Melee mwk glaive +10/+5 (1d8/×3) or short sword +9/+4 (1d4/19–20) Ranged mwk light crossbow +13/+13/+8 (1d6+3/17–20) or mwk light crossbow with +1 frost bolts +13/+13/+8 (1d6+4+1d6 cold/17–20) Space 5 ft.; Reach 5 ft. (10 ft. with glaive) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, weapon training (crossbows +1) Gnome Spell-Like Abilities (CL 8th; concentration +9) 1/day—dancing lights, ghost sound (DC 11), prestidigitation, speak with animals TACTICS Before Combat The fighter drinks her potion of shield of faith. During Combat The fighter drinks her potion of haste and launches full attacks with screaming bolts. Base Statistics Without shield of faith, the fighter’s statistics are AC 20, touch 14, flat-footed 17; CMD 20. STATISTICS Str 10, Dex 16, Con 16, Int 8, Wis 14, Cha 12 Base Atk +8; CMB +7; CMD 23 Feats Deadly Aim, Fleet, Improved Critical (light crossbow), Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Weapon Focus (light crossbow), Weapon Specialization (light crossbow) Skills Perception +10, Profession (soldier) +8, Sense Motive +7 SPELL HUNTER CR 6 DWARF FIGHTER 7 XP 2,400 Medium humanoid (dwarf) LE FASTIDIOUS SHARPSHOOTER CR 7 GNOME FIGHTER 8 XP 3,200 Small humanoid (gnome) NE Init +2; Senses Perception +5 DEFENSE AC 22, touch 12, flat-footed 20 (+10 armor, +2 Dex) hp 64 (7d10+21) Fort +9, Ref +5, Will +5; +2 vs. poison, spells, and spell-like abilities; +2 vs. fear Defensive Abilities bravery +2, defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee mwk cold iron dwarven waraxe +14/+9 (1d10+9/×3) Ranged mwk throwing axe +11 (1d6+5) or mwk light crossbow +10 (1d8/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, weapon training (axes +1) TACTICS Before Combat The fighter drinks her potion of bull’s strength. During Combat When fighting with a group, the fighter uses bull rush to grant attacks of opportunity to her allies. She uses the combination of Step Up and Disruptive to interrupt spellcasting. Base Statistics Without bull’s strength, the fighter’s statistics are Melee mwk cold iron dwarven waraxe +12/+7 (1d10+6/×3); Ranged mwk throwing axe +11 (1d6+3); Str 15; CMB +9 (+13 bull rush); CMD 21 (27 vs. bull rush, 25 vs. trip); Skills Climb +8. STATISTICS Str 19, Dex 14, Con 16, Int 10, Wis 14, Cha 6 Base Atk +7; CMB +12 (+16 bull rush); CMD 23 (29 vs. bull rush, 27 vs. trip) Feats Blind-Fight, Disruptive, Greater Bull Rush, Improved Bull Rush, Power Attack, Step Up, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe) Skills Climb +10, Intimidate +8, Perception +5 (+7 to notice unusual stonework), Survival +10 Languages Common, Dwarven SQ armor training 2 Combat Gear oil of magic weapon (2), potion of aid, potion of bull’s strength, potions of cure moderate wounds (2); Other Gear +1 full plate, masterwork cold iron dwarven waraxe, masterwork light crossbow with 20 bolts, masterwork throwing axe, cloak of resistance +1, 46 gp Spell hunters specialize in locking down and then murdering enemy spellcasters. Languages Common, Gnome, Sylvan SQ armor training 2 Combat Gear +1 frost bolts (8), potion of haste, potion of shield of faith (CL 7th), screaming bolts (2); Other Gear mithral breastplate, masterwork glaive, masterwork light crossbow with 40 bolts, short sword, sunrods (2), 27 gp 8383 CR CORE CLASSES FIGHTERS 4 5 6 7 Init +5; Senses Perception +5 DEFENSE AC 22, touch 16, flat-footed 17 (+6 armor, +5 Dex, +1 size) hp 72 (9d10+18) Fort +11, Ref +11, Will +9; +4 vs. fear Defensive Abilities bravery +2 OFFENSE Speed 20 ft. Melee +1 halfling sling staff +18/+13 (1d4+9/19–20) or short sword +14/+9 (1d4+4/19–20) Ranged +1 halfling sling staff +22 (1d6+8/19–20/×3) Special Attacks weapon training (thrown +2, light blades +1) TACTICS Before Combat The fighter drinks his potions of bull’s strength and heroism. During Combat If fighting elves, the fighter stays back from the fight, wielding his sling staff until he’s out of elf-bane bullets. Otherwise, he rides into the fray, bashing foes and hurling bullets with his sling staff while using Deadly Aim and Vital Strike. Base Statistics Without bull’s strength and heroism, the fighter’s statistics are Senses Perception +3; Fort +9, Ref +9, Will +7; Melee +1 halfling sling staff +14/+9 (1d4+6/19–20) or short sword +12/+7 (1d4+2/19–20); Ranged +1 halfling sling staff +20 (1d6+6/ 19–20/×3); Str 12; CMB +9; CMD 24; Skills Acrobatics +5 (+1 when jumping), Climb +1, Perception +3, Ride +15, Survival +13. STATISTICS Str 16, Dex 20, Con 14, Int 8, Wis 12, Cha 12 Base Atk +9; CMB +13; CMD 26 Feats Deadly Aim, Greater Weapon Focus (halfling sling staff), Improved Critical (halfling sling staff), Iron Will, Mounted Combat, Point-Blank Shot, Precise Shot, Vital Strike, Weapon Focus (halfling sling staff), Weapon Specialization (halfling sling staff) Skills Acrobatics +7 (+3 when jumping), Climb +5, Perception +5, Ride +17, Survival +15 Languages Common, Halfling SQ armor training 2 Combat Gear +1 elf-bane bullets (5), potion of bull’s strength, potion of cure moderate wounds, potion of heroism, potion of invisibility; Other Gear breastplate, +1 halfling sling staff with 20 bullets, short sword, belt of incredible dexterity +2, brooch of shielding (35 points of damage remaining), bit and bridle, masterwork studded leather barding, military saddle, riding dog, saddlebags, 161 gp Halfling slingers often patrol the areas surrounding halfling settlements. Sometimes they hire themselves out as scouts and skirmishers. TOMIN BLANDERBASS The wanderer’s life suits Tomin just fine. He roams from town to town looking for mercenary work, and is more than happy to take gold from anyone who offers. Tomin doesn’t really care about right or wrong, just about getting paid. He’s as likely to guard a caravan as to rob one. He draws the line at hurting those who won’t fight back, believing that’s what separates him from a petty thug. When he first started adventuring, Tomin and his companions ran afoul of a band of elves on the hunt for bandits. The elves ran down and slew Tomin’s companions one by one, then left him tied up and dangling from a tree as a warning for others. That humiliation still burns in Tomin’s belly, and he fears and detests elves to this day. Combat Encounters: Tomin targets enemy elves first, and often refuses to treat with allies who have elves within their midst. Roleplaying Suggestions: Tomin is not shy when looking for work—or when he wants to pick a fight with an elf. HALFLING SLINGER CR 8 HALFLING FIGHTER 9 XP 4,800 Small humanoid (halfling) N 8484 Init +2; Senses low-light vision; Perception +15 DEFENSE AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield) hp 94 (10d10+35) Fort +11, Ref +7, Will +6; +2 vs. enchantments, +3 vs. fear Defensive Abilities bravery +3; Immune sleep OFFENSE Speed 30 ft. Melee mwk lance +18/+13 (1d8+4/×3) or flail +14/+9 (1d8+2) Ranged mwk composite longbow +16/+11 (1d8+3/×3) Space 5 ft.; Reach 5 ft. (10 ft. with lance) Special Attacks weapon training (spears +2, bows +1) TACTICS Before Combat Well in advance of battle, the fighter activates her bronze griffon and saddles and armors it. Before the fighting starts, she mounts her griffon, takes to the air, and quaffs her potion of heroism. During Combat The fighter flies above the battlefield taking passes with her lance, never flying lower than 10 feet above the ground. If outmatched in melee, she retreats to higher altitude and uses her bow. A griffon rider loves to unseat other mounted combatants, particularly if they’re flying. She keeps a plentiful supply of alchemist’s fire in case any flammable targets present themselves. Base Statistics Without heroism, the fighter’s statistics are Senses Perception +13; Fort +9, Ref +5, Will +4; Melee mwk lance +16/+11 (1d8+4/×3) or flail +12/+7 (1d8+2); Ranged mwk composite longbow +14/+9 (1d8+3/×3); CMB +12; Skills Handle Animal +8, Perception +13, Ride +17. STATISTICS Str 15, Dex 14, Con 14, Int 10, Wis 13, Cha 10 Base Atk +10; CMB +14; CMD 24 Feats Combat Reflexes, Improved Bull Rush, Mounted Combat, Power Attack, Ride-By Attack, Shield Focus, Skill Focus (Ride), Spirited Charge, Toughness, Unseat, Weapon Focus (lance) Skills Handle Animal +10, Perception +15, Ride +19 Languages Common, Elven SQ armor training 2, elven magic, weapon familiarity Combat Gear potions of cure light wounds (2), potion of heroism, alchemist’s fire (5); Other Gear masterwork banded mail, masterwork heavy steel shield, masterwork lance, masterwork composite longbow (Str +2) with 20 arrows, figurine of wondrous power (bronze griffon), bit and bridle, exotic military saddle, masterwork studded leather barding, 47 gp Griffon riders patrol the skies around remote elven enclaves. Rare individuals serve powerful spellcasters or serve as mercenary shock troops. JALYNEL MASATHAL Always something of an outcast among other elves, Jalynel felt closer to her loyal griffon mount than to any of her fellow elven knights. When her mount perished in battle against a flock of perytons, Jalynel was devastated. Once she recovered from her own wounds, she deserted her unit and indentured herself to a powerful wizard. In exchange, he crafted for her a bronze figurine in the very image of her beloved griffon. Twice per week, she can place it on the ground and bring it life. Jalynel believes her companion’s soul dwells within the figurine’s cold bronze. She rests easy knowing a lethal wound now only turns her mount back to bronze, to be brought to life again another day. Jalynel spends most of her time following orders from her wizard master. During her rare breaks from his service, she hires out as a scout and aerial cavalry. On occasion, she throws in with adventuring bands in hopes of finding good treasure that will appeal to her wizard master and allow her to pay off her debt quickly. Combat Encounters: Jalynel is usually found protecting the domain of her wizard master, or amid an group of adventurers seeking magical treasure. She avoids traveling into dungeons or caverns if possible, preferring to be in open spaces where she can activate her figurine of wondrous power and fight from the air. Roleplaying Suggestions: Jalynel approaches adventurers to form a group to go after valuable treasures, particularly those with magical substances or items she can return to her master. GRIFFON RIDER CR 9 ELF FIGHTER 10 XP 6,400 Medium humanoid (elf) LN 8585 CR 8 9 CORE CLASSES FIGHTERS Init +6; Senses Perception +0 DEFENSE AC 25, touch 16, flat-footed 19 (+7 armor, +6 Dex, +2 natural) hp 98 (11d10+33) Fort +10, Ref +10, Will +6; +3 vs. fear Defensive Abilities bravery +3 OFFENSE Speed 30 ft., climb 20 ft. Melee +1 rapier +19/+14/+9 (1d6+8/15–20), mwk dagger +18/+13 (1d4+5/19–20) Ranged dagger +19 (1d4+5/19–20) or mwk composite longbow +19/+14/+9 (1d8+2/×3) Special Attacks weapon training (light blades +2, bows +1) TACTICS Before Combat The fighter drinks her potions of bull’s strength, cat’s grace, and barkskin. If she’s planning betrayal, a scheming fencer doesn’t down her potions until just before her treachery. During Combat The fighter uses Combat Expertise, hoping to wear her foes down. Every few rounds, she makes a disarm attempt with one of her attacks. She likes to gain a height advantage using her slippers of spider climbing. Base Statistics Without bull’s strength, cat’s grace, and barkskin, the fighter’s statistics are Init +4; AC 21, touch 14, flat-footed 17; Ref +8; Melee +1 rapier +17/+12/+7 (1d6+6/15–20), mwk dagger +16/+11 (1d4+3/19–20); Ranged dagger +17 (1d4+3/19– 20) or mwk composite longbow +17/+12/+7 (1d8+2/×3); Str 12, Dex 19; CMB +12 (+14 disarm); CMD 26 (28 vs. disarm); Skills Acrobatics +15, Climb +13. STATISTICS Str 16, Dex 23, Con 14, Int 13, Wis 10, Cha 8 Base Atk +11; CMB +14 (+16 disarm); CMD 30 (+32 vs. disarm) Feats Combat Expertise, Critical Focus, Double Slice, Improved Critical (rapier), Improved Disarm, Improved Two- Weapon Fighting, Iron Will, Sickening Critical, Two-Weapon Fighting, Two- Weapon Rend, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier) Skills Acrobatics +17, Bluff +10, Climb +15, Knowledge (local) +5, Perform (sing) +5, Sense Motive +9 Languages Common, Elven SQ armor training 3 Combat Gear potion of barkskin, potion of bull’s strength, potion of cat’s grace, potions of cure moderate wounds (2), potions of protection from good (CL 2nd) (2), silversheen; Other Gear +1 breastplate, +1 rapier, daggers (3), masterwork composite longbow (+1 Str) with 20 arrows, masterwork dagger, belt of incredible dexterity +2, cloak of resistance +1, slippers of spider climbing, 121 gp Cosmopolitan patrons hire scheming fencers as either bodyguards or enforcers. Groups of these warriors can also serve as soldiers, guards, and protectors. ERALIN LISINAR Sadistic and manipulative, Eralin prefers a long, drawn out battle over a clean and efficient kill. She deals death in nicks and cuts and twists of her blades. Never one for a fair fight, she deliberately seeks out opponents who can’t match her skill. SCHEMING FENCER CR 10 HUMAN FIGHTER 11 XP 9,600 Medium humanoid (human) CE 8686 Init +3; Senses Perception +12 DEFENSE AC 24, touch 14, flat-footed 20 (+10 armor, +3 Dex, +1 dodge) hp 134 (12d10+64) Fort +14, Ref +8, Will +7; +2 vs. poison, spells, and spell-like abilities; +3 vs. fear Defensive Abilities bravery +3, defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 30 ft. Melee +1 adamantine guisarme +21/+16/+11 (2d4+9/×3) or masterwork spiked gauntlet +17/+12/+7 (1d4+5) Ranged javelin +15 (1d6+6) Space 5 ft.; Reach 5 ft. (10 ft. with guisarme) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, weapon training (polearms +2, thrown +1) TACTICS Before Combat The fighter drinks his potions of bear’s endurance and cat’s grace, plus his potion of enlarge person if he has time. During Combat The fighter gets many foes within reach, then makes a Whirlwind Attack to hit them all, using Lunge if he can get a few more. He tries to sunder shields to get a free attack with Greater Sunder. Base Statistics Without bear’s endurance and cat’s grace, the fighter’s statistics are Init +0; AC 22, touch 12, flat- footed 20; hp 110; Fort +12, Ref +6; Ranged javelin +13 (1d6+5); Dex 13, Con 16; CMB +16 (+20 sunder); CMD 28 (32 vs. bull rush, sunder, or trip); Skills Acrobatics +0 (+5 when jumping). STATISTICS Str 19, Dex 17, Con 20, Int 13, Wis 10, Cha 8 Base Atk +12; CMB +16 (+20 sunder); CMD 30 (34 vs. bull rush, sunder, or trip) Feats Combat Expertise, Combat Reflexes, Dodge, Greater Sunder, Greater Weapon Focus (guisarme), Improved Sunder, Iron Will, Lunge, Mobility, Power Attack, Weapon Focus (guisarme), Weapon Specialization (guisarme), Whirlwind Attack Skills Acrobatics +2 (+7 when jumping), Intimidate +14, Knowledge (dungeoneering) +15, Perception +12 (+14 to notice unusual stonework), Survival +11 Languages Common, Dwarven, Terran SQ armor training 3 Combat Gear potion of bear’s endurance, potion of cat’s grace, potion of cure serious wounds, potions of enlarge person (2, CL 5th), potion of shield of faith (CL 7th); Other Gear +1 full plate, +1 adamantine guisarme, javelins (6), masterwork spiked gauntlet, belt of giant strength +2, boots of striding and springing, cloak of resistance +1, portable ram, whetstone, 69 gp These warriors serve as shock troops, wading through enemy forces and sundering their weapons and armor. ROGAR TALGAST At a young age, Rogar left his clan to seek his fortune in the world. Quite tall for a dwarf, he found that in the wider world he missed the respect other dwarves gave him for his size. He befriended an alchemist who supplies him with enlarge person potions, and adapted his fighting style to match. Rogar prefers military duty when he can find it, especially if he can be in a small, elite squad. He’s not picky about causes, but prefers to be well-supported by spellcasters. He offers quarter to defeated foes, insisting there’s no shame in being beaten by a dwarf. Combat Encounters: Rogar leads a group of warriors and spellcasters, attacking the enemies of his employer. Roleplaying Suggestions: When low on potions of enlarge person, Rogar seeks out spellcasters willing to brew such potions in great number for a reduced price. SHIELDBREAKER CR 11 DWARF FIGHTER 12 XP 12,800 Medium humanoid (dwarf) LN 8787 CR CORE CLASSES FIGHTERS 10 11 Init +2; Senses darkvision 60 ft.; Perception +1 DEFENSE AC 27, touch 12, flat-footed 25 (+10 armor, +2 Dex, +5 shield) hp 141 (13d10+65) Fort +15, Ref +9, Will +8; +3 vs. fear Defensive Abilities bravery +3, orc ferocity OFFENSE Speed 30 ft. Melee +1 vicious flail +20/+15/+10 (1d8+10/19–20 plus 2d6), lion’s shield +23 (1d4+6 plus bull rush attempt) or +1 vicious flail +24/+19/+14 (1d8+10/19–20 plus 2d6) Ranged mwk throwing axe +19 (1d6+5) Special Attacks lion’s shield bite (free action, 3/day, +13/+8/+3, 2d6 damage), weapon training (heavy flails +3, close +2, thrown +1) TACTICS Before Combat The fighter drinks her potions of bear’s endurance and heroism. During Combat Using the free bull rush from her shield bash attack, the fighter pushes her foes around the battlefield, forcing them back until they’re pressed against an obstacle, then bull rushes again to knock them prone. She saves her shield’s bite attack for prone enemies and other easy targets. Base Statistics Without bear’s endurance and heroism, the fighter’s statistics are Senses Perception –1; hp 115; Fort +11, Ref +7, Will +6; Melee +1 vicious flail +18/+13/+8 (1d8+10/19–20 plus 2d6), lion’s shield +21 (1d4+6 plus bull rush attempt) or +1 vicious flail +22/+17/+2 (1d8+10/19–20 plus 2d6); Ranged mwk throwing axe +17 (1d6+5); Con 14; CMB +17; Skills Intimidate +19, Sense Motive +12. STATISTICS Str 18, Dex 15, Con 18, Int 10, Wis 8, Cha 12 Base Atk +13; CMB +19; CMD 29 Feats Critical Focus, Disruptive, Improved Critical (flail), Improved Shield Bash, Iron Will, Shield Focus, Shield Master, Shield Slam, Spellbreaker, Staggering Critical, Step Up, Two-Weapon Fighting, Weapon Focus (flail), Weapon Specialization (flail) Skills Intimidate +21, Sense Motive +14 Languages Common, Orc SQ armor training 3, orc blood, weapon familiarity Combat Gear potion of bear’s endurance, potion of cure moderate wounds, potion of heroism; Other Gear +1 full plate, lion’s shield, +1 vicious flail, masterwork throwing axe, throwing axes (2), belt of giant strength +2, cloak of resistance +1, 198 gp Serving as a leader to orcs, half-orcs, or other barbaric forces, the brutal warlord uses her martial control to shape the battlefield. LIVIA COLDHEART Livia was born and raised in human society. Mocked and tormented for her bestial appearance, she grew to resent her human blood and the intolerant society it represented. As an adult, she met her first orcs only to find they too saw her as sullied by her half-breed heritage. But there was a difference: When she kicked in humans’ teeth, they called her a monster. When she bashed in orcs’ skulls, the rest cheered her on. Livia roams the outskirts of orc lands, melding small tribes into her larger band through raw force and primal magnetism. She handpicks her lieutenants from the most disciplined orcs, and has slowly transformed her horde from a disorganized rabble into a semblance of an disciplined army. She dreams that, in time, she will rule an empire of orcs and half-orcs. BRUTAL WARLORD CR 12 HALF-ORC FIGHTER 13 XP 19,200 Medium humanoid (human, orc) LE 8888 Init +6; Senses Perception +3 DEFENSE AC 22, touch 14, flat-footed 19 (+7 armor, +2 Dex, +1 dodge, +1 natural, +1 size) hp 123 (14d10+42) Fort +16, Ref +13, Will +10; +6 vs. fear Defensive Abilities bravery +4; DR 2/— OFFENSE Speed 20 ft., fly 60 ft. (good) Melee +1 bastard sword +26/+21/+16 (1d8+10/19–20) Special Attacks weapon training (heavy blades +3, light blades +2, thrown +1) TACTICS Before Combat The fighter uses her scrolls of bear’s endurance, bull’s strength, fly, and heroism. During Combat The fighter uses scorching ray and lightning bolt to soften up targets, then moves in with her bastard sword, using her first attack to disarm. If facing a spellcaster, she uses a scroll of silence. If she disarms a particularly powerful weapon, she spends a round picking it up and stuffing it in her handy haversack. Base Statistics Without bear’s endurance, bull’s strength, and heroism, the fighter’s statistics are Senses Perception +1; hp 95; Fort +12, Ref +11, Will +8; Speed 20 ft.; Melee +1 bastard sword +22/+17/+12 (1d8+8/19–20); Str 15, Con 10; CMB +15 (+19 disarm); CMD 28 (+30 vs. disarm); Skills Acrobatics +18 (+14 when jumping), Bluff +17, Climb +4, Fly +6, Knowledge (arcana) +14, Perception +1, Spellcraft +16, Use Magic Device +23. STATISTICS Str 19, Dex 14, Con 14, Int 14, Wis 8, Cha 16 Base Atk +14; CMB +19 (+23 disarm); CMD 32 (+34 vs. disarm) Feats Combat Expertise, Dodge, Exotic Weapon Proficiency (bastard sword), Greater Disarm, Improved Disarm, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Penetrating Strike, Skill Focus (Use Magic Device), Strike Back, Toughness, Weapon Focus (bastard sword), Weapon Specialization (bastard sword) Skills Acrobatics +20 (+16 when jumping), Bluff +19, Climb +8, Fly +12, Knowledge (arcana) +16, Perception +3, Spellcraft +18, Use Magic Device +25 Languages Common, Elven, Goblin, Halfling SQ armor training 3 Combat Gear potion of cure moderate wounds, scrolls of bear’s endurance (2), scrolls of bull’s strength (2), scroll of cure serious wounds (arcane, CL 7th), scroll of dimension door, scroll of fly (CL 8th), scroll of heroism, scroll of silence (CL 6th), wand of lightning bolts (CL 10th, 5 charges), wand of scorching ray (CL 11th, 18 charges), wand of shield (CL 3rd, 12 charges), wand of shield of faith (CL 6th, 11 charges); Other Gear +1 adamantine breastplate, +1 bastard sword, amulet of natural armor +1, cloak of resistance +2, handy haversack, 370 gp Mixing martial prowess with magic support, arcane pretenders typically serve as guards for powerful casters. Other arcane pretenders become adventurers, sellswords, or explorers. FLENTA CASALINA Flenta always wanted to be a wizard. She studied, memorized, and practiced, but still can’t cast spells. She has, however, discovered a knack for manipulating magic items. Flenta passes herself off as a fighter with sorcerous skills, pretending to be casting spells rather than activating magic items (a ruse that rarely fools those with knowledge of spellcasting). If confronted, she insists that she gets the job done regardless of her methods. Deep down, Flenta still hopes to someday unlock the magical potential she’s sure she possesses, whatever it takes. Combat Encounters: Flenta often attacks groups with arcane spellcasters just to see what magic they have. Roleplaying Suggestions: Always searching for new magic secrets she can understand (or fake), Flenta strikes up conversations about magic, magic items, and their use with anyone who seems likely to know about such things. ARCANE PRETENDER CR 13 HALFLING FIGHTER 14 XP 25,600 Small humanoid (halfling) CN 8989 CR 12 13 CORE CLASSES FIGHTERS Init +5; Senses low-light vision; Perception +2 DEFENSE AC 25, touch 15, flat-footed 20 (+7 armor, +5 Dex, +3 natural) hp 150 (15d10+63) Fort +15, Ref +15, Will +10; +2 vs. enchantments, +4 vs. fear Defensive Abilities 25% chance to negate critical hits and sneak attacks, bravery +4, no need to breathe; Immune harmful gases and vapors, sleep OFFENSE Speed 30 ft. Melee +1 human-bane scimitar +22/+17/+12 (1d6+10/18–20), mwk handaxe +20/+15 (1d6+6/×3) Ranged dagger +21/+16/+11 (1d4+5/19–20) Special Attacks weapon training (heavy blades +3, axes +2, light blades +1) TACTICS Before Combat The fighter drinks his potions of barkskin and bear’s endurance. During Combat The fighter cows his foes with Dazzling Display. He goes after shaken enemies first, especially humans. He uses his first attack each round for a trip attempt. If hard pressed, the fighter uses Combat Expertise to improve his Armor Class and positions himself for a leaping escape into the nearest body of water. He likes to take out healers and support first. Base Statistics Without barkskin and bear’s endurance, the fighter’s statistics are AC 22, touch 15, flat-footed 17; hp 120; Fort +13; Con 12. STATISTICS Str 18, Dex 20, Con 16, Int 13, Wis 10, Cha 8 Base Atk +15; CMB +19 (+23 trip); CMD 34 (36 vs. trip) Feats Combat Expertise, Dazzling Display, Double Slice, Greater Trip, Improved Trip, Improved Two-Weapon Fighting, Iron Will, Lightning Reflexes, Penetrating Strike, Quick Draw, Shatter Defenses, Skill Focus (Intimidate), Toughness, Two-Weapon Fighting, Two- Weapon Rend, Weapon Focus (scimitar), Weapon Specialization (scimitar) Skills Acrobatics +20, Climb +11, Intimidate +23, Perception +2, Profession (sailor) +6, Stealth +12, Survival +8, Swim +15 Languages Common, Elven, Halfling SQ armor training 4, elf blood Combat Gear feather token (anchor) (3), feather token (bird), feather token (fan) (2), feather token (swan boat), potion of barkskin (CL 9th), potion of bear’s endurance, potion of cure serious wounds, potion of shield of faith (CL 12th); Other Gear +1 light fortification breastplate, +1 human-bane scimitar, daggers (8), masterwork handaxe, belt of physical might +2 (Str, Dex), cloak of resistance +3, necklace of adaptation, gold earring worth 50 gp, 413 gp Serving as the captains of pirate ships or the commandants of pirate fleets, pirate kings command those pressed into their service with ruthless efficiency. DALITHAN OF THE BLACK HAND No dashing swashbuckler, Dalithan might best be described as a dastard in search of a crime. He leads his fleet on pirate raids by land and sea; hires his ships out for mercenary contracts; and dabbles in assassination, extortion, ransom, and smuggling as well. The warrants that authorities and victims try to put out for his death go unsigned thanks to a few well-placed bribes. Though he’s widely regarded as a cold-hearted villain, his crewmates know the captain has a peculiar fondness for seals, often ordering meat—such as prisoners—chopped up and thrown overboard for them. PIRATE KING CR 14 HALF-ELF FIGHTER 15 XP 38,400 Medium humanoid (elf, human) CE 9090 Init +5; Senses Perception +20 DEFENSE AC 29, touch 16, flat-footed 24 (+9 armor, +1 deflection, +5 Dex, +4 natural) hp 172 (16d10+80) Fort +19, Ref +15, Will +12; +2 vs. poison, spells, and spell-like abilities; +4 vs. fear Defensive Abilities bravery +4, defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee mwk dwarven waraxe +23/+18/+13/+8 (1d10+5/×3) or mwk warhammer +22/+17/+12/+7 (1d8+3/×3) Ranged +3 unholy heavy crossbow +31 (1d10+11/17–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, weapon training (crossbows +3, axes +2, hammers +1) TACTICS Before Combat The fighter applies oil of greater magic weapon to his heavy crossbow, then drinks potions of barkskin and heroism. During Combat For as long as he can, the fighter stays mounted and takes shots from long range. He takes most shots with magical ammunition, tailoring the bolt to the foe. He uses Greater Vital Strike unless he has trouble hitting, in which case he switches to Pinpoint Targeting. He nearly always uses Deadly Aim. Base Statistics Without greater magic weapon, barkskin, and heroism, the fighter’s statistics are Senses Perception +18; AC 25, flat-footed 20; Fort +17, Ref +13, Will +10; Melee mwk dwarven waraxe +21/+16/+11/+6 (1d10+5/×3) or mwk warhammer +20/+15/+10/+5 (1d8+3/×3); Ranged +1 unholy heavy crossbow +27 (1d10+8/17–20); CMB +18; Skills Perception +18 (+20 to notice unusual stonework), Ride +23. STATISTICS Str 14, Dex 20, Con 18, Int 10, Wis 14, Cha 6 Base Atk +16; CMB +20; CMD 34 (38 vs. bull rush or trip) Feats Blinding Critical, Critical Focus, Deadly Aim, Greater Vital Strike, Greater Weapon Focus (heavy crossbow), Greater Weapon Specialization (heavy crossbow), Improved Critical (heavy crossbow), Improved Precise Shot, Improved Vital Strike, Mounted Combat, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Reload (heavy crossbow), Vital Strike, Weapon Focus (heavy crossbow), Weapon Specialization (heavy crossbow) Skills Perception +20 (+22 to notice unusual stonework), Ride +25 Languages Common, Dwarven SQ armor training 4 Combat Gear +1 axiomatic bolts (5), +1 human-bane bolts (5), +1 merciful bolts (5), oil of greater magic weapon (CL 12th), potion of barkskin (CL 9th), potion of cure serious wounds, potion of heroism, adamantine bolts (15), cold iron bolts (10), silver bolts (10); Other Gear +2 banded mail, +1 unholy heavy crossbow with 50 bolts, masterwork dwarven waraxe, masterwork warhammer, belt of physical might +2 (Dex, Con), cloak of resistance +3, efficient quiver, eyes of the eagle, ring of protection +1, manacles (4), silk rope (100 ft.), bit and bridle, heavy horse (combat trained), manacles (4), masterwork chain shirt barding, military saddle, saddlebags, 118 gp Dwarven arbalesters are usually employed by slavers and warlords to either incapacitate or kill at a distance. STIGR HARROWSTARE Exiled from the stronghold of his ancestors for slave trafficking with duergar, Stigr took his slaving to human lands instead. He fancies himself the deadliest shot with a crossbow ever born, and considers a battle decided by melee a personal failure. Stigr keeps losing horses in battle, and plans to trade sacrificial victims to the church of Asmodeus in exchange for a Nessian warhound. DWARVEN ARBALESTER CR 15 DWARF FIGHTER 16 XP 51,200 Medium humanoid (dwarf) NE 9191 CR CORE CLASSES FIGHTERS 14 15 Init +5; Senses low-light vision; Perception +3 DEFENSE AC 35, touch 18, flat-footed 28 (+11 armor, +1 deflection, +5 Dex, +2 dodge, +5 natural, +1 shield) hp 149 (17d10+51) Fort +14, Ref +14, Will +11; +2 vs. enchantments, +4 vs. fear Defensive Abilities bravery +4; Immune bleed (hit points only), sleep; Resist cold 10, fire 10 OFFENSE Speed 60 ft. Melee mwk quarterstaff +26/+26/+21/+16/+11 (1d6+11), mwk quarterstaff +26/+21/+16 (1d6+9) or longspear +23/+23/+18/+13/+8 (1d8+6/×3) or kukri +22/+22/+17/+12/+7 (1d4+4/18–20) Ranged +1 seeking composite longbow +26/+26/+26/+21/+16/+11 (1d8+9/×3) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Special Attacks weapon training (double +4, bows +3, spears +2, light blades +1) TACTICS Before Combat The fighter drinks her potion of barkskin and both potions of resist energy. She then activates her boots of speed. During Combat The fighter chooses her weapon based on the weaknesses of her foes. She engages slower foes with her bow and keeps her distance. Against lightly armored enemies or spellcasters, she fights with a shillelagh-enhanced quarterstaff. Base Statistics Without barkskin, resist energy, and haste from her boots of speed, the fighter’s statistics are AC 29, touch 17, flat-footed 23; Resist —; Ref +13; Speed 30 ft.; Melee mwk quarterstaff +25/+20/+15/+10 (1d6+11), mwk quarterstaff +25/+20/+15 (1d6+9) or longspear +22/+17/+12/+7 (1d8+6/×3) or kukri +21/+16/+11/+6 (1d4+4/18–20); Ranged +1 seeking composite longbow +25/+25/+20/+15/+10 (1d8+9/×3); CMB +20. STATISTICS Str 17, Dex 20, Con 12, Int 13, Wis 12, Cha 8 Base Atk +17; CMB +21; CMD 38 Feats Combat Expertise, Dodge, Greater Two-Weapon Fighting, Greater Weapon Focus (quarterstaff), Greater Weapon Specialization (quarterstaff), Improved Two-Weapon Fighting, Iron Will, Lunge, Point-Blank Shot, Power Attack, Rapid Shot, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (composite longbow), Weapon Focus (quarterstaff), Weapon Specialization (composite longbow), Weapon Specialization (quarterstaff) Skills Climb +10, Craft (bows) +5, Craft (weapons) +5, Knowledge (geography) +11, Knowledge (nature) +16, Perception +3, Stealth +10, Survival +16, Swim +6 Languages Common, Elven, Sylvan SQ armor training 4, elven magic, weapon familiarity Combat Gear oil of shillelagh (CL 5th) (3), potion of barkskin (CL 12th), potion of resist energy (cold), potion of resist energy (fire), restorative ointment; Other Gear +2 full plate, +1 seeking composite longbow with 40 arrows, kukri, longspear, masterwork quarterstaff, belt of giant strength +4, boots of speed, cloak of resistance +3, periapt of wound closure, ring of protection +1, artisan’s tools, ink (2), inkpens (2), journal (as spellbook), 48 gp These elves shun civilization and protect ancient groves. SELINDRIL LONGSTRIDER A century ago, Selindril abandoned civilization. Years in the wilderness made her distant, ill-mannered, and confrontational. She keeps a regular journal devoted half to her travels and half to rambling screeds on her personal philosophy of extreme isolationism. ELVEN RECLUSE CR 16 ELF FIGHTER 17 XP 76,800 Medium humanoid (elf) N 9292 Init +3; Senses darkvision 60 ft.; Perception +4 DEFENSE AC 25, touch 16, flat-footed 21 (+4 armor, +3 Dex, +1 dodge, +1 insight, +1 monk, +5 natural) hp 175 (18d10+72) Fort +19, Ref +17, Will +16; +5 vs. fear Defensive Abilities bravery +5, orc ferocity OFFENSE Speed 40 ft. Melee vicious unarmed strike +36/+31/+26/+21 (1d8+18 plus 2d6) or mwk ranseur +29/+24/+19/+14 (2d4+11/×3) Ranged +1 returning javelin +27 (1d6+10) Special Attacks stunning fist (5/day, DC 21), weapon training (natural +4, thrown +3, heavy blades +2, close +1) TACTICS Before Combat The fighter drinks his potions of barkskin, greater magic fang, and heroism. During Combat The fighter prefers to grapple, pin, and then bind his foes. He fights defensively when he can, abandoning that tactic against enemies with high armor classes. Base Statistics Without barkskin, greater magic fang, and heroism, the fighter’s statistics are Senses Perception +2; AC 20, touch 16, flat-footed 16; Fort +17, Ref +15, Will +14; Melee unarmed strike +30/+25/+20/+15 (1d8+14 plus 2d6) or mwk ranseur +27/+22/+17/+12 (2d4+11/×3); Ranged +1 returning javelin +25 (1d6+10); CMB +24 (+28 grapple); Skills Acrobatics +21 (+30 when jumping), Intimidate +22. STATISTICS Str 22, Dex 16, Con 14, Int 10, Wis 14, Cha 8 Base Atk +18; CMB +26 (+30 grapple); CMD 40 (42 vs. grapple) Feats Deflect Arrows, Dodge, Greater Grapple, Greater Penetrating Strike, Greater Weapon Focus (unarmed strike), Greater Weapon Specialization (unarmed strike), Improved Grapple, Improved Iron Will, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Nimble Moves, Penetrating Strike, Power Attack, Stunning Fist, Toughness, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike) Skills Acrobatics +23 (+32 when jumping), Intimidate +24 Languages Common, Orc SQ armor training 4, orc blood, weapon familiarity Combat Gear potion of barkskin (CL 12th), potion of cure serious wounds, potion of greater magic fang (CL 16th), potions of haste (2), potion of heroism, potion of shield of faith (18th); Other Gear +1 returning javelin, masterwork ranseur, belt of physical perfection +2, boots of striding and springing, bracers of armor +4, cloak of resistance +4, dusty rose prism ioun stone, monk’s robe, ring of sustenance, vicious amulet of mighty fists, masterwork manacles (2), silk rope (50 ft.), 779 gp Many failed disciples wander the land purely to prove their martial prowess. Others latch on to evil cults, dealing death for a dark god. URGUK THE CHOSEN As a child, a cult of apocalyptic monks kidnapped Urguk to raise him as a champion of their order. Their teachings of violence and scorn for life took hold, but their attempts to install obedience and inner discipline did not. Urguk mastered many of their techniques, but never in a fashion that pleased them. Frustrated by his failures and unwilling to let Urguk leave with intimate knowledge of their order, the monks decided to terminate their experiment. Urguk had learned their lessons better than he knew. He killed the monks sent to murder him and fled into the night. FAILED DISCIPLE CR 17 HALF-ORC FIGHTER 18 XP 102,400 Medium humanoid (human, orc) CE 9393 CR 16 17 CORE CLASSES FIGHTERS Init +7; Senses low-light vision; Perception +1 DEFENSE AC 34, touch 18, flat-footed 29 (+11 armor, +2 deflection, +3 Dex, +2 dodge, +5 natural, +1 size) hp 204 (19d10+95) Fort +20, Ref +14, Will +11; +2 vs. illusions, +5 vs. fear Defensive Abilities blink, bravery +5, defensive training (+4 dodge bonus to AC vs. giants); DR 5/— OFFENSE Speed 40 ft. Melee +2 dwarven urgrosh +30/+30/+25/+20/+15 (1d4+12/19– 20/×3), +2 dwarven urgrosh +30 (1d6+12/19–20/×3) or +2 dwarven urgrosh (two-handed) +32/32/+27/+22/+17 (1d4+14/19–20/×3) or +1 spiked armor +28/+28/+23/+18/+13 (1d4+8) Ranged dart +27/+27/+22/+17/+12 (1d4+7) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, weapon training (double +4, thrown +3, close +2, hammers +1) Gnome Spell-Like Abilities (CL 19th; concentration +20) 1/day—dancing lights, ghost sound (DC 11), prestidigitation, speak with animals TACTICS Before Combat The fighter drinks his potions of barkskin and bear’s endurance, then activates his ring of blinking and boots of speed. During Combat The fighter starts off with a Dazzling Display, then engages in melee, fighting less armored enemies first. He deals most of his attacks with the spear end of his weapon. Base Statistics Without barkskin, bear’s endurance, blink from his ring of blinking, and haste from his boots of speed, the fighter’s statistics are AC 28, touch 17, flat-footed 24; hp 166; Fort +18, Ref +13; Defensive Abilities no blink; Speed 20 ft.; Melee +2 dwarven urgrosh +29/+24/+19/+14 (1d4+12/19– 20/×3), +2 dwarven urgrosh +29 (1d6+12/19–20/×3) or +2 dwarven urgrosh (two-handed) +31/+26/+21/+16 (1d4+14/19– 20/×3) or +1 spiked armor +27/+22/+17/+12 (1d4+8); Ranged dart +26/+21/+16/+11 (1d4+7); Con 16; CMB+22; CMD 38. STATISTICS Str 18, Dex 16, Con 20, Int 12, Wis 8, Cha 12 Base Atk +19; CMB +23; CMD 39 Feats Blind-Fight, Dazzling Display, Diehard, Disruptive, Dodge, Double Slice, Endurance, Exotic Weapon Proficiency (dwarven urgrosh), Improved Critical (dwarven urgrosh), Improved Initiative, Iron Will, Nimble Moves, Persuasive, Power Attack, Quick Draw, Spellbreaker, Step Up, Two-Weapon Fighting, Weapon Focus (dwarven urgrosh), Weapon Specialization (dwarven urgrosh) Skills Bluff +19, Diplomacy +18, Intimidate +30, Knowledge (local) +13, Perception +1, Profession (gambler) +5, Sense Motive +18 Languages Common, Gnome, Sylvan SQ armor mastery, armor training 4 Combat Gear potion of barkskin (CL 12th), potion of bear’s endurance, potions of cure serious wounds (2); Other Gear +2 full plate with +1 armor spikes, +2/+2 dwarven urgrosh, darts (10), belt of giant strength +4, boots of speed, circlet of persuasion, cloak of resistance +4, hat of disguise, ring of blinking, ring of protection +2, ruby signet ring (worth 1,000 gp), 5,075 gp Though most criminal masterminds work behind the scenes, crime lords don’t mind getting their hands dirty. TONTELIZI LEGBREAKER When Tontelizi first took to a life of crime, he was relegated to leg-breaking as a joke on his slight stature— and collections doubled. Soon, the crime family found that Tontelizi excelled at any task involving extortion, intimidation, or violence. When the patriarch’s health failed—assisted by Tontelizi’s poison—the gnome eliminated two likely successors and cowed the rest with threats and blackmail. He was chosen to take over the family with nearly unanimous support. CRIME LORD CR 18 GNOME FIGHTER 19 XP 153,600 Small humanoid (gnome) N 9494 Init +8; Senses Perception +4 DEFENSE AC 30, touch 13, flat-footed 27 (+12 armor, +3 Dex, +5 natural) hp 233 (20d10+119) Fort +24, Ref +19, Will +17; +5 vs. fear Defensive Abilities bravery +5, no need to breathe; DR 5/— OFFENSE Speed 30 ft., fly 60 ft. (good) Melee +3 unholy cold iron falchion +40/+35/+30/+25 (2d4+23/15–20/×3 plus 2d6 vs. good) or mwk light pick +34/+29/+24/+19 (1d4+10/×4), or mwk alchemical silver falchion +38/+33/+28/+23 (2d4+19/15–20/×3) Ranged +1 shock composite longbow +30/+25/+20/+15 (1d8+12/×3) Special Attacks weapon mastery (falchion), weapon training (heavy blades +4, bows +3, axes +2, close +1) TACTICS Before Combat The fighter applies oil of greater magic weapon to his falchion and oil of magic vestment, then drinks his potions of barkskin, heroism, and bear’s endurance and activates his boots of flying. During Combat The fighter attacks a single enemy until he deals a pair of critical hits, then switches to another. He usually opts to inflict stun and bleed, then blind and exhaust. He goes after good outsiders, paladins, and clerics of good-aligned deities first. Base Statistics Without barkskin, bear’s endurance, greater magic weapon, heroism, and oil of magic vestment, the fighter’s statistics are Senses Perception +2; AC 23, touch 13, flat- footed 20; hp 193; Fort +20, Ref +17, Will +15; Speed 30 ft.; Melee +1 unholy cold iron falchion +36/+31/+26/+21 (2d4+21/15–20/×3 plus 2d6 vs. good), or mwk light pick +32/+27/+22/+17 (1d4+14/×4), or mwk silver falchion +36/+31/+26/+21 (2d4+19/15–20/×3); Ranged +1 shock composite longbow +28/+23/+18/+13 (1d8+12/×3); Con 14; CMB +28; Skills Acrobatics +23, Intimidate +24, Linguistics +0, Perception +2 STATISTICS Str 26, Dex 17, Con 18, Int 8, Wis 12, Cha 10 Base Atk +20; CMB +30; CMD 41 Feats Bleeding Critical, Blinding Critical, Cleave, Critical Focus, Critical Mastery, Exhausting Critical, Greater Penetrating Strike, Greater Weapon Focus (falchion), Greater Weapon Specialization (falchion), Improved Critical (falchion), Improved Initiative, Iron Will, Lightning Reflexes, Penetrating Strike, Power Attack, Staggering Critical, Step Up, Stunning Critical, Tiring Critical, Toughness, Weapon Focus (falchion), Weapon Specialization (falchion) Skills Acrobatics +25, Fly +8, Intimidate +26, Linguistics +2, Perception +4 Languages Common, Infernal SQ armor mastery, armor training 4 Combat Gear oil of greater magic weapon (CL 12th), oil of magic vestment (CL 12th), potion of barkskin (CL 12th), potion of bear’s endurance, potions of cure serious wounds (2), potion of heroism, potion of shield of faith (CL 18th); Other Gear +1 full plate, +1 shock composite longbow (+8 Str) with 50 arrows, +1 unholy cold iron falchion, masterwork alchemical silver falchion, masterwork light pick, belt of physical might +4 (Str, Dex), clear spindle ioun stone, cloak of resistance +5, pale green prism ioun stone, winged boots, 2,788 gp INFERNAL CHAMPION CR 19 HUMAN FIGHTER 20 XP 204,800 Medium humanoid (human) LE 9595 CR CORE CLASSES FIGHTERS 18 19 Init +5; Senses Perception +7 DEFENSE AC 14, touch 14, flat-footed 12 (+1 Dex, +1 dodge, +2 Wis) hp 17 (2d8+5) Fort +5, Ref +4, Will +5 Defensive Abilities evasion OFFENSE Speed 30 ft. Melee unarmed strike +5 (1d6+4) or mwk nunchaku +6 (1d6+4) or mwk nunchaku flurry of blows +4/+4 (1d6+4) Ranged light crossbow +2 (1d8/19–20) Special Attacks flurry of blows, stunning fist (2/day, DC 13) TACTICS Before Combat The monk drinks his potion of bull’s strength if facing more than two opponents. During Combat The monk uses flurry of blows whenever possible, especially against opponents successfully affected by his stunning fist. If reduced to 5 hit points or fewer, he withdraws to drink one of his potions of cure light wounds before returning to the fray. Base Statistics Without bull’s strength, the monk’s statistics are Melee unarmed strike +3 (1d6+2) or mwk nunchaku +4 (1d6+2) or flurry of blows (nunchaku) +2/+2 (1d6+2); Str 15; CMB +3; CMD 17. STATISTICS Str 19, Dex 12, Con 15, Int 8, Wis 14, Cha 10 Base Atk +1; CMB +5; CMD 19 Feats Blind-Fight, Dodge, Improved Initiative, Improved Unarmed Strike, Scorpion Style, Stunning Fist Skills Acrobatics +5, Bluff +1, Intimidate +5, Perception +7, Sense Motive +7, Stealth +5 Languages Common Combat Gear potion of bull’s strength, potions of cure light wounds (2), acid (2); Other Gear light crossbow with 20 bolts, masterwork nunchaku, 23 gp Bullying brawlers are often sent to confront those who cross an order of monks. They are relentless in their pursuit of vengeance. Init +3; Senses Perception +6 DEFENSE AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 Wis) hp 9 (1d8+1) Fort +2, Ref +5, Will +4 OFFENSE Speed 30 ft. Melee unarmed strike +3 (1d6+1) or kama +3 (1d6+1) or unarmed strike flurry of blows +2/+2 (1d6+1) Ranged light crossbow +3 (1d8/19–20) or shuriken +3 (1d2+1) or shuriken flurry of blows +2/2 (1d2+1) Special Attacks flurry of blows, stunning fist (1/day, DC 12) TACTICS Before Combat The monk uses Stealth to catch enemies off-guard, starting any surprise round with Stunning Fist. During Combat The monk never fights multiple opponents if she can help it, and prefers to use her shuriken with a flurry of blows before entering melee. STATISTICS Str 12, Dex 16, Con 10, Int 13, Wis 15, Cha 8 Base Atk +0; CMB +1; CMD 17 Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Stunning Fist, Weapon Finesse Skills Acrobatics +7, Knowledge (history, religion) +5, Perception +6, Sense Motive +6, Stealth +7 Languages Common, Dwarven Combat Gear potions of cure light wounds (2), potions of mage armor (2), potions of magic weapon (2); Other Gear kama, light crossbow with 10 bolts, shuriken (20), 50 gp Neophyte monks are often eager to prove their mettle in battle, but just as often their strict training means they tend to act tentatively when deprived of their master’s guidance. CAREFUL INITIATE CR 1/2 HUMAN MONK 1 XP 200 Medium humanoid (human) LN BULLYING BRAWLER CR 1 HUMAN MONK 2 XP 400 Medium humanoid (human) LE 9696 Init +1; Senses low-light vision; Perception +12 DEFENSE AC 21, touch 17, flat-footed 19 (+4 armor, +1 Dex, +1 dodge, +1 monk, +1 size, +3 Wis) hp 25 (4d8+4) Fort +5, Ref +6, Will +8; +2 vs. enchantments and illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion OFFENSE Speed 30 ft. Melee unarmed strike +6 (1d6+1) or +1 kama +6 (1d4+2) or unarmed strike flurry of blows +5/+5 (1d6+1) Ranged shuriken +5 (1d1+1) or shuriken flurry of blows +4/+4 (1d1+1) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, flurry of blows, stunning fist (4/day, DC 15) Gnome Spell-Like Abilities (CL 4th; concentration +5) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals TACTICS Before Combat The monk drinks her potion of mage armor and applies her oil of magic weapon. During Combat The rogue uses Acrobatics skill to move through combat, helping allies flank. Base Statistics Without mage armor and magic weapon, the monk’s statistics are AC 18, touch 17, flat-footed 16; Melee kama +5 (1d4+1). STATISTICS Str 12, Dex 13, Con 10, Int 12, Wis 16, Cha 12 Base Atk +3; CMB +4; CMD 19 Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Scorpion Style, Stunning Fist, Weapon Focus (unarmed strike) Skills Acrobatics +8, Bluff +5, Climb +6, Perception +12, Stealth +12 Languages Common, Elven, Gnome, Sylvan SQ fast movement, ki pool (5 points, magic), maneuver training, slow fall 20 ft. Combat Gear potions of cure light wounds (2), potion of mage armor, oil of magic weapon, smokestick, tanglefoot bag; Other Gear kama, shuriken (20), bracers of armor +1, cloak of resistance +1, 124 gp These gnomes often protect gnome communities in groups that skirmish in the name of their lawful lord. Init +5; Senses Perception +10 DEFENSE AC 20, touch 16, flat-footed 18 (+4 armor, +1 Dex, +1 dodge, +4 Wis) hp 20 (3d8+3) Fort +4, Ref +4, Will +7; +2 vs. enchantments Defensive Abilities evasion OFFENSE Speed 40 ft. Melee unarmed strike +5 (1d6+2) or nunchaku +4 (1d6+2) or unarmed strike flurry of blows +3/+3 (1d6+2) Ranged shuriken +3 (1d2+2) Special Attacks flurry of blows, stunning fist (3/day, DC 15) TACTICS Before Combat The monk drinks her potion of owl’s wisdom to enhance her AC and Perception, as well as a potion of mage armor. During Combat The monk uses a flurry of blows to make disarm attempts with her nunchaku. If protecting someone, she uses Stunning Fist before withdrawing with her charge. Base Statistics Without owl’s wisdom and mage armor, the monk’s statistics are Senses Perception +8; AC 15, touch 14, flat-footed 13; Wis 15; CMD 18; Skills Perception +8, Sense Motive +8, Survival +3. STATISTICS Str 14, Dex 13, Con 12, Int 10, Wis 19, Cha 8 Base Atk +2; CMB +5; CMD 20 Feats Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike) Skills Acrobatics +7 (+11 when jumping), Climb +6, Intimidate +5, Perception +10, Sense Motive +10, Stealth +7, Survival +5, Swim +6 SQ fast movement, maneuver training Combat Gear potions of cure light wounds (3), potion of mage armor, potion of magic weapon, potion of owl’s wisdom, smokesticks (3); Other Gear dagger, nunchaku, shuriken (20), bracers of armor +1, 30 gp Some monk orders hire out vigilant bodyguards to princelings, merchants, and priests with compatible interests and philosophies. VIGILANT BODYGUARD CR 2 HUMAN MONK 3 XP 600 Medium humanoid (human) LN SPRY AMBUSHER CR 3 GNOME MONK 4 XP 800 Small humanoid (gnome) LN 9797 CR 1/2 1 2 3 CORE CLASSES MONKS Init +3; Senses Perception +11 DEFENSE AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +1 monk, +1 size, +2 Wis) hp 40 (6d8+10) Fort +7, Ref +9, Will +8; +2 vs. enchantments, +2 vs. fear Defensive Abilities evasion; Immune disease OFFENSE Speed 40 ft. Melee unarmed strike +7 (1d6+2) or unarmed strike flurry of blows +7/+7/+2 (1d6+2) Ranged mwk shuriken +9 (1d1+2) or mwk shuriken flurry of blows +9/+9/+4 (1d1+2) Special Attacks flurry of blows, stunning fist (6/day, DC 15) TACTICS During Combat The monk relies on her shuriken, using Shot on the Run to begin and end behind cover. If cornered, she uses Stunning Fist and then escapes to a safe distance. STATISTICS Str 14, Dex 17, Con 12, Int 10, Wis 14, Cha 10 Base Atk +4; CMB +7; CMD 22 Feats Deadly Aim, Deflect Arrows, Dodge, Improved Unarmed Strike, Mobility, Point-Blank Shot, Shot on the Run, Stunning Fist Skills Acrobatics +14 (+24 when jumping), Climb +12, Knowledge (local) +4, Perception +11, Sense Motive +8, Stealth +13, Swim +6 Languages Common, Halfling SQ fast movement, high jump, ki pool (5 points, magic), maneuver training, purity of body, slow fall 30 ft. Combat Gear potions of cure light wounds (2), potion of invisibility; Other Gear masterwork shuriken (20), belt of incredible dexterity +2, 130 gp These short-statured monks do their best to stay out of close combat, backing up their companions with well- placed shuriken. CRUEL DEVOTEE CR 4 HUMAN MONK 5 XP 1,200 Medium humanoid (human) LE NIMBLE SHURIKEN THROWER CR 5 HALFLING MONK 6 XP 1,600 Small humanoid (halfling) LN Init +5; Senses Perception +11 DEFENSE AC 17, touch 17, flat-footed 15 (+1 deflection, +1 Dex, +1 dodge, +1 monk, +3 Wis) hp 31 (5d8+5) Fort +6, Ref +6, Will +8; +2 vs. enchantments Defensive Abilities evasion; Immune disease OFFENSE Speed 40 ft. Melee unarmed strike +6 (1d8+3) or mwk siangham +7 (1d6+3) or unarmed strike flurry of blows +6/+6 (1d8+3) Ranged javelin +4 (1d6+3) Special Attacks flurry of blows, stunning fist (5/day, DC 15) TACTICS During Combat The monk uses Stunning Fist to make opponents drop weapons, attacking if foes try to retrieve them. STATISTICS Str 16, Dex 13, Con 12, Int 10, Wis 16, Cha 8 Base Atk +3; CMB +8 (+10 grapple); CMD 23 (25 vs. grapple) Feats Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Power Attack, Scorpion Style, Stunning Fist Skills Acrobatics +7 (+12 when jumping), Climb +8, Intimidate +7, Knowledge (religion) +8, Perception +11, Sense Motive +11, Stealth +9 Languages Common SQ fast movement, high jump, ki pool (5 points, magic), maneuver training, purity of body, slow fall 20 ft. Combat Gear potions of cure light wounds (2); Other Gear javelin, masterwork siangham, cloak of resistance +1, ring of protection +1, 347 gp Cruel devotees serve as the guardians and agents of monastic orders, taking on secret missions and even assassinations in order to protect the orders’ interests. 9898 Init +5; Senses darkvision 60 ft.; Perception +13 DEFENSE AC 18, touch 17, flat-footed 16 (+1 Dex, +1 dodge, +2 monk, +1 natural, +3 Wis) hp 60 (8d8+21) Fort +9, Ref +8, Will +10; +2 vs. enchantments Defensive Abilities evasion, orc ferocity; Immune disease OFFENSE Speed 50 ft. Melee unarmed strike +10/+5 (1d10+4) or mwk greataxe +11/+6 (1d12+6/×3) or unarmed strike flurry of blows +10/+10/+5/+5 (1d10+4) Ranged shuriken flurry of blows +7/+7/+2/+2 (1d4+4) Special Attacks flurry of blows, stunning fist (8/day, DC 17) TACTICS During Combat The monk uses Stunning Fist, Scorpion Style, and Greater Grapple. STATISTICS Str 18, Dex 12, Con 14, Int 10, Wis 16, Cha 8 Base Atk +6; CMB +12 (+16 grapple); CMD 29 (31 vs. grapple) Feats Defensive Combat Training, Dodge, Greater Grapple, Imp. Grapple, Imp. Initiative, Imp. Unarmed Strike, Power Attack, Scorpion Style, Stunning Fist Skills Acrobatics +9 (+25 when jumping), Intimidate +12, Perception +13, Sense Motive +14, Stealth +11 Languages Common, Orc SQ fast movement, high jump, ki pool (7 points, magic), maneuver training, orc blood, purity of body, slow fall 40 ft., weapon familiarity, wholeness of body Combat Gear potion of bull’s strength; Other Gear masterwork greataxe, shuriken (20), amulet of natural armor +1, cloak of resistance +1, headband of inspired wisdom +2, 119 gp Augmenting a monk’s grace with the power of a greataxe, these half-orcs hack and crush their way to victory. HARRYING BRUTE CR 6 HUMAN MONK 7 XP 2,400 Medium humanoid (human) LN AXE DANCER CR 7 HALF-ORC MONK 8 XP 3,200 Medium humanoid (human, orc) LE Init +5; Senses Perception +11 DEFENSE AC 20, touch 16, flat-footed 18 (+4 armor, +1 Dex, +1 dodge, +1 monk, +3 Wis) hp 45 (7d8+10) Fort +7, Ref +7, Will +9; +2 vs. enchantments Defensive Abilities evasion; Immune disease OFFENSE Speed 50 ft. Melee unarmed strike +10 (1d8+4) or mwk sai +10 (1d4+4) or unarmed strike flurry of blows +10/+10/+5 (1d8+4) Ranged dagger +6 (1d4+4/19–20) Special Attacks flurry of blows, stunning fist (7/day, DC 16) TACTICS Before Combat The monk drinks his potion of mage armor. During Combat The monk uses his sai to disarm opponents, then uses Scorpion Style. If an enemy succumbs, he performs a flurry of blows, augmented with a point from his ki pool, and attempts to stun the opponent. Base Statistics Without mage armor, the monk’s statistics are AC 16, touch 16, flat-footed 14. STATISTICS Str 18, Dex 13, Con 12, Int 10, Wis 16, Cha 8 Base Atk +5; CMB +11; CMD 25 Feats Combat Reflexes, Dodge, Improved Disarm, Improved Initiative, Improved Unarmed Strike, Power Attack, Scorpion Style, Step Up, Stunning Fist, Weapon Focus (unarmed strike) Skills Acrobatics +10 (+25 when jumping), Climb +9, Intimidate +6, Knowledge (history) +5, Knowledge (local) +3, Knowledge (religion) +6, Perception +11, Perform (percussion) +6, Sense Motive +13, Swim +10 Languages Common SQ fast movement, high jump, ki pool (6 points, magic), maneuver training, purity of body, slow fall 30 ft., wholeness of body Combat Gear potions of cure light wounds (2), potions of mage armor (2), potions of magic weapon (2); Other Gear dagger, masterwork sai, belt of giant strength +2, cloak of resistance +1, 395 gp 9999 CR 4 5 6 7 CORE CLASSES MONKS Init +1; Senses Perception +16 DEFENSE AC 22, touch 18, flat-footed 21 (+4 armor, +1 deflection, +1 Dex, +2 monk, +4 Wis) hp 93 (9d8+49) Fort +12, Ref +8, Will +11; +2 vs. poison, spells, and spell-like abilities; +2 vs. enchantments Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved evasion; Immune disease OFFENSE Speed 50 ft. Melee unarmed strike +9/+4 (1d10+3) or mwk heavy pick +10/+5 (1d6+4/×4) or unarmed strike flurry of blows +10/+10/+5/+5 (1d10+3) Ranged mwk shuriken +8/+3 (1d2+3) or mwk shuriken flurry of blows +8/+8/+3/+3 (1d2+3) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, flurry of blows, stunning fist (9/day, DC 18) TACTICS Before Combat The monk drinks his potions of mage armor and bear’s endurance and tries to find a choke point where he can stand fast and hold off his enemies. During Combat If he can control an opening such as a doorway, the monk does his best not to move or let others past. He uses Vital Strike whenever he cannot use flurry of blows. He uses Improved Bull Rush on any opponent that has failed its saving throw versus Scorpion Style, trying to remove it from direct combat. He trips those adjacent to him so he can make attacks of opportunity when they stand up from prone. Against a single opponent, the steadfast defender uses his ki pool to add extra attacks to his flurry of blows; against multiple opponents he uses it to improve his Armor Class. Base Statistics When not under the effects of bear’s endurance and mage armor, the monk’s statistics are AC 19, touch 18, flat-footed 18; hp 75; Fort +10; Con 16. STATISTICS Str 16, Dex 12, Con 20, Int 10, Wis 18, Cha 6 Base Atk +6; CMB +12 (+14 bull rush or trip); CMD 30 (36 vs. bull rush or trip) Feats Combat Reflexes, Defensive Combat Training, Improved Bull Rush, Improved Trip, Improved Unarmed Strike, Power Attack, Scorpion Style, Stand Still, Stunning Fist, Vital Strike Skills Acrobatics +11 (+28 when jumping), Appraise +3 (+5 to assess nonmagical metals or gemstones), Climb +8, Knowledge (dungeoneering, engineering) +5, Perception +16 (+18 to notice unusual stonework), Sense Motive +12, Stealth +9 Languages Common, Dwarven SQ fast movement, high jump, ki pool (8 points, magic), maneuver training, purity of body, slow fall 40 ft., wholeness of body Combat Gear potion of bear’s endurance, potions of cure light wounds (2), potions of cure moderate wounds (2), potions of mage armor (2), potions of magic weapon (2), antitoxin, holy water (2); Other Gear masterwork heavy pick, masterwork shuriken (50), belt of giant strength +2, bracers of armor +1, cloak of resistance +1, ring of protection +1, 141 gp Steadfast defenders often serve as guards in monasteries and as bodyguards for important dignitaries. BRANOCK ULGREHN Branock’s friends and surviving enemies call him “The Immovable.” Mixing dwarven stubbornness with his monk’s training, Branock excels when he is guarding a single chokepoint. He was born the son of a minor dwarven thane, but chose to betray his family in exchange for the hand of the daughter of his father’s rival. His betrayal was for naught, however, as he was double-crossed by his family’s enemies and cast out from his childhood home. Now he hires himself out to this group or that, always searching for a way to erase his shame and win his way back into the warm embrace of his homeland, though he knows that this feat will prove to be nearly impossible—for dwarves do not easily forgive treachery. Combat Encounters: Branock is typically employed to limit the escape routes on a battlefield. Other times he is hired on as a bodyguard or a bouncer, and could even be found guarding the vault in a bank or royal treasury. Roleplaying Suggestions: While Branock often seems talkative and friendly, he rarely speaks of his shameful past to strangers. When he does, he tends to gloss over the details of his treachery and subsequent exile. STEADFAST DEFENDER CR 8 DWARF MONK 9 XP 4,800 Medium humanoid (dwarf) LN 100 100 Init +5; Senses darkvision 60 ft., see invisibility; Perception +12 DEFENSE AC 21, touch 17, flat-footed 19 (+2 armor, +1 Dex, +1 dodge, +2 monk, +2 natural, +3 Wis) hp 73 (10d8+25) Fort +9, Ref +8, Will +10; +2 vs. enchantments Defensive Abilities improved evasion, orc ferocity; Immune disease OFFENSE Speed 60 ft. Melee unarmed strike +11/+6 (1d10+4) or mwk falchion +12/+7 (2d4+6/18–20) or unarmed strike flurry of blows +12/+12/+7/+7 (1d10+4) Ranged heavy crossbow +8 (1d10/19–20) Special Attacks flurry of blows, stunning fist (10/day, DC 18) TACTICS Before Combat The monk drinks potions of barkskin and see invisibility and ambushes foes whenever possible. During Combat The monk charges, using Vital Strike in conjunction with Stunning Fist. Against stunned opponents, she employs her falchion and Power Attack. If surrounded or adjacent to a particularly powerful combatant, she uses Improved Bull Rush and then Lunge, pushing her enemies away and then forcing them to close again. Base Statistics Without barkskin and see invisibility, the monk’s statistics are Senses no see invisibility; AC 19, touch 17, flat-footed 17. STATISTICS Str 18, Dex 12, Con 14, Int 10, Wis 16, Cha 8 Base Atk +7; CMB +14 (+17 bull rush); CMD 28 (30 vs. bull rush) Feats Dodge, Extra Ki, Improved Bull Rush, Improved Initiative, Improved Unarmed Strike, Lunge, Medusa’s Wrath, Power Attack, Scorpion Style, Stunning Fist, Vital Strike Skills Acrobatics +6 (+28 when jumping), Climb +12, Intimidate +9, Knowledge (history) +4, Perception +12, Sense Motive +16, Stealth +19, Survival +8, Swim +8 Languages Common, Orc SQ fast movement, high jump, ki pool (10 points, lawful, magic), maneuver training, orc blood, purity of body, slow fall 50 ft., weapon familiarity, wholeness of body Combat Gear potions of barkskin (2), potions of cure moderate wounds (2), potion of see invisibility; Other Gear heavy crossbow with 20 bolts, masterwork falchion, belt of giant strength +2, bracers of armor +2, cloak of elvenkind, masterwork manacles, 195 gp These monks often serve as enforcers and bounty hunters for monastic orders or lawful lords, tracking down those in need of punishment. TIARET THE HUNTRESS Tiaret hunts violent criminals. She was once an initiate among a peaceful order of monks, but then her monastery was destroyed by brigands. Tiaret was the only survivor, and her first stint as a bounty hunter involved hunting down each of the attackers and bringing them to justice. Since then, Tiaret has continued to use her talents to capture lawbreakers. Though she prefers jobs where the bounty is wanted dead or alive, if she thinks an opponent might have value, she attacks with nonlethal force and renders the foe unconscious. Combat Encounters: Tiaret prefers to work alone, as tracking an enemy requires a level of stealth and precision sellswords and spellcasters often lack. When forced to seek allies against a particularly powerful foe, she prefers the company of rogues and rangers. Roleplaying Suggestions: Often sullen and stern, Tiaret is ever observant, always searching for those wanted by the law and trying to overhear conversations of people she believes are plotting to break the law. She has no tolerance for those who harass monks, cleric, inquisitors, or oracles. She believes in following the letter of the law, and cares little about the spirit. CAUTIOUS HUNTER CR 9 HALF-ORC MONK 10 XP 6,400 Medium humanoid (human, orc) LE 101101 CR 8 9 CORE CLASSES MONKS Init +8; Senses Perception +14 DEFENSE AC 23, touch 21, flat-footed 18 (+2 armor, +1 deflection, +4 Dex, +1 dodge, +2 monk, +3 Wis) hp 60 (11d8+7) Fort +8, Ref +12, Will +11; +2 vs. enchantments Defensive Abilities improved evasion; Immune disease, poison OFFENSE Speed 60 ft. Melee unarmed strike +12/+7 (1d10+1/19–20) or unarmed strike flurry of blows +13/+13/+8/+8/+3 (1d10+1/ 19–20) Ranged shuriken +12/+7 (1d2+1 plus poison) or shuriken flurry of blows +13/+13/+8/+8/+3 (1d2+1 plus poison) Special Attacks flurry of blows, stunning fist (11/ day, DC 18) TACTICS Before Combat The monk conceals her shuriken as the metal cymbals inside her tambourine, applying 2 doses of black adder venom or drow poison to the weapons before combat. She performs, bluffs, or connives her way to her target. During Combat If the monk finds herself outnumbered, she uses flurry of blows with her poisoned shuriken. She shifts and feints through a melee. If her feint is successful, she trips that foe. Once the foe is on the ground, she slams down with a Stunning Fist. A poisonous performer does not hesitate to abandon combat if outmatched or seriously injured, drinking her potion of invisibility and fleeing the field to a place where she can drink a potion of disguise self, blend in, and disappear. STATISTICS Str 12, Dex 18, Con 10, Int 13, Wis 17, Cha 10 Base Atk +8; CMB +12 (+14 trip); CMD 30 (32 vs. trip) Feats Combat Reflexes, Deadly Aim, Dodge, Improved Critical (unarmed strike), Improved Feint, Improved Initiative, Improved Trip, Improved Unarmed Strike, Point-Blank Shot, Skill Focus (Bluff), Stunning Fist, Vital Strike, Weapon Finesse Skills Acrobatics +17 (+40 when jumping), Bluff +16, Climb +9, Linguistics +3, Perception +14, Perform (dance, percussion) +8, Sense Motive +17, Sleight of Hand +9, Stealth +15, Swim +5 Languages Common, Dwarven, Elven, Gnome SQ diamond body, fast movement, high jump, ki pool (8 points, lawful, magic), maneuver training, purity of body, slow fall 50 ft., wholeness of body Combat Gear potion of cure light wounds, potion of disguise self, potion of invisibility, black adder venom (4), drow poison (4), oil of taggit; Other Gear shuriken (20), belt of incredible dexterity +2, bracers of armor +2, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, tambourine, 71 gp The poisonous performer is a member of a monastery that seeks enlightenment in the perfection of murder and assassination. Such monks are poison users and masters of disguise, and often greatly feared in the lands around their monasteries. They are sometimes hunted by monks from other monasteries who believe their grim rites are a perversion of proper monastic practices. NATESSA THE ANGEL OF DEATH Natessa came to the monastery on the far island when she was a young woman. She told the monks she had accidently killed a man with her horse, and wondered why it made her feel complete, at one with all being. The monks ushered her in, and though she was older than the other pupils, they trained her in the discipline of holy killing. Since that day, she has risen in the ranks, and is now one the monastery’s prized slayers. Few expect the pretty but forgettable girl with the youthful gait to be a seasoned and a brutal killer. Combat Encounters: Most people don’t know they are in combat with Natessa until they have poisoned shuriken sticking out of them. Natessa usually works alone, but has been known to bring support for a particularly well-guarded target. She has also been associated with a small number of adventuring parties, but typically under a false identity. Roleplaying Suggestions: While she’s hunting a mark, Natessa takes on the persona of a traveling tambourine player or a prostitute. POISONOUS PERFORMER CR 10 HUMAN MONK 11 XP 9,600 Medium humanoid (human) LE 102 102 Init +2; Senses Perception +20 DEFENSE AC 23, touch 21, flat-footed 21 (+2 armor, +1 deflection, +2 Dex, +3 monk, +5 Wis) hp 75 (12d8+18) Fort +10, Ref +11, Will +14; +2 vs. enchantments Defensive Abilities improved evasion; Immune disease, poison OFFENSE Speed 70 ft. Melee mwk quarterstaff +13/+8 (1d6+3) or +1 unarmed strike +13/+8 (2d6+4) or +1 unarmed strike flurry of blows +14/+14/+9/+9/+4 (2d6+3) Ranged shuriken +11/+6 (1d2+3) or shuriken flurry of blows +12/+12/+7/+7/+2 (1d2+3) Special Attacks flurry of blows, stunning fist (12/day, DC 21) TACTICS Before Combat The monk uses Stealth to find a hiding spot in an effort to gain the element of surprise. During Combat The monk uses Deflect Arrows to close in on ranged combatants. He uses Lunge to keep enemies at bay and flurry of blows to trip multiple opponents if surrounded, allowing him the full benefit of his Combat Reflexes when tripped opponents try to stand. A swift brawler uses Power Attack against enemies he has tripped or stunned, only risking the penalty on his attack rolls when his target’s AC has been compromised in some way. STATISTICS Str 16, Dex 15, Con 12, Int 10, Wis 20, Cha 8 Base Atk +9; CMB +15 (+17 trip); CMD 33 (35 vs. trip) Feats Acrobatic Steps, Combat Reflexes, Deflect Arrows, Extra Ki, Gorgon’s Fist, Improved Trip, Improved Unarmed Strike, Lunge, Nimble Moves, Power Attack, Scorpion Style, Spring Attack, Stunning Fist Skills Acrobatics +15 (+43 when jumping), Climb +11, Knowledge (geography, local) +4, Knowledge (history) +6, Knowledge (religion) +7, Linguistics +3, Perception +20, Sense Motive +18, Stealth +15, Swim +7 Languages Common, Dwarven, Elven, Gnome, Orc SQ abundant step, diamond body, fast movement, high jump, ki pool (13 points, lawful, magic), maneuver training, purity of body, slow fall 60 ft., wholeness of body Combat Gear potion of cure light wounds, potion of mirror image; Other Gear masterwork quarterstaff, shuriken (20), amulet of mighty fists +1, belt of giant strength +2, bracers of armor +2, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, 46 gp Swift brawlers serve as the vanguard of many monasteries’ forces. They use speed and agility to track down and neutralize enemy leaders and spellcasters. RYOTO Once Ryoto was a gambler, a killer, and a thief. And then one day he walked away from that life—a depraved and wine-hazed existence of vice and violence. He sat down before the gates of a monastery high up in the hills, and did not move for over a week, meditating without food or water. When he finally spoke, he looked up at the monks of the order and merely said, “I am now you.” The monks, sensing the fundamental truth in this cryptic statement, silently opened their doors and accepted him as one of their own. When he came to the monastery, Ryoto was powerful and crafty, but undisciplined. The monks saw his potential, however, and did their best to break him down and remake him into a perfect warrior. After years of routine and training, he is now one of the greatest fighters in the school, and is revered and thought of as a great teacher, despite—or perhaps because of—the fact that he has not said a single word since entering the monastery. Combat Encounters: Ryoto is the first one to come to the defense of his order, or to right some wrong he sees. Roleplaying Suggestions: As someone who refuses to speak, or sometimes even to acknowledge the existence of others, Ryoto is difficult for others to communicate with. His companions often don’t know his intent until he acts. SWIFT BRAWLER CR 11 HUMAN MONK 12 XP 12,800 Medium humanoid (human) LN 103 103 CR 10 11 CORE CLASSES MONKS Init +3; Senses low-light vision; Perception +19 DEFENSE AC 24, touch 22, flat-footed 20 (+2 armor, +1 deflection, +3 Dex, +1 dodge, +3 monk, +4 Wis) hp 85 (13d8+23) Fort +11, Ref +13, Will +14; +4 vs. enchantments Defensive Abilities improved evasion; Immune disease, poison, sleep; SR 23 OFFENSE Speed 70 ft. Melee +1 rapier +12/+7 (1d6+3/15–20) or unarmed strike +11/+6 (2d6+2) or unarmed strike flurry of blows +13/+13/+8/+8/+3 (2d6+2) Ranged mwk composite longbow +13/+8 (1d8+2/×3) or mwk shuriken +13/+8 (1d2+2) or mwk shuriken flurry of blows +14/+14/+9/+9/+4 (1d2+2) Special Attacks flurry of blows, stunning fist (13/day, DC 20) TACTICS Before Combat The monk tries to find cover from which to snipe at his enemies, using abundant step in conjunction with Stealth to make enemies think they face multiple attackers. During Combat If the monk must enter melee, he uses Stunning Fist against flat-footed or disadvantaged opponents. If successful, he then uses his rapier in conjunction with Power Attack and Vital Strike. If he’s outnumbered, the monk uses Spring Attack and Vital Strike to whittle down his foes. STATISTICS Str 14, Dex 16, Con 12, Int 11, Wis 18, Cha 10 Base Atk +9; CMB +15 (+17 disarm); CMD 33 (35 vs. disarm) Feats Combat Reflexes, Deadly Aim, Dodge, Improved Critical (rapier), Improved Disarm, Improved Unarmed Strike, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Spring Attack, Stunning Fist, Vital Strike Skills Acrobatics +15 (+44 when jumping), Bluff +5, Climb +8, Diplomacy +10, Knowledge (history, religion) +5, Linguistics +2, Perception +19, Sense Motive +15, Stealth +15 Languages Common, Dwarven, Elven, Sylvan SQ abundant step, diamond body, diamond soul, elven magic, fast movement, high jump, ki pool (10 points, lawful, magic), maneuver training, purity of body, slow fall 60 ft., weapon familiarity, wholeness of body Combat Gear elixir of truth, potion of blur, potions of comprehend languages (2), potions of cure moderate wounds (2), potion of cure serious wounds, potion of glibness; Other Gear +1 rapier, masterwork composite longbow (+2 Str) with 20 arrows, masterwork shuriken (50), belt of incredible dexterity +2, boots of elvenkind, bracers of armor +2, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +1, 179 gp Both archers and diplomats, monastic snipers consider a well-placed warning shot the ideal method to open the channels of diplomacy from a position of power. TOURINDALL ANDARAEL Many elves defend their enclaves with both well-placed arrows and honeyed words. Tourindall uses those same tactics to defend his fellow monks and their home. When strangers enter his order’s lands, Tourindall is sent to spy on them and possibly warn them away. Combat Encounters: Tourindall negotiates his way out of a fight if he can. If battle breaks out but negotiation still seems feasible, he disarms a single foe then offers to parley, or gets away to drink his potion of glibness before returning to talk. Roleplaying Suggestions: Tourindall is proud of his knowledge of both history and religion, and comes off as overly academic. He often weaves into his negotiations proverbs and myths from a variety of religions. MONASTIC SNIPER CR 12 ELF MONK 13 XP 19,200 Medium humanoid (elf) LN 104 104 Init +8; Senses Perception +20 DEFENSE AC 29, touch 25, flat-footed 24 (+2 armor, +1 deflection, +4 Dex, +1 dodge, +3 monk, +2 natural, +1 size, +5 Wis) hp 80 (14d8+14) Fort +12, Ref +15, Will +16; +2 vs. enchantments, +2 vs. fear Defensive Abilities improved evasion; Immune disease, poison; SR 24 OFFENSE Speed 60 ft. Melee +1 unarmed strike +16/+11 (1d10+4) or +1 unarmed strike flurry of blows +18/+18/+13/+13/+8 (1d10+4) Ranged mwk shortbow +16/+11 (1d4/×3) Special Attacks flurry of blows, stunning fist (14/day, DC 22) TACTICS Before Combat The monk often tries to reason or treat with potential foes in an effort to avoid unnecessary combat, or to quietly study enemies and discern each one’s strengths and weaknesses. Once combat is unavoidable, he drinks potions of barkskin and bull’s strength. During Combat The monk trusts his improved evasion, high saves, and spell resistance to safeguard him against spellcasters, and focuses on martial opponents, combining Spring Attack and Stunning Fist. He uses Lunge against Small or Medium opponents, often using ki points to grant himself a bonus to AC and negate the penalty from using Lunge. When making a flurry of blows, he attempts a Stunning Fist on the first strike. He uses Snatch Arrows to return thrown weapons and Deadly Aim whenever he catches a weapon he is proficient with. Base Statistics Without barkskin and bull’s strength, the monk’s statistics are AC 27, touch 25, flat-footed 22; Melee +1 unarmed strike +16/+11 (1d10+2) or +1 unarmed strike flurry of blows +18/+18/+13/+13/+8 (1d10+1); Str 12; CMB +14; CMD 34; Skills Climb +10, Swim +5. STATISTICS Str 16, Dex 18, Con 12, Int 11, Wis 20, Cha 10 Base Atk +10; CMB +16; CMD 36 Feats Combat Reflexes, Deadly Aim, Deflect Arrows, Dodge, Gorgon’s Fist, Improved Initiative, Improved Unarmed Strike, Lunge, Point-Blank Shot, Scorpion Style, Snatch Arrows, Spring Attack, Stunning Fist, Weapon Finesse Skills Acrobatics +20 (+48 when jumping), Climb +12, Knowledge (history) +16, Knowledge (religion) +8, Perception +20, Perform (wind) +7, Sense Motive +20, Stealth +21, Swim +7 SQ abundant step, diamond body, diamond soul, fast movement, high jump, ki pool (12 points, lawful, magic), maneuver training, purity of body, slow fall 70 ft., wholeness of body Combat Gear potions of barkskin (2), potions of bull’s strength (2), potion of cure moderate wounds (2), universal solvent (2), tanglefoot bag; Other Gear masterwork shortbow with 20 arrows, amulet of mighty fists +1, belt of incredible dexterity +2, bracers of armor +2, cloak of resistance +1, headband of inspired wisdom +4, ring of protection +1, masterwork wooden flute, 419 gp These monks are small, but powerful and well trained. Those who underestimate one of these halflings do so at their own peril. LAOSHI Laoshi listens to the wind, and always does its bidding. Sometimes it tells him to help those in need. Other times it tells him to play his flute while a city burns. It’s also led him on a number of adventures. Combat Encounters: Though lawful, Laoshi is a servant of the wind. This can sometimes lead him to seemingly random acts, including outbursts of violence. In the end, however, it usually works out for the common good. Roleplaying Suggestions: Laoshi makes his way through the land, playing his flute for the occasional coin. He hears much and often passes on that information to those the wind suggests. LITTLE FIST CR 13 HALFLING MONK 14 XP 25,600 Small humanoid (halfling) LN 105 105 CR 12 13 CORE CLASSES MONKS Init +7; Senses Perception +22 DEFENSE AC 28, touch 22, flat-footed 24 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +3 monk, +2 natural, +4 Wis) hp 91 (15d8+20) Fort +13, Ref +15, Will +16; +2 vs. enchantments, +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved evasion; Immune disease, poison; SR 25 OFFENSE Speed 70 ft. Melee +1 unarmed strike +16/+11/+6 (2d6+5/19–20) Ranged improvised thrown weapon +15 (1d8+4/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, flurry of blows, quivering palm (1/day, DC 21), stunning fist (15/day, DC 21) TACTICS Before Combat The monk drinks potions of barkskin and cat’s grace. During Combat This monk prefers to use improvised weapons like ladders, tankards, and chisels. If he happens upon a particularly effective and sturdy improvised weapon, he applies oil of greater magic weapon before rejoining the fray. In familiar terrain, he tries to stun or trip a foe as a standard action and then uses his abundant step ability to seek cover where he can hide. The dwarf then pelts his adversaries with anything on hand. Base Statistics Without barkskin and cat’s grace, the monk’s statistics are Init +5; AC 24, touch 20, flat-footed 22; Ref +13; Ranged improvised thrown weapon +13 (1d8+4/19– 20); Dex 13; CMD 35 (39 vs. bull rush, 41 vs. trip); Skills Acrobatics +14 (+45 when jumping), Stealth +9. STATISTICS Str 18, Dex 17, Con 12, Int 12, Wis 18, Cha 8 Base Atk +11; CMB +19 (+21 trip); CMD 37 (41 vs. bull rush, 43 vs. trip) Feats Catch Off-Guard, Combat Reflexes, Dodge, Extra Ki, Gorgon’s Fist, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improvised Weapon Mastery, Medusa’s Wrath, Power Attack, Scorpion Style, Step Up, Stunning Fist, Throw Anything Skills Acrobatics +16 (+47 when jumping), Appraise +11 (+13 to assess nonmagical metals or gemstones), Climb +11, Craft (carpentry) +21, Knowledge (dungeoneering, engineering) +6, Knowledge (history) +8, Perception +22 (+24 to notice unusual stonework), Sense Motive +19, Stealth +11 SQ abundant step, diamond body, diamond soul, fast movement, high jump, ki pool (13 points, lawful, magic), maneuver training, purity of body, slow fall 70 ft., wholeness of body Combat Gear oil of greater magic weapon (3), oil of mending (5), potion of barkskin, potion of cat’s grace, potions of cure serious wounds (2); Other Gear amulet of mighty fists +1, belt of giant strength +2, bracers of armor +4, cloak of resistance +3, headband of inspired wisdom +2, ring of protection +1, masterwork artisan’s tools, 470 gp Typically found among tavern brawlers, an improvised hurler turns ordinary objects into devastating weapons. CREIGHTON FLINTFINGER As a child, Creighton hurled his cup at an older boy and knocked him out cold. From that point on, the world was his weapon. Each foe the dwarf faces is a puzzle—how can he win using only what is provided by nature and luck? He has been on this path for 20 years now, and is considered by many to be a living saint. Combat Encounters: Creighton is friendly with many adventuring parties and city governments. He often travels as a group member, friend of a dignitary, or emissary, and comes to the aid of those who seem worthy. Roleplaying Suggestions: Creighton is not like other dwarves. Tranquil in conversation, he is a riot of emotion in battle, as he tries to fuse with the world’s primal nature. IMPROVISED HURLER CR 14 DWARF MONK 15 XP 38,400 Medium humanoid (dwarf) LN 106 106 Init +2; Senses Perception +21 DEFENSE AC 26, touch 22, flat-footed 23 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +4 monk, +3 Wis) hp 91 (16d8+16) Fort +14, Ref +15, Will +16; +2 vs. enchantments Defensive Abilities improved evasion; Immune disease, poison; SR 26 OFFENSE Speed 80 ft. Melee +1 unarmed strike +17/+12/+7 (2d8+5) or +1 spear +17/+12/+7 (1d8+7/×3) or +1 unarmed strike flurry of blows +19/+19/+14/+14/+9/+9/+5 (2d8+5) Ranged blowgun +15/+10/+5 (1d2) Special Attacks flurry of blows, quivering palm (1/day, DC 21), stunning fist (16/day, DC 21) TACTICS Before Combat The monk prefers to ambush foes, and uses his diamond body ability to poison either his spear or at least two javelins without risk to himself. During Combat The monk prefers to fight from horseback, and uses Ride-By Attack and Lunge to hit foes so he faces little risk of retaliation. He often uses Stunning Fist on the first pass, and if successful follows with a Spirited Charge. Against other mounted foes, he uses Improved Trip to unhorse his opponents if possible. STATISTICS Str 18, Dex 14, Con 12, Int 10, Wis 16, Cha 12 Base Atk +12; CMB +20 (+22 trip); CMD 38 (40 vs. trip) Feats Combat Reflexes, Deadly Aim, Deflect Arrows, Dodge, Improved Trip, Improved Unarmed Strike, Lunge, Mounted Combat, Point- Blank Shot, Power Attack, Precise Shot, Quick Draw, Ride-By Attack, Snatch Arrows, Spirited Charge, Stunning Fist Skills Acrobatics +15 (+51 when jumping), Bluff +11, Climb +12, Diplomacy +5, Disguise +3, Handle Animal +5, Intimidate +12, Knowledge (arcana, geography) +1, Knowledge (local) +5, Perception +21, Ride +15, Sense Motive +13, Stealth +17, Survival +8, Swim +9 Languages Common SQ abundant step, diamond body, diamond soul, fast movement, high jump, ki pool (11 points, adamantine, lawful, magic), maneuver training, purity of body, slow fall 80 ft., wholeness of body Combat Gear potion of comprehend languages, potions of cure light wounds (2), potion of cure moderate wounds, potions of glibness (2), potion of invisibility, drow poison (2), giant wasp poison (2), medium spider venom (3); Other Gear +1 spear, blowgun with 20 blowgun darts, amulet of mighty fists +1, bag of holding (type I), belt of giant strength +2, boots of elvenkind, bracers of armor +4, cloak of resistance +3, eyes of the eagle, hat of disguise, headband of inspired wisdom +2, ring of protection +2, light horse (combat trained), 15 gp These warriors are dangerous on or off their mounts. ASIM THE CRIMSON BANDIT Asim’s family had a long tradition of robbing travelers, but he was determined to end that life, seeking out a monastery to remake himself. His riches went to the temple to fund good works, and he gave his expensive clothes to the poor. Yet when territorial changes found the monastery’s lands full of invaders, he found himself leading the resistance. Often this war requires robbing the supply trains of his enemies, and what Asim steals he splits between the poor and the war effort. Combat Encounters: Asim is rarely without several fellow monks. He is always wary, and would rather question an incapacitated foe than fall for an enemy’s trap. Roleplaying Suggestions: More than anything, Asim wants to return to the peaceful life of an ascetic. HORSE MONK CR 15 HUMAN MONK 16 XP 51,200 Medium humanoid (human) LN 107 107 CR 14 15 CORE CLASSES MONKS Init +2; Senses Perception +23 DEFENSE AC 30, touch 24, flat-footed 27 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +4 monk, +2 natural, +1 size, +4 Wis) hp 104 (17d8+24) Fort +13, Ref +14, Will +16; +2 vs. enchantments Defensive Abilities improved evasion; Immune disease, fire (60 points), poison; SR 27 OFFENSE Speed 70 ft. Melee +1 unarmed strike +18/+13/+8 (2d6+4) or +1 ki focus kama +17/+12/+7 (1d4+4) or +1 unarmed strike flurry of blows +20/+20/+15/+15/+10/+10/+5 (2d6+4) Ranged mwk shuriken +16/+11/+6 (1d1+3) or mwk shuriken flurry of blows +16/+16/+11/+11/+6/+6/+1 (1d1+3) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, flurry of blows, quivering palm (1/day, DC 22), stunning fist (17/day, DC 22) TACTICS Before Combat The monk drinks his potions of barkskin and protection from energy (fire) if he has had time to study his foes’ weaknesses. When fighting in cramped or narrow areas, he instead drinks his potion of invisibility and coats an area of the floor with his salve of slipperiness. He then waits for foes to enter the greased area before attacking. During Combat The monk uses his kama in conjunction with Spring Attack and Improved Trip to knock foes prone, potentially using the kama’s ki focus special ability to channel his Stunning Fist. If he has successfully tripped foes with his salve of slipperiness, he activates his slippers of spider climbing so he doesn’t have to cross the slippery floor, and uses flurry of blows with his shuriken. If outnumbered, he uses his elemental gem and flanks with the earth elemental. Base Statistics Without barkskin and protection from energy, the monk’s statistics are Immune disease, poison; AC 28, touch 24, flat-footed 25. STATISTICS Str 17, Dex 15, Con 12, Int 12, Wis 18, Cha 10 Base Atk +12; CMB +19 (+21 trip); CMD 37 (39 vs. trip) Feats Acrobatic Steps, Blind-Fight, Combat Reflexes, Deadly Aim, Dodge, Improved Trip, Improved Unarmed Strike, Mobility, Nimble Moves, Point-Blank Shot, Power Attack, Precise Shot, Scorpion Style, Spring Attack, Stunning Fist, Weapon Focus (unarmed strike) Skills Acrobatics +20 (+53 when jumping), Climb +16, Craft (pottery) +8, Diplomacy +4, Disable Device +7, Knowledge (dungeoneering, engineering) +6, Knowledge (history) +7, Perception +23, Sense Motive +15, Stealth +24, Survival +8, Swim +7 Languages Common, Dwarven, Gnome, Sylvan; tongue of the sun and moon SQ abundant step, diamond body, diamond soul, fast movement, high jump, ki pool (12 points, adamantine, lawful, magic), maneuver training, purity of body, slow fall 80 ft., timeless body, wholeness of body Combat Gear elemental gem (earth), potion of barkskin, potion of cure moderate wounds, potion of cure serious wounds, potion of invisibility, potion of protection from energy (fire), salve of slipperiness; Other Gear +1 ki focus kama, masterwork shuriken (40), amulet of mighty fists +1, belt of giant strength, bracers of armor +4, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +2, slippers of spider climbing, 200 gp Sometimes adventuring monks return home to serve their communities as chiefs, lawgivers, and protectors. Such towns and villages are thus far more dangerous to assault than one might expect. WARREN CHIEF CR 16 GNOME MONK 17 XP 76,800 Small humanoid (gnome) LN 108 108 Init +6; Senses low-light vision; Perception +24 DEFENSE AC 31, touch 27, flat-footed 24 (+4 armor, +1 deflection, +6 Dex, +1 dodge, +4 monk, +5 Wis) hp 148 (18d8+64) Fort +16, Ref +19, Will +18; +4 vs. enchantments Defensive Abilities improved evasion; Immune disease, poison; SR 28 OFFENSE Speed 90 ft. Melee +2 unarmed strike +21/+16/+11 (2d8+4) or mwk cold iron dagger +20/+15/+10 (1d4+2/19–20) or +2 unarmed strike flurry of blows +24/+24/+19/+19/+14/+14/+9 (2d8+4) Ranged mwk cold iron dagger +20/+15/+10 (1d4+2/19–20) Special Attacks flurry of blows, quivering palm (1/day, DC 24), stunning fist (18/day, DC 24) TACTICS Before Combat The monk attempts to get close to an opponent through Bluff or Diplomacy, then drinks her potions of bear’s endurance and bull’s strength. During Combat Against a single foe, the monk opens with Stunning Fist augmented with Improved Vital Strike, then tries to grapple the stunned foe. Against multiple opponents, she uses flurry of blows to attempt trip and disarm maneuvers, making as many foes prone or weaponless as possible, then strikes when those opponents provoke attacks of opportunity. Against foes too large to grapple or immune to stunning, she uses her ki pool to boost her movement, then Spring Attack with Improved Vital Strike to make hit and run attacks. Base Statistics Without bear’s endurance and bull’s strength, the monk’s statistics are hp 112; Fort +14; Melee +2 unarmed strike +21/+16/+11 (2d8+2) or mwk cold iron dagger +20/+15/+10 (1d4/19–20) or flurry of blows (+2 unarmed strike) +22/+22/+17/+17/+12/+12/+7 (2d8+2); Ranged mwk cold iron dagger +20/+15/+10 (1d4/19–20); Str 10, Con 12; CMD 45 (47 vs. trip); Skills Climb +4, Swim +5. STATISTICS Str 14, Dex 22, Con 16, Int 13, Wis 20, Cha 11 Base Atk +13; CMB +24 (+26 grapple, +28 trip); CMD 47 (49 vs. trip) Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Defensive Combat Training, Dodge, Greater Trip, Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Trip, Improved Unarmed Strike, Improved Vital Strike, Skill Focus (Acrobatics), Spring Attack, Strike Back, Stunning Fist, Vital Strike, Weapon Finesse Skills Acrobatics +33 (+75 when jumping), Bluff +8, Climb +4, Diplomacy +8, Knowledge (history) +8, Knowledge (local) +6, Knowledge (religion) +7, Perception +24, Perform (dance) +6, Sense Motive +26, Stealth +23, Swim +5 Languages Common, Elven, Gnome; tongue of the sun and moon SQ abundant step, diamond body, diamond soul, elf blood, fast movement, high jump, ki pool (14 points, adamantine, lawful, magic), maneuver training, purity of body, slow fall 90 ft., timeless body, wholeness of body Combat Gear potion of bear’s endurance, potion of bull’s strength, potions of cure moderate wounds (2), potions of entropic shield (2), universal solvent (2); Other Gear masterwork cold iron dagger, amulet of mighty fists +2, belt of incredible dexterity +6, bracers of armor +4, cloak of resistance +2, headband of inspired wisdom +4, ring of protection +1, 298 gp Devoted to the protection of druidic groves or other sacred places of power, grove guardians do anything necessary to protect what they guard. XEXILIA AISHINKAI Xexilia Aishinkai, the 834th of that name, guards one of the world trees. Like those who came before her, she left behind her old life when she was called to the tree. GROVE GUARDIAN CR 17 HALF-ELF MONK 18 XP 102,400 Medium humanoid (elf, human) LN 109 109 CR 16 17 CORE CLASSES MONKS Init +5; Senses Perception +19 DEFENSE AC 31, touch 27, flat-footed 25 (+4 armor, +2 deflection, +5 Dex, +1 dodge, +4 monk, +5 Wis) hp 108 (19d8+19) Fort +14, Ref +19, Will +19; +4 vs. enchantments Defensive Abilities improved evasion; Immune disease, poison; SR 29 OFFENSE Speed 90 ft. Melee +3 longsword +23/+18/+13 (1d8+10/17–20/×2) or +1 unarmed strike +20/+15/+10 (2d8+6) or +1 unarmed strike flurry of blows +23/+23/+18/+18/+13/+13/+8 (2d8+6) Ranged +1 shuriken +20/+15/+10 (1d2+6) or +1 shuriken flurry of blows +23/+23/+18/+18/+13/+13/+8 (1d2+6) Special Attacks flurry of blows, quivering palm (1/day, DC 24), stunning fist (19/day, DC 24) TACTICS Before Combat The monk prefers to challenge foes openly. He spends a point from his ki pool to increase his speed. During Combat The monk uses Great Cleave and Lunge in tandem, normally spending a point from his ki pool to offset the Armor Class penalty of these two feats. The monk makes unarmed strikes, attempting to stun or stagger with Stunning Fist and then use Improved Bull Rush to push the enemy away. If overwhelmed, the monk drinks a potion of mirror image to confuse attackers, uses Spring Attack or Great Cleave to attack multiple opponents as a standard action, then moves away quickly. The monk always leaves 2 points in his ki pool so he can use abundant step if he’s severely threatened. STATISTICS Str 20, Dex 20, Con 10, Int 12, Wis 20, Cha 8 Base Atk +14; CMB +24 (+26 trip); CMD 46 (48 vs. trip) Feats Cleave, Combat Reflexes, Critical Focus, Dodge, Extra Ki, Great Cleave, Improved Bull Rush, Improved Critical (longsword), Improved Trip, Improved Unarmed Strike, Lunge, Martial Weapon Proficiency (longsword), Power Attack, Spring Attack, Stand Still, Stunning Fist, Tiring Critical, Weapon Focus (longsword) Skills Acrobatics +27 (+70 when jumping), Intimidate +12, Knowledge (arcana, nobility) +6, Knowledge (history) +14, Knowledge (religion) +9, Linguistics +5, Perception +19, Sense Motive +26, Stealth +16 Languages Common, Draconic, Dwarven, Elven, Giant, Infernal, Undercommon; tongue of the sun and moon SQ abundant step, diamond body, diamond soul, empty body, fast movement, high jump, ki pool (16 points, adamantine, lawful, magic), maneuver training, purity of body, slow fall 90 ft., timeless body, wholeness of body Combat Gear potions of cure moderate wounds (2), potions of cure serious wounds (2), potions of mirror image (2), silversheen (2); Other Gear +3 longsword, +1 shuriken (50), amulet of mighty fists +1, bag of holding (type I), belt of physical might (Str, Dex) +4, boots of elvenkind, bracers of armor +4, cloak of resistance +3, headband of inspired wisdom +4, ring of protection +2, 191 gp Some elven monks master the art of carnage with one chosen weapon. Sword savants are particularly adept at keeping their foes at a distance until it’s time to land the killing blow. EHTYAR NASTA No one wields a sword the way that Ehtyar Nasta does. His movements are like the wind, his thrusts like fire, and his parries like stone. One of the rare weapon masters of the age, Ehtyar uses his art to protect the world from the horrors that live beyond reality. He is especially wary of the machinations of the creatures of the Shadow Plane, and travels that plane pursuing one conspiracy or another. When not on a mission, he does fighting form demonstrations for the enlightenment and entertainment of the young. Combat Encounters: Ehtyar is at his most tense when chasing creatures of the Shadow Plane. He’s often paranoid of strangers, who he believes his enemies use to get close to him. Roleplaying Suggestions: If he’s in a place of safety, this elf is calm, helpful, and very generous with his time. When stressed, he is unyielding, overly cautious, and curt. SWORD SAVANT CR 18 ELF MONK 19 XP 153,600 Medium humanoid (elf) LN 110110 Init +6; Senses darkvision 60 ft.; Perception +28 DEFENSE AC 34, touch 27, flat-footed 31 (+5 armor, +2 deflection, +2 Dex, +1 dodge, +5 monk, +2 natural, +7 Wis) hp 153 (20d8+60) Fort +18, Ref +18, Will +23; +2 vs. enchantments Defensive Abilities improved evasion; DR 10/chaotic; Immune disease, poison; SR 30 OFFENSE Speed 90 ft. Melee +3 unarmed strike +23/+18/+13 (2d10+7) or mwk alchemical sliver dagger +20/+15/+10 (1d4+4/19–20) or +3 unarmed strike flurry of blows +26/+26/+21/+21/+16/+16/+11 (2d10+7) Ranged mwk shuriken +18/+13/+8 (1d2+4) or mwk shuriken flurry of blows +21/+21/+16/+16/+11/+11/+6 (1d2+4) Special Attacks flurry of blows, quivering palm (1/day, DC 27), stunning fist (20/day, DC 27) TACTICS Before Combat The monk drinks his potions of barkskin and bear’s endurance. During Combat The monk expends a point from his ki pool at the beginning of combat to increase his speed. He then closes with a single opponent to deliver an Improved Vital Strike combined with Stunning Fist. If successful, he makes a full attack with his flurry of blows in the next round, attempting to finish the hampered opponent. He uses this tactic whenever possible, using flurry of blows or Power Attack only against targets that have already had their AC compromised from being stunned or tripped. Otherwise, he uses his mobility and high Acrobatics skill to move in and out of melee. When fighting four or more opponents, the monk activates his feather token (whip) and targets spellcasters first with Stunning Fist combined with Medusa’s Wrath. Base Statistics Without barkskin and bear’s endurance, the monk’s statistics are AC 32, touch 27, flat-footed 29; hp 113; Fort +16; Con 10. STATISTICS Str 18, Dex 14, Con 14, Int 13, Wis 24, Cha 10 Base Atk +15; CMB +24 (+26 trip); CMD 46 (48 vs. trip) Feats Blind-Fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Gorgon’s Fist, Improved Initiative, Improved Trip, Improved Unarmed Strike, Improved Vital Strike, Lightning Stance, Medusa’s Wrath, Power Attack, Scorpion Style, Spring Attack, Stunning Fist, Vital Strike, Weapon Focus (unarmed strike), Wind Stance Skills Acrobatics +20 (+64 when jumping), Bluff +5, Craft (origami) +14, Diplomacy +5, Heal +19, Knowledge (arcana) +6, Knowledge (history) +14, Knowledge (religion) +9, Linguistics +3, Perception +28, Sense Motive +30, Stealth +18 Languages Common, Draconic, Dwarven, Elven; tongue of the sun and moon SQ abundant step, diamond body, diamond soul, empty body, fast movement, high jump, ki pool (17 points, adamantine, lawful, magic), maneuver training, perfect self, purity of body, slow fall any distance, timeless body, wholeness of body Combat Gear dust of appearance, feather token (whip), potions of barkskin (3), potions of bear’s endurance (2), potions of cure light wounds (2), potions of cure moderate wounds (2), potions of cure serious wounds (3), potions of lesser restoration (2), universal solvent (2); Other Gear masterwork alchemical silver dagger, shuriken (50), amulet of mighty fists +3, bag of holding (type I), belt of giant strength +4, boots of elvenkind, bracers of armor +5, cloak of resistance +4, headband of inspired wisdom +6, ring of protection +2, healer’s kit, 130 gp Ageless masters prefer to spread wisdom, but once roused they are dangerous opponents. OYONCHOL Master Oyonchol spends most of his time on a high pillar on the side of a trade route in the middle of a desolate steppe. Pilgrims leave offerings at its base, and sometimes young monks camp under the pillar, hoping to gain wisdom. Most are disappointed, and at least one has died of exposure while Master Oyonchol sat silently pondering the changing seasons. AGELESS MASTER CR 19 HUMAN MONK 20 XP 204,800 Medium outsider (human) LN 111111 CR 18 19 CORE CLASSES MONKS Init –1; Senses darkvision 60 ft.; Perception +2 DEFENSE AC 16, touch 9, flat-footed 16 (+7 armor, –1 Dex) hp 23 (2d10+8) Fort +7, Ref 0, Will +5 Defensive Abilities orc ferocity OFFENSE Speed 20 ft. Melee mwk greataxe +5 (1d12+3/×3) Ranged shortbow +1 (1d6/×3) Special Attacks smite evil 1/day (+1 attack and AC, +2 damage) Paladin Spell-Like Abilities (CL 2nd; concentration +3) At will—detect evil TACTICS During Combat The paladin prefers to attack with her bow before entering melee with her greataxe. She uses Power Attack unless she fights heavily armored enemies. STATISTICS Str 15, Dex 8, Con 16, Int 10, Wis 12, Cha 13 Base Atk +2; CMB +4; CMD 13 Feats Power Attack Skills Heal +5, Intimidate +3, Perception +2, Sense Motive +6 Languages Common, Orc SQ aura, code of conduct, lay on hands (1d6, 2/day), orc blood, weapon familiarity Combat Gear potion of cure light wounds, tanglefoot bags (2); Other Gear banded mail, masterwork greataxe, shortbow with 20 arrows, wooden holy symbol, 28 gp Honorable outcasts are far from their homes and often found alone. Some have been questing in the wild for so long that they have lost any semblance of social graces and tact. Init +1; Senses Perception +0 DEFENSE AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield) hp 12 (1d10+2) Fort +3, Ref +1, Will +2 OFFENSE Speed 20 ft. Melee longsword +5 (1d8+3/19–20) Ranged dagger +2 (1d4+3/19–20) Special Attacks smite evil 1/day (+2 attack and AC, +1 damage) Paladin Spell-Like Abilities (CL 1st; concentration +3) At will—detect evil TACTICS During Combat The paladin begins with Dazzling Display, then uses smite evil on the strongest evil opponent. If he is confident he will win the battle, he continues to demoralize opponents. STATISTICS Str 17, Dex 12, Con 13, Int 8, Wis 10, Cha 14 Base Atk +1; CMB +4; CMD 15 Feats Dazzling Display, Weapon Focus (longsword) Skills Intimidate +3, Sense Motive +4 Languages Common SQ aura, code of conduct Combat Gear potion of cure light wounds; Other Gear banded mail, heavy wooden shield, dagger, longsword, locked gauntlet, silver holy symbol, 33 gp The callous rake is a young paladin exhibiting unpaladinlike behavior. If unchecked, these habits become the first step toward disgrace. TRISTRAM REIS Tall, lean, and exceedingly handsome, Tristram Reis is the vision of a true and noble paladin—until he opens his mouth. The son of a lesser noble, he has faith in the goddess of valor, but is a bit arrogant and enamored with his own status as a holy warrior. CALLOUS RAKE CR 1/2 HUMAN PALADIN OF IOMEDAE 1 XP 200 Medium humanoid (human) LG HONORABLE OUTCAST CR 1 HALF-ORC PALADIN OF TORAG 2 XP 400 Medium humanoid (human, orc) LG 112112 Init +1; Senses low-light vision; Perception +5 Aura courage (10 ft.) DEFENSE AC 17, touch 12, flat-footed 16 (+4 armor, +1 Dex, +1 shield, +1 size) hp 36 (4d10+10) Fort +11, Ref +7, Will +8; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune disease, fear OFFENSE Speed 20 ft. Melee mwk longsword +7 (1d6+1/19–20) Ranged mwk longbow +8 (1d6/×3) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, channel positive energy (DC 16, 2d6), smite evil 2/day (+4 attack and AC, +4 damage) Gnome Spell-Like Abilities (CL 4th; concentration +8) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals Paladin Spell-Like Abilities (CL 4th; concentration +8) At will—detect evil Paladin Spells Prepared (CL 1st; concentration +5) 1st—lesser restoration TACTICS During Combat The paladin attempts to stay out of melee, preferring to use cover and attack with her bow. STATISTICS Str 12, Dex 12, Con 15, Int 10, Wis 8, Cha 18 Base Atk +4; CMB +4; CMD 15 Feats Point-Blank Shot, Weapon Focus (longbow) Skills Diplomacy +8, Handle Animal +8, Perception +5, Stealth +6 Languages Common, Gnome, Sylvan SQ aura, code of conduct, lay on hands (2d6, 6/day), mercy (fatigued) Combat Gear potion of cure light wounds, potion of invisibility, holy water (2); Other Gear chain shirt, light wooden shield, masterwork longbow with 20 arrows, masterwork longsword, cloak of resistance +1, antitoxin, silver holy symbol, 131 gp A skirmishing crusader often serves as a scout in the army of a noble, or roams the boundaries of civilization, working with rangers to hold the line against evil. She spends her life in the wilds, and as a result can often be awkward and crass. Init +2; Senses low-light vision; Perception +4 Aura courage (10 ft.) DEFENSE AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield) hp 21 (3d10) Fort +5, Ref +5, Will +6; +2 vs. enchantments; Immune disease, fear, sleep OFFENSE Speed 30 ft. Melee mwk rapier +4 (1d6+2/18–20), dagger +3 (1d4+1/19–20) or mwk rapier +6 (1d6+2/18–20) Ranged dagger +5 (1d4+2/19–20) Special Attacks smite evil 1/day (+2 attack and AC, +3 damage) Paladin Spell-Like Abilities (CL 3rd; concentration +5) At will—detect evil TACTICS During Combat The paladin uses her quick speed and athletic skill to outmaneuver opponents, wearing them down with smite evil. STATISTICS Str 15, Dex 15, Con 10, Int 8, Wis 12, Cha 14 Base Atk +3; CMB +5; CMD 17 Feats Skill Focus (Acrobatics), Two-Weapon Defense, Two-Weapon Fighting Skills Acrobatics +7, Diplomacy +7, Perception +4 Languages Common, Elven SQ aura, code of conduct, elf blood, lay on hands (1d6, 3/day), mercy (shaken) Combat Gear holy water; Other Gear +1 chain shirt, dagger, masterwork rapier, 53 gp Haughty avengers often serve as diplomats and bodyguards. NYALIL STORMSTRIKE Nyalil sees herself as a full elf, not a half- breed. She so thoroughly rejects her human side that she treats humans as lesser creatures—but can be so charming that humans often love her anyway. Combat Encounters: Nyalil is often in the company of elven knights, wizards, and priests, who only halfway accept her. Roleplaying Suggestions: Nyalil is both charming and arrogant, and her words are often a stream of veiled insults and clever quips, especially when she’s dealing with humans. HAUGHTY AVENGER CR 2 HALF-ELF PALADIN 3 XP 600 Medium humanoid (elf, human) LG SKIRMISHING CRUSADER CR 3 GNOME PALADIN OF ERASTIL 4 XP 800 Small humanoid (gnome) LG 113113 CR 1/2 1 2 3 CORE CLASSES PALADINS Init +4; Senses low-light vision; Perception +9 Aura courage (10 ft.) DEFENSE AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 43 (6d10+6) Fort +7, Ref +8, Will +8; +2 vs. enchantments Immune disease, fear, sleep OFFENSE Speed 30 ft. Melee longsword +6/+1 (1d8/19–20) Ranged +1 longbow +11/+6 (1d8+1/×3) Special Attacks channel positive energy (DC 15, 3d6), smite evil 2/day (+2 attack and AC, +6 damage) Paladin Spell-Like Abilities (CL 6th; concentration +8) At will—detect evil Paladin Spells Prepared (CL 3rd; concentration +5) 1st—bless weapon, cure light wounds TACTICS During Combat The paladin uses her bow to smite evil before it can reach her. She uses cover and her mobility to maintain an advantage over her opponents. STATISTICS Str 10, Dex 18, Con 11, Int 10, Wis 12, Cha 14 Base Atk +6; CMB +6; CMD 20 Feats Point-Blank Shot, Precise Shot, Rapid Shot Skills Climb +2, Perception +9, Sense Motive +5, Stealth +5 Languages Common, Elven, Orc SQ aura, code of conduct, divine bond (weapon +1, 1/day), elven magic, lay on hands (3d6, 5/day), mercies (fatigued, staggered), weapon familiarity Combat Gear +1 demon-bane arrows (5), +1 undead-bane arrows (5), potion of pass without trace, potion of shield of faith, alchemist’s fire (2); Other Gear masterwork chain shirt, +1 longbow with 20 arrows, longsword, silver holy symbol, 184 gp Few expect honorable archers to be paladins, since they do not fit the typical image. Other paladins sometimes look down on these archers for shunning close combat, but they care only about efficiency in protecting their flocks. HAMMER OF JUSTICE CR 4 DWARF PALADIN OF TORAG 5 XP 1,200 Medium humanoid (dwarf) LG HOLY ARCHER CR 5 ELF PALADIN OF ERASTIL 6 XP 1,600 Medium humanoid (elf) LG Init –1; Senses Perception +7 Aura courage (10 ft.) DEFENSE AC 19, touch 9, flat-footed 19 (+8 armor, –1 Dex, +2 shield) hp 62 (5d10+30) Fort +8, Ref +0, Will +6; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune disease, fear OFFENSE Speed 20 ft. Melee +1 warhammer +9 (1d8+3/×3) Ranged mwk light crossbow +5 (1d8/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel positive energy (DC 12, 3d6), smite evil 2/day (+0 attack and AC, +5 damage) Paladin Spell-Like Abilities (CL 5th; concentration +5) At will—detect evil Paladin Spells Prepared (CL 2nd; concentration +2) 1st—divine favor TACTICS During Combat The paladin prefers melee. He uses Power Attack if easily able to hit opponents, and his divine bond to give his weapon the flaming property. STATISTICS Str 14, Dex 8, Con 18, Int 10, Wis 14, Cha 11 Base Atk +5; CMB +7; CMD 16 (20 vs. bull rush or trip) Feats Power Attack, Toughness, Weapon Focus (warhammer) Skills Craft (weapons) +4, Knowledge (religion) +5, Perception +7 (+9 to notice unusual stonework), Sleight of Hand +1 Languages Common, Dwarven SQ aura, code of conduct, divine bond (weapon +1, 1/day), lay on hands (2d6, 2/day), mercy (sickened) Combat Gear potion of shield of faith; Other Gear half-plate, heavy steel shield, +1 warhammer, masterwork light crossbow with 10 bolts, silver holy symbol, 107 gp A hammer of justice lives to crush evil with his divinely enhanced weapon, and is beholden to none but his god. 114114 Init +3; Senses Perception +8 Aura courage (10 ft.), resolve (10 ft.) DEFENSE AC 17, touch 10, flat-footed 17 (+7 armor, +1 deflection, –1 Dex) hp 64 (8d10+16) Fort +10, Ref +4, Will +11 Immune charm, disease, fear OFFENSE Speed 20 ft. Melee +1 falchion +14/+9 (2d4+7/18–20) Ranged mwk starknife +8/+3 (1d4+4/×3) Special Attacks channel positive energy (DC 16, 4d6), smite evil 3/day (+2 attack and AC, +8 damage) Paladin Spell-Like Abilities (CL 8th; concentration +10) At will—detect evil Paladin Spells Prepared (CL 5th; concentration +7) 2nd—delay poison, resist energy 1st—bless, lesser restoration TACTICS During Combat The paladin draws attention away from weaker allies, and heals allies who are competent fighters. STATISTICS Str 18, Dex 8, Con 12, Int 10, Wis 14, Cha 14 Base Atk +8; CMB +12; CMD 22 Feats Cleave, Improved Initiative, Power Attack, Toughness, Weapon Focus (falchion) Skills Diplomacy +10, Heal +8, Knowledge (religion) +11, Perception +8, Sense Motive +13, Survival +4 Languages Common SQ aura, code of conduct, divine bond (weapon +2, 1/day), lay on hands (4d6, 6/day), mercies (diseased, sickened) Combat Gear potion of cure moderate wounds; Other Gear +1 breastplate, +1 falchion, masterwork starknife, cloak of resistance +1, ring of protection +1, silver holy symbol, 426 gp A desert protector watches over the bodies and souls of a nomadic desert community. ORIANA SALLIC Oriana is one of the most effective god-speakers in her tribe, leading her people on a constant crusade against horrible desert monsters and cruel raiders. DOG RIDER KNIGHT CR 6 HALFLING PALADIN OF SARENRAE 7 XP 2,400 Small humanoid (halfling) LG DESERT PROTECTOR CR 7 HUMAN PALADIN OF SARENRAE 8 XP 3,200 Medium humanoid (human) LG Init +2; Senses Perception +5 Aura courage (10 ft.) DEFENSE AC 23, touch 13, flat-footed 21 (+7 armor, +2 Dex, +3 shield, +1 size) hp 60 (7d10+17) Fort +10, Ref +8, Will +8; +2 vs. fear Immune disease, fear OFFENSE Speed 15 ft. Melee +1 lance +14/+9 (1d6+5/×3) or mwk longsword +13/+8 (1d6+4/19–20) Space 5 ft.; Reach 5 ft. (10 ft. with lance) Special Attacks channel positive energy (DC 16, 4d6), smite evil 3/day (+3 attack and AC, +7 damage) Paladin Spell-Like Abilities (CL 7th; concentration +10) At will—detect evil Paladin Spells Prepared (CL 4th; concentration +7) 2nd—bull’s strength 1st—bless weapon, divine favor TACTICS Before Combat The paladin casts bull’s strength. During Combat The paladin uses Ride-By Attack to charge his foes, and uses smite evil. Base Statistics Without bull’s strength, the paladin’s statistics are Melee +1 lance +12/+7 (1d6+3/×3) or mwk longsword +11/+6 (1d6+2/19–20); Str 14; CMB +8; CMD 20; Skills Climb +0. STATISTICS Str 18, Dex 14, Con 13, Int 10, Wis 8, Cha 16 Base Atk +7; CMB +10; CMD 22 Feats Mounted Combat, Ride-By Attack, Toughness, Weapon Focus (lance) Skills Acrobatics +0 (–4 when jumping), Climb +2, Heal +7, Perception +5, Ride +8 (+10 to stay in the saddle), Survival +1 Languages Common, Halfling SQ aura, code of conduct, divine bond (mount), lay on hands (3d6, 6/day), mercies (dazed, shaken) Combat Gear potion of aid, potion of shield of faith; Other Gear +1 breastplate, +1 heavy steel shield, +1 lance, masterwork longsword, silver holy symbol, exotic military saddle, 420 gp 115115 CR 4 5 6 7 CORE CLASSES PALADINS Init –1; Senses darkvision 60 ft.; Perception +9 Aura courage (10 ft.), resolve (10 ft.) DEFENSE AC 21, touch 9, flat-footed 21 (+10 armor, –1 Dex, +2 shield) hp 72 (9d10+18) Fort +10, Ref +5, Will +12 Defensive Abilities orc ferocity; Immune charm, disease, fear; Resist fire 10 OFFENSE Speed 20 ft. Melee +1 lance +14/+9 (1d8+5/×3) or +1 heavy mace +14/+9 (1d8+5) Ranged mwk heavy crossbow +9 (1d10/19–20) Space 5 ft.; Reach 5 ft. (10 ft. with lance) Special Attacks channel positive energy (DC 16, 5d6), smite evil 3/day (+2 attack and AC, +9 damage) Paladin Spell-Like Abilities (CL 9th; concentration +11) At will—detect evil Paladin Spells Prepared (CL 6th; concentration +8) 2nd—resist energy, zone of truth 1st—divine favor, lesser restoration, protection from evil TACTICS Before Combat The paladin casts resist energy (fire) unless he expects damage from a different energy type. He applies silversheen to his weapon if he expects to fight devils or lycanthropes. During Combat The paladin uses Ride-By Attack and Spirited Charge, preferring to attack the opposing leader. When on foot, he uses his mace. If facing a powerful foe, he drinks his potions. Base Statistics Without resist energy, the paladin’s statistics are Resist none. STATISTICS Str 18, Dex 8, Con 12, Int 10, Wis 13, Cha 15 Base Atk +9; CMB +13; CMD 22 Feats Iron Will, Mounted Combat, Ride-By Attack, Skill Focus (Perception), Spirited Charge Skills Handle Animal +6, Intimidate +4, Knowledge (history) +1, Knowledge (religion) +5, Perception +9, Ride +5 (+7 to stay in the saddle) Languages Common, Orc SQ aura, code of conduct, divine bond (mount), lay on hands (4d6, 6/day), mercies (frightened, shaken, staggered), orc blood, weapon familiarity Combat Gear potion of bull’s strength, potion of delay poison, potion of shield of faith, silversheen; Other Gear +1 full plate, masterwork heavy steel shield, +1 heavy mace, +1 lance, masterwork heavy crossbow with 10 bolts, cloak of resistance +1, military saddle, 297 gp A saintly knight accomplishes great acts with his indomitable spirit and martial prowess. TREGOR THE JUST Tregor believes himself to be a good soul trapped in a body of filth. The half-orc hates his orc heritage, and though he does not know the circumstances of his birth—he was left on the doorstep of a temple—he doubts it was honorable. Raised by the temple priests, Tregor is the shining example of the paladin ideal, as perfect in discipline and purity as he is ugly in appearance. He constantly seeks to better himself and the world by performing heroic deeds, but though he is stalwart and true, his worldview can be aggravatingly black and white . Combat Encounters: Tregor is usually encountered riding his horse, seeking those who need a champion. He questions everyone he meets on the road, and assures them that they have nothing to fear from him—so long as their spirits are pure. Roleplaying Suggestions: Tregor tries to be honest, just, and hospitable, but has no tolerance for evil or cruelty, nor much of a sense of humor. SAINTLY KNIGHT CR 8 HALF-ORC PALADIN OF IOMEDAE 9 XP 4,800 Medium humanoid (human, orc) LG 116116 Init –1; Senses Perception +10 Aura courage (10 ft.), resolve (10 ft.) DEFENSE AC 22, touch 10, flat-footed 22 (+11 armor, +1 deflection, –1 Dex, +1 natural) hp 84 (10d10+25) Fort +11, Ref +4, Will +9 Immune charm, disease, fear, poison OFFENSE Speed 20 ft. Melee +1 ranseur +17/+12 (2d4+8/×3) or mwk longsword +16/+11 (1d8+7/19–20) Space 5 ft.; Reach 5 ft. (10 ft. with ranseur) Special Attacks channel positive energy (DC 17, 5d6), smite evil 4/day (+2 attack and AC, +10 damage) Paladin Spell-Like Abilities (CL 10th; concentration +12) At will—detect evil Paladin Spells Prepared (CL 7th; concentration +9) 2nd—bull’s strength, delay poison 1st—bless, lesser restoration, protection from evil TACTICS Before Combat The paladin casts bull’s strength and delay poison. During Combat The paladin disarms foes to capture and question them. The exceptions are mindless creatures, evil outsiders, and undead, all of which he destroys on the spot. Base Statistics Without bull’s strength, the paladin’s statistics are Immune charm, disease, fear; Melee +1 ranseur +15/+10 (2d4+5/×3) or mwk longsword +14/+9 (1d8+4/19–20); Str 16; CMB +13 (+17 disarm); CMD 23 (25 vs. disarm). STATISTICS Str 20, Dex 8, Con 14, Int 14, Wis 10, Cha 14 Base Atk +10; CMB +15 (+19 disarm); CMD 25 (27 vs. disarm) Feats Cleave, Combat Expertise, Greater Disarm, Improved Disarm, Power Attack, Weapon Focus (ranseur) Skills Diplomacy +10, Intimidate +7, Knowledge (history, local) +7, Knowledge (nobility, religion) +10, Perception +10, Sense Motive +13, Spellcraft +10 Languages Common, Dwarven, Elven SQ aura, code of conduct, divine bond (weapon +2, 2/day), lay on hands (5d6, 7/day), mercies (cursed, nauseated, shaken) Other Gear +2 full plate, +1 ranseur, masterwork longsword, amulet of natural armor +1, ring of protection +1, silver holy symbol, 450 gp These paladins often serve as guards, or administer justice for judges and merchants who perform good works for the god of cities. Often, entire units of these paladins are formed to protect holy places in large cities. DELPHOS HESARA Delphos comes from a long line of paladins in service to his home city. Despite his low tolerance for the city’s corruption, Delphos would rather frighten, disarm, or subdue foes than kill them. He knows one dead body can create a war between powerful or desperate families, and peace is better served by the judicious use of force. The soldiers under his command either love him or hate him. Delphos tries to be harsh but fair, and believes that strict discipline and an organized system of punishments create better guardians. Such punishments take the form of extra duties or unpleasant posts. All punishments for his guards remain within his order—public shaming leads to disrespect and undermines their authority. Combat Encounters: While on duty, Delphos typically commands a contingent of his soldiers, but he can sometimes be found alone on the streets of his city. He roams the neighborhoods around the temple of his god, seeking to keep the areas around the holy place safe. Roleplaying Suggestions: When Delphos encounters strangers, he treats them with care, but also curiosity. He goes out of his way to avoid confrontation, but when that is not possible, he rarely backs down. He might deputize adventurers for special tasks that soldiers can’t do in the open, such as tracking down corrupt merchants dealing in contraband. PIOUS GUARD CR 9 HUMAN PALADIN OF IOMEDAE 10 XP 6,400 Medium humanoid (human) LG 117117 CR 8 9 CORE CLASSES PALADINS Init +3; Senses low-light vision; Perception +11 Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.) DEFENSE AC 22, touch 15, flat-footed 18 (+6 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural) hp 76 (11d10+11) Fort +10, Ref +9, Will +9; +2 vs. enchantments Immune charm, disease, fear, poison, sleep; Resist fire 20 OFFENSE Speed 30 ft. Melee +1 elven curve blade +15/+10/+5 (1d10+5/15–20) Ranged mwk longbow +15/+10/+5 (1d8/×3) Special Attacks channel positive energy (DC 17, 6d6), smite evil 4/day (+2 attack and AC, +11 damage) Paladin Spell-Like Abilities (CL 11th; concentration +13) At will—detect evil Paladin Spells Prepared (CL 8th; concentration +10) 3rd—prayer 2nd—delay poison, resist energy 1st—bless, divine favor, lesser restoration TACTICS Before Combat The paladin casts delay poison and resist energy (fire). During Combat The paladin uses Mobility, Spring Attack, and Whirlwind Attack to engage and destroy multiple opponents at once. He normally uses his divine bond to give his weapon the flaming and holy special abilities, but if his foes are spread out, he gives it speed instead. Base Statistics Without resist energy, the paladin’s statistics are Immune charm, disease, fear, sleep; Resist none. STATISTICS Str 17, Dex 16, Con 10, Int 13, Wis 8, Cha 14 Base Atk +11; CMB +14; CMD 29 Feats Combat Expertise, Dodge, Improved Critical (elven curve blade), Mobility, Spring Attack, Whirlwind Attack Skills Diplomacy +10, Heal +3, Knowledge (nature) +3, Perception +11, Stealth +12, Survival +4 Languages Common, Elven, Sylvan SQ aura, code of conduct, divine bond (weapon +3, 2/day), elven magic, lay on hands (5d6, 7/day), mercies (poisoned, sickened, staggered), weapon familiarity Gear +2 chain shirt, +1 elven curve blade, masterwork longbow with 20 arrows, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, ring of protection +1, silver holy symbol, 319 gp An elven honorblade guards pristine forests and hunts evil beasts that would despoil nature. JATHA VENTOTH Jatha champions the benign nature spirits. He spends his time patrolling his beloved forests, chasing unicorns, and conversing with treants. When danger threatens his home, he has the charisma necessary to unite the creatures of the woods into an army of focused chaos. Combat Encounters: Jatha might attack the PCs if he believes they or foes that pursue them are a threat to his home or the creatures within it. He attempts to use detect evil before attacking. Roleplaying Suggestions: Jatha engages in mock battles with mischievous sprites, possibly leading the PCs to think he is under attack. ELVEN HONORBLADE CR 10 ELF PALADIN 11 XP 9,600 Medium humanoid (elf) LG 118118 Init +0; Senses Perception +7 Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.) DEFENSE AC 22, touch 11, flat-footed 22 (+11 armor, +1 deflection) hp 142 (12d10+72) Fort +13, Ref +5, Will +11; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune charm, disease, fear OFFENSE Speed 20 ft. Melee +1/+1 dwarven urgrosh +18/+13/+8 (1d8+7/1d6+7/×3) Ranged mwk light crossbow +13 (1d8/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel positive energy (DC 16, 6d6), smite evil 4/day (+0 attack and AC, +12 damage) Paladin Spell-Like Abilities (CL 12th; concentration +12) At will—detect evil TACTICS During Combat The paladin charges into battle, using Power Attack and Improved Vital Strike. He prefers fighting on horseback, but if dismounted, he finishes the battle on foot. Base Statistics Without resist energy, the paladin’s statistics are Resist none. STATISTICS Str 18, Dex 10, Con 18, Int 8, Wis 15, Cha 10 Base Atk +12; CMB +16; CMD 27 (31 vs. bull rush or trip) Feats Improved Vital Strike, Mounted Combat, Power Attack, Toughness, Vital Strike, Weapon Focus (dwarven urgrosh) Skills Intimidate +2, Perception +7 (+9 to notice unusual stonework), Ride +3 Languages Common, Dwarven SQ aura, code of conduct, divine bond (mount), lay on hands (6d6, 6/day), mercies (dazed, fatigued, poisoned, stunned) Combat Gear potion of displacement, potions of haste (2); Other Gear +2 full plate, +1/+1 dwarven urgrosh, masterwork light crossbow with 10 bolts, belt of giant strength +2, cloak of resistance +1, ring of protection +1, silver holy symbol, chainmail barding, military saddle, 379 gp The forge rider defends dwarven communities and meets foes head on. KELGUL KLAGAN Those who think that a dwarf cannot become an exquisite equestrian should not speak that opinion within earshot of Kelgul Klagan. He is called “the Klager” by his companions and subordinates, a mix of his family name and the sound of his mount’s clattering hooves. He commands his soldiers from horseback, and those who know of him joke that he leaves his horse only to drink, sleep, and relieve himself—and maybe not always then. When they talk about his combat prowess, or when the dwarf himself is near, the joking ends, for he is a juggernaut of metal and divine fury, stern-faced and unforgiving in the face of evil and injustice. Kelgul uses few words, even for a dwarf. When in combat, though, he barks orders and expects them to be followed, even by those not under his direct command. Combat Encounters: Kelgul is typically encountered with a group of his soldiers. If he has reason to believe the PCs are up to no good, he orders his troops to attack and take the PCs prisoner. If his soldiers are outmatched, he charges forward to rally them and to smite the most powerful enemy. Roleplaying Suggestions: Kelgul is quiet, and content to stay out of diplomatic endeavors. When he is inclined to speak, he is surprisingly soft-spoken and courteous, though it is hard to tell whether his politeness is sincere or merely what he considers formally appropriate. Those who mistake this for weakness, however, soon learn the folly of their assumptions. FORGE RIDER CR 11 DWARF PALADIN OF TORAG 12 XP 12,800 Medium humanoid (dwarf) LG 119119 CR 10 11 CORE CLASSES PALADINS she suffered from terrible nightmares of fire and leathery wings. Since killing her first dragon, however, she has not had a single nightmare. Combat Encounters: Telthor prefers to hunt alone, and might attempt to drive off anyone she thinks is unworthy of battling dragons with her. She refuses to let anyone turn her aside when she has a dragon in her path, though she is honorable and grants quarter if asked. Roleplaying Suggestions: Telthor is quiet and suspicious, believing there are spies everywhere working for the dragons. She is currently seeking to acquire a flying magic item (a carpet of flying in particular) and is willing to team up with PCs who can direct her to where one can be found. DRAGON SMITER CR 12 HUMAN PALADIN OF IOMEDAE 13 XP 19,200 Medium humanoid (human) LG Init +1; Senses Perception +9 Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.) DEFENSE AC 23, touch 11, flat-footed 22 (+11 armor, +1 Dex, +1 natural) hp 115 (13d10+39) Fort +13, Ref +10, Will +10 Immune charm, disease, fear OFFENSE Speed 20 ft. Melee +1 dragon-bane greatsword +21/+16/+11 (2d6+10/19–20) Ranged mwk heavy crossbow +15 (1d10/19–20) Special Attacks channel positive energy (DC 17, 7d6), smite evil 5/day (+1 attack and AC, +13 damage) Paladin Spell-Like Abilities (CL 13th; concentration +14) At will—detect evil Paladin Spells Prepared (CL 10th; concentration +11) 3rd—prayer 2nd—eagle’s splendor, resist energy 1st—bless (2), divine favor (2) TACTICS Before Combat The paladin casts resist energy against the breath weapon energy type of dragons he expects to fight. During Combat The paladin casts eagle’s splendor to improve his smite and divine grace. He uses Improved Vital Strike and Lunge to land solid hits on creatures with reach. STATISTICS Str 22, Dex 12, Con 14, Int 10, Wis 8, Cha 13 Base Atk +13; CMB +19; CMD 30 Feats Cleave, Great Cleave, Improved Vital Strike, Lightning Reflexes, Lunge, Power Attack, Vital Strike, Weapon Focus (greatsword) Skills Diplomacy +9, Heal +7, Knowledge (arcana, religion) +8, Linguistics +1, Perception +9, Sense Motive +7 Languages Common, Draconic SQ aura, code of conduct, divine bond (weapon +3, 3/day), lay on hands (6d6, 7/day), mercies (frightened, paralyzed, shaken, staggered) Combat Gear +1 dragon-bane bolts (5), potion of displacement; Other Gear +2 full plate, +1 dragon-bane greatsword, masterwork heavy crossbow with 10 bolts, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, silver holy symbol, 1,044 gp A dragon smiter is sworn to slay dragons. TELTHOR GRIMBLADE When she was only 8 years old, Telthor's entire village was consumed by dragon fire, but she was found unharmed in the rubble by priests of the goddess of valor. Seeing her survival as a miracle, the priests adopted her. For years, 120 120 Init +6; Senses low-light vision; Perception +9 Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.) DEFENSE AC 23, touch 14, flat-footed 20 (+8 armor, +1 deflection, +3 Dex, +1 natural) hp 95 (14d10+14) Fort +13, Ref +13, Will +11; +2 vs. enchantments Immune charm, disease, fear, sleep OFFENSE Speed 30 ft. Melee +1 longsword +17/+12/+7 (1d8+3/19–20) Ranged +2 composite longbow +22/+17/+12 (1d8+4/×3) Special Attacks channel positive energy (DC 18, 7d6), smite evil 5/day (+1 attack and AC, +14 damage) Paladin Spell-Like Abilities (CL 14th; concentration +15) At will—detect evil Paladin Spells Prepared (CL 11th; concentration +12) 3rd—heal mount 2nd—eagle’s splendor, resist energy 1st—create water, divine favor (2), endure elements TACTICS During Combat The paladin tries to remain out of melee range and attack enemies with her bow. STATISTICS Str 14, Dex 22, Con 12, Int 10, Wis 8, Cha 13 Base Atk +14; CMB +16; CMD 33 Feats Improved Precise Shot, Manyshot, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception) Skills Heal +5, Intimidate +6, Knowledge (geography, local) +5, Perception +9, Ride +10, Stealth +13, Survival +4 Languages Common, Elven, Goblin SQ aura, code of conduct, divine bond (mount), elf blood, lay on hands (7d6, 8/day), mercies (blinded, cursed, diseased, fatigued), Combat Gear +1 evil outsider-bane arrows (5), +1 magical beast- bane arrows (5), potion of haste, potion of invisibility; Other Gear +2 mithral breastplate, +2 composite longbow (+2 Str) with 30 arrows, +1 longsword, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, ring of protection +1, 823 gp A rider of the steppe works individually or in a group to bring safety and law to the wild and arid flatlands, often protecting caravans and traveling dignitaries. LEISAIR TRUEMARK Leisair traveled to the steppes in search of peace and tranquility. Instead, she found a place where raiders hunted caravans with impunity, and she decided that this place needed her far more than her homeland. She travels the wastes, often latching on to caravans as a scout. Combat Encounters: An encounter with Leisair typically begins with warning shots. She is not opposed to opening a dialogue with a group, but even then she shouts from far away rather than risk approaching strangers. Roleplaying Suggestions: To her friends and the people she protects, Leisair is both friendly and kind, but if she has any reason to suspect the intentions of unknown folks, she can be cold and haughty. RIDER OF THE STEPPE CR 13 HALF-ELF PALADIN 14 XP 25,600 Medium humanoid (elf, human) LG 121121 CR 12 13 CORE CLASSES PALADINS Init +4; Senses low-light vision; Perception +13 Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.) DEFENSE AC 24, touch 13, flat-footed 24 (+10 armor, +2 deflection, +1 natural, +1 size) hp 137 (15d10+50) Fort +16, Ref +10, Will +15; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune charm, disease, fear OFFENSE Speed 15 ft. Melee +1 shock gnome hooked hammer +22/+17/+12 (1d6+7/×3 plus 1d6 electricity) or mwk gnome hooked hammer +22/+17/+12 (1d4+6/×4) Ranged +1 light crossbow +17 (1d6+1/19–20) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, channel positive energy (DC 20, 8d6), smite evil 5/day (+3 attack and AC, +15 damage) Gnome Spell-Like Abilities (CL 15th; concentration +18) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals Paladin Spell-Like Abilities (CL 15th; concentration +18) At will—detect evil Paladin Spells Prepared (CL 12th; concentration +15) 4th—holy sword 3rd—daylight, prayer (2) 2nd—resist energy (2), shield other 1st—bless, divine favor (2), endure elements TACTICS During Combat The paladin uses divine bond to give her weapon a mix of the defending, flaming, and holy special abilities. STATISTICS Str 18, Dex 10, Con 15, Int 8, Wis 12, Cha 16 Base Atk +15; CMB +18; CMD 30 Feats Bleeding Critical, Critical Focus, Extra Lay on Hands, Improved Initiative, Power Attack, Toughness, Vital Strike, Weapon Focus (gnome hooked hammer) Skills Knowledge (dungeoneering, local) +4, Perception +13, Stealth +8 Languages Common, Gnome, Sylvan SQ aura, code of conduct, divine bond (weapon +4, 3/day), lay on hands (7d6, 12/day), mercies (cursed, diseased, nauseated, sickened, stunned) Combat Gear potions of haste (2); Other Gear +2 shadow half- plate, +1 light crossbow with 20 bolts, +1 shock/masterwork gnome hooked hammer, amulet of natural armor +1, belt of giant strength +2, boots of striding and springing, cloak of resistance +2, ring of protection +2, 543 gp This paladin’s lifelong mission is to eradicate evil giants. NELN BELGURORN All gnomes have obsessions, but few are as grim as Neln’s obsession to see the world rid of evil giants. Her interest in this goal is neither cheerful nor curious; she has simply seen far too many villages destroyed and lives ruined by giant attacks. She sees it as her sworn duty to hunt and kill these evil beings so they cannot murder or enslave anyone else. So single-minded is her quest against giants that other gnomes have joked she must have dwarven blood in her ancestry. Since she respects dwarven tenacity and toughness, she takes this as a compliment. Combat Encounters: Neln is commonly in the company of dwarves who share her desire to see the destruction of giant strongholds, and neither she nor her allies let anyone stand in their way. She sees those who protect giants as being as culpable as giants themselves—perhaps even worse, as they should know better. Roleplaying Suggestions: Often frowning and stoic, Neln is not like other gnomes. Her lust for life and its experiences is dampened by her bloody quest. GIANT HUNTER CR 14 GNOME PALADIN 15 XP 38,400 Small humanoid (gnome) LG 122122 SQ aura, code of conduct, divine bond (mount), lay on hands (8d6, 10/day), mercies (fatigued, frightened, paralyzed, shaken, staggered) Other Gear potion of haste; Other Gear +2 full plate, +2 heavy steel shield, +1 heavy mace, +1 holy lance, amulet of natural armor +1, belt of physical might +2 (Str, Con), cloak of resistance +2, ring of protection +1, full plate barding, military saddle, 3,288 gp This holy warrior is a skilled rider who dispenses harsh justice at the point of a lance. MOUNTED PARAGON CR 15 HUMAN PALADIN 16 XP 51,200 Medium humanoid (human) LG Init +1; Senses Perception +15 Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.) DEFENSE AC 28, touch 12, flat-footed 27 (+11 armor, +1 deflection, +1 Dex, +1 natural, +4 shield) hp 148 (16d10+56) Fort +17, Ref +10, Will +13 Immune charm, disease, fear, poison; Resist fire 30 OFFENSE Speed 20 ft. Melee +1 holy lance +24/+19/+14/+9 (1d8+7/19–20/×3) or +1 heavy mace +23/+18/+13/+8 (1d8+7) Space 5 ft.; Reach 5 ft. (10 ft. with lance) Special Attacks channel positive energy (DC 20, 8d6), smite evil 6/day (+2 attack and AC, +16 damage) Paladin Spell-Like Abilities (CL 16th; concentration +18) At will—detect evil Paladin Spells Prepared (CL 13th; concentration +15) 4th—holy sword 3rd—heal mount, prayer 2nd—delay poison, eagle’s splendor, remove paralysis, resist energy 1st—bless (2), divine favor (2) TACTICS Before Combat The paladin casts delay poison and resist energy (fire). During Combat The paladin fights from horseback with his lance, positioning himself where he can attack the enemy leader using Spirited Charge. He uses Improved Overrun and Trample to pass and crush creatures in his way. If he is unhorsed and mounting again is dangerous or impractical, he casts holy sword on his mace and fights on foot. Base Statistics Without delay poison and resist energy, the paladin’s statistics are Immune charm, disease, fear; Resist none. STATISTICS Str 22, Dex 12, Con 16, Int 10, Wis 8, Cha 14 Base Atk +16; CMB +22 (+24 overrun); CMD 34 (36 vs. overrun) Feats Improved Critical (lance), Improved Overrun, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Vital Strike, Weapon Focus (lance) Skills Handle Animal +9, Heal +6, Intimidate +10, Perception +15, Ride +15 (+17 to stay in the saddle), Sense Motive +10 Languages Common VELJ THUNDARI Velj Thundari feels at home only when riding a horse, and always seeks to improve his horsemanship. He spends so much time training with his steed that he often has a hard time interacting with people. Unlike his mount, people don’t automatically react to his commands (especially since many of these are nonverbal cues), and he often sees their confusion as opposition. Commoners easily frustrate him, which makes him react with sarcasm. He values those people who see his wisdom, however, and is willing to make the ultimate sacrifice to keep them safe. Combat Encounters: Velj is comfortable fighting alone, leading a charge of mounted knights, or breaking through a wall of enemy defenders to reach their leader. If he grows frustrated with a PC, he might challenge that character to face him a nonlethal duel. Roleplaying Suggestions: Velj is proud of his accomplishments and his paladin code. He becomes angry if he or his life’s path is insulted. 123 123 CR 14 15 CORE CLASSES PALADINS Init +3; Senses Perception +12 Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.) DEFENSE AC 26, touch 11, flat-footed 26 (+10 armor, +2 deflection, –1 Dex, +1 natural, +4 shield) hp 183 (17d10+85) Fort +16, Ref +7, Will +15; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 5/evil; Immune charm, compulsion, disease, fear, poison OFFENSE Speed 20 ft. Melee +3 shock dwarven waraxe +27/+22/+17/+12 (1d10+9/19–20/×3 plus 1d6 electricity) Ranged +1 throwing axe +17/+12/+7/+2 (1d6+7) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel positive energy (DC 20, 9d6), smite evil 6/day (+2 attack and AC, +17 damage) Paladin Spell-Like Abilities (CL 17th; concentration +19) At will—detect evil Paladin Spells Prepared (CL 14th; concentration +16) 4th—holy sword 3rd—greater magic weapon, prayer 2nd—delay poison, eagle’s splendor (2), shield other 1st—bless, divine favor (2), lesser restoration, protection from evil TACTICS Before Combat The paladin casts delay poison on himself and greater magic weapon on his waraxe. During Combat The paladin uses Improved Vital Strike and Cleave if he has a few targets close together. Base Statistics Without delay poison and greater magic weapon, the paladin’s statistics are Immune charm, compulsion, disease, fear; Melee +1 shock dwarven waraxe +25/+20/+15/+10 (1d10+7/19–20/×3 plus 1d6 electricity). STATISTICS Str 22, Dex 8, Con 16, Int 10, Wis 14, Cha 14 Base Atk +17; CMB +23; CMD 34 (38 vs. bull rush or trip) Feats Cleave, Extra Lay on Hands, Improved Critical (dwarven waraxe), Improved Initiative, Improved Vital Strike, Power Attack, Toughness, Vital Strike, Weapon Focus (dwarven waraxe) Skills Climb +4, Diplomacy +7, Heal +7, Intimidate +10, Knowledge (local) +2, Knowledge (religion) +5, Perception +12 (+14 to notice unusual stonework), Swim +4 Languages Common, Dwarven SQ aura, code of conduct, divine bond (weapon +5, 4/day), lay on hands (8d6, 12/day), mercies (dazed, deafened, nauseated, paralyzed, shaken) Other Gear +3 banded mail, +2 heavy steel shield, +1 shock dwarven waraxe, +1 throwing axe, amulet of natural armor +1, belt of giant strength +4, boots of speed, cloak of resistance +1, headband of alluring charisma +2, ring of protection +2, silver holy symbol, platinum rings for shield other (2, worth 50 gp each), 1,667 gp Axe lords guard dwarven citadels, hunting foul monsters from the deeps and threats from outside. EDAGER GRAYBEARD A grim and proud dwarven warrior, Edager has a hard time trusting people not of his race, but saves his true enmity for goblins, giants, orcs, and the foul creatures of the Darklands. AXE LORD CR 16 DWARF PALADIN OF TORAG 17 XP 76,800 Medium humanoid (dwarf) LG 124 124 potions of haste (2), wand of cure light wounds (50 charges); Other Gear +4 full plate, +1 flaming longspear, +1 sling with 20 bullets, amulet of natural armor +2, belt of giant strength +2, boots of striding and springing, cloak of resistance +1, ring of protection +3, 8,735 gp The furious crusader is a compact bundle of holy power with a chip on his shoulder. HELLIN TALLHALLOW Short, stout for a halfling, and powerful, Hellin sees himself as the quintessential paladin—and does not suffer fools who doubt his prowess or speak condescendingly about his size. Most of the time he is a cheerful defender of everything lawful and good, but he is quick to anger if small folk or innocents are threatened, abused, or mocked. Combat Encounters: Hellin picks fights with slavers or slave owners, even in lands where slavery is legal or ignored. In his mind, those who turn a blind eye are just as guilty as those who forge the chains. Roleplaying Suggestions: Hellin may need assistance with freeing or protecting a particularly large band of slaves. FURIOUS CRUSADER CR 17 HALFLING PALADIN OF IOMEDAE 18 XP 102,400 Small humanoid (halfling) LG Init +1; Senses Perception +13 Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.) DEFENSE AC 30, touch 15, flat-footed 29 (+13 armor, +3 deflection, +1 Dex, +2 natural, +1 size) hp 139 (18d10+36) Fort +18, Ref +12, Will +17; +2 vs. fear DR 5/evil; Immune charm, compulsion, disease, fear OFFENSE Speed 30 ft. Melee +3 flaming longspear +27/+22/+17/+12 (1d6+9/×3 plus 1d6 fire) Ranged +1 sling +21 (1d3+5) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Special Attacks channel positive energy (DC 22, 9d6), smite evil 6/day (+3 attack and AC, +18 damage) Paladin Spell-Like Abilities (CL 18th; concentration +21) At will—detect evil Paladin Spells Prepared (CL 15th; concentration +18) 4th—death ward, dispel evil 3rd—greater magic weapon, magic circle against evil, prayer 2nd—delay poison (2), resist energy (2) 1st—bless (2), bless weapon (2), divine favor TACTICS Before Combat The paladin casts greater magic weapon on his longspear. During Combat The paladin reserves most of his spells and magic items for helping allies against a common foe. He uses Cleave as often as possible against grouped opponents, and Lunge and Stand Still to control the movement of multiple enemies. He uses his divine bond to give his longspear the defending, holy, keen, or speed special ability. Base Statistics Without greater magic weapon, the paladin’s statistics are Melee +1 flaming longspear +25/+20/+15/+10 (1d6+7/×3 plus 1d6 fire). STATISTICS Str 18, Dex 12, Con 14, Int 8, Wis 12, Cha 16 Base Atk +18; CMB +21; CMD 35 Feats Cleave, Combat Reflexes, Greater Vital Strike, Improved Vital Strike, Lunge, Power Attack, Stand Still, Vital Strike, Weapon Focus (longspear) Skills Acrobatics –2 (–1 when jumping), Climb +4, Diplomacy +11, Heal +9, Knowledge (local) +4, Knowledge (religion) +7, Perception +13, Swim +2 Languages Common, Halfling SQ aura, code of conduct, divine bond (weapon +5, 4/day), lay on hands (9d6, 12/day), mercies (blinded, cursed, diseased, paralyzed, sickened, stunned) Combat Gear +1 holy bullets (10), +1 undead-bane bullets (10), 125 125 CR 16 17 CORE CLASSES PALADINS lay on hands (9d6, 14/day), mercies (blinded, dazed, diseased, fatigued, paralyzed, shaken) Combat Gear potion of haste; Other Gear +4 mithral chainmail, +1 heavy steel shield, +1 axiomatic longsword, +1 lance, amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of resistance +2, horseshoes of speed, ring of protection +4, slippers of spider climbing, combat-trained heavy horse, military saddle, holy symbol, 2,010 gp The mithral master is a gleaming symbol of honor. KALLISI KUL Kallisi Kul is a symbol of justice and an object for adoration in a city ruled by a corrupt oligarchy. MITHRAL MASTER CR 18 HALF-ELF PALADIN OF ABADAR 19 XP 153,600 Medium humanoid (elf, human) LG Init +6; Senses low-light vision; Perception +17 Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.) DEFENSE AC 31, touch 16, flat-footed 29 (+10 armor, +4 deflection, +2 Dex, +2 natural, +3 shield) hp 185 (19d10+76) Fort +20, Ref +13, Will +15; +2 vs. enchantments DR 5/evil; Immune charm, compulsion, disease, fear, poison, sleep; Resist fire 30 OFFENSE Speed 30 ft. Melee +4 axiomatic longsword +29/+24/+19/+14 (1d8+9/17–20) or +1 lance +26/+21/+16/+11 (1d8+6/19–20/×3) Special Attacks channel positive energy (DC 22, 10d6), smite evil 7/day (+3 attack and AC, +19 damage) Paladin Spell-Like Abilities (CL 19th; concentration +22) At will—detect evil Paladin Spells Prepared (CL 16th; concentration +19) 4th—death ward, neutralize poison 3rd—daylight, greater magic weapon, prayer, remove blindness 2nd—delay poison, eagle’s splendor (2), resist energy 1st—bless, create water, divine favor (2), lesser restoration TACTICS Before Combat The paladin casts delay poison and resist energy (fire) on himself and greater magic weapon on his longsword. During Combat The paladin fights on horseback or on foot as the situation warrants. He casts eagle’s splendor to enhance his smite evil attacks, but otherwise relies on standard melee tactics and healing himself with lay on hands. Base Statistics Without delay poison, greater magic weapon, and resist energy the paladin’s statistics are Immune charm, compulsion, disease, fear, sleep; Resist none; Melee +1 axiomatic longsword +26/+21/+16/+11 (1d8+6/17–20). STATISTICS Str 20, Dex 14, Con 14, Int 10, Wis 8, Cha 16 Base Atk +19; CMB +24; CMD 40 Feats Extra Lay on Hands, Great Fortitude, Improved Critical (lance, longsword), Improved Initiative, Mounted Combat, Power Attack, Skill Focus (Perception), Toughness, Weapon Focus (longsword, lance) Skills Diplomacy +11, Intimidate +6, Knowledge (local) +5, Knowledge (nobility) +8, Perception +17, Ride +10 (+12 to stay in the saddle) Languages Common, Elven SQ aura, code of conduct, divine bond (weapon +5, 4/day), elf blood, 126 126 SQ aura, code of conduct, divine bond (weapon +6, 4/day), holy champion, lay on hands (60 points, 15/day), mercies (dazed, nauseated, poisoned, sickened, staggered, stunned) Combat Gear +1 evil outsider-bane arrows (5), +1 evil outsider- bane holy arrows (5), +1 holy arrows (5), potions of fly (2); Other Gear +5 full plate, +1 cold iron evil outsider-bane greatsword, +1 shortbow with 20 arrows, amulet of natural armor +2, belt of physical might +4 (Str, Con), boots of striding and springing, cloak of resistance +3, goggles of night, phylactery of faithfulness, ring of protection +4, 4,760 gp The demon hunter has sworn to battle the hordes of the Abyss. Though the demons constantly tempt her and try to lead her from her path, she remains resolute—though somewhat paranoid and difficult to befriend because of the number of allies she’s seen slain. DEMON HUNTER CR 19 HUMAN PALADIN 20 XP 204,800 Medium humanoid (human) LG Init +4; Senses darkvision 60 ft.; Perception +19 Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.) DEFENSE AC 30, touch 14, flat-footed 30 (+14 armor, +4 deflection, +2 natural) hp 214 (20d10+100) Fort +23, Ref +14, Will +19 DR 10/evil; Immune charm, compulsion, disease, fear, poison; Resist electricity 30, fire 30 OFFENSE Speed 30 ft. Melee +4 cold iron evil outsider-bane greatsword +32/+27/+22/+17 (2d6+14/17–20) Ranged +1 shortbow +21/+16/+11/+6 (1d6+1/×3) Special Attacks channel positive energy (DC 23, 60 points), smite evil 7/day (+3 attack and AC, +20 damage, banish evil outsiders) Paladin Spell-Like Abilities (CL 20th; concentration +23) At will—detect evil Paladin Spells Prepared (CL 17th; concentration +20) 4th—break enchantment, death ward, dispel evil 3rd—daylight (2), greater magic weapon, prayer 2nd—delay poison, eagle’s splendor (2), protection from energy (2) 1st—divine favor (3), lesser restoration (2) TACTICS Before Combat The paladin casts delay poison and protection from energy (electricity and fire) on herself, and greater magic weapon on her greatsword. During Combat The paladin targets the most powerful creature present or an obviously demonic target. She uses her divine bond to add the brilliant energy, holy, keen, and speed special abilities to her greatsword as appropriate, and uses mercies to counteract any negative conditions or afflictions she gains. Base Statistics Without delay poison, greater magic weapon, and protection from energy, the paladin’s statistics are Immune charm, compulsion, disease, fear; Resist none; Melee +1 cold iron evil outsider-bane greatsword +29/+24/+19/+14 (2d6+11/17–20). STATISTICS Str 24, Dex 10, Con 17, Int 12, Wis 8, Cha 16 Base Atk +20; CMB +27; CMD 41 Feats Critical Focus, Extra Lay on Hands, Great Fortitude, Improved Critical (greatsword), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Stunning Critical, Toughness, Weapon Focus (greatsword) Skills Climb +7, Diplomacy +11, Heal +7, Intimidate +13, Knowledge (arcana) +6, Knowledge (planes) +21, Linguistics +3, Perception +19, Survival +2, Swim +7 Languages Abyssal, Celestial, Common, Infernal 127127 CR 18 19 CORE CLASSES PALADINS Init +3; Senses Perception +8 DEFENSE AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size) hp 15 (2d10) Fort +4, Ref +7, Will +2; +2 vs. fear OFFENSE Speed 20 ft. Melee short sword +4 (1d4+1/19–20) Ranged mwk shortbow +7 (1d4/×3) Special Attacks favored enemy (fey +2) TACTICS During Combat The ranger shoots at opponents who attempt to harm innocents or his allies. If trying to capture someone alive, he uses a tanglefoot bag. If trying to disperse a hostile crowd, he throws a thunderstone. STATISTICS Str 12, Dex 17, Con 10, Int 13, Wis 12, Cha 10 Base Atk +2; CMB +2; CMD 15 Feats Point-Blank Shot, Precise Shot Skills Acrobatics +7 (+3 when jumping), Climb +8, Diplomacy +1, Intimidate +4, Knowledge (geography, nature) +5, Knowledge (local) +2, Perception +8, Stealth +12, Survival +6, Swim +5 Languages Common, Halfling SQ track +1, wild empathy +2 Combat Gear potion of cure light wounds, tanglefoot bags (2), thunderstone; Other Gear masterwork studded leather, masterwork shortbow with 20 arrows, short sword, 84 gp The town watcher protects a settlement from hostile creatures. COLIN FLETCHER Colin vigilantly guards his town, and is quick to respond if any visitors start fights or cause trouble with locals. Combat Encounters: Colin fires a warning shot from a rooftop to distract unruly adventurers in town, or uses a tanglefoot bag on a PC who’s obviously drunk, raging, or out of control. Roleplaying Suggestions: Colin is the eyes and ears for his town, and is a source of valuable information about the comings and goings of strangers. Init +3; Senses low-light vision; Perception +10 DEFENSE AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 12 (1d10+2) Fort +3, Ref +5, Will +1; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee longsword +3 (1d8+3/19–20) or shortspear +3 (1d6+2) Ranged longbow +4 (1d8/×3) Special Attacks favored enemy (orcs +2) TACTICS During Combat The ranger ambushes her target from stealth or takes cover in tree branches. If she has allies, she attacks enemies that her allies have injured. She uses a smokestick to signal trouble or cover her retreat. STATISTICS Str 14, Dex 17, Con 12, Int 10, Wis 13, Cha 8 Base Atk +1; CMB +3; CMD 16 Feats Point-Blank Shot, Skill Focus (Perception) Skills Climb +6, Knowledge (local) +1, Knowledge (nature) +4, Perception +10, Stealth +7, Survival +5 Languages Common, Elven SQ elf blood, track +1, wild empathy +0 Combat Gear potion of cure light wounds, alchemist’s fire, masterwork arrows (3), smokestick; Other Gear masterwork studded leather, longbow with 20 arrows, longsword, shortspear, 15 gp The novice scout is alert and eager to prove her worth. ATANYA Atanya is gruff but shrewd, more concerned about doing a good job than getting along with anyone. Secretly she hopes she has what it takes to be a hero and leader. Combat Encounters: Atanya fires an arrow to wound a tough-looking PC, then demands surrender. Roleplaying Suggestions: Atanya calls out a warning that the PCs are surrounded, hoping to bluff her way out of a lethal conflict. NOVICE SCOUT CR 1/2 HALF-ELF RANGER 1 XP 200 Medium humanoid (elf, human) LN TOWN WATCHER CR 1 HALFLING RANGER 2 XP 400 Small humanoid (halfling) LN 128 128 Init +4; Senses darkvision 60 ft.; Perception +8 DEFENSE AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 30 (4d10+4) Fort +5, Ref +8, Will +2 Defensive Abilities orc ferocity; Resist fire 10 OFFENSE Speed 30 ft. Melee mwk falchion +7 (2d4+3/18–20) Ranged mwk composite longbow +9 (1d8+2/×3) Special Attacks favored enemy (elves +2) Ranger Spells Prepared (CL 1st; concentration +2) 1st—resist energy TACTICS Before Combat The ranger casts resist energy (fire). During Combat The ranger keeps her foes as far away as possible. Base Statistics Without resist energy, the ranger’s statistics are Resist none. STATISTICS Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 8 Base Atk +4; CMB +6; CMD 20 Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot Skills Climb +8, Intimidate +8, Knowledge (geography) +5, Knowledge (local) +2, Knowledge (nature) +7, Perception +8, Stealth +10, Survival +8 Languages Common, Orc SQ favored terrain (plains +2), hunter’s bond (companions), orc blood, track +2, weapon familiarity, wild empathy +3 Combat Gear +1 flaming arrows (3), potion of cure moderate wounds, potion of divine favor, potion of shield of faith; Other Gear masterwork chain shirt, masterwork composite longbow (+2 Str) with 20 arrows, masterwork falchion, elixir of hiding, 26 gp A border guard protects the lands of her tribe. VARDEEKA Vardeeka considers it an insult to her ancestors if an intruder gets past her. Init +1; Senses Perception +7 DEFENSE AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex) hp 30 (3d10+9) Fort +5, Ref +4, Will +2 OFFENSE Speed 30 ft. Melee 2 mwk handaxes +6 (1d6+3/×3) Ranged mwk heavy crossbow +5 (1d10/19–20) Special Attacks favored enemy (animals +2) TACTICS Before Combat If hunting an animal, the ranger drinks his potion of hide from animals. During Combat The ranger sneaks close, then charges into melee. If his target is more powerful than expected, he retreats and drinks his potion of bull’s strength. STATISTICS Str 17, Dex 12, Con 14, Int 10, Wis 13, Cha 8 Base Atk +3; CMB +6; CMD 17 Feats Double Slice, Endurance, Quick Draw, Two-Weapon Fighting, Weapon Focus (handaxe) Skills Climb +9, Intimidate +4, Knowledge (geography) +5, Knowledge (local) +2, Knowledge (nature) +6, Perception +7, Stealth +7, Survival +7 Languages Common SQ favored terrain (forest +2), track +1, wild empathy +2 Combat Gear potion of bull’s strength, potions of cure light wounds (2), potion of hide from animals; Other Gear masterwork studded leather, masterwork handaxes (2), masterwork heavy crossbow with 20 bolts, 63 gp Poachers hunt animals for meat or trophies in areas where hunting is forbidden. BRAYVEK THE BUTCHER Brayvek is a sadist who enjoys cutting up animals; selling the meat, horns, and tusks is merely a side benefit. POACHER CR 2 HUMAN RANGER 3 XP 600 Medium humanoid (human) CE BORDER GUARD CR 3 HALF-ORC RANGER 4 XP 800 Medium humanoid (human, orc) NE 129 129 CR 1/2 1 2 3 CORE CLASSES RANGERS Init +3; Senses low-light vision; Perception +12 DEFENSE AC 19, touch 15, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 size) hp 49 (6d10+12) Fort +6, Ref +8, Will +3; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune poison OFFENSE Speed 20 ft. Melee mwk dagger +9/+4 (1d3+1/19–20) Ranged +1 light crossbow +12 (1d6+1/19–20) or mwk dagger +11/+6 (1d3+1/19–20) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, favored enemy (elves +2, goblinoids +4) Ranger Spells Prepared (CL 3rd; concentration +4) 1st—alarm, delay poison TACTICS Before Combat The ranger casts delay poison. During Combat The ranger uses Precise Shot to help allies in melee. Base Statistics Without delay poison, the ranger’s statistics are Immune none. STATISTICS Str 12, Dex 16, Con 12, Int 12, Wis 13, Cha 10 Base Atk +6; CMB +6; CMD 20 Feats Dodge, Endurance, Point-Blank Shot, Precise Shot, Rapid Reload, Weapon Focus (light crossbow) Skills Acrobatics +8 (+4 when jumping), Climb +6, Knowledge (dungeoneering, nature) +10, Knowledge (engineering) +4, Perception +12, Stealth +15, Survival +10 Languages Common, Gnome, Sylvan SQ favored terrain (underground +2), hunter’s bond (companion), track +3, wild empathy +6 Combat Gear +1 flaming arrows (6), potion of barkskin, potion of cure moderate wounds, smokesticks (2); Other Gear masterwork chain shirt, +1 light crossbow with 20 bolts, masterwork dagger, 167 gp A tunnel rat patrols twisting passages underground. MOUNTED ARCHER CR 4 HUMAN RANGER 5 XP 1,200 Medium humanoid (human) NE TUNNEL RAT CR 5 GNOME RANGER 6 XP 1,600 Small humanoid (gnome) N Init +7; Senses Perception +9 DEFENSE AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield) hp 42 (5d10+10) Fort +7, Ref +8, Will +3 Resist fire 10 OFFENSE Speed 30 ft. Melee mwk scimitar +8 (1d6+2/18–20) or lance +7 (1d8+2/×3) Ranged mwk composite shortbow +10 (1d6+2/×3) Space 5 ft.; Reach 5 ft. (10 ft. with lance) Special Attacks favored enemy (animals +2, humans +4) Ranger Spells Prepared (CL 2nd; concentration +3) 1st—endure elements, resist energy TACTICS Before Combat The ranger casts endure elements and resist energy (fire). During Combat The ranger shoots from horseback. When fighting dangerous opponents, she uses oil of magic weapon on her bow and drinks her potion of blur. Base Statistics Without resist energy, the ranger’s statistics are Resist none. STATISTICS Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8 Base Atk +5; CMB +7; CMD 20 Feats Endurance, Improved Initiative, Mounted Archery, Mounted Combat, Point-Blank Shot, Weapon Focus (composite shortbow) Skills Handle Animal +7, Heal +9, Knowledge (geography, nature) +8, Perception +9, Ride +9, Stealth +9, Survival +9 Languages Common SQ favored terrain (desert +2), hunter’s bond (companions), track +2, wild empathy +4 Combat Gear oil of magic weapon, potion of blur, potion of cure moderate wounds, potion of invisibility; Other Gear masterwork chain shirt, masterwork heavy wooden shield, lance, masterwork composite shortbow (+2 Str) with 20 arrows, masterwork scimitar, cloak of resistance +1, combat-trained horse, riding saddle, 72 gp The mounted archer fires deadly arrows from horseback. ZARISHEN This bandit leader spares merchants and porters if they surrender so they may return again later with more cargo. 130 130 Init +6; Senses low-light vision; Perception +14 DEFENSE AC 22, touch 15, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +2 natural) hp 62 (8d10+14) Fort +8, Ref +13, Will +4; +2 vs. enchantments Immune sleep; Resist fire 10 OFFENSE Speed 30 ft. Melee mwk elven curve blade +15/+10 (1d10+1/18–20) Ranged +1 longbow +15/+10 (1d8+1/×3) Special Attacks favored enemy (animals +2, orcs +4) Ranger Spells Prepared (CL 5th; concentration +6) 2nd—barkskin, cat’s grace 1st—entangle, resist energy TACTICS Before Combat The ranger casts barkskin, cat’s grace, and resist energy (fire). During Combat If ranger acts in the surprise round, she casts entangle. She prefers to attack at range and from cover. Base Statistics Without barkskin, cat’s grace, and resist energy, the ranger’s statistics are Init +4; AC 20, touch 15, flat-footed 16; Ref +11; Melee mwk elven curve blade +13/+8 (1d10+1/18–20); Ranged +1 longbow +13/+8 (1d8+1/×3); Dex 19; CMD +24; Skills Acrobatics +11, Ride +10, Stealth +14. STATISTICS Str 13, Dex 23, Con 12, Int 12, Wis 12, Cha 8 Base Atk +8; CMB +9; CMD 26 Feats Combat Reflexes, Deadly Aim, Endurance, Point-Blank Shot, Power Attack, Precise Shot, Weapon Finesse Skills Acrobatics +13, Climb +9, Heal +8, Knowledge (dungeoneering, geography) +6, Knowledge (nature) +8, Perception +14, Ride +12, Stealth +16, Survival +12, Swim +7 Languages Common, Elven, Orc SQ elven magic, favored terrain (forest +4, plains +2), hunter’s bond (companions), swift tracker, track +4, weapon familiarity, wild empathy +7, woodland stride Combat Gear potion of cure moderate wounds; Other Gear +1 chain shirt, +1 longbow with 20 arrows, masterwork elven curve blade, cloak of resistance +1, ring of protection +1, 194 gp The orc slayer is driven by vengeance to kill all orcs. MOUNTAINEER CR 6 DWARF RANGER 7 XP 2,400 Medium humanoid (dwarf) LE ORC SLAYER CR 7 ELF RANGER 8 XP 3,200 Medium humanoid (elf) CN Init +2; Senses Perception +12 DEFENSE AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield) hp 59 (7d10+16) Fort +8, Ref +8, Will +5; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Resist fire 10 OFFENSE Speed 30 ft. Melee +1 warhammer +9/+4 (1d8+6/×3), mwk heavy shield +9/+4 (1d4+5 plus bull rush) Ranged mwk heavy crossbow +10 (1d10/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemy (giants +2, humans +4) Ranger Spells Prepared (CL 4th; concentration +6) 2nd—spike growth 1st—longstrider, resist energy TACTICS Before Combat The ranger casts longstrider and resist energy (fire), then drinks his potion of bull’s strength. During Combat The ranger uses Shield Slam to push opponents into difficult terrain, off cliffs, or into the area of spike growth. Base Statistics Without bull’s strength, longstrider, and resist energy, the ranger’s statistics are Resist none; Speed 20 ft.; Melee +1 warhammer +7/+2 (1d8+4/×3), mwk heavy shield +7/+2 (1d4+3 plus bull rush); Str 16; CMB +10; CMD 22 (26 vs. bull rush or trip); Skills Climb +9, Swim +7. STATISTICS Str 20, Dex 14, Con 14, Int 10, Wis 15, Cha 6 Base Atk +7; CMB +12; CMD 24 (28 vs. bull rush or trip) Feats Double Slice, Endurance, Improved Shield Bash, Improved Two-Weapon Fighting, Power Attack, Shield Slam, Two- Weapon Fighting Skills Climb +11, Knowledge (dungeoneering, geography, nature) +8, Perception +12 (+14 to notice unusual stonework), Profession (miner) +8, Stealth +6, Survival +10, Swim +9 Languages Common, Dwarven SQ favored terrain (mountain +2), hunter’s bond (companions), track +3, wild empathy +5, woodland stride Combat Gear potion of bull’s strength, potion of cure moderate wounds; Other Gear +1 breastplate, masterwork heavy wooden shield, +1 warhammer, masterwork heavy crossbow with 20 bolts, cloak of resistance +1, 229 gp 131131 CR 4 5 6 7 CORE CLASSES RANGERS Init +1; Senses low-light vision; Perception +16 DEFENSE AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +3 natural) hp 81 (9d10+27) Fort +8, Ref +7, Will +5; +2 vs. enchantments Defensive Abilities evasion; Immune sleep OFFENSE Speed 30 ft. Melee mwk spiked chain +14/+9 (2d4+6) Ranged +1 composite longbow +12/+7 (1d8+5/ 19–20/×3) Special Attacks favored enemy (aquatic humanoids +4, humans +2) Ranger Spells Prepared (CL 6th; concentration +8) 2nd—barkskin, snare 1st—pass without trace, speak with animals (2) TACTICS Before Combat The ranger casts barkskin and pass without trace. During Combat The ranger attacks from stealth using his bow. He might drag a Small opponent underwater, relying on Endurance to outlast his drowning foe (though he has his potion of water breathing just in case). Base Statistics Without barkskin, the ranger’s statistics are AC 16, touch 12, flat-footed 15. STATISTICS Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8 Base Atk +9; CMB +13; CMD 25 Feats Deadly Aim, Endurance, Exotic Weapon Proficiency (spiked chain), Improved Critical (composite longbow), Point-Blank Shot, Rapid Shot, Skill Focus (Stealth), Vital Strike, Weapon Focus (composite longbow) Skills Climb +12, Handle Animal +6, Knowledge (nature) +12, Perception +16, Stealth +16, Survival +14, Swim +16 Languages Common, Elven SQ elf blood, favored terrain (forest +2, swamp +4), hunter’s bond (companions), swift tracker, track +4, wild empathy +8, woodland stride Combat Gear +1 frost arrows (5), +1 human-bane arrows (5); potion of cure moderate wounds, potion of haste, potion of water breathing; Other Gear +1 studded leather, +1 composite longbow (+4 Str) with 20 arrows, masterwork spiked chain, ring of protection +1, 290 gp The swampwalker is a savage predator of the stinking marsh. He is familiar with its threats and uses them as tools to defeat his opponents. CULLEN THEOREN Cullen is a savage survivor in an environment that constantly threatens death from exposure, disease or predators. He hunts any creature that intrudes on his territory, and has little tolerance for weakness or mercy. Combat Encounters: Cullen strikes at the PCs from the water or from an elevated branch, slipping away before they can approach before returning to harass them again and again. He may also try to lure the PCs into environmental threats such as deep water or quicksand to make them easier prey. Roleplaying Suggestions: If Cullen observes the PCs navigating his swamp with ease or defeating a dangerous monster, he may offer his services as a guide, or trade information with them. SWAMPWALKER CR 8 HALF-ELF RANGER 9 XP 4,800 Medium humanoid (elf, human) CE 132 132 Init +4; Senses Perception +17 DEFENSE AC 25, touch 17, flat-footed 20 (+4 armor, +1 deflection, +4 Dex, +1 dodge, +3 natural, +1 shield, +1 size) hp 69 (10d10+10) Fort +10, Ref +13, Will +7; +2 vs. fear Defensive Abilities evasion; Resist fire 20 OFFENSE Speed 30 ft. Melee +1 rapier +14/+9 (1d4+3/17–20), mwk handaxe +14/+9 (1d4+1/×3) Ranged mwk light crossbow +16 (1d6/19–20) Special Attacks favored enemy (aquatic humanoids +4, humans +4, magical beasts +2) Ranger Spells Prepared (CL 7th; concentration +9) 2nd—barkskin, wind wall 1st—endure elements, longstrider, resist energy TACTICS Before Combat The ranger casts barkskin, endure elements, longstrider, and resist energy (fire). During Combat The ranger prefers melee, using Mobility and Spring Attack to engage the enemy leader while her pirate allies deal with underlings. Base Statistics Without barkskin, longstrider, and resist energy, the ranger’s statistics are AC 22, touch 17, flat-footed 17; Resist none; Speed 20 ft. STATISTICS Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 10 Base Atk +10; CMB +11; CMD 27 Feats Dodge, Endurance, Improved Two-Weapon Fighting, Mobility, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Vital Strike, Weapon Finesse Skills Acrobatics +11, Climb +17, Knowledge (geography, nature) +8, Perception +17, Profession (sailor) +10, Stealth +21, Survival +15, Swim +15 Languages Common, Halfling SQ favored terrain (urban +2, water +4), hunter’s bond (companions), swift tracker, track +5, wild empathy +10, woodland stride Combat Gear potion of cure moderate wounds; Other Gear +1 studded leather, +1 rapier, masterwork handaxe, masterwork light crossbow with 20 bolts, belt of incredible dexterity +2, cloak of resistance +1, feather token (swan boat), ring of protection +1, 863 gp The pirate queen is a deadly foe, whether she’s encountered in a scummy port town or out on the high seas, flying the black flag. She keeps a full crew of unruly, vicious buccaneers in line, and rewards them with the treasure and carnage they crave. PIALOOSA Cocky and self-assured from years of experience on the water, Pialoosa expects nothing but the best from her crew, and rewards them generously when they show great bravery or skill. She is especially greedy—even for a pirate—and pursues any rumors, maps, or historical fables that might lead to treasure hoards hidden by long- dead pirates. Combat Encounters: Pialoosa pursues a ship the PCs are on, demanding they surrender their treasure or be tossed in the briny deep. If encountered on land, she might start a massive brawl in a tavern, possibly after playing a game of cards and losing a good share of the booty she acquired most recently. Roleplaying Suggestions: Pialoosa could be hired as a trustworthy (if black-hearted) ship captain to guide the PCs through dangerous waters. She relies on her reputation to keep other pirates away, and flies a special red flag with a black image of a foot on it to indicate she’s aboard a ship. Anyone who attacks her ship risks death beneath her blade, even if it’s an old friend. PIRATE QUEEN CR 9 HALFLING RANGER 10 XP 6,400 Small humanoid (halfling) NE 133 133 CR 8 9 CORE CLASSES RANGERS Init +2; Senses low-light vision; Perception +18 DEFENSE AC 24, touch 15, flat-footed 21 (+6 armor, +1 deflection, +2 Dex, +1 dodge, +3 natural, +1 size) hp 116 (11d10+51) Fort +12, Ref +10, Will +6; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion; Immune poison; Resist fire 20 OFFENSE Speed 20 ft. Melee +1 gnome hooked hammer +13/+8/+3 (1d6+3/19–20/×3), mwk gnome hooked hammer +13 (1d4+2/19–20/×4) or mwk longspear +15/+10/+5 (1d6+3/×3) Ranged mwk composite longbow +15/+10/+5 (1d6+2/×3) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, favored enemy (earth outsiders +2, giants +6, oozes +2) Ranger Spells Prepared (CL 8th; concentration +10) 3rd—cure moderate wounds 2nd—barkskin, bear’s endurance 1st—delay poison, entangle, resist energy TACTICS Before Combat The ranger casts barkskin, bear’s endurance, delay poison, and resist energy (fire). During Combat If facing multiple opponents with reach, the ranger uses Lunge. Base Statistics Without barkskin, bear’s endurance, delay poison, and resist energy, the ranger’s statistics are hp 94; Fort +10; AC 21, touch 15, flat-footed 18; Immune none; Resist none; Con 14. STATISTICS Str 14, Dex 14, Con 18, Int 10, Wis 14, Cha 10 Base Atk +11; CMB +12; CMD 26 Feats Dodge, Double Slice, Endurance, Improved Critical (gnome hooked hammer), Lunge, Mobility, Power Attack, Two-Weapon Fighting, Two- Weapon Rend, Vital Strike Skills Acrobatics +17 (+13 when jumping), Climb +8, Knowledge (dungeoneering, local) +5, Knowledge (geography, nature) +8, Linguistics +1, Perception +18, Stealth +19, Survival +16, Swim +8 Languages Common, Giant, Gnome SQ favored terrain (mountain +2, underground +4), hunter’s bond (companions), quarry, swift tracker, track +5, wild empathy +11, woodland stride Combat Gear potion of invisibility, scroll of cure serious wounds; Other Gear +2 chain shirt, +1/masterwork gnome hooked hammer, masterwork composite longbow (+3 Str) with 20 arrows, boots of elvenkind, cloak of resistance +1, ring of protection +1, 630 gp The giant-killer is trained to kill monsters many times her size, using speed, specialized weapons, and time honored techniques to bring down even the most daunting foes. MIRSHI KNEE-SPLITTER Feisty and fearless, Mirshi is good at slaying giants— and she makes sure that everyone else knows it. If a town is menaced by her favored prey, she swaggers in and demands an outrageous price for her services. Once the townsfolk agree, she murders the giants, claims her wages, and leaves the town impoverished. She’s been fighting giants since she came of age, and she wants to collect at least one head from each type of giant to display in her trophy room. Combat Encounters: Mirshi might attack the PCs to prevent them from stealing her glory or depriving her of a bounty from a nearby village. If giants are involved in a fight, she fights them no matter how much she might despise the other combatants involved. When she misses in combat against a Medium or Small creature, she claims it’s because she’s so used to fighting much larger opponents (mostly just to protect her pride). Roleplaying Suggestions: Mirshi loves it when others laud her achievements. She quickly becomes friendly toward a bard PC if she thinks the bard might write ballads, songs, epic poems, or plays about her giant-slaying adventures. The tales Mirshiri tells about herself are highly exaggerated, but she never lies when counting up the number of giants that she’s killed. GIANT-KILLER CR 10 GNOME RANGER 11 XP 9,600 Small humanoid (gnome) NE 134 134 Init +8; Senses Perception +16 DEFENSE AC 25, touch 16, flat-footed 20 (+5 armor, +1 deflection, +4 Dex, +1 dodge, +4 natural) hp 94 (12d10+24) Fort +11, Ref +13, Will +6 Defensive Abilities evasion; Immune poison; Resist fire 20 OFFENSE Speed 40 ft. Melee +1 kukri +16/+11/+6 (1d4+5/18–20), +1 kukri +16/+11 (1d4+5/18–20) Ranged mwk composite longbow +17/+12/+7 (1d8+4/×3) Special Attacks favored enemy (animals +2, humans +6, orcs +2) Ranger Spells Prepared (CL 9th; concentration +10) 2nd—barkskin, cat’s grace, wind wall 1st—delay poison, longstrider, resist energy TACTICS Before Combat The ranger casts barkskin, cat’s grace, delay poison, longstrider, and resist energy (fire). During Combat The ranger attacks with his bow using Deadly Aim. In melee, he uses his kukris or attempts to grapple. Base Statistics Without barkskin, cat’s grace, delay poison, longstrider, and resist energy, the ranger’s statistics are Init +6; Senses normal; AC 20, touch 14, flat-footed 17; Ref +11; Immune none; Resist none; Speed 30 ft.; Ranged mwk longbow +15/+10/+5 (1d8+4/×3); Dex 14; CMD 30 (32 vs. grapple); Skills Acrobatics +12, Stealth +17. STATISTICS Str 19, Dex 18, Con 14, Int 10, Wis 12, Cha 10 Base Atk +12; CMB +16 (+18 grapple); CMD 32 (34 vs. grapple) Feats Deadly Aim, Dodge, Double Slice, Endurance, Improved Grapple, Improved Initiative, Improved Two-Weapon Fighting, Improved Unarmed Strike, Point-Blank Shot, Two-Weapon Fighting, Weapon Focus (kukri) Skills Acrobatics +14 (+18 when jumping), Bluff +10, Climb +12, Disguise +7, Knowledge (geography, nature) +8, Knowledge (local) +5, Linguistics +2, Perception +16, Sense Motive +11, Stealth +19, Survival +16, Swim +10 Languages Common, Elven, Orc SQ camouflage, favored terrain (plains +2, urban +4), hunter’s bond (companions), quarry, swift tracker, track +6, wild empathy +12, woodland stride Combat Gear potions of cure serious wounds (2), smokesticks (2), tanglefoot bags (2); Other Gear +2 studded leather, +1 kukris (2), masterwork composite longbow (+4 Str) with 20 arrows, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, ring of protection +1, 793 gp A bounty hunter brings back his targets dead or alive. ALEC RENATUS Alec hunts people to bring them to justice, not because he enjoys killing. He uses deadly force only if he must to protect himself or others. He tries to learn as much as possible about his target before starting his pursuit, and selects potions and other items based on the best tactics for capturing that person. Combat Encounters: Alec generally does work only for legitimate and lawful governments, but might attempt to capture a PC if he was deceived into believing that PC has broken the law. Roleplaying Suggestions: Alec could approach the PCs to gain their help in capturing a particularly difficult target. BOUNTY HUNTER CR 11 HUMAN RANGER 12 XP 12,800 Medium humanoid (human) LN 135 135 CR 10 11 CORE CLASSES RANGERS The fiendslayer’s ultimate goal is to rid the mortal world of evil outsiders. ELIZAVETA ORIONES Trained by a church, Elizaveta sees killing demons and devils as a sacred duty. In villages plagued by fiends, she questions locals to determine what kind of threat she faces. If foolish dabblers called the fiends, she turns them in. If the summoning was deliberate, she kills those who were responsible. Combat Encounters: Eliza might confront the PCs if she hears rumors that one is a conjurer or summoner. Roleplaying Suggestions: Eliza volunteers her help only if PCs are hunting demons, devils, or fiendish cults. FIENDSLAYER CR 12 HALF-ELF RANGER 13 XP 19,200 Medium humanoid (elf, human) N Init +5; Senses low-light vision; Perception +26 DEFENSE AC 28, touch 16, flat-footed 22 (+8 armor, +5 Dex, +1 dodge, +4 natural) hp 125 (13d10+49) Fort +12, Ref +14, Will +7; +2 vs. enchantments Defensive Abilities evasion; Immune fire (120 points), poison, sleep; Resist electricity 20 OFFENSE Speed 40 ft. Melee +1 cold iron rapier +17/+12/+7 (1d6+3/15–20), +1 silver dagger +17/+12/+7 (1d4+2/19–20) Ranged +1 light crossbow +19 (1d8+1/19–20) Special Attacks favored enemy (evil outsiders +6, magical beasts +2, undead +2) Ranger Spells Prepared (CL 10th; concentration +12) 3rd—cure moderate wounds 2nd—barkskin, bear’s endurance, protection from energy 1st—delay poison, longstrider, resist energy (2) TACTICS Before Combat The ranger casts barkskin, bear’s endurance, delay poison, longstrider, protection from energy (fire), and resist energy (electricity). During Combat If fighting demons or devils, the ranger applies oil of bless weapon to one weapon and drinks her potion of heroism. Base Statistics Without barkskin, bear’s endurance, delay poison, longstrider, protection from energy, and resist energy, the ranger’s statistics are AC 24, touch 16, flat-footed 18; hp 99; Fort +10; Immune sleep; Resist none; Speed 30; Con 12; Skills Acrobatics +15. STATISTICS Str 14, Dex 21, Con 16, Int 10, Wis 14, Cha 8 Base Atk +13; CMB +15; CMD 31 Feats Dodge, Double Slice, Endurance, Greater Two-Weapon Fighting, Improved Critical (rapier), Improved Two-Weapon Fighting, Improved Vital Strike, Skill Focus (Perception), Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Finesse Skills Acrobatics +15 (+19 when jumping), Knowledge (nature) +13, Knowledge (planes) +10, Linguistics +3, Perception +26, Ride +12, Stealth +21, Survival +18, Swim +10 Languages Abyssal, Celestial, Common, Elven, Infernal SQ camouflage, elf blood, favored terrain (Abyss +4, underground +4, urban +2), hunter’s bond (companions), quarry, swift tracker, track +6, wild empathy +12, woodland stride Combat Gear oil of bless weapon (2), potions of cure serious wounds (2), potion of heroism, potions of invisibility (2), +1 evil outsider- bane bolts (5), holy water (4); Other Gear +2 mithral breastplate, +1 cold iron rapier, +1 light crossbow with 15 bolts, +1 silver dagger, belt of incredible dexterity +2, cloak of resistance +1, 772 gp 136 136 Init +5; Senses darkvision 60 ft.; Perception +19 DEFENSE AC 27, touch 14, flat-footed 25 (+6 armor, +2 deflection, +1 Dex, +1 dodge, +4 natural, +3 shield) hp 130 (14d10+49) Fort +14, Ref +12, Will +8 Defensive Abilities evasion, orc ferocity; Immune fire (120 points); Resist electricity 30 OFFENSE Speed 40 ft. Melee +1 scimitar +18/+13/+8 (1d6+6/15–20), +2 light shield +21/+16 (1d3+7 plus bull rush) Ranged mwk composite longbow +16/+11/+6 (1d8+5/×3) Special Attacks favored enemy (animals +2, humans +4, magical beasts +4) Ranger Spells Prepared (CL 11th; concentration +13) 4th—freedom of movement 3rd—neutralize poison 2nd—barkskin, protection from energy, wind wall 1st—endure elements, longstrider, pass without trace, resist energy TACTICS Before Combat The ranger casts barkskin, endure elements, freedom of movement, longstrider, pass without trace, protection from energy (fire), and resist energy (electricity). During Combat The ranger casts wind wall to separate foes, then uses Improved Shield Bash to manipulate positioning. Base Statistics Without barkskin, longstrider, protection from energy, and resist energy, the ranger’s statistics are AC 23, touch 14, flat-footed 21; Immune none; Resist none; Speed 30 ft.; Skills Acrobatics +11. STATISTICS Str 20, Dex 13, Con 16, Int 10, Wis 14, Cha 8 Base Atk +14; CMB +19; CMD 33 Feats Blind-Fight, Dodge, Double Slice, Endurance, Improved Critical (scimitar), Improved Initiative, Improved Shield Bash, Improved Two-Weapon Fighting, Power Attack, Shield Master, Shield Slam, Two-Weapon Fighting Skills Acrobatics +11 (+15 when jumping), Climb +13, Diplomacy +4, Handle Animal +7, Heal +10, Intimidate +1, Knowledge (geography) +8, Knowledge (nature) +13, Perception +19, Ride +9, Sense Motive +5, Stealth +18, Survival +15 Languages Common, Orc SQ camouflage, favored terrain (desert +6, mountain +2, urban +2), hunter’s bond (companions), orc blood, quarry, swift tracker, track +7, weapon familiarity, wild empathy +13, woodland stride Combat Gear potions of cure serious wounds (2), potion of fly, potion of haste, scrolls of neutralize poison (2), wand of cure moderate wounds (20 charges); Other Gear +2 chain shirt, +2 light wooden shield, +1 scimitar, masterwork composite longbow (+5 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +2, ring of protection +2, 981 gp The desert stalker snares his prey and bleeds it dry. ARKESH Arkesh loves the desert, its people, and their traditions, and hates those who would change or exploit any of these. He might let a water caravan run by foreigners pass, but would kill a similar group bringing exotic goods to tempt desert people into strange new ways. Combat Encounters: Arkesh attacks the PCs for a perceived affront to his territory or traditions. Roleplaying Suggestions: If PCs respect the desert, Arkesh might rescue them during a sandstorm, guide them past a dangerous monster, or explain in detail the hazards of the wilds. DESERT STALKER CR 13 HALF-ORC RANGER 14 XP 25,600 Medium humanoid (human, orc) LE 137 137 CR 12 13 CORE CLASSES RANGERS Init +7; Senses darkvision 60 ft.; Perception +20 DEFENSE AC 26, touch 14, flat-footed 23 (+6 armor, +1 deflection, +3 Dex, +5 natural, +1 shield) hp 112 (15d10+25) Fort +13, Ref +17, Will +12 Defensive Abilities evasion, orc ferocity; Immune cold (120 points); Resist electricity 30, fire 30 OFFENSE Speed 40 ft. Melee +1 good outsider-bane orc double axe +21/+16/+11 (1d8+7/19–20/×3), +1 orc double axe +21/+16/+11 (1d8+7/19–20/×3) Ranged mwk composite longbow +19/+14/+9 (1d8+6/×3) Special Attacks favored enemy (elves +2, good outsiders +8, humans +2, magical beasts +2) Ranger Spells Prepared (CL 12th; concentration +14) 4th—freedom of movement 3rd—cure moderate wounds, neutralize poison 2nd—barkskin, cat’s grace, protection from energy 1st—longstrider, pass without trace, resist energy (2) TACTICS Before Combat The ranger casts barkskin, cat’s grace, freedom of movement, longstrider, pass without trace, protection from energy (cold), and resist energy (electricity, fire). During Combat The ranger uses her bow against flying targets, but prefers melee and uses a potion of fly if her prey won’t land. Base Statistics Without barkskin, cat’s grace, longstrider, protection from energy, and resist energy, the ranger’s statistics are Init +5; AC 19, touch 12, flat-footed 18; Ref +15; Immune none; Resist none; Speed 30 ft.; Ranged mwk composite longbow +17/+12/+7 (1d8+6/×3); Dex 13; CMD 33; Skills Ride +8, Stealth +18. STATISTICS Str 22, Dex 17, Con 12, Int 10, Wis 14, Cha 8 Base Atk +15; CMB +21; CMD 35 Feats Double Slice, Endurance, Greater Two-Weapon Fighting, Improved Critical (orc double axe), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Lightning Reflexes, Point-Blank Shot, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (orc double axe) Skills Bluff +7, Climb +18, Intimidate +1, Knowledge (nature) +13, Knowledge (planes) +10, Linguistics +2, Perception +20, Ride +10, Stealth +20, Survival +15, Swim +18 Languages Abyssal, Celestial, Common, Orc SQ camouflage, favored terrain (Heaven +6, mountain +2, urban +2), hunter’s bond (companions), orc blood, quarry, swift tracker, track +7, weapon familiarity, wild empathy +14, woodland stride Combat Gear +1 good outsider-bane arrows (10), potions of cure serious wounds (2), potions of fly (2), potions of restoration (2), ring of feather falling, wand of cure light wounds (50 charges); Other Gear +3 studded leather, +1 good outsider-bane/+1 orc double axe, masterwork composite longbow (+6 Str) with 10 arrows, belt of giant strength +2, cloak of resistance +3, ring of protection +1, 895 gp An angel slayer decries false gods and their messengers. WRATHACK Wrathack doesn’t tolerate preaching about goodness or the benign nature of the gods. She decorates her clothing with bloody feathers from angel wings as a warning to any who dare speak lies about hope, kindness, and salvation. ANGEL SLAYER CR 14 HALF-ORC RANGER 15 XP 38,400 Medium humanoid (human, orc) CE 138 138 Combat Gear necklace of fireballs (type I), potion of blur, potion of bull’s strength, potions of cure serious wounds (2), potions of hide from undead (5), potions of lesser restoration (2), silversheen, alchemical silver arrows (20), holy water (4); Other Gear +2 chain shirt, +1 holy scimitar, +1 undead-bane light hammer, masterwork composite longbow (+5 Str) with 20 arrows, belt of mighty constitution +2, cloak of resistance +3, ring of protection +2, 743 gp An undead slayer’s sole purpose is to destroy undead. SEIJAL NIGHTBANE With a combination of relentless determination and cold efficiency, Seijal seeks out places where undead are known to lurk, attracts their attention, then destroys any that crawl forth. UNDEAD SLAYER CR 15 HUMAN RANGER 16 XP 51,200 Medium humanoid (human) LG Init +2; Senses Perception +21 DEFENSE AC 25, touch 14, flat-footed 23 (+6 armor, +2 deflection, +2 Dex, +5 natural) hp 132 (16d10+40) Fort +17, Ref +15, Will +10 Defensive Abilities improved evasion; Immune cold (120 points), fire (120 points), poison; Resist electricity 30 OFFENSE Speed 40 ft. Melee +1 holy scimitar +21/+16/+11/+6 (1d6+6/18–20), +1 undead-bane light hammer +21/+16/+11 (1d4+6) Ranged mwk composite longbow +19/+14/+9/+4 (1d8+5/×3) Special Attacks favored enemy (aberrations +2, evil outsiders +2, humans +2, undead +8) Ranger Spells Prepared (CL 13th; concentration +15) 4th—freedom of movement 3rd—remove disease (2) 2nd—barkskin, owl’s wisdom, protection from energy (2) 1st—calm animals, delay poison, longstrider, resist energy TACTICS Before Combat The ranger casts barkskin, delay poison, freedom of movement, longstrider, protection from energy (cold, fire), and resist energy (electricity). During Combat The ranger allows herself to be surrounded by weak undead so she can use Great Cleave and Power Attack. Base Statistics Without barkskin, delay poison, longstrider, protection from energy, and resist energy, the ranger’s statistics are AC 20, touch 14, flat-footed 18; Immune none; Resist none; Speed 30 ft.; Skills Acrobatics +17. STATISTICS Str 20, Dex 14, Con 14, Int 10, Wis 14, Cha 8 Base Atk +16; CMB +21; CMD 35 Feats Cleave, Double Slice, Endurance, Great Fortitude, Greater Two- Weapon Fighting, Improved Two-Weapon Fighting, Improved Vital Strike, Point-Blank Shot, Power Attack, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus (light hammer, scimitar) Skills Acrobatics +17 (+21 when jumping), Climb +13, Heal +15, Knowledge (dungeoneering) +8, Knowledge (local, planes) +5, Knowledge (nature) +6, Knowledge (religion) +15, Perception +21, Perform (string) +1, Ride +10, Spellcraft +13, Stealth +21, Survival +15, Swim +13 Languages Common SQ camouflage, favored terrain (forest +2, underground +4, urban +4), hunter’s bond (companions), quarry, swift tracker, track +8, wild empathy +15, woodland stride 139 139 CR 14 15 CORE CLASSES RANGERS Init +7; Senses darkvision 60 ft., low-light vision; Perception +21 DEFENSE AC 33, touch 19, flat-footed 26 (+9 armor, +2 deflection, +6 Dex, +1 dodge, +5 natural) hp 142 (17d10+44) Fort +15, Ref +20, Will +9; +2 vs. enchantments Defensive Abilities improved evasion; Immune poison, sleep OFFENSE Speed 40 ft. Melee +1 elven curve blade +20/+15/+10/+5 (1d10+4/18–20) Ranged +2 composite longbow +26/+21/+16/+11 (1d8+4/19–20/×3) Special Attacks favored enemy (animals +2, dragons +4, giants +4, magical beasts +4) Ranger Spells Prepared (CL 14th; concentration +15) 3rd—darkvision, neutralize poison 2nd—barkskin, bear’s endurance, protection from energy, snare 1st—delay poison, hide from animals, longstrider, pass without trace, resist energy TACTICS Before Combat The ranger casts barkskin, bear’s endurance, darkvision, delay poison, longstrider, and pass without trace. During Combat The ranger prefers ranged combat. He uses Deadly Aim with Rapid Shot, hoping to also use Tiring Critical. Base Statistics Without barkskin, bear’s endurance, darkvision, delay poison, and longstrider, the ranger’s statistics are Senses low-light vision; AC 28, touch 19, flat-footed 21; hp 108; Fort +13; Immune sleep; Speed 30 ft.; Con 11; Skills Acrobatics +23. STATISTICS Str 14, Dex 24, Con 15, Int 10, Wis 13, Cha 10 Base Atk +17; CMB +19; CMD 39 Feats Critical Focus, Deadly Aim, Dodge, Endurance, Improved Critical (composite longbow), Manyshot, Mobility, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Shot on the Run, Spring Attack, Tiring Critical Skills Acrobatics +23 (+27 when jumping), Climb +9, Handle Animal +8, Knowledge (arcana, local) +10, Knowledge (nature) +13, Perception +21, Ride +11, Stealth +26, Survival +21, Swim +5 Languages Common, Elven SQ camouflage, elven magic, favored terrain (forest +2, mountain +4, plains +4), hide in plain sight, hunter’s bond (companions), quarry, swift tracker, track +8, weapon familiarity, wild empathy +17, woodland stride Combat Gear +1 dragon-bane arrows (5), +1 giant-bane arrows (5), +1 magical beast-bane arrows (5); potions of displacement (2), potions of fly (2), potions of haste (2), scroll of commune with nature, wand of cure moderate wounds (20 charges); Other Gear +3 mithral breastplate, +1 elven curve blade, +2 composite longbow (+2 Str) with 60 arrows, belt of incredible dexterity +4, boots of elvenkind, cloak of resistance +3, efficient quiver, ring of feather falling, ring of protection +2, 1,380 gp The daredevil hunter seeks the largest and most dangerous creatures for trophy kills. THALION SKYTALE Thalion thinks of himself as the world’s greatest big game hunter. He spends days—even weeks—tracking creatures he intends to slay, and sometimes hires his services to areas plagued by marauding giants or dragons. If he mistakenly attacks an animal companion or eidolon, he apologizes and asks to duel the creature to test his skills. DAREDEVIL HUNTER CR 16 ELF RANGER 17 XP 76,800 Medium humanoid (elf) CN 140 140 hunter’s bond (companions), quarry, swift tracker, track +9, wild empathy +16, woodland stride Combat Gear boots of speed; Other Gear +4 mithral breastplate, +2/+2 dwarven urgrosh, +1 heavy crossbow with 10 bolts, bag of holding (type I), belt of giant strength +4, cloak of resistance +2, golembane scarab, ring of protection +3, 1,600 gp A golem-breaker makes a ruin of constructs, clockworks, and complex devices. ESHEYNA Esheyna has always had a knack for spotting the weak points in structures, a talent she has long put to use to sabotage enemy siege engines. Now a legendary mercenary, she enjoys bashing apart teams of iron golems just to see how they’re supposed to fit together. Combat Encounters: Esheyna might battle the PCs for control of an ancient juggernaut just so she has bragging rights about destroying it. Roleplaying Suggestions: Esheyna offers advice and assistance to the PCs about ancient war machines or clockwork invaders from another plane. GOLEM-BREAKER CR 17 DWARF RANGER 18 XP 102,400 Medium humanoid (dwarf) LN Init +6; Senses darkvision 60 ft.; Perception +20 DEFENSE AC 31, touch 16, flat-footed 28 (+10 armor, +3 deflection, +2 Dex, +1 dodge, +5 natural) hp 203 (18d10+100) Fort +18, Ref +15, Will +10; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved evasion; Immune fire (120 points), poison; Resist electricity 30 OFFENSE Speed 30 ft. Melee +2 dwarven urgrosh +25/+20/+15/+10 (1d8+8/19–20/×3), +2 dwarven urgrosh +25/+20/+15 (1d6+8/19–20/×3) Ranged +1 heavy crossbow +21 (1d10+1/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemy (constructs +8, elves +2, goblinoids +2, oozes +2) Ranger Spells Prepared (CL 15th; concentration +17) 4th—cure serious wounds, freedom of movement 3rd—cure moderate wounds, water walk 2nd—barkskin, bear’s endurance, protection from energy, wind wall 1st—delay poison, detect snares and pits (2), longstrider, resist energy TACTICS Before Combat The ranger casts barkskin, bear’s endurance, delay poison, longstrider, protection from energy (fire), and resist energy (electricity). During Combat The ranger uses Mobility and Spring Attack to overcome enemy reach, and Greater Vital Strike to make devastating single blows. Base Statistics Without barkskin, bear’s endurance, delay poison, freedom of movement, longstrider, protection from energy, and resist energy, the ranger’s statistics are AC 26, touch 16, flat-footed 23; hp 167; Fort +16; Immune none; Resist none; Speed 20 ft.; Con 16. STATISTICS Str 22, Dex 14, Con 20, Int 10, Wis 14, Cha 6 Base Atk +18; CMB +24; CMD 40 (44 vs. bull rush or trip) Feats Dodge, Double Slice, Endurance, Greater Two-Weapon Fighting, Greater Vital Strike, Improved Critical (dwarven urgrosh), Improved Initiative, Improved Two-Weapon Fighting, Improved Vital Strike, Mobility, Spring Attack, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus (dwarven urgrosh) Skills Acrobatics +19, Climb +14, Heal +10, Knowledge (arcana) +15, Knowledge (dungeoneering) +18, Knowledge (engineering) +10, Knowledge (geography, nature) +8, Perception +20 (+22 to notice unusual stonework), Stealth +12, Survival +15, Swim +9 Languages Common, Dwarven SQ camouflage, favored terrain (forest +2, mountain +4, underground +4, urban +4), hide in plain sight, 141141 CR 16 17 CORE CLASSES RANGERS Combat Gear +1 elf-bane arrows (5), +1 flaming arrows (5), +1 gnome-bane arrows (5), +1 human-bane arrows (10), +1 shock arrows (5), chime of interruption, potions of invisibility (2), wand of cure serious wounds (20 charges); Other Gear +4 mithral breastplate, +1 frost longbow with 20 arrows, +1 greataxe, bag of holding (type I), belt of incredible dexterity +4, cloak of resistance +4, ring of protection +3, diamond dust for nondetection (worth 50 gp), 2,574 gp A mage hunter thrills at killing sorcerers and wizards. Knowing how to circumvent their hated spells, he casts nondetection every day to deter pursuit and scrying. MAGE HUNTER CR 18 HUMAN RANGER 19 XP 153,600 Medium humanoid (human) CE Init +11; Senses darkvision 60 ft.; Perception +24 DEFENSE AC 34, touch 19, flat-footed 28 (+10 armor, +3 deflection, +5 Dex, +1 dodge, +5 natural) hp 195 (19d10+86) Fort +19, Ref +24, Will +14 Defensive Abilities improved evasion, nondetection; Immune electricity (120 points), fire (120 points), poison; Resist cold 30, electricity 30, fire 30 OFFENSE Speed 40 ft. Melee +1 greataxe +21/+16/+11/+6 (1d12+2/×3) Ranged +1 frost longbow +27/+22/+17/+12 (1d8+1/19–20/×3 plus 1d6 cold) Special Attacks favored enemy (elves +6, gnomes +2, humans +4, magical beasts +2) Ranger Spells Prepared (CL 16th; concentration +18) 4th—freedom of movement, nondetection 3rd—darkvision, neutralize poison, repel vermin 2nd—barkskin, bear’s endurance, protection from energy (2) 1st—delay poison, longstrider, resist energy (3) TACTICS Before Combat The ranger casts barkskin, bear’s endurance, darkvision, delay poison, freedom of movement, longstrider, nondetection, protection from energy (electricity, fire), and resist energy (cold, electricity, fire). During Combat The ranger slays spellcasters with bane arrows. He rings his chime of interruption to hamper spellcasting. Base Statistics Without barkskin, bear’s endurance, darkvision, longstrider, nondetection, protection from energy, and resist energy, the ranger’s statistics are Senses normal; hp 157; Fort +17; Defensive Abilities improved evasion; Immune none; Resist none; Speed 30 ft.; Con 14; Skills Acrobatics +22. STATISTICS Str 12, Dex 24, Con 18, Int 10, Wis 14, Cha 8 Base Atk +19; CMB +20; CMD 41 Feats Critical Focus, Deadly Aim, Dodge, Endurance, Improved Critical (longbow), Improved Initiative, Improved Iron Will, Improved Precise Shot, Iron Will, Lightning Reflexes, Manyshot, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Staggering Critical, Stunning Critical Skills Acrobatics +22 (+26 when jumping), Climb +14, Handle Animal +7, Heal +10, Knowledge (arcana, local) +10, Knowledge (dungeoneering, geography) +8, Knowledge (history) +5, Knowledge (nature) +7, Linguistics +1, Perception +24, Ride +14, Spellcraft +13, Stealth +29, Survival +15, Swim +9 Languages Common, Draconic SQ camouflage, favored terrain (forest +4, plains +2, underground +2, urban +6), hide in plain sight, hunter’s bond (companions), improved quarry, swift tracker, track +9, wild empathy +18, woodland stride 142 142 Combat Gear +1 anarchic arrows (5), boots of speed, +1 flaming arrows (5), +1 frost arrows (5), +1 shock arrows (5), +1 unholy arrows (5), potions of cure serious wounds (2), potions of delay poison (2), scroll of neutralize poison, adamantine arrows (5), purple worm poison (2), smokesticks (5), tanglefoot bags (5); Other Gear +4 mithral chain shirt, +2 longsword, oathbow (+6 Str) with 30 arrows, belt of physical might +4 (Str, Dex), cloak of resistance +5, efficient quiver, ring of protection +3, ring of sustenance, 4,195 gp Supreme hunters stalk and kill anything they choose. Most of them are so skilled they need to keep looking for tougher targets just to feel challenged. SUPREME HUNTER CR 19 HUMAN RANGER 20 XP 204,800 Medium humanoid (human) CE Init +9; Senses darkvision 60 ft.; Perception +25 DEFENSE AC 31, touch 18, flat-footed 26 (+8 armor, +3 deflection, +4 Dex, +1 dodge, +5 natural) hp 184 (20d10+70) Fort +20, Ref +22, Will +13 Defensive Abilities improved evasion; Immune fire (120 points), poison; Resist cold 30 OFFENSE Speed 40 ft. Melee +2 longsword +28/+23/+18/+13 (1d8+11/19–20) Ranged oathbow +28/+23/+18/+13 (1d8+8/19–20/×3) Special Attacks favored enemy (dwarves +4, elves +4, gnomes +2, humans +6, orcs +2) Ranger Spells Prepared (CL 17th; concentration +19) 4th—commune with nature, freedom of movement, tree stride 3rd—darkvision, neutralize poison, remove disease 2nd—barkskin, bear’s endurance, protection from energy, snare, spike growth 1st—alarm, endure elements, longstrider, pass without trace, resist energy TACTICS Before Combat The ranger casts barkskin, bear’s endurance, darkvision, freedom of movement, longstrider, pass without trace, protection from energy (fire), resist energy (cold), and tree stride. During Combat The ranger swears to kill one target with his oathbow, using his boots of speed and feats to gain extra attacks. Against dangerous foes, he uses poison. Base Statistics Without barkskin, bear’s endurance, darkvision, longstrider, protection from energy, and resist energy, the ranger’s statistics are Senses normal; AC 26, touch 18, flat-footed 21; hp 144; Fort +18; Immune none; Resist none; Speed 30 ft.; Con 12; Skills Acrobatics +15. STATISTICS Str 22, Dex 20, Con 16, Int 11, Wis 14, Cha 8 Base Atk +20; CMB +26; CMD 45 Feats Bleeding Critical, Blinding Critical, Combat Reflexes, Critical Focus, Deadly Aim, Dodge, Endurance, Improved Critical (composite longbow), Improved Initiative, Improved Precise Shot, Manyshot, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Weapon Focus (composite longbow) Skills Acrobatics +15 (+19 when jumping), Climb +19, Handle Animal +12, Heal +15, Knowledge (dungeoneering) +8, Knowledge (geography) +13, Knowledge (nature) +18, Knowledge (planes) +5, Perception +25, Ride +18, Stealth +28, Survival +25, Swim +14 Languages Common SQ camouflage, favored terrain (desert +2, forest +2, mountain +4, plains +6), hide in plain sight, hunter’s bond (companions), improved quarry, swift tracker, track +10, wild empathy +19, woodland stride 143 143 CR 18 19 CORE CLASSES RANGERS Init +7; Senses Perception +3 DEFENSE AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 10 (1d8+2) Fort +1, Ref +5, Will –1 OFFENSE Speed 30 ft. Melee short sword +3 (1d6+2/19–20) Ranged dagger +3 (1d4+2/19–20) Special Attacks sneak attack +1d6 TACTICS Before Combat The rogue hides so he can use sneak attack. During Combat The rogue continues to engage his initial opponent in melee, or throws acid if all his opponents are at range. STATISTICS Str 14, Dex 17, Con 13, Int 10, Wis 8, Cha 12 Base Atk +0; CMB +2; CMD 15 Feats Improved Initiative, Weapon Finesse Skills Acrobatics +7, Climb +6, Disable Device +7, Escape Artist +7, Knowledge (local) +4, Perception +3, Sleight of Hand +7, Stealth +7, Swim +6 Languages Common SQ trapfinding +1 Combat Gear potion of cure light wounds, acid (2), smokestick, tanglefoot bag; Other Gear masterwork studded leather, daggers (5), short sword, thieves’ tools, 25 gp The cutpurse is a dirty sneak who uses surprise and stealth to rob unsuspecting victims. AVEM THE BLADE A young tough trying to make a name for himself, Avem prefers robbery and burglary to outright murder—but isn’t afraid to kill. Combat Encounters: Avem might target a solitary PC in a dangerous part of town, or may be the leader of a gang of unskilled thugs. Roleplaying Suggestions: Avem is skilled at many kinds of theft, and can be hired to commit petty larceny or create a distraction at reasonable rates. Init +2; Senses darkvision 60 ft.; Perception +6 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 19 (2d8+7) Fort +1, Ref +5, Will +1 Defensive Abilities evasion, orc ferocity OFFENSE Speed 30 ft. Melee mwk greataxe +5 (1d12+4/�3) Ranged shortspear +3 (1d6+3) Special Attacks sneak attack +1d6 TACTICS During Combat The rogue charges at the nearest foe. STATISTICS Str 17, Dex 14, Con 13, Int 8, Wis 12, Cha 10 Base Atk +1; CMB +4; CMD 16 Feats Toughness Skills Acrobatics +5, Climb +6, Intimidate +7, Perception +6, Ride +2, Sense Motive +6, Stealth +5 Languages Common, Orc SQ orc blood, rogue talents (bleeding attack +1), trapfinding +1, weapon familiarity Combat Gear potions of cure light wounds (2), potion of disguise self, potion of divine favor, potion of feather fall, potion of hide from undead; Other Gear chain shirt, masterwork greataxe, shortspear, 59 gp The skulking brute extorts illegal tolls from travelers, attacking those who refuse to pay. BLARTA Blarta is a bully, and prefers intimidation to fighting, since it requires less work from him. Combat Encounters: Blarta might harass the PCs on the road or scout for bandits. Roleplaying Suggestions: Blarta sees a lot of people on the road, and may know things of interest to the PCs. For the right price, he might even be persuaded to join them, though he’s unreliable at best. CUTPURSE CR 1/2 HUMAN ROGUE 1 XP 200 Medium humanoid (human) NE SKULKING BRUTE CR 1 HALF-ORC ROGUE 2 XP 400 Medium humanoid (human, orc) CE 144 144 Init +3; Senses low-light vision; Perception +11 DEFENSE AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 23 (3d8+6) Fort +3, Ref +6, Will +1; +2 vs. enchantments Defensive Abilities evasion, trap sense +1; Immune sleep OFFENSE Speed 30 ft. Melee rapier +3 (1d6+1/18–20) Ranged mwk composite longbow +6 (1d8+1/×3) Special Attacks sneak attack +2d6 TACTICS Before Combat The rogue picks a perch that’s hard to reach and waits for targets to come into range. During Combat The rogue uses her sleep arrow against ranged attackers or anyone she needs to keep alive. STATISTICS Str 12, Dex 17, Con 14, Int 13, Wis 10, Cha 8 Base Atk +2; CMB +3; CMD 16 Feats Point-Blank Shot, Precise Shot, Skill Focus (Perception) Skills Acrobatics +9, Climb +7, Disguise +5, Escape Artist +9, Perception +11, Perform (wind) +5, Ride +6, Stealth +9, Survival +3, Swim +7 Languages Common, Dwarven, Elven SQ elf blood, rogue talents (surprise attack), trapfinding +1 Combat Gear oil of magic weapon (2), potion of cure moderate wounds, potion of invisibility, sleep arrow; Other Gear masterwork studded leather, masterwork composite longbow with 20 arrows, rapier, 73 gp The skilled sniper waits for the perfect opportunity to strike. DIATA THE POACHER Diata specializes in capturing live targets, such as exotic animals or escaped criminals. She doesn’t care what she hunts, captures, or kills as long as she’s paid on time. Combat Encounters: Diata may be hired to capture PCs or their animal companions. Roleplaying Suggestions: Diata avoids dungeons, but can be hired as a scout or sniper in an outdoor fight. Init +2; Senses Perception +8 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 21 (4d8) Fort +1, Ref +6, Will +2 Defensive Abilities evasion, trap sense +1, uncanny dodge OFFENSE Speed 30 ft. Melee mwk rapier +3 (1d6–1/18–20) Ranged light crossbow +5 (1d8/19–20) Special Attacks sneak attack +2d6 Rogue Spell-Like Abilities (CL 4th, concentration +5) 3/day—prestidigitation 2/day—disguise self TACTICS Before Combat Using Bluff or Disguise, the rogue avoids combat. During Combat The rogue uses Improved Feint to make sneak attacks while trying to escape. STATISTICS Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 18 Base Atk +3; CMB +2; CMD 14 Feats Combat Expertise, Deceitful, Improved Feint Skills Bluff +13, Diplomacy +11, Disable Device +9, Disguise +13, Heal +3, Knowledge (local) +8, Perception +8, Perform (sing) +9, Sense Motive +8, Sleight of Hand +9, Stealth +9, Use Magic Device +11 Languages Common, Elven SQ rogue talents (major magic, minor magic), trapfinding +2 Combat Gear potion of cure moderate wounds, scroll of bless, scroll of burning hands, scroll of cure light wounds, scroll of magic missile, alchemist’s fire (2), holy water, thunderstone; Other Gear +1 studded leather, light crossbow with 10 bolts, masterwork rapier, disguise kit, everburning torch, healer’s kit, thieves’ tools, wizard’s spellbook, wooden holy symbol, 129 gp Using tricks, the charlatan imitates a mage, a priest, or an official. EZEKARI Quick-witted Ezekari cons people by pretending she’s a spellcaster, picking up useful information in the process. SKILLED SNIPER CR 2 HALF-ELF ROGUE 3 XP 600 Medium humanoid (elf, human) CN CHARLATAN CR 3 HUMAN ROGUE 4 XP 800 Medium humanoid (human) CN 145 145 CR 1/2 1 2 3 CORE CLASSES ROGUES Init +3; Senses darkvision 60 ft., Perception +11 DEFENSE AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 54 (6d8+24) Fort +5, Ref +8, Will +4; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion, trap sense +2, uncanny dodge OFFENSE Speed 20 ft. Melee mwk short sword +6 (1d6+1/19–20) Ranged +1 light crossbow +9 (1d8+1/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, sneak attack +3d6 TACTICS Before Combat The rogue prefers to find an elevated spot so she can shoot opponents while they waste time climbing to her. During Combat The rogue uses Rapid Shot, making the most of Point Blank Shot and her darkvision. STATISTICS Str 13, Dex 16, Con 16, Int 10, Wis 14, Cha 6 Base Atk +4; CMB +5; CMD 18 (22 vs. bull rush or trip) Feats Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Weapon Focus (light crossbow) Skills Acrobatics +12 (+8 when jumping), Climb +12, Escape Artist +12, Knowledge (dungeoneering) +9, Perception +11 (+13 to notice unusual stonework), Stealth +12, Survival +8, Swim +10 Languages Common, Dwarven SQ rogue talents (combat trick, resiliency, weapon training), trapfinding +3 Combat Gear potion of cure moderate wounds, potions of spider climb (2), alchemist’s fire (2); Other Gear +1 studded leather, +1 light crossbow with 20 bolts, masterwork short sword, climber’s kit, 308 gp The cave stalker is an experienced spelunker and treasure hunter. GALETH REDBEARD Galeth is dour, even for a dwarf, and rarely speaks unless questioned. Combat Encounters: Galeth might be a solitary hunter, the lead member of an underground army, or part of a unit of guards wielding crossbows. Roleplaying Suggestions: Galeth could be discovered barely alive, stuck in a dungeon trap. GUILD INITIATE CR 4 HALFLING ROGUE 5 XP 1,200 Small humanoid (halfling) LE CAVE STALKER CR 5 DWARF ROGUE 6 XP 1,600 Medium humanoid (dwarf) LN Init +8; Senses Perception +9 DEFENSE AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size) hp 41 (5d8+15) Fort +4, Ref +11, Will +1; +2 vs. fear Defensive Abilities evasion, trap sense +1, uncanny dodge OFFENSE Speed 20 ft. Melee +1 short sword +9 (1d4+1/19–20) Ranged mwk hand crossbow +9 (1d3/19–20) Special Attacks sneak attack +3d6 TACTICS During Combat The rogue uses surprise and flanking to make sneak attacks, as well as his slow reactions rogue talent. STATISTICS Str 10, Dex 18, Con 14, Int 10, Wis 8, Cha 15 Base Atk +3; CMB +2; CMD 16 Feats Improved Initiative, Lightning Reflexes, Point-Blank Shot, Weapon Finesse Skills Acrobatics +14 (+10 when jumping), Bluff +10, Climb +10, Disable Device +14, Knowledge (local) +8, Perception +9, Sleight of Hand +12, Stealth +16 Languages Common, Halfling SQ rogue talents (finesse rogue, slow reactions), trapfinding +2 Combat Gear potions of cure light wounds (2), potion of invisibility; Other Gear masterwork studded leather, +1 short sword, masterwork hand crossbow with 20 bolts, masterwork thieves’ tools, tindertwig (5), 60 gp The guild initiate is a rogue who is still seeking to prove his worth to a thieves’ guild. FELIX THE TWIG Felix is an accomplished burglar who always chews on a tindertwig for luck. Combat Encounters: Felix might be part of a team of young footpads or a lookout for a larger job. Roleplaying Suggestions: Felix is a good contact within a thieves’ guild. 146 146 Init +7; Senses low-light vision; Perception +14 DEFENSE AC 19, touch 16, flat-footed 15 (+3 armor, +1 deflection, +3 Dex, +1 dodge, +1 size) hp 63 (8d8+24) Fort +6, Ref +12, Will +4; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion, improved uncanny dodge, trap sense +2 OFFENSE Speed 20 ft. Melee mwk dagger +7/+2 (1d3–1/19–20) Ranged mwk light crossbow +11 (1d6/19–20) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, sneak attack +4d6 TACTICS During Combat The rogue uses her crossbow to make direct attacks. STATISTICS Str 8, Dex 16, Con 16, Int 14, Wis 12, Cha 10 Base Atk +6; CMB +4; CMD 19 Feats Dodge, Improved Initiative, Lightning Reflexes, Skill Focus (Craft [traps]) Skills Acrobatics +14 (+10 when jumping), Bluff +11, Climb +10, Craft (traps) +20, Disable Device +19, Escape Artist +14, Knowledge (dungeoneering) +13, Knowledge (engineering) +10, Perception +14, Stealth +18, Use Magic Device +11 Languages Common, Draconic, Dwarven, Gnome, Sylvan SQ rogue talents (ledge walker, quick disable, resiliency, trap spotter), trapfinding +4 Combat Gear potion of cure moderate wounds, scroll of knock, wand of detect magic (20 charges); Other Gear mwk studded leather, mwk dagger, mwk light crossbow with 10 bolts, cloak of resistance +1, goggles of minute seeing, ring of protection +1, mwk artisan’s tools, thieves’ tools, 577 gp This rogue excels at building, setting, and bypassing traps. FREELANCE THIEF CR 6 HUMAN ROGUE 7 XP 2,400 Medium humanoid (human) NE TRAPSMITH CR 7 GNOME ROGUE 8 XP 3,200 Small humanoid (gnome) NE Init +4; Senses Perception +10 DEFENSE AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge) hp 42 (7d8+7) Fort +4, Ref +10, Will +3 Defensive Abilities evasion, trap sense +2, uncanny dodge OFFENSE Speed 30 ft. Melee +1 rapier +10 (1d6+3/18–20) Ranged mwk light crossbow +10 (1d8/19–20) Special Attacks sneak attack +4d6 TACTICS During Combat The rogue uses Spring Attack and Combat Expertise. STATISTICS Str 14, Dex 18, Con 12, Int 13, Wis 10, Cha 8 Base Atk +5; CMB +7; CMD 22 Feats Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Finesse Skills Acrobatics +14, Bluff +9, Climb +12, Diplomacy +9, Disable Device +14, Disguise +9, Knowledge (local) +11, Perception +10, Sense Motive +10, Sleight of Hand +14, Stealth +14 Languages Common, Halfling SQ rogue talents (bleeding attack +4, fast stealth, stand up), trapfinding +3 Combat Gear potion of cure moderate wounds, potion of invisibility, tanglefoot bag; Other Gear +1 studded leather, +1 rapier, masterwork light crossbow with 20 bolts, cloak of resistance +1, thieves’ tools, 489 gp The freelance thief sells his loyalty for gold. HAL FIVE-COINS Hal is an arrogant but skilled thief whose nickname comes from his habit of juggling gold coins. Many guilds have a price on his head. Combat Encounters: Hal might be found while rigging an accident, stealing, or planting evidence. Roleplaying Suggestions: Because he’s willing to work for anyone, Hal might end up on the same side as the PCs. 147 147 CR 4 5 6 7 CORE CLASSES ROGUES Init +4; Senses low-light vision; Perception +13 DEFENSE AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex) hp 53 (9d8+9) Fort +4, Ref +10, Will +2; +2 vs. enchantments Defensive Abilities evasion, improved uncanny dodge, trap sense +3; Immune sleep OFFENSE Speed 30 ft. Melee +1 rapier +11/+6 (1d6+1/18–20) Ranged dagger +10/+5 (1d4/19–20) Special Attacks sneak attack +5d6 TACTICS Before Combat The rogue understands that fighting and killing raises too many questions, and thus uses Diplomacy and Bluff to avoid combat and maintain his cover if at all possible. During Combat The rogue prefers to use sneak attacks and disarm combat maneuvers against his opponents, and flees if he can get away safely. If any who are present can identify him as a spy—or if their continued existence is against the interests of his shadowy paymasters—he strikes to kill. STATISTICS Str 10, Dex 18, Con 12, Int 14, Wis 8, Cha 14 Base Atk +6; CMB +10 (+14 disarm); CMD 20 (22 vs. disarm) Feats Agile Maneuvers, Combat Expertise, Deceitful, Greater Disarm, Improved Disarm, Weapon Finesse Skills Acrobatics +16, Bluff +16, Diplomacy +14, Disable Device +16, Disguise +16, Escape Artist +16, Knowledge (local) +14, Perception +13, Sense Motive +11, Sleight of Hand +16, Stealth +16 Languages Common, Draconic, Dwarven, Elven SQ elven magic, rogue talents (bleeding attack +5, finesse rogue, quick disable, surprise attack), trapfinding +4, weapon familiarity Combat Gear potion of cure moderate wounds, potion of invisibility, potion of tongues; Other Gear +2 studded leather, +1 rapier, hat of disguise, dagger, thieves’ tools, 373 gp The deadly spy is highly trained in the arts of diplomacy, mimicry, psychology, and assassination. KELETHIROS Kelethiros is a valuable and dangerous member of royal courts and secret societies, skilled at using subtle lies and disguises to turn enemies against each other. Using his talents—and a little help from his hat of disguise— he can infiltrate and spy upon any guild, government, or noble household. His only f law is that he is easily distracted by an attractive face and strong, slender legs, and often has to extricate himself when confronted by hoodwinked lovers and enraged spouses. Though able to move easily in most societies by virtue of his handsome face and disarming nature, Kelethiros is at heart a racist, and prefers to operate on behalf of elven interests against those of other races, particularly humans. He strongly resents the way that the shorter- lived races have expanded and achieved so much so quickly, and on those occasions when he allows his cover stories to slip, has often been heard to refer to the works of these other races as akin to “children playing at civilization.” Of course, this general disdain for humanity doesn’t keep him from taking human lovers while on his missions, and no doubt quite a few half-elves can trace their lineage to one of his false personas. His prejudice also makes it easier on those occasions when his missions or cover requires him to kill, as he tells himself with that killing humans and their ilk isn’t really murder. After all, since they’re going to die so soon anyway, he’s only robbed them of a few decades at most—hardly anything for an elf to get upset about. Combat Encounters: Kelethiros prefers to work behind the scenes, and avoids combat unless he’s confident of winning. Instead, he uses disguise magic to turn the PCs’ allies against them, to frame the PCs for an attack on someone, or to change his appearance just before the battle with the PCs begins so it looks like they have set upon some innocent person. Roleplaying Suggestions: Like a doppelganger, Kelethiros could play many roles in a campaign, sometimes helping the PCs out with information, but just as often opposing or observing them. DEADLY SPY CR 8 ELF ROGUE 9 XP 4,800 Medium humanoid (elf) CN 148 148 Init +8; Senses Perception +12 DEFENSE AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +4 Dex, +1 dodge) hp 68 (10d8+20) Fort +4, Ref +11, Will +2 Defensive Abilities evasion, improved uncanny dodge, trap sense +3 OFFENSE Speed 30 ft. Melee +1 keen rapier +13/+8 (1d6+3/15–20) Ranged light crossbow +11 (1d8/19–20) Special Attacks sneak attack +5d6 TACTICS Before Combat The rogue relishes combat, but often prefers to hide the full extent of his abilities until he’s completely surrounded, the better to take his enemies by surprise and make use of Whirlwind Attack. During Combat The rogue charges into combat, trying to get in the middle of as many enemies as possible before using Whirlwind Attack, laughing and singing prayers as he lays waste to his enemies. STATISTICS Str 14, Dex 19, Con 12, Int 13, Wis 8, Cha 10 Base Atk +7; CMB +9; CMD 25 Feats Combat Expertise, Dodge, Improved Initiative, Mobility, Nimble Moves, Spring Attack, Weapon Finesse, Weapon Focus (rapier), Whirlwind Attack Skills Acrobatics +17, Climb +15, Disable Device +19, Escape Artist +17, Intimidate +13, Perception +12, Perform (dance) +13, Sleight of Hand +17, Stealth +17, Swim +15 Languages Common, Elven SQ rogue talents (combat trick, finesse rogue, opportunist, surprise attack, weapon training), trapfinding +5 Combat Gear potion of blur, potion of cat’s grace, alchemist’s fire (2); Other Gear +1 studded leather, +1 keen rapier, light crossbow with 20 bolts, ring of protection +1, masterwork thieves’ tools, 480 gp The dancing dervish spins as a way to focus himself on achieving harmony with the gods. LESATH THE DESERT STING Lesath is a troubled man who acutely feels the pain of separation from the divine, and only when he has a sword in hand do his dark thoughts stop. For him, the dance of the sword is a means of finding peace and spiritual tranquility. He dances several times per day (whether or not he is in combat) as a silent prayer ritual. Afterward, he meditates to focus his memory on the joy of the prayer, sometimes unconsciously speaking some truth he learned from this connection. Though he often springs into battle if a cause seems justified and in keeping with his god’s will, the truth is that the fighting is more important to him than the reason for it. Combat Encounters: Lesath might watch over a group of pilgrims and rebuff any attempts by the PCs to interfere or communicate, or he might guard a holy site and refuse to allow the PCs to trespass. Roleplaying Suggestions: The PCs might discover Lesath surrounded by a ring of slain enemies, meditating and perhaps unknowingly speaking words of prophecy or divine truth. They might also find themselves saddled with the job of keeping him out of trouble. DANCING DERVISH CR 9 HUMAN ROGUE 10 XP 6,400 Medium humanoid (human) N 149 149 CR 8 9 CORE CLASSES ROGUES Init +5; Senses low-light vision; Perception +17 DEFENSE AC 21, touch 16, flat-footed 16 (+5 armor, +1 deflection, +5 Dex) hp 86 (11d8+33) Fort +5, Ref +13, Will +5; +2 vs. enchantments Defensive Abilities evasion, improved uncanny dodge, trap sense +3; Immune sleep OFFENSE Speed 30 ft. Melee +1 rapier +15/+10 (1d6+3/15–20 plus poison) Ranged mwk dagger +14/+9 (1d4+2/19–20 plus poison) Special Attacks sneak attack +6d6 TACTICS Before Combat The rogue applies blue whinnis poison to his rapier and dagger. During Combat The rogue focuses on one target, using Power Attack, sneak attack, and the ongoing effects of his bleeding attack ability and blue whinnis poison to deal as much damage as possible in a short amount of time. If the target tries to flee, the contract killer uses Stand Still to prevent escape, or throws his poisoned dagger. STATISTICS Str 14, Dex 20, Con 12, Int 12, Wis 12, Cha 8 Base Atk +8; CMB +10; CMD 26 Feats Combat Reflexes, Improved Critical (rapier), Power Attack, Stand Still, Toughness, Weapon Finesse, Weapon Focus (rapier) Skills Acrobatics +19, Bluff +13, Climb +16, Disable Device +21, Disguise +13, Intimidate +13, Knowledge (local) +15, Perception +17, Stealth +19 Languages Common, Dwarven, Elven SQ elven magic, rogue talents (bleeding attack +6, combat trick, crippling strike, fast stealth, surprise attack), trapfinding +5, weapon familiarity Combat Gear elixir of hiding, potion of cure serious wounds, potion of invisibility, antitoxin, blue whinnis poison (4); Other Gear +2 studded leather, +1 rapier, masterwork dagger, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1, masterwork thieves’ tools, sunrods (3), 617 gp The contract killer uses stealth and poison to kill his latest target. MOLLARN THE CORPSEMAKER Mollarn is an old elf, and the only constant he has found over the centuries is that people are fragile and prone to unexpected injuries and death. Having lost countless friends in his lifetime, he has given up on forming anything but the most casual attachments to others, and has transformed himself into an agent of death. Killing gives him no sense of satisfaction or pleasure— it is simply as common and routine as breathing. If he must kill others to reach his intended target, he does so without remorse or guilt. Combat Encounters: Mollarn might arrive to murder one of the PCs or someone known to them. A victim could merely be an obstacle in Mollarn’s path to his true target, and getting the person out of the way is enough to get Mollarn to proceed toward his intended foe. Roleplaying Suggestions: Utterly without scruples, Mollarn might work for the PCs as an assassin. If he has been double-crossed by an employer, he might ask the PCs to help him get revenge, especially if the PCs dislike the one who betrayed him. CONTRACT KILLER CR 10 ELF ROGUE 11 XP 9,600 Medium humanoid (elf) NE 150 150 Init +2; Senses Perception +20 DEFENSE AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge) hp 57 (12d8) Fort +6, Ref +12, Will +7 Defensive Abilities improved evasion, improved uncanny dodge, trap sense +4 OFFENSE Speed 30 ft. Melee +1 frost dagger +12/+7 (1d4/19–20 plus 1d6 cold) Ranged dagger +11 (1d4–1/19–20) Special Attacks sneak attack +6d6 Rogue Spell-Like Abilities (CL 12th, concentration +16) 3/day—message 2/day—comprehend languages TACTICS Before Combat The rogue uses his wand of mage armor. During Combat If forced to fight, the rogue uses the disarm combat maneuver against his opponent’s weapon to defuse the situation. Base Statistics Without mage armor, the rogue’s statistics are AC 14, touch 14, flat-footed 11. STATISTICS Str 8, Dex 14, Con 10, Int 18, Wis 12, Cha 17 Base Atk +9; CMB +8; CMD 22 Feats Alertness, Combat Expertise, Deceitful, Dodge, Greater Disarm, Improved Disarm, Weapon Finesse Skills Acrobatics +17, Bluff +22, Diplomacy +18, Disable Device +19, Disguise +22, Knowledge (local) +19, Knowledge (nobility, religion) +16, Perception +20, Perform (dance, sing) +18, Sense Motive +20, Stealth +17, Use Magic Device +18 Languages Common, Dwarven, Elven, Gnome, Halfling SQ rogue talents (improved evasion, major magic, minor magic, quick disable, slippery mind, trap spotter), trapfinding +6 Combat Gear potions of glibness (2), scrolls of tongues (2), wand of mage armor (20 charges); Other Gear +1 frost dagger, dagger, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, disguise kit, masterwork thieves’ tools, jewelry (worth 200 gp), 696 gp The dilettante developed magical abilities, but eventually decided to avoid both the arcane and divine paths. NEBERTON THE WISE Neberton could have been a spellcaster, but felt it required too much work. Instead, he uses his natural talents for trickery and altering his appearance to acquire money and shelter—and get company for his bed. He isn’t malicious, but feels no remorse for conning the rich and gullible. Combat Encounters: Neberton avoids combat if at all possible. A duped ally might turn on him, a spurned lover may send a champion (such as a PC) to duel him, or he could whip a crowd of “believers” into a mob intent on protecting their “savior.” Roleplaying Suggestions: Neberton’s talents make him a good “face” for a group of PCs lacking adequate diplomacy. His many schemes in various cities give him valuable information on high and low society, including the means to infiltrate exclusive parties or find the secret ins and outs of castles and mansions. DILETTANTE CR 11 HUMAN ROGUE 12 XP 12,800 Medium humanoid (human) N 151151 CR 10 11 CORE CLASSES ROGUES Init +4; Senses darkvision 60 ft.; Perception +18 DEFENSE AC 23, touch 16, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +1 dodge, +1 natural, +1 shield) hp 114 (13d8+52) Fort +7, Ref +13, Will +9; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved evasion, improved uncanny dodge, trap sense +4 OFFENSE Speed 20 ft. Melee +1 short sword +12/+7 (1d6+1/17–20), +1 short sword +12/+7 (1d6+1/17–20) or +1 short sword +14/+9 (1d6+1/17–20) Ranged dagger +13/+8 (1d4/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, sneak attack +7d6 Rogue Spell-Like Abilities (CL 13th, concentration +14) 3/day—detect magic TACTICS During Combat The rogue uses flanking and sneak attacks as often as possible. He relies on his resiliency and defensive roll rogue talents to stay alive against dangerous opponents. STATISTICS Str 10, Dex 18, Con 14, Int 13, Wis 14, Cha 12 Base Atk +9; CMB +9; CMD 25 (29 vs. bull rush or trip) Feats Dodge, Improved Critical (short sword), Improved Two-Weapon Fighting, Iron Will, Toughness, Two- Weapon Defense, Two-Weapon Fighting, Weapon Finesse Skills Acrobatics +20 (+16 when jumping), Bluff +17, Climb +8, Disable Device +19, Disguise +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (history) +2, Knowledge (local) +14, Perception +18 (+20 to notice unusual stonework), Sense Motive +18, Sleight of Hand +12, Stealth +20, Swim +8, Use Magic Device +9 SQ rogue talents (bleeding attack +7, combat trick, defensive roll, improved evasion, minor magic, resiliency), trapfinding +6 Combat Gear potion of cure serious wounds, potion of invisibility, antitoxin (2); Other Gear +2 studded leather, +1 short swords (2), daggers (4), amulet of natural armor +1, belt of physical might +2 (Dex, Con), cloak of resistance +1, ring of protection +1, masterwork thieves’ tools, 2,047 gp The guildmaster manipulates crime and politics—often the same thing—to create wealth and stability for himself and his devoted thieves. OLENJACK THE AXE Olenjack worked his way up through the ranks of the guild he now runs with a patient but firm hand. He has always been unusually tall for a dwarf, and frequently jokes that he’s used magic to make himself even taller. He is patient and deliberate, able to keep multiple schemes and long-term plans in mind simultaneously, and never forgets (or lets his acolytes forget) that as his dwarven lifespan is longer than that of his human enemies. He’s often able to plan for the future, remain patient, and let his more brash enemies walk directly into the traps he’s laid for them. His nickname refers to his habit of taking swift, decisive action after quiet planning, executing his will in one stroke. Yet despite his formidable nature, he’s learned the value of spreading the wealth and not preying too heavily on locals. As a result, he remains a pillar of his community, highly respected even by those who suspect his criminal ties. Those living within his territory seek his advice and ask him for favors, most regarding him as a beneficent but firm grandfatherly figure without ever realizing his true hardhearted character. Combat Encounters: Olenjack and his bodyguards might fight the PCs if a peaceful meeting goes terribly wrong, if the PCs betray him and he wants to personally teach them a lesson, or if they threaten the livelihood of his guild and have already proven themselves capable of overpowering his minions. Roleplaying Suggestions: Given Olenjack’s ties to the community, the PCs may interact with him in a king’s court, at a meeting of mercantile guildmasters, or among the patrons of high society. GUILDMASTER CR 12 DWARF ROGUE 13 XP 19,200 Medium humanoid (dwarf) LE 152 152 Init +10; Senses Perception +16 DEFENSE AC 21, touch 16, flat-footed 16 (+4 armor, +1 deflection, +5 Dex, +1 natural) hp 108 (14d8+42) Fort +6, Ref +16, Will +4 Defensive Abilities improved evasion, improved uncanny dodge, trap sense +4 OFFENSE Speed 30 ft. Melee +2 vicious spiked chain +19/+14 (2d4+5/19–20 plus 2d6) Special Attacks sneak attack +7d6 TACTICS During Combat The rogue uses trip and disarm combat maneuvers to hinder opponents before finishing them off with damaging attacks. STATISTICS Str 14, Dex 22, Con 12, Int 13, Wis 8, Cha 10 Base Atk +10; CMB +12 (+16 disarm or trip); CMD 29 (31 vs. disarm or trip) Feats Combat Expertise, Exotic Weapon Proficiency (spiked chain), Greater Disarm, Greater Trip, Improved Critical (spiked chain), Improved Disarm, Improved Initiative, Improved Trip, Toughness, Weapon Finesse, Weapon Focus (spiked chain) Skills Acrobatics +23, Climb +19, Disable Device +23, Escape Artist +23, Intimidate +17, Knowledge (dungeoneering) +8, Knowledge (local) +9, Knowledge (religion) +6, Perception +16, Sleight of Hand +23, Stealth +23, Survival +13, Swim +19 SQ rogue talents (bleeding attack +7, feat, finesse rogue, improved evasion, opportunist, stand up, weapon training), trapfinding +7 Combat Gear potions of cure serious wounds (3), potions of haste (2); Other Gear +1 studded leather, +2 vicious spiked chain, amulet of natural armor +1, belt of incredible dexterity +2, brooch of shielding, cloak of resistance +1, ring of protection +1, thieves’ tools, 1,020 gp The chain mauler is a vicious sadist whose weapon allows her the bloodiest satisfaction. PELETHA Peletha’s dark career as a torturer began as a child, when she collected live insects and pinned them to her wall with needles and nails. Soon she moved on to larger, bloodier animals, and started beating the children in her neighborhood at random. Taken in by a cult of the god of pain, she spent her teenage years as the “pet” of the high priest, learning to understand new heights of pain and how to inflict it upon others. Though she appreciates the delicacies of torture, she prefers more direct methods—namely, beating her victims with her magical spiked chain. Combat Encounters: Peletha might hunt the PCs of her own volition, or pursue them on orders from her cultist masters. She could be encountered roaming the city or patrolling her cult’s secret lair. Roleplaying Suggestions: Peletha may allow herself to be shackled and used as bait for the PCs, pretending to be an innocent victim of the church of torturers. However, she is not good at lying or interacting with people in socially acceptable ways, and her true personality and role soon become obvious. CHAIN MAULER CR 13 HUMAN ROGUE 14 XP 25,600 Medium humanoid (human) CE 153 153 CR CORE CLASSES ROGUES 12 13 Init +6; Senses low-light vision; Perception +21 DEFENSE AC 22, touch 17, flat-footed 16 (+5 armor, +1 deflection, +5 Dex, +1 dodge) hp 101 (15d8+30) Fort +7, Ref +16, Will +7; +2 vs. enchantments Defensive Abilities improved evasion, improved uncanny dodge, trap sense +5 OFFENSE Speed 30 ft. Melee mwk rapier +14/+9/+4 (1d6+2/18–20) Ranged +1 shock composite longbow +19/+14/+9 (1d8+3/×3 plus 1d6 electricity) Special Attacks sneak attack +8d6 TACTICS Before Combat The rogue uses his ring of invisibility and finds a hiding place from which he can ambush the PCs. During Combat The rogue uses Manyshot and Rapid Shot against his foes. If discovered, he uses his ring of invisibility again and changes location. STATISTICS Str 14, Dex 22, Con 13, Int 10, Wis 12, Cha 8 Base Atk +11; CMB +13; CMD 31 Feats Dodge, Improved Precise Shot, Manyshot, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Skill Focus (Stealth), Weapon Focus (composite longbow) Skills Acrobatics +24, Climb +20, Disguise +17, Knowledge (dungeoneering) +8, Knowledge (geography) +5, Knowledge (nature) +15, Perception +21, Ride +21, Stealth +30, Swim +10 Languages Common, Elven SQ rogue talents (bleeding attack +8, defensive roll, fast stealth, improved evasion, rogue crawl, slippery mind, weapon training), trapfinding +7, elf blood Combat Gear +1 human-bane arrows (5), +1 magical beast-bane arrows (5), silversheen (2); Other Gear +2 studded leather, +1 shock composite longbow (+2 Str) with 50 arrows, masterwork rapier, belt of incredible dexterity +2, cloak of resistance +1, efficient quiver, ring of invisibility, ring of protection +1, disguise kit, sunrods (4), 1,587 gp The unseen archer strikes from concealment, planning for his target to die before it has a chance to see him. ROSCOLIAN Roscolian is a mercenary sniper, willing to work alone or as part of a team as long as he gets to fight at a safe distance, shooting at creatures that don’t know he’s there. He doesn’t care whether it’s unfair or unsportsmanlike; he’d rather be a coward with a hundred kills than a hero with a sword in his neck. He relies on his ring of invisibility to keep him out of trouble, and isn’t averse to abandoning his companions and fleeing invisibly if a battle goes wrong. He doesn’t particularly like dungeons because he feels the narrow tunnels don’t allow enough space between him and his targets. Combat Encounters: When invisible, Roscolian can attack from anywhere, surprising unsuspecting PCs with a hail of deadly arrows and staying hidden until he can activate his ring again. Since he works best at a distance, he prefers situations where he can kill a target and then move before he is discovered. Roleplaying Suggestions: Roscolian doesn’t brag about what he does, and the PCs might think he is just a humble, local scout or archer. He’ll work for almost anyone, so the PCs may be able to hire him—though only on his terms. UNSEEN ARCHER CR 14 HALF-ELF ROGUE 15 XP 38,400 Medium humanoid (elf, human) NE 154 154 invisibility, potions of resist energy (acid, cold, fire); Other Gear +1 studded leather, sword of subtlety, masterwork dagger, belt of incredible dexterity +2, brooch of shielding, cloak of resistance +5, masterwork thieves’ tools, 1,413 gp The mage slayer is trained and equipped to murder arcane spellcasters. Each one has some minor magical training, either from a church or arcane study. SKANRAK Skanrak was raised by a cult of religious zealots who believe arcane magic is a profane offense to the gods. He hates all arcane spellcasters with a passion, no matter what their class is, whether their magic is trained or natural, or toward what ends the magic is used. His hatred includes monsters that use arcane magic, such as nagas and dragons, and especially those that use magic to bypass the natural laws of death by becoming undead. He is very knowledgeable about arcane magic, recognizing signs of magic and quickly identifying a caster’s class, bloodline, or favored school. He knows that a split-second hesitation could cost him his life, so he never makes witty chatter during a fight, instead going about his business with a grim and brutal efficiency. Combat Encounters: Skanrak often works alone, targeting vulnerable individuals (like a solitary wizard crafting a magic item) who he can then isolate and attack. He might ally with priests of his cult, especially if they can ward him against hostile magic (such as with death ward, spell immunity, and spell resistance). He has no particular hatred for nonmagical creatures, but never gives more than one warning to stay out of his way, and frequently waives that warning if it’s clear someone intends to stop him. Roleplaying Suggestions: Skanrak may agree to a truce with a magic-wielding PC in exchange for help killing a dangerous opponent he cannot defeat alone, but the truce expires as soon as his objective is met. MAGE SLAYER CR 15 HALF-ORC ROGUE 16 XP 51,200 Medium humanoid (human, orc) NE Init +8; Senses darkvision 60 ft.; Perception +20 DEFENSE AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 123 (16d8+48) Fort +12, Ref +19, Will +13 Defensive Abilities improved evasion, improved uncanny dodge, orc ferocity, trap sense +5 OFFENSE Speed 30 ft. Melee sword of subtlety +18/+13/+8 (1d6+5/17–20) Ranged mwk dagger +17 (1d4+4/19–20) Special Attacks sneak attack +8d6 Rogue Spell-Like Abilities (CL 16th, concentration +16) 3/day—detect magic 2/day—shield TACTICS Before Combat The rogue drinks a potion of resist energy if he expects his target to use energy attacks and uses shield on himself. During Combat The rogue uses Sickening Critical or Intimidate to hinder opponents so he can use Shatter Defenses to sneak attack them. If the opponent has magical protections, the rogue uses the dispelling attack rogue talent to break those defenses. STATISTICS Str 18, Dex 18, Con 14, Int 10, Wis 12, Cha 8 Base Atk +12; CMB +16; CMD 30 Feats Critical Focus, Dazzling Display, Improved Critical (short sword), Improved Initiative, Improved Iron Will, Iron Will, Shatter Defenses, Sickening Critical, Step Up, Weapon Finesse, Weapon Focus (short sword) Skills Acrobatics +23, Disable Device +25, Fly +20, Intimidate +20, Knowledge (arcana) +16, Perception +20, Spellcraft +16, Stealth +23 Languages Common SQ orc blood, rogue talents (combat trick, dispelling attack [CL 16th], feat, improved evasion, major magic, minor magic, slippery mind, weapon training), trapfinding +8, weapon familiarity Combat Gear potions of cure serious wounds (2), potion of fly, potion of 155 155 CR 14 15 CORE CLASSES ROGUES Init +6; Senses Perception +15 DEFENSE AC 27, touch 19, flat-footed 21 (+7 armor, +3 deflection, +5 Dex, +1 dodge, +1 natural) hp 148 (17d8+68) Fort +9, Ref +18, Will +9 Defensive Abilities improved evasion, improved uncanny dodge, trap sense +5 OFFENSE Speed 30 ft. Melee +1 shock rapier +19/+14/+9 (1d6+1/15–20 plus 1d6 electricity) Ranged +1 shortbow +19/+14/+9 (1d6+1/�3) Special Attacks sneak attack +9d6 TACTICS Before Combat The rogue prefers to work from the shadows, manipulating events and people to do his bidding. If combat is needed, he always attacks from surprise, when his foes least expect it. During Combat The rogue prefers to move up, strike suddenly, withdraw before his foes can respond, and use his hat of disguise to change his appearance once he’s out of sight. He relies on his rogue talents to protect him. STATISTICS Str 10, Dex 22, Con 14, Int 14, Wis 10, Cha 12 Base Atk +12; CMB +12; CMD 32 Feats Combat Expertise, Dodge, Greater Feint, Improved Critical (rapier), Improved Feint, Iron Will, Mobility, Spring Attack, Toughness, Weapon Finesse Skills Bluff +21, Climb +8, Diplomacy +21, Disable Device +23, Disguise +21, Escape Artist +19, Intimidate +9, Knowledge (arcana, geography) +7, Knowledge (local) +22, Knowledge (nobility) +12, Perception +15, Perform (act) +8, Ride +11, Sense Motive +15, Sleight of Hand +14, Stealth +26, Use Magic Device +16 Languages Common, Dwarven, Elven SQ rogue talents (bleeding attack +9, crippling strike, defensive roll, fast stealth, improved evasion, slippery mind, stand up, trap spotter), trapfinding +8 Combat Gear potions of cure serious wounds (2), scroll of dimension door, scroll of heal, scrolls of invisibility (2); Other Gear +4 shadow studded leather, +1 shock rapier, +1 shortbow with 20 arrows, amulet of natural armor +1, bag of holding (type I), belt of incredible dexterity +4, cloak of resistance +2, hat of disguise, ring of protection +3, everburning torch, masterwork thieves’ tools, 1,765 gp The masked lord manipulates events from the shadows, using a thousand different names. He creates conspiracies and topples empires without anyone ever knowing his true identity. TADROS THE HIDDEN Tadros is only comfortable when nobody knows he exists. His disguises have aliases and his aliases lead double lives. None of his contacts have any idea what he really looks like; they recognize him only by specific code words. In addition to taking on fictional identities, he pretends to be real people, creating no end of trouble. Combat Encounters: In the unlikely event that the PCs face Tadros in direct combat, he almost certainly has an ace up his sleeve. The PCs may be fighting a simulacrum, or someone else disguised as one of Tadros’s aliases, or (if he is desperate) his real self with a contingency plan to cover his resurrection. Roleplaying Suggestions: With his connections, identities, and plans, Tadros can be almost anyone, even temporarily replacing one of the PCs for a period of time. MASKED LORD CR 16 HUMAN ROGUE 17 XP 76,800 Medium humanoid (human) LN 156 156 Init +5; Senses Perception +23 DEFENSE AC 27, touch 18, flat-footed 22 (+6 armor, +2 deflection, +5 Dex, +2 natural, +1 shield, +1 size) hp 138 (18d8+54) Fort +9, Ref +17, Will +7; +2 vs. fear Defensive Abilities 20% displacement, improved evasion, improved uncanny dodge, trap sense +6 OFFENSE Speed 20 ft. Melee +1 wounding dagger +19/+14/+9 (1d3+1/17–20 plus 1 bleed), +1 dagger +19/+14/+9 (1d3+1/17–20) or +1 wounding dagger +21/+16/+11 (1d3+1/17–20 plus 1 bleed) Ranged mwk dagger +21/+16/+11 (1d3/17–20) Special Attacks sneak attack +9d6 TACTICS During Combat The rogue uses his boots of speed and enters melee, trying to kill one opponent as quickly as possible before moving to another. In ranged combat, he uses Quick Draw to draw and throw multiple daggers in 1 round. STATISTICS Str 10, Dex 20, Con 14, Int 14, Wis 10, Cha 10 Base Atk +13; CMB +12; CMD 29 Feats Combat Expertise, Critical Focus, Greater Feint, Greater Two-Weapon Fighting, Improved Critical (dagger), Improved Feint, Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (dagger) Skills Acrobatics +28 (+24 when jumping), Bluff +21, Climb +23, Diplomacy +12, Disable Device +28, Escape Artist +26, Intimidate +12, Knowledge (local) +14, Perception +23, Sleight of Hand +26, Stealth +30, Swim +12 Languages Common, Halfling SQ rogue talents (bleeding attack +9, combat trick, crippling strike, defensive roll, feat, finesse rogue, improved evasion, slow reactions, surprise attack), trapfinding +9 Gear +4 leather armor, +1 dagger, +1 wounding dagger, daggers (4), masterwork daggers (4), amulet of natural armor +2, boots of speed, cloak of minor displacement, dust of appearance, ring of protection +2, salve of slipperiness, masterwork thieves’ tools, 1,770 gp The dagger master has perfected the technique of killing with a small blade. VINK THE BLADE Vink considers himself a champion of the halfling people, their greatest son and the one who defends the small folk against any larger creature that threatens them. Having experienced a fair share of mockery because of to his size, Vink’s definition of threatening a halfling is very broad, including slight insults, roughhousing by larger races, and legal actions that limit halfling rights. Though he normally uses his blades against tyrants and rampaging monsters, he’s been known to obliterate entire caravans of slavers, murder government officials who demean halflings or treat them as second-class citizens, and assassinate bards or actors who perform plays that treat halflings as subjects of ridicule. Combat Encounters: Vink might attack the PCs for something he considers a slight, or work with any group he thinks advances the cause of halflings. Expressing a sincere apology and offering a compensatory gift to a halfling community usually convinces him to back down without killing anyone. Roleplaying Suggestions: The PCs might encounter Vink as an easily-insulted, hot-tempered bravo defending halfling honor, rights, or territory. If the PCs include a halfling or have acted on behalf of a halfling community in the past, he might attempt to befriend them or seek their aid for a dangerous plan. DAGGER MASTER CR 17 HALFLING ROGUE 18 XP 102,400 Small humanoid (halfling) NE 157 157 CR 16 17 CORE CLASSES ROGUES brings her a moment of hope that it will acknowledge her as its favorite. To challenge herself and prove her worthiness, she often sets specific criteria for her kills, such as death in exactly three hits, or from two different directions, or while holding a black rose in her off hand. Combat Encounters: Wu Shen might select a PC to be the target of her latest challenge, attacking unexpectedly and retreating without saying a word if she fails to meet the self-imposed parameters of her challenge. Roleplaying Suggestions: With her highly romanticized way of speaking about “her lover,” Wu Shen might convince the PCs to help her with specific killings under the pretense of deeds of heroic chivalry. The PCs may persuade her to help them with battles that would pose a unique enough challenge to attract her lover’s attention. DEATH WHISPERER CR 18 HUMAN ROGUE 19 XP 153,600 Medium humanoid (human) LE Init +10; Senses Perception +23 DEFENSE AC 28, touch 18, flat-footed 22 (+6 armor, +2 deflection, +5 Dex, +1 dodge, +2 natural, +2 shield) hp 184 (19d8+95) Fort +12, Ref +20, Will +12 Defensive Abilities improved evasion, improved uncanny dodge, trap sense +6 OFFENSE Speed 30 ft. Melee rapier of puncturing +23/+18/+13 (1d6+4/15–20 plus 1 bleed) Ranged mwk dagger +21 (1d4+2/19–20) Special Attacks sneak attack +10d6 TACTICS During Combat The rogue uses Spring Attack and Lightning Stance to reach opponents, and uses his rapier of puncturing to make sneak attacks. STATISTICS Str 14, Dex 22, Con 16, Int 10, Wis 12, Cha 8 Base Atk +14; CMB +16; CMD 35 Feats Critical Focus, Dodge, Improved Critical (rapier), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Stance, Mobility, Spring Attack, Staggering Critical, Toughness, Vital Strike, Weapon Finesse, Weapon Focus (rapier), Wind Stance Skills Acrobatics +28, Bluff +21, Climb +24, Disable Device +39, Escape Artist +28, Perception +23, Sense Motive +23, Stealth +28, Swim +24 Languages Common SQ rogue talents (bleeding attack +10, combat trick, defensive roll, feat, finesse rogue, improved evasion, rogue crawl, slippery mind, weapon training), trapfinding +9 Combat Gear potions of cure serious wounds (2), potion of fly, potions of haste (2), potions of invisibility (3); Other Gear +3 shadow studded leather, rapier of puncturing, masterwork dagger, amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance +3, ring of force shield, ring of protection +2, masterwork dagger (4), masterwork rapier, masterwork thieves’ tools, 3,977 gp The death whisperer ends lives with a quiet sigh, freeing a last breath and a soul with one strike. WU SHEN Wu Shen loves death as if it were an actual person. She speaks of death as “her lover” and never as “death” or any proper name, and listeners may mistakenly believe she is referring to a mortal person. She relishes every killing, seeing them as love notes of a sort. Death’s affection is the most elusive prize, and each murder 158 158 touched another kind of weapon in more than a hundred years, as she feels such things are beneath her. If her survival depends on using something other than a sword, she does what she must, but vents her rage on those around her. Combat Encounters: Yalandara knows she doesn’t have to prove her skill, but likes to teach upstarts a lesson, and might duel a martial character for fun. Roleplaying Suggestions: Yalandara respects others who uses swords with skill, and may aid them in tasks that don’t inconvenience her. The PCs might encounter her practicing swordplay in some extreme environment chosen to test her balance and concentration. BLADE LORD CR 19 ELF ROGUE 20 XP 204,800 Medium humanoid (elf) NE Init +6; Senses low-light vision; Perception +25 DEFENSE AC 30, touch 20, flat-footed 23 (+8 armor, +3 deflection, +6 Dex, +1 dodge, +1 natural, +1 shield) hp 173 (20d8+80) Fort +10, Ref +20, Will +8; +2 vs. enchantments Defensive Abilities improved evasion, improved uncanny dodge, trap sense +6; Immune sleep OFFENSE Speed 30 ft. Melee +2 brilliant energy longsword +19/+14/+9 (1d8+5/19–20), +1 frost short sword +20/+15/+10 (1d6+4/19–20 plus 1d6 cold) or +2 brilliant energy longsword +21/+16/+11 (1d8+5/19–20) or +1 keen rapier +22/+17/+12 (1d6+4/15–20) or +1 frost short sword +22/+17/+12 (1d6+4/19–20 plus 1d6 cold) Special Attacks master strike (DC 23), sneak attack +10d6 TACTICS During Combat The rogue uses Whirlwind Attack if engaging multiple foes, otherwise focusing all attacks with her longsword against a target whose defenses the weapon easily ignores. STATISTICS Str 16, Dex 23, Con 14, Int 16, Wis 10, Cha 8 Base Atk +15; CMB +18; CMD 38 Feats Combat Expertise, Dodge, Greater Disarm, Greater Two-Weapon Fighting, Improved Disarm, Improved Two-Weapon Fighting, Mobility, Spring Attack, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (longsword), Whirlwind Attack Skills Acrobatics +29, Climb +26, Diplomacy +22, Disable Device +31, Disguise +22, Escape Artist +29, Intimidate +22, Knowledge (local) +26, Perception +25, Sense Motive +23, Stealth +29 SQ elven magic, rogue talents (bleeding attack +10, combat trick, crippling strike, fast stealth, feat, finesse rogue, improved evasion, slippery mind, surprise attack, weapon training), trapfinding +10, weapon familiarity Combat Gear potions of cure serious wounds (3), potions of heroism (2), potions of invisibility (3); Other Gear +4 chain shirt, +2 brilliant energy longsword, +1 frost short sword, +1 keen rapier, amulet of natural armor +1, belt of physical perfection +2, cloak of resistance +2, headband of vast intelligence +2, ring of protection +3, masterwork thieves’ tools, 4,055 gp The blade lord has attained mastery with swords by forsaking all other weapons. YALANDARA Yalandara has spent her long elven life perfecting the use of longswords, short swords, and rapiers. She has not even 159 159 CR 18 19 CORE CLASSES ROGUES Init +0; Senses darkvision 60 ft.; Perception +2 DEFENSE AC 12, touch 10, flat-footed 12 (+2 armor) hp 18 (2d6+9) Fort +2, Ref +0, Will +3; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee spiked gauntlet +3 (1d4+2) or heavy mace +3 (1d8+2) Ranged mwk heavy crossbow +2 (1d10/19–20) Special Attacks +1 on attack rolls vs. goblinoid and orc humanoids Bloodline Spell-Like Abilities (CL 2nd; concentration +3) 4/day—elemental ray (1d6+1 fire) Sorcerer Spells Known (CL 2nd; concentration +3; arcane spell failure 10%) 1st (5/day)—burning hands (DC 12), shocking grasp (fire) 0 (at will)—acid splash (fire), dancing lights, mending, read magic, touch of fatigue (DC 11) Bloodline elemental (fire) TACTICS During Combat The sorcerer uses burning hands and shocking grasp to scorch his foes. STATISTICS Str 14, Dex 10, Con 15, Int 12, Wis 10, Cha 13 Base Atk +1; CMB +3; CMD 13 (17 vs. bull rush or trip) Feats Eschew Materials, Toughness Skills Appraise +5 (+7 to assess metals or gemstones), Craft (jewelry) +5, Perception +2 (+4 to notice unusual stonework), Spellcraft +5, Use Magic Device +5 Languages Common, Dwarven, Giant SQ bloodline arcana (change energy damage spells to fire) Combat Gear potion of cure light wounds, scroll of flaming sphere, acid (2), alchemist’s fire (3); Other Gear leather armor, heavy mace, masterwork heavy crossbow with 20 bolts, spiked gauntlet, uncut gems (worth 100 gp), 23 gp The gem sorcerer is unusual among dwarves, using arcane magic to satisfy his insatiable greed for gems. Init +2; Senses Perception +1 DEFENSE AC 12, touch 12, flat-footed 10 (+2 Dex) hp 8 (1d6+2) Fort +3, Ref +2, Will +3 OFFENSE Speed 30 ft. Melee quarterstaff +0 (1d6) Ranged dart +2 (1d4) Sorcerer Spells Known (CL 1st; concentration +4) 1st (4/day)—color spray (DC 14), magic missile 0 (at will)—daze (DC 13), detect magic, ray of frost, read magic Bloodline arcane TACTICS During Combat The sorcerer casts color spray to neutralize groups of foes, followed by magic missile at any foes left standing. STATISTICS Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 17 Base Atk +0; CMB +0; CMD 12 Feats Alertness, Combat Casting, Eschew Materials, Iron Will Skills Bluff +7, Intimidate +7, Knowledge (local) +5, Perception +1, Sense Motive +1, Spellcraft +5 Languages Common, Draconic SQ arcane bond (familiar [rat named Slivikin]), bloodline arcana (+1 DC for metamagic spells that increase spell level) Combat Gear potion of cure light wounds, scrolls of disguise self (2), scrolls of shield (2), wand of sleep (11 charges), alchemist’s fire (2); Other Gear darts (5), quarterstaff, 33 gp The mercenary magician serves whoever can pay her, but is not particularly loyal to her employers. MARON BLACKTHORNE Though she’s fond of gambling, Maron doesn’t always have the best luck. When the odds turn against her, she leaves town in a hurry to avoid paying her debts, and picks jobs that get her quickly out of range of collectors, even if those jobs are dangerous. MERCENARY MAGICIAN CR 1/2 HUMAN SORCERER 1 XP 200 Medium humanoid (human) LN GEM SORCERER CR 1 DWARF SORCERER 2 XP 400 Medium humanoid (dwarf) LE 160 160 Init +1; Senses low-light vision; Perception +2 DEFENSE AC 13, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 size) hp 28 (4d6+12) Fort +3, Ref +2, Will +6; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee mwk spear +5 (1d6+1/×3) Ranged light crossbow +4 (1d6/19–20) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, long limbs (+5 ft.) Bloodline Spell-Like Abilities (CL 4th; concentration +8) 7/day—acidic ray (1d6+2 acid) Gnome Spell-Like Abilities (CL 4th; concentration +8) 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals Sorcerer Spells Known (CL 4th; concentration +8) 2nd (4/day)—alter self 1st (7/day)—enlarge person (DC 16), reduce person (DC 16), shield, shocking grasp 0 (at will)—acid splash, bleed (DC 14), detect magic, mage hand, read magic, touch of fatigue (DC 14) Bloodline aberrant TACTICS During Combat The sorcerer casts shield, targets approaching enemies with acidic ray, then uses her long limbs ability to deliver touch spells. In melee, she casts enlarge person on herself and attacks with her spear. STATISTICS Str 12, Dex 13, Con 14, Int 8, Wis 10, Cha 18 Base Atk +2; CMB +2; CMD 13 Feats Eschew Materials, Iron Will, Spell Focus (transmutation) Skills Bluff +8, Craft (alchemy) +5, Disguise +5, Perception +2, Use Magic Device +8 Languages Common, Gnome, Sylvan SQ bloodline arcana (+50% duration on polymorph spells), gnome magic Combat Gear potion of spider climb, scrolls of cat’s grace (2), scroll of slow, acid, tanglefoot bag; Other Gear light crossbow with 10 bolts, masterwork spear, bracers of armor +1, collection of dolls’ heads, 28 gp The tainted sorcerer’s mind and body have been warped by alien or extraplanar magic. Init +2; Senses low-light vision; Perception +7 DEFENSE AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural) hp 19 (3d6+6) Fort +2, Ref +5, Will +2; +2 vs. enchantments Immune sleep; Resist cold 5 OFFENSE Speed 30 ft. Melee 2 claws +1 (1d4) or mwk longsword +2 (1d8/19–20) Ranged longbow +3 (1d8/×3) Special Attacks claws (2, 1d4, 5 rounds/day) Sorcerer Spells Known (CL 3rd; concentration +5) 1st (6/day)—cause fear (DC 13), endure elements, mage armor, magic missile 0 (at will)—bleed (DC 12), detect magic, light, ray of frost, read magic Bloodline draconic (white) TACTICS Before Combat The sorcerer casts mage armor. During Combat The sorcerer casts cause fear at any dangerous- looking opponent, then casts magic missile at her foes. When her spells are exhausted, she casts bull’s strength from a scroll and attacks with her claws or longsword. Base Statistics Without mage armor, the sorcerer’s statistics are AC 13, touch 12, flat-footed 11. STATISTICS Str 10, Dex 14, Con 12, Int 15, Wis 8, Cha 15 Base Atk +1; CMB +1; CMD 13 Feats Combat Casting, Eschew Materials, Lightning Reflexes Skills Intimidate +8, Knowledge (arcana) +8, Perception +7, Spellcraft +8 (+10 to identify magic item properties) Languages Common, Draconic, Elven, Goblin SQ bloodline arcana (cold spells deal +1 damage per die), elven magic, weapon familiarity Combat Gear potion of cure light wounds, potion of fly, scrolls of bull’s strength (2), scroll of fog cloud; Other Gear longbow with 20 arrows, masterwork longsword, 10 gp The whiteclaw sorcerer revels in her draconic blood, using her powers to terrify and kill enemies in her territory. WHITECLAW SORCERER CR 2 ELF SORCERER 3 XP 600 Medium humanoid (elf) NE TAINTED SORCERER CR 3 GNOME SORCERER 4 XP 800 Small humanoid (gnome) CE 161161 CR 1/2 1 2 3 CORE CLASSES SORCERERS BRAMBLE SORCERER CR 4 HALF-ELF SORCERER 5 XP 1,200 Medium humanoid (elf, human) LE Init +2; Senses low-light vision; Perception +7 DEFENSE AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, +1 natural) hp 30 (5d6+10) Fort +3, Ref +6, Will +4; +2 vs. enchantments Resist acid 5, fire 10 OFFENSE Speed 30 ft. Melee mwk light mace +3 (1d6) or 2 claws +2 (1d4) Ranged mwk light crossbow +5 (1d8/19–20) Special Attacks claws (2, 1d4, treated as magic, 7 rounds/day) Sorcerer Spells Known (CL 5th; concentration +9) 2nd (5/day)—acid arrow, mirror image, resist energy 1st (7/day)—cause fear (DC 15), charm person (DC 15), mage armor, magic missile, ray of enfeeblement (DC 15) 0 (at will)—acid splash, detect magic, ghost sound (DC 14), mage hand, message, read magic Bloodline draconic (green) TACTICS Before Combat The sorcerer casts mage armor and resist energy (fire). During Combat The sorcerer casts mirror image, then entangles opponents with his wand of entangle (using the Use Magic Device skill). He uses one of his scrolls of levitate to avoid melee combat, and casts cause fear to remove opponents threatening him. Base Statistics Without mage armor and resist energy, the sorcerer’s statistics are AC 14, touch 13, flat-footed 11; Resist acid 5. STATISTICS Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 18 Base Atk +2; CMB +2; CMD 15 Feats Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, Skill Focus (Use Magic Device) Skills Intimidate +10, Knowledge (arcana) +7, Perception +7, Spellcraft +7, Use Magic Device +13 Languages Common, Draconic, Elven SQ bloodline arcana (acid spells deal +1 damage per die), elf blood Combat Gear potion of cure moderate wounds, potion of invisibility, scrolls of levitate (2), scroll of ray of exhaustion, scroll of silent image, wand of entangle (20 charges), smokestick; Other Gear masterwork light crossbow with 10 bolts, masterwork light mace, cloak of resistance +1, 190 gp The bramble sorcerer serves the interests of green dragons, walking where his masters cannot and speaking on their behalf to other forest dwellers. AMRIEL THASK Amriel is a hollow shell of a man. He was raised to believe dragons are the true masters of the world, and his will is so broken that he cannot believe otherwise. When in the presence of a dragon, he hangs on the creature’s every word, and is greatly tempted to grovel like a slave. When away from dragons, he is arrogant and condescending, knowing that the dragons have chosen him to interact with lesser races so they do not have to. His greatest hope is to become a dragon disciple so that he can become closer in flesh and spirit to his masters. Combat Encounters: Amriel could be the guardian of or advisor to a young dragon, an agent of a more mature dragon, or the leader of a kobold tribe. Roleplaying Encounters: Amriel might be a liaison between the PCs and a nearby dragon, an agent of a secretive group of druids, or the last survivor of a dragon cult that was wiped out by a hostile force. 162 162 Init +6; Senses low-light vision; Perception +4 DEFENSE AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge) hp 35 (6d6+12) Fort +4, Ref +5, Will +7; +2 vs. enchantments Immune sleep; Resist electricity 10 OFFENSE Speed 30 ft. Melee spear +2 (1d8–1/×3) Ranged mwk longbow +6 (1d8/×3) Bloodline Spell-Like Abilities (CL 6th; concentration +9) 6/day—elemental ray (1d6+3 electricity) Sorcerer Spells Known (CL 6th; concentration +9) 3rd (4/day)—lightning bolt (DC 17) 2nd (6/day)—gust of wind (DC 16), scorching ray (electricity), spectral hand 1st (7/day)—burning hands (electricity; DC 15), mage armor, magic missile, obscuring mist, shocking grasp 0 (at will)—acid splash (electricity), dancing lights, detect magic, light, mage hand, ray of frost (electricity), read magic Bloodline elemental (air) TACTICS Before Combat The sorcerer casts mage armor. During Combat The sorcerer favors his electricity spells, casting lightning bolt or scorching ray, or using his spectral hand to deliver shocking grasp attacks. He prefers ranged combat, using a scroll of fly or levitate to avoid opponents on the ground. Base Statistics Without mage armor, the sorcerer’s base statistics are AC 14, touch 14, flat-footed 11. STATISTICS Str 8, Dex 15, Con 12, Int 12, Wis 12, Cha 16 Base Atk +3; CMB +2; CMD 16 Feats Dodge, Eschew Materials, Improved Initiative, Spell Focus (evocation) Skills Fly +10, Knowledge (arcana) +9, Linguistics +2, Perception +4, Spellcraft +10 (+12 to identify magic item properties) Languages Auran, Common, Draconic, Elven SQ bloodline arcana (change energy damage spells to electricity), elven magic, weapon familiarity Combat Gear scroll of fly, scroll of gaseous form, scroll of levitate; Other Gear masterwork longbow with 20 arrows, spear, cloak of resistance +1, ring of protection +1; 375 gp The storm sorcerer battles his enemies with wind and lightning, reveling in nature’s destructive power. STORM SORCERER CR 5 ELF SORCERER 6 XP 1,600 Medium humanoid (elf) NE VALENDRON OPARAL Valendron hails from an elven village in the high mountains. When he was an infant, he and his mother were caught outside in a storm and struck by a bolt of lightning. Though his mother died, he survived, and as a youth he began to develop arcane powers. He believes that storms and natural disasters eliminate the weak, allowing the strong to survive. He struck out on his own to find others like himself. Combat Encounters: Valendron might join with air mephits, air elementals, or jann trying to open a portal to or increase the influence of the Plane of Air. He may share a lair with electricity-using creatures such as behirs, shocker lizards, or blue dragons. Roleplaying Encounters: Valendron may be looking for survivors in a village or town wrecked by a powerful storm, or could instead be searching for magic items relating to air, weather, and electricity. 163 163 CR 4 5 CORE CLASSES SORCERERS Init +1; Senses darkvision 60 ft.; Perception +7 DEFENSE AC 17, touch 12, flat-footed 16 (+4 armor, +1 deflection, +1 Dex, +1 natural) hp 60 (7d6+33) Fort +3, Ref +3, Will +7 Defensive Abilities orc ferocity; Resist fire 10 OFFENSE Speed 30 ft. Melee mwk falchion +7 (2d4+4/18–20) Ranged mwk heavy crossbow +5 (1d10/19–20) Bloodline Spell-Like Abilities (CL 7th; concentration +10) 6/day—elemental ray (1d6+3 fire) Sorcerer Spells Known (CL 7th; concentration +10) 3rd (5/day)—fireball (DC 17), haste, protection from energy 2nd (7/day)—blur, false life, glitterdust (DC 15), scorching ray 1st (7/day)—burning hands (DC 15), mage armor, magic missile, magic weapon, ray of enfeeblement (DC 14), shield 0 (at will)—bleed (DC 13), dancing lights, detect magic, flare (DC 14), light, ray of frost (fire), read magic Bloodline elemental (fire) TACTICS Before Combat The sorcerer casts false life and mage armor. During Combat The sorcerer casts haste before targeting her foes with fireball or scorching ray. In melee combat, she casts shield on herself, and magic weapon on her falchion. Base Statistics Without false life and mage armor, the sorcerer’s statistics are AC 13, touch 11, flat-footed 12; hp 48. STATISTICS Str 16, Dex 12, Con 13, Int 8, Wis 10, Cha 16 Base Atk +3; CMB +6; CMD 18 Feats Combat Casting, Eschew Materials, Iron Will, Power Attack, Spell Focus (evocation), Toughness Skills Intimidate +11, Knowledge (arcana) +3, Linguistics +0, Perception +7, Spellcraft +4 Languages Common, Ignan, Orc SQ bloodline arcana (change energy damage spells to fire), orc blood, weapon familiarity Combat Gear potion of cure moderate wounds, scroll of fly (2); Other Gear masterwork falchion, masterwork heavy crossbow with 10 bolts, amulet of natural armor +1, ring of protection +1, 225 gp The bloodfire sorcerer withers her enemies with flame and quickens her allies with hot-blooded ferocity. SINDRIZA Sindriza was born to a shaman in an efreet-worshiping orc tribe. Her magic manifested early, burning anyone who tried to harm her and keeping her warm when the chief tried to abandon her to die in the cold. She embraced her tribe’s love of violence and fire, and loves to use her powers to maim, torture, and kill. She believes she is blessed by the fire gods and meant to use her magic to conquer and destroy. She is a pyromaniac, and has difficulty resisting her urge to ignite flammable objects, creatures, and buildings. Combat Encounters: Sindriza readily allies with bandits, raiders, or mercenaries, especially if they are prone to needless violence and arson. She may lead a fire cult, or serve an efreet or a gang of fire giants. Roleplaying Encounters: Sindriza can be a valuable ally if she’s allowed to satiate her destructive urges. She grows restless if kept on a short leash, even by a strong master, and is prone to verbally lash out at dwarves and elves if she can’t physically attack them. BLOODFIRE SORCERER CR 6 HALF-ORC SORCERER 7 XP 2,400 Medium humanoid (human, orc) NE 164 164 Init +2; Senses low-light vision; Perception +10 DEFENSE AC 16, touch 14, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, +1 size) hp 46 (8d6+16) Fort +3, Ref +4, Will +10; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee sickle +3 (1d4–2) Ranged mwk light crossbow +8 (1d6/19–20) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids Gnome Spell-Like Abilities (CL 8th; concentration +12) 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals Bloodline Spell-Like Abilities (CL 8th; concentration +12) 7/day—laughing touch Sorcerer Spells Known (CL 8th; concentration +12) 4th (4/day)—phantasmal killer (DC 21) 3rd (6/day)—deep slumber (DC 19), major image (DC 20), suggestion (DC 19) 2nd (7/day)—hideous laughter (DC 18), hypnotic pattern (DC 19), mirror image, scorching ray 1st (7/day)—charm person (DC 15), color spray (DC 18), entangle (DC 15), magic missile, shield, ventriloquism (DC 18) 0 (at will)—daze (DC 16), detect magic, flare (DC 14), mage hand, message, ray of frost, read magic, touch of fatigue (DC 14) Bloodline fey TACTICS During Combat The sorcerer casts mirror image, then attempts to control or humiliate opponents with charm person, hideous laughter, suggestion, or his wand of grease. STATISTICS Str 6, Dex 14, Con 12, Int 12, Wis 14, Cha 18 Base Atk +4; CMB +1; CMD 14 Feats Dodge, Eschew Materials, Greater Spell Focus (illusion), Iron Will, Mobility, Spell Focus (illusion) Skills Bluff +12, Knowledge (arcana) +8, Knowledge (nature) +5, Perception +10, Spellcraft +8, Use Magic Device +11 Languages Common, Elven, Gnome, Sylvan SQ bloodline arcana (+2 DC for compulsion spells), gnome magic, woodland stride Combat Gear potion of cure moderate wounds, screaming bolts (3), wand of grease (20 charges), wand of invisibility (21 charges); Other Gear masterwork light crossbow with 10 bolts, sickle, bracers of armor +2, book of pressed fairy wings, 168 gp The trickster mage thinks everyone deserves to be the butt of his jokes, even if they don’t want to be. QUALZAR JALLARIMPLE Qualzar’s heritage includes mischievous fey who tie shoelaces, curdle milk, and generally make nuisances of themselves. He claims to not understand why other creatures find his humor malicious, but in truth he doesn’t care. He’s willing to hurt others for the sake of a pun or punch line, and has a book of plucked fairy wings to prove it. Combat Encounters: Qualzar may try to annoy the PCs in a city or woodland, either for spite or as part of some elaborate, cruel joke. If one of his victims is injured in a funny way, he laughs even harder. His actions could be incidental to another encounter—he might appear just long enough to make trouble during a fight, then leave and not be seen again for weeks. Roleplaying Encounters: Qualzar could lead a troupe of gnomes or be a recent outcast from a famous circle of allies. He might make catcalls at PCs to undermine their diplomatic efforts, or arrange to humiliate them at a time when they can’t retaliate. TRICKSTER MAGE CR 7 GNOME SORCERER 8 XP 3,200 Small humanoid (gnome) CE 165 165 CR 6 7 CORE CLASSES SORCERERS Init +2; Senses Perception +9 DEFENSE AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural) hp 75 (9d6+41) Fort +5, Ref +8, Will +9 Resist acid 10, cold 10 OFFENSE Speed 30 ft. Melee mwk morningstar +4 (1d8–1) Ranged javelin +6 (1d6–1) or ray +7 (by spell) Bloodline Spell-Like Abilities (CL 9th; concentration +13) 7/day—heavenly fire (1d4+4 divine energy) Sorcerer Spells Known (CL 9th; concentration +13) 4th (5/day)—remove curse, summon monster IV, wall of fire 3rd (7/day)—dispel magic, lightning bolt (DC 17), magic circle against evil, ray of exhaustion (DC 17) 2nd (7/day)—acid arrow, false life, resist energy, scorching ray, shatter 1st (7/day)—bless, mage armor, magic missile, ray of enfeeblement (DC 15), shield, true strike 0 (at will)—daze (DC 14), detect magic, light, mage hand, mending, ray of frost, read magic, resistance Bloodline celestial TACTICS Before Combat The sorcerer casts false life and mage armor. During Combat The sorcerer casts summon monster IV to summon a celestial giant wasp, then shoots ray spells at her foes. Base Statistics Without false life and mage armor, the sorcerer’s statistics are AC 15, touch 14, flat-footed 12; hp 61. STATISTICS Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 18 Base Atk +4; CMB +3; CMD 17 Feats Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, Mobility, Point-Blank Shot, Toughness, Weapon Focus (ray) Skills Diplomacy +5, Handle Animal +5, Heal +6, Knowledge (arcana) +10, Knowledge (religion) +1, Linguistics +1, Perception +9, Spellcraft +10, Survival +3 Languages Celestial, Common SQ bloodline arcana (summoned creatures gain DR 4/evil), wings of heaven (9 minutes/day) Combat Gear potion of cure serious wounds, scroll of confusion, wand of bull’s strength (25 charges), holy water (2); Other Gear javelins (4), masterwork morningstar, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 988 gp The sacred sorcerer is an agent of the gods, less constrained than a priest and armed with magic rarely used by other servants of the divine. EVANGELINE DE JILLE Evangeline is blessed by divine magic, but not quite willing to devote herself to the causes of good and order. Instead, she uses her powers to protect herself, travel, and learn more about the world. Though she seeks balance in her life, the innate goodness within her finds overt evil and cruelty to be repugnant, and she distances herself from such people and things that exhibit them. SACRED SORCERER CR 8 HUMAN SORCERER 9 XP 4,800 Medium humanoid (human) N 166 166 Init +5; Senses darkvision 60 ft.; Perception +7 DEFENSE AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +3 natural) hp 82 (10d6+45) Fort +8, Ref +5, Will +7 Defensive Abilities orc ferocity; DR 10/adamantine; Resist acid 10 OFFENSE Speed 30 ft. Melee mwk greataxe +8 (1d12+3/×3) or 2 claws +7 (1d6+2) Special Attacks breath weapon (60-foot line, 10d6 acid, DC 20, 1/day), claws (2, 1d6+2, treated as magic weapons, 7 rounds/day) Sorcerer Spells Known (CL 10th; concentration +15) 5th (4/day)—cloudkill (DC 20) 4th (6/day)—fear (DC 19), shout (DC 21), stoneskin 3rd (7/day)—fireball (DC 20), fly, rage, stinking cloud (DC 18) 2nd (7/day)—acid arrow, bull’s strength, false life, resist energy, scorching ray 1st (8/day)—burning hands (DC 18), endure elements, mage armor, magic missile, ray of enfeeblement (DC 16), shield 0 (at will)—acid splash, arcane mark, bleed (DC 15), detect magic, flare (DC 17), ray of frost, read magic, resistance, touch of fatigue (DC 15) Bloodline draconic (black) TACTICS Before Combat The sorcerer casts false life, mage armor, and stoneskin on himself. During Combat The sorcerer casts fly on the first round of combat along with a quickened magic missile. He maneuvers so he can catch as many opponents as possible with his breath weapon. If pressed into melee, he casts bull’s strength and rage, then attacks with his greataxe or claws. Base Statistics Without false life, mage armor, and stoneskin, the sorcerer’s statistics are AC 15, touch 12, flat-footed 14; hp 67; DR —. STATISTICS Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 20 Base Atk +5; CMB +7; CMD 19 Feats Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell Focus (evocation) Skills Fly +9, Intimidate +15, Linguistics +1, Perception +7, Spellcraft +7 Languages Common, Draconic, Orc SQ bloodline arcana (acid spells deal +1 damage per die), orc blood, weapon familiarity Combat Gear potion of cure serious wounds, wand of acid arrow (15 charges); Other Gear masterwork greataxe, amulet of natural armor +1, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, signet ring, diamond dust (worth 500 gp), 825 gp The blackscale sorcerer channels the powers of corruption and sloth. BRAX SWAMPBLACK Brax was born in an inbred human village tainted by swamp magic and a forgotten legacy of despicable acts. He is primarily driven by hunger and the urge to corrupt others, though his sloth often gets the better of him. He is equally comfortable sleeping in a bed, in a sewer, or on a pile of corpses. When his laziness overcomes his violent tendencies, he is talkative but dull, concerned more with his inflated ego than anything of consequence. Combat Encounters: Brax is usually a loner, but he may browbeat simple creatures, such as boggards, orcs, or trolls, into serving him. Roleplaying Encounters: When Brax is feeling particularly sated, flattery could convince him to work with the PCs, especially if their goal is removing threats to his territory. BLACKSCALE SORCERER CR 9 HALF-ORC SORCERER 10 XP 6,400 Medium humanoid (human, orc) CE 167 167 CR 8 9 CORE CLASSES SORCERERS Init +3; Senses Perception +13 DEFENSE AC 21, touch 16, flat-footed 17 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural, +1 size) hp 63 (11d6+22) Fort +9, Ref +11, Will +10; +2 vs. fear Defensive Abilities fated +3; Immune fire (120 points) OFFENSE Speed 20 ft. Melee mwk longspear +5 (1d6–2/×3) Ranged mwk light crossbow +10 (1d6/19–20) Special Attacks it was meant to be (1/day) Bloodline Spell-Like Abilities (CL 11th; concentration +16) 8/day—touch of destiny (+5) Sorcerer Spells Known (CL 11th; concentration +16) 5th (5/day)—break enchantment, interposing hand, teleport 4th (7/day)—bestow curse (DC 19), dimension door, freedom of movement, greater invisibility 3rd (7/day)—dispel magic, fireball (DC 18), hold person (DC 18), protection from energy, ray of exhaustion (DC 18) 2nd (7/day)—acid arrow, blindness/deafness (DC 17), blur, scorching ray, see invisibility, spider climb 1st (8/day)—alarm, charm person (DC 16), floating disk, mage armor, magic missile, true strike 0 (at will)—arcane mark, detect magic, light, mage hand, message, prestidigitation, ray of frost, read magic, resistance Bloodline destined TACTICS Before Combat The sorcerer casts freedom of movement, mage armor, and protection from energy (fire). During Combat The sorcerer uses interposing hand or hold person to keep opponents from reaching her while she uses ranged attack spells such as fireball and ray of exhaustion. Base Statistics Without mage armor and protection from energy, the sorcerer’s statistics are AC 17, touch 16, flat-footed 13; Immune none. STATISTICS Str 6, Dex 16, Con 12, Int 13, Wis 10, Cha 21 Base Atk +5; CMB +2; CMD 23 Feats Combat Casting, Combat Expertise, Defensive Combat Training, Dodge, Eschew Materials, Great Fortitude, Lightning Reflexes, Mobility Skills Acrobatics +5 (+1 when jumping), Bluff +13, Climb +0, Fly +9, Knowledge (arcana, history) +9, Perception +13, Spellcraft +10 Languages Common, Gnome, Halfling SQ bloodline arcana (gains a luck bonus to saves when casting personal-range spells) Combat Gear potion of cure moderate wounds, potion of cure serious wounds, potion of eagle’s splendor, potion of fly, potion of invisibility, wand of shield (44 charges); Other Gear masterwork light crossbow with 10 bolts, masterwork longspear, amulet of natural armor +1, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, 649 gp The lucky mage uses her magic, innate talents and good fortune to survive incredible odds with barely a scratch. Rather than depend on this strange fortune, however, the lucky mage constantly strives to understand and harness her unique abilities. AMARYLLIS HOLLENDOCK Amaryllis, a relaxed and personable halfling, tries not to upset the apple cart too much, mainly because she doesn’t like seeing other people get hurt. She trusts her powers to get her through danger alive, but carries a burden of guilt over friends she wasn’t able to save. She hides this underneath a veneer of constant cheerfulness and good humor, and is fond of using her magic to delight others and make friends—though anyone who underestimates her because of her love of clowning and children may find themselves in desperate straits should they rile her anger. Combat Encounters: Amaryllis might fight the PCs if she believes they are responsible for harming her friends or threatening a person or place she cares about. She has a strong sense of fairness, and may attack the PCs to right an affront against someone else. She is quick to jump to conclusions, but also quick to talk if the PCs try to explain themselves. Roleplaying Encounters: Amaryllis can be recruited as an ally easily, especially if the PCs look like they can take care of themselves. The PCs may meet her in the midst of a deadly situation—an opportune meeting she sees as her luck delivering the right people at the right time. LUCKY MAGE CR 10 HALFLING SORCERER 11 XP 9,600 Small humanoid (halfling) N 168 168 Init +3; Senses low-light vision; Perception +12 DEFENSE AC 21, touch 16, flat-footed 17 (+4 armor, +2 deflection, +3 Dex, +1 dodge, +1 natural) hp 56 (12d6+12) Fort +5, Ref +10, Will +12; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee mwk rapier +10/+5 (1d6–1/18–20) Ranged mwk shortbow +10/+5 (1d6/×3) Bloodline Spell-Like Abilities (CL 12th; concentration +17) 8/day—laughing touch 12 rounds/day—fleeting glance Sorcerer Spells Known (CL 12th; concentration +17) 6th (3/day)—mass suggestion (DC 25) 5th (6/day)—dominate person (DC 24), mind fog (DC 24), tree stride 4th (7/day)—bestow curse (DC 19), charm monster (DC 21), crushing despair (DC 23), poison (DC 19) 3rd (7/day)—deep slumber (DC 22), fly, hold person (DC 22), lightning bolt (DC 18), suggestion (DC 22) 2nd (7/day)—false life, glitterdust (DC 17), hideous laughter (DC 21), scorching ray, spectral hand, touch of idiocy 1st (8/day)—charm person (DC 18), entangle (DC 16), mage armor, magic missile, shield, ventriloquism (DC 16) 0 (at will)—dancing lights, daze (DC 19), detect magic, ghost sound (DC 15), mage hand, message, prestidigitation, ray of frost, read magic Bloodline fey TACTICS Before Combat The sorcerer casts false life and mage armor. During Combat The sorcerer uses her fleeting glance ability to turn invisible, then casts mind fog before using her enchantment spells. She casts spectral hand to deliver touch spells such as bestow curse, poison, or touch of idiocy. Base Statistics Without false life and mage armor, the sorcerer’s statistics are AC 17, touch 16, flat-footed 13; hp 44. STATISTICS Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 20 Base Atk +6; CMB +5; CMD 21 Feats Dodge, Eschew Materials, Greater Spell Focus (enchantment), Improved Iron Will, Iron Will, Lightning Reflexes, Spell Focus (enchantment), Weapon Finesse Skills Bluff +18, Diplomacy +15, Fly +7, Intimidate +18, Knowledge (arcana) +6, Knowledge (nature) +5, Perception +12, Spellcraft +9 (+11 to identify magic item properties) Languages Common, Elven, Sylvan SQ bloodline arcana (+2 DC for compulsion spells), elven magic, weapon familiarity, woodland stride Combat Gear elixir of love (2), scroll of wall of force; Other Gear masterwork rapier, masterwork shortbow with 20 arrows, cloak of resistance +1, hat of disguise, headband of alluring charisma +2, ring of protection +2, jewelry (worth 300 gp), 1,825 gp The fey enchantress uses her powers to manipulate others, acquire power, and gain wealth. ELINDRIA Elindria believes she is the descendant of an exiled faerie queen. She plans to gather sycophants under her banner, claim a stretch of primordial forest, and rule over a court where her minions flatter her and dance for her pleasure. FEY ENCHANTRESS CR 11 ELF SORCERER 12 XP 12,800 Medium humanoid (elf) CN 169 169 CR 10 11 CORE CLASSES SORCERERS Init +6; Senses see invisibility; Perception +11 DEFENSE AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +3 natural) hp 141 (13d6+93) Fort +10, Ref +10, Will +9 Resist electricity 10 OFFENSE Speed 30 ft., fly 60 ft. (good) Melee 2 claws +7 (1d6+1 plus 1d6 electricity) or mwk morningstar +8/+3 (1d8+1) Ranged mwk javelin +9 (1d6+1) Special Attacks claws (2, 1d4+1 plus 1d6 electricity, treated as magic weapons, 8 rounds/day), breath weapon (60-foot line, 13d6 electricity, DC 21, 1/day) Sorcerer Spells Known (CL 13th; concentration +18) 6th (4/day)—acid fog, chain lightning (DC 23), form of the dragon I 5th (7/day)—cone of cold (DC 22), feeblemind (DC 20), overland flight, spell resistance 4th (7/day)—black tentacles, charm monster (DC 19), dimension door, fear (DC 19), ice storm 3rd (7/day)—fireball (DC 20), fly, haste, lightning bolt (DC 20), slow (DC 18) 2nd (7/day)—bear’s endurance, false life, gust of wind (DC 19), resist energy, scorching ray, see invisibility 1st (8/day)—grease, mage armor, magic missile, ray of enfeeblement (DC 16), shield, shocking grasp 0 (at will)—acid splash, bleed (DC 15), detect magic, flare (DC 17), light, mage hand, mending, ray of frost, read magic Bloodline draconic (blue) TACTICS Before Combat The sorcerer casts bear’s endurance, false life, fly, mage armor, and see invisibility. During Combat The sorcerer prefers to fight with her electricity spells, such as chain lightning and lightning bolt, and saves her breath weapon until her foes are lined up so she can catch as many as possible in its effect. She uses spells such as black tentacles, grease, and ice storm to hinder her opponents. If forced into melee combat, the sorcerer casts haste and form of the dragon I. Base Statistics Without bear’s endurance, false life, fly, and mage armor, the sorcerer’s statistics are AC 18, touch 15, flat-footed 15; hp 126; Fort +8; Speed 30 ft. STATISTICS Str 12, Dex 14, Con 18, Int 10, Wis 8, Cha 21 Base Atk +6; CMB +7; CMD 22 Feats Combat Casting, Dodge, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Lightning Reflexes, Maximize Spell, Mobility, Quick Draw, Spell Focus (evocation), Toughness Skills Bluff +12, Fly +10, Intimidate +20, Knowledge (arcana) +7, Linguistics +1, Perception +11, Spellcraft +7 Languages Common, Draconic SQ bloodline arcana (electricity spells deal +1 damage per die) Combat Gear potions of cure serious wounds (2), wand of vampiric touch (10 charges); Other Gear masterwork javelins (2), masterwork morningstar, amulet of natural armor +1, bag of holding (type I), cloak of resistance +2, headband of alluring charisma +2, ring of protection +2, 1,839 gp An azure bolt sorcerer believes she is smarter than she actually is, and spins wild schemes to make herself feel important. SESSERAND Sesserand has always been a small person, a lackey to others, only coming into her own when her magic awakened. Now she makes up for years of insults by preparing and memorizing cutting remarks for every possible slight, not realizing her power and inner strength are more than enough to garner respect despite her shortcomings. Combat Encounters: Sesserand prefers to have lackeys engage enemies so she can freely choose targets to destroy. She might serve as a lieutenant to a wittier person who can make her feel important. Roleplaying Encounters: Sesserand might work for a charismatic person who values her abilities, or might tell herself that she’s the “power behind the throne” in an unequal partnership. AZURE BOLT SORCERER CR 12 HUMAN SORCERER 13 XP 19,200 Medium humanoid (human) LE 170 170 Init +2; Senses low-light vision; Perception +19 DEFENSE AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural) hp 79 (14d6+28) Fort +6, Ref +6, Will +12; +2 vs. enchantments Immune fire (120 points), sleep; Resist cold 20 OFFENSE Speed 30 ft. Melee mwk spear +7/+2 (1d8–1/×3) Ranged mwk light crossbow +10 (1d8/19–20) Bloodline Spell-Like Abilities (CL 14th; concentration +20) 9/day—elemental ray (1d6+7 cold) 1/day—elemental blast (14d6 cold, DC 23) Sorcerer Spells Known (CL 14th, concentration +20) 7th (3/day)—delayed blast fireball (cold, DC 25) 6th (6/day)—chain lightning (cold, DC 24), elemental body III, freezing sphere (DC 24) 5th (7/day)—baleful polymorph (DC 21), cone of cold (DC 23), elemental body II, summon monster V 4th (7/day)—elemental body I, ice storm, resilient sphere (DC 22), solid fog, wall of ice (DC 22) 3rd (7/day)—fly, lightning bolt (cold, DC 21), protection from energy, ray of exhaustion (DC 19), sleet storm 2nd (8/day)—acid arrow (cold), blindness/deafness (DC 18), fog cloud, gust of wind (DC 20), mirror image, scorching ray (cold) 1st (8/day)—burning hands (cold, DC 19), endure elements, mage armor, magic missile, obscuring mist, shield 0 (at will)—acid splash (cold), bleed (DC 16), detect magic, detect poison, mage hand, ray of frost, read magic, resistance, touch of fatigue (DC 16) Bloodline elemental (water) TACTICS Before Combat The sorcerer casts mage armor and protection from energy (fire). During Combat The sorcerer casts empowered area damage spells such as cone of cold, freezing sphere, and chain lightning. If forced into melee, she casts elemental body III and transforms into a Large water elemental. Base Statistics Without mage armor and protection from energy, the sorcerer’s statistics are AC 17, touch 15, flat-footed 14; Immune sleep. STATISTICS Str 8, Dex 15, Con 14, Int 10, Wis 12, Cha 22 Base Atk +7; CMB +6; CMD 21 Feats Combat Casting, Dodge, Empower Spell, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Iron Will, Nimble Moves, Silent Spell, Skill Focus (Perception), Spell Focus (evocation) Skills Diplomacy +11, Fly +11, Knowledge (arcana, planes) +8, Linguistics +1, Perception +19, Spellcraft +8, Swim +4 Languages Aquan, Common, Elven SQ bloodline arcana (change energy damage spells to cold), elf blood Combat Gear potion of fly; Other Gear masterwork light crossbow with 10 bolts, masterwork spear, amulet of natural armor +2, headband of alluring charisma +4, ring of protection +2, 1,413 gp The ice mage bends liquid and solid water to her will, killing with the efficiency of a sudden frost. MATHERIE TOURANE As a child, Matherie was buried alive by an avalanche for 3 days. After she dug herself free, she found the ordeal had given her power over ice and snow. She abandoned her old life and embraced the coldness and cruelty in her heart. ICE MAGE CR 13 HALF-ELF SORCERER 14 XP 25,600 Medium humanoid (elf, human) NE 171171 CR 12 13 CORE CLASSES SORCERERS Lightning Reflexes, Persuasive, Quicken Spell, Spell Focus (evocation), Spell Penetration Skills Bluff +19, Diplomacy +23, Fly +10, Intimidate +23, Knowledge (arcana) +9, Knowledge (planes) +6, Perception +12, Spellcraft +9 Languages Common, Infernal SQ bloodline arcana (+2 DC for charm spells), infernal resistances, on dark wings Combat Gear potions of cure serious wounds (2), scrolls of invisibility (2), scroll of nondetection, wand of mage armor (20 charges); Other Gear masterwork quarterstaff, amulet of natural armor +2, cloak of resistance +2, headband of alluring charisma +4, ring of counterspells, ring of protection +2, diamond dust (worth 500 gp), 1,675 gp The diabolical charmer uses magic and honeyed words to convince mortals and fiends to do her bidding. DIABOLICAL CHARMER CR 14 HUMAN SORCERER 15 XP 38,400 Medium humanoid (human) LE Init +6; Senses Perception +12 DEFENSE AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural) (+2 deflection vs. good) hp 85 (15d6+30) Fort +7, Ref +11, Will +15; +4 vs. poison DR 10/adamantine (150 points); Resist fire 10 OFFENSE Speed 30 ft. Melee mwk quarterstaff +7/+2 (1d6–1) Bloodline Spell-Like Abilities (CL 15th; concentration +21) 9/day—corrupting touch (7 rounds) 1/day—hellfire (15d6 fire, DC 23) Sorcerer Spells Known (CL 15th; concentration +21) 7th (4/day)—delayed blast fireball (DC 24), greater teleport, summon monster VII 6th (7/day)—disintegrate (DC 22), globe of invulnerability, mass suggestion (DC 22), planar binding (devils/fiendish creatures only, DC 22) 5th (7/day)—cone of cold (DC 22), dismissal (DC 21), dominate person (DC 21), polymorph, wall of force 4th (7/day)—black tentacles, charm monster (DC 22), dimension door, stoneskin, wall of fire 3rd (7/day)—dispel magic, fireball (DC 20), hold person (DC 19), suggestion (DC 19), vampiric touch 2nd (8/day)—acid arrow, darkness, false life, invisibility, scorching ray, web (DC 18) 1st (8/day)—burning hands (DC 18), charm person (DC 19), magic missile, protection from good, shield, true strike 0 (at will)—acid splash, bleed (DC 16), daze (DC 16), detect magic, open/close, prestidigitation, ray of frost, read magic, touch of fatigue (DC 16) Bloodline infernal TACTICS Before Combat The sorcerer casts false life and stoneskin, and uses her wand of mage armor. During Combat The sorcerer uses hellfire on the first round of combat, then uses controlling spells like dominate person, or damaging attacks such as black tentacles or cone of cold. Base Statistics Without false life, mage armor, and stoneskin, the sorcerer’s statistics are AC 17, touch 15, flat-footed 14; hp 70; DR none. STATISTICS Str 8, Dex 14, Con 10, Int 12, Wis 14, Cha 23 Base Atk +7; CMB +6; CMD 21 Feats Combat Casting, Dodge, Eschew Materials, Extend Spell, Improved Initiative, Improved Iron Will, Iron Will, 172172 SQ arcane bond (ring of protection), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (4/day), new arcana, school power (+2 DC for evocation spells) Combat Gear potion of cure serious wounds, scroll of mislead, scroll of shadow walk; Other Gear masterwork sling with 20 bullets, masterwork spear, amulet of natural armor +2, bracers of armor +3, cloak of resistance +3, headband of alluring charisma +4, ring of protection +3, diamond dust (worth 500 gp), eye ointment for true seeing (worth 500 gp), 1,848 gp The natural arcanist is a conduit for magical power, always on the brink of releasing too much energy. NAR LOSAFEL Nar is a troubled halfling whose innate magic has always caused inadvertent destruction in his home. He was born in a quiet halfling district of a human city, but his friends and family chased him out in his teen years, fearing for their safety. Forced to live like a hermit, Nar grew bitter and angry. His odd speech patterns and personality make him difficult to read. NATURAL ARCANIST CR 15 HALFLING SORCERER 16 XP 51,200 Small humanoid (halfling) NE Init +3; Senses Perception +12 DEFENSE AC 23, touch 18, flat-footed 19 (+3 armor, +3 deflection, +3 Dex, +1 dodge, +2 natural, +1 size) hp 137 (16d6+79) Fort +11, Ref +12, Will +16; +2 vs. fear Defensive Abilities spell turning; DR 10/adamantine (150 points) OFFENSE Speed 20 ft. Melee mwk spear +8/+3 (1d6–2/×3) Ranged mwk sling +13/+8 (1d3–2) Sorcerer Spells Known (CL 16th; concentration +23) 8th (3/day)—prismatic wall (DC 25) 7th (6/day)—grasping hand, greater teleport, spell turning 6th (7/day)—acid fog, chain lightning (DC 25), globe of invulnerability, greater dispel magic, true seeing 5th (7/day)—break enchantment, cone of cold (DC 24), mage’s faithful hound, mind fog (DC 22), overland flight 4th (7/day)—dimension door, enervation, phantasmal killer (DC 21), resilient sphere (DC 23), stoneskin 3rd (8/day)—dispel magic, displacement, fly, hold person (DC 20), lightning bolt (DC 22), protection from energy (DC 20) 2nd (8/day)—false life, glitterdust (DC 19), invisibility, knock, resist energy, scorching ray 1st (8/day)—alarm, grease, identify, magic missile, ray of enfeeblement (DC 18), shield 0 (at will)—acid splash, arcane mark, detect magic, detect poison, light, mage hand, ray of frost, read magic, resistance Bloodline arcane TACTICS Before Combat The sorcerer casts false life, stoneskin, and spell turning. During Combat The sorcerer casts prismatic wall between himself and his enemies on the first round of combat, then casts displacement and globe of invulnerability. He attacks with area damage spells such as acid fog, chain lightning, and cone of cold. Base Statistics Without false life, spell turning, and stoneskin, the sorcerer’s statistics are hp 122; Defensive Abilities none; DR none. STATISTICS Str 6, Dex 16, Con 14, Int 12, Wis 10, Cha 24 Base Atk +8; CMB +5; CMD 22 Feats Combat Casting, Dodge, Empower Spell, Eschew Materials, Improved Counterspell, Iron Will, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, Toughness Skills Acrobatics +5 (+1 when jumping), Bluff +18, Climb +0, Fly +9, Knowledge (arcana) +12, Knowledge (local) +9, Perception +12, Spellcraft +12, Use Magic Device +18 Languages Common, Dwarven, Halfling 173 173 CR 14 15 CORE CLASSES SORCERERS Init +4; Senses darkvision 60 ft.; Perception +18 DEFENSE AC 26, touch 14, flat-footed 26 (+8 armor, +3 deflection, +1 insight, +4 natural) hp 147 (17d6+85) Fort +15, Ref +9, Will +14; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 10/adamantine (150 points); Resist fire 10 OFFENSE Speed 20 ft., fly 60 ft. (average) Melee mwk battleaxe +11/+6 (1d8+2/×3) or 2 claws +10 (1d6+2 plus 1d6 fire) Ranged mwk heavy crossbow +9 (1d10/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, breath weapon (30-foot cone, 17d6 fire, DC 23, 2/day), claws (2, 1d4+2 plus 1d6 fire, treated as magic weapons, 8 rounds/day) Sorcerer Spells Known (CL 17th; concentration +22) 8th (4/day)—form of the dragon III, greater shout (DC 25), incendiary cloud (DC 23) 7th (6/day)—delayed blast fireball (DC 24), form of the dragon II, mass hold person (DC 22), reverse gravity 6th (6/day)—chain lightning (DC 23), flesh to stone (DC 21), form of the dragon I, transformation 5th (7/day)—cloudkill (DC 20), cone of cold (DC 22), spell resistance, telekinesis, wall of force 4th (7/day)—crushing despair (DC 19), fear (DC 19), fire shield, stoneskin, wall of fire 3rd (7/day)—dispel magic, fireball (DC 20), fly, greater magic weapon, ray of exhaustion (DC 18) 2nd (7/day)—blur, flaming sphere (DC 19), invisibility, resist energy (DC 17), scorching ray, web (DC 17) 1st (8/day)—burning hands (DC 18), expeditious retreat, mage armor, magic missile, shield, ventriloquism (DC 16) 0 (at will)—acid splash, bleed (DC 15), dancing lights, detect magic, flare (DC 17), mage hand, ray of frost, read magic, touch of fatigue (DC 15) Bloodline draconic (red) TACTICS Before Combat The sorcerer casts stoneskin. During Combat The sorcerer casts mass hold person, then uses his breath weapon and area spells against his paralyzed foes. If forced into melee, he casts greater magic weapon on his battleaxe and transformation on himself. Base Statistics Without stoneskin, the sorcerer’s statistics are DR none. STATISTICS Str 14, Dex 10, Con 18, Int 12, Wis 10, Cha 20 Base Atk +8; CMB +10; CMD 24 (28 vs. bull rush or trip) Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Light Armor Proficiency, Medium Armor Proficiency, Maximize Spell, Quicken Spell, Spell Focus (evocation) Skills Appraise +5 (+7 to assess nonmagical metals or gemstones), Fly +6, Intimidate +18, Knowledge (arcana) +13, Linguistics +2, Perception +18 (+20 to notice unusual stonework), Spellcraft +13 Languages Common, Draconic, Dwarven, Orc SQ bloodline arcana (fire spells deal +1 damage per die), wings Combat Gear potions of bull’s strength (2), potions of cure serious wounds (2), wand of shield (20 charges); Other Gear +2 red dragonhide breastplate, masterwork battleaxe, masterwork heavy crossbow with 10 bolts, belt of mighty constitution +2, brooch of shielding, cloak of resistance +4, dusty rose prism ioun stone, headband of alluring charisma +4, ring of protection +3, diamond dust (worth 500 gp), 6,240 gp The fiery dragonkin embodies all the greedy, violent, and territorial impulses of red dragons. Heedless of the lives they crush in their rise to glory, the dragonkin sorcerers are born conquerors, and see in their noble draconic blood an undeniable right to rule over lesser beings. FIERY DRAGONKIN CR 16 DWARF SORCERER 17 XP 76,800 Medium humanoid (dwarf) CE 174 174 Init +6; Senses darkvision 60 ft.; Perception +10 DEFENSE AC 22, touch 13, flat-footed 19 (+5 armor, +2 Dex, +1 dodge, +4 natural) hp 152 (18d6+87) Fort +11, Ref +9, Will +13; +4 vs. poison Defensive Abilities orc ferocity; DR 10/adamantine (150 points); Resist electricity 10 OFFENSE Speed 30 ft., fly 60 ft. (average) Melee 2 claws +12 (1d6+3 plus 1d6 fire) or +1 flaming greataxe +13/+8 (1d12+5/×3 plus 1d6 fire) Special Attacks claws (2, 1d6+7 plus 1d6 fire, treated as magic weapons, 7 rounds/day) Sorcerer Spells Known (CL 18th; concentration +25) 9th (3/day)—meteor swarm 8th (5/day)—incendiary cloud (DC 27), summon monster VIII, unholy aura 7th (7/day)—delayed blast fireball (DC 24), greater teleport, power word blind, reverse gravity 6th (7/day)—acid fog, chain lightning (DC 23), transformation, true seeing 5th (7/day)—cloudkill (DC 24), cone of cold (DC 22), dismissal (DC 22), feeblemind (DC 22), summon monster V 4th (7/day)—black tentacles, confusion (DC 21), dimension door, phantasmal killer (DC 21), stoneskin 3rd (8/day)—dispel magic, fly, gaseous form, rage, slow (DC 20) 2nd (8/day)—acid arrow, bull’s strength, darkness, false life, mirror image, scorching ray 1st (8/day)—burning hands (DC 18), cause fear (DC 18), enlarge person (DC 18), grease, ray of enfeeblement (DC 18), shield 0 (at will)—acid splash, bleed (DC 17), daze (DC 17), detect magic, light, mage hand, message, ray of frost, read magic Bloodline abyssal TACTICS Before Combat The sorcerer casts false life and stoneskin. During Combat The sorcerer casts summon monster VIII to summon a hezrou, then alternates between casting area damage spells and summoning other demons. If he knows he is fighting good- aligned opponents, he casts unholy aura. Base Statistics Without false life and stoneskin, the sorcerer’s statistics are hp 137; DR none. STATISTICS Str 16, Dex 14, Con 14, Int 8, Wis 12, Cha 24 Base Atk +9; CMB +12; CMD 25 Feats Augment Summoning, Combat Casting, Dodge, Empower Spell, Eschew Materials, Extend Spell, Great Fortitude, Greater Spell Focus (conjuration), Improved Initiative, Quicken Spell, Spell Focus (conjuration), Toughness Skills Fly +6, Intimidate +14, Knowledge (arcana) +3, Knowledge (planes) +5, Linguistics +0, Perception +10, Spellcraft +3 Languages Abyssal, Common, Orc SQ added summonings, bloodline arcana (summoned creatures gain DR 9/good), orc blood, strength of the Abyss, weapon familiarity Combat Gear potions of cure serious wounds (2), potion of haste, scroll of greater dispel magic, wand of shield (20 charges); Other Gear +1 flaming greataxe, amulet of natural armor +4, bracers of armor +5, cloak of resistance +1, headband of alluring charisma +4, ring of counterspells, diamond dust (worth 500 gp), eye ointment for true seeing (worth 500 gp), 4,480 gp The demon-blooded sorcerer is a powerful mortal servant of the Abyss. OGRIK THE DEMON Ogrik remembers little about his origins other than darkness and hunger. He loves using his magic to destroy others, and considers himself a true demon. He has been known to eat his enemies, as well as underlings who displease him. DEMON-BLOODED SORCERER CR 17 HALF-ORC SORCERER 18 XP 102,400 Medium humanoid (human, orc) CE 175 175 CR 16 17 CORE CLASSES SORCERERS Init +5; Senses Perception +21 DEFENSE AC 24, touch 17, flat-footed 22 (+4 armor, +3 deflection, +1 Dex, +1 dodge, +2 insight, +3 natural); never surprised or flat-footed hp 122 (19d6+53) Fort +10, Ref +14, Will +18; +5 vs. spells and spell-like abilities Defensive Abilities fated +5, spell turning, within reach 1/day; DR 10/adamantine (150 points) OFFENSE Speed 30 ft. Melee staff of fire +8/+3 (1d6–1) Special Attacks it was meant to be (2/day) Bloodline Spell-Like Abilities (CL 19th; concentration +26) 10/day—touch of destiny (+9) Sorcerer Spells Known (CL 19th; concentration +26) 9th (4/day)—crushing hand, foresight, time stop 8th (6/day)—greater shout (DC 27), moment of prescience, power word stun, protection from spells 7th (7/day)—limited wish, mage’s magnificent mansion, mage’s sword, spell turning 6th (7/day)—chain lightning (DC 25), disintegrate (DC 23), globe of invulnerability, mislead 5th (7/day)—baleful polymorph (DC 22), break enchantment, cone of cold (DC 24), dominate person (DC 22), teleport 4th (7/day)—bestow curse (DC 21), charm monster (DC 21), dimension door, freedom of movement, stoneskin 3rd (8/day)—dispel magic, fly, lightning bolt (DC 22), phantom steed, protection from energy 2nd (8/day)—acid arrow, blur, false life, fog cloud, knock, scorching ray 1st (8/day)—alarm, burning hands (DC 20), mage armor, magic missile, shield, true strike 0 (at will)—acid splash, arcane mark, detect magic, detect poison, light, mending, open/close, prestidigitation, read magic Bloodline destined TACTICS Before Combat The sorcerer casts false life, foresight, freedom of movement, mage armor, moment of prescience, protection from spells, spell turning, and stoneskin. During Combat The sorcerer first casts mislead and globe of invulnerability. Base Statistics Without false life, foresight, mage armor, protection from spells, spell turning, and stoneskin, the sorcerer’s statistics are AC 18, touch 15, flat-footed 16; hp 107; Ref +12; DR none. STATISTICS Str 8, Dex 13, Con 12, Int 14, Wis 15, Cha 24 Base Atk +9; CMB +8; CMD 25 Feats Combat Casting, Combat Expertise, Diehard, Dodge, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Maximize Spell, Mobility, Quicken Spell, Silent Spell, Spell Focus (evocation) Skills Bluff +20, Diplomacy +17, Fly +11, Intimidate +20, Knowledge (arcana, history) +15, Perception +21, Spellcraft +24 Languages Celestial, Common, Draconic, Elven, Infernal SQ bloodline arcana (gain luck bonus to saves when casting personal-range spells) Combat Gear potion of cure moderate wounds, potion of cure serious wounds; Other Gear amulet of natural armor +3, cloak of resistance +3, glove of storing, headband of mental prowess +4 (Int, Wis), ring of protection +3, staff of fire (10 charges), diamond dust (worth 500 gp), 7,800 gp Believing he’s destined for greatness, this mage will do anything to succeed. FATE-BOUND MAGE CR 18 HUMAN SORCERER 19 XP 153,600 Medium humanoid (human) N 176 176 Init +6; Senses Perception +16 DEFENSE AC 30, touch 17, flat-footed 27 (+4 armor, +4 deflection, +2 Dex, +1 dodge, +9 natural) hp 217 (20d6+145) Fort +16, Ref +11, Will +18; +4 morale bonus vs. undead spells and spell-like abilities DR 5/—; Immune cold, nonlethal damage, paralysis, sleep OFFENSE Speed 30 ft. Melee quarterstaff +9/+4 (1d6–1) Bloodline Spell-Like Abilities (CL 20th; concentration +28) 11/day—grave touch (10 rounds) 3/day—grasp of the dead (20d6 slashing, DC 28) 1/day—incorporeal form (20 rounds) Sorcerer Spells Known (CL 20th; concentration +28) 9th (6/day)—energy drain (DC 29), imprisonment (DC 27), power word kill, wail of the banshee (DC 29) 8th (7/day)—create greater undead, horrid wilting (DC 28), polar ray, protection from spells 7th (7/day)—finger of death (DC 27), mass hold person (DC 25), prismatic spray, waves of exhaustion 6th (7/day)—circle of death (DC 26), create undead, flesh to stone (DC 24), undeath to death (DC 26) 5th (7/day)—cloudkill (DC 23), cone of cold (DC 23), dominate person (DC 23), teleport, waves of fatigue 4th (8/day)—animate dead, contagion (DC 24), crushing despair (DC 22), solid fog, wall of ice (DC 22) 3rd (8/day)—dispel magic, fireball (DC 21), gaseous form, ray of exhaustion (DC 23), vampiric touch 2nd (8/day)—blindness/deafness (DC 22), false life, invisibility, mirror image, scorching ray, spectral hand 1st (8/day)—chill touch (DC 21), mage armor, magic missile, ray of enfeeblement (DC 21), shield, shocking grasp 0 (at will)—acid splash, bleed (DC 20), detect magic, disrupt undead, ghost sound (DC 18), prestidigitation, ray of frost, read magic, touch of fatigue (DC 20) Bloodline undead TACTICS Before Combat The sorcerer casts false life and mage armor. During Combat The sorcerer casts energy drain, power word kill, and wail of the banshee. She may deter opponents with solid fog, waves of exhaustion, or her grasp of the dead ability. Base Statistics Without false life and mage armor, the sorcerer’s statistics are AC 26, touch 17, flat-footed 23; hp 202. STATISTICS Str 8, Dex 14, Con 20, Int 10, Wis 12, Cha 27 Base Atk +10; CMB +9; CMD 26 Feats Blind-Fight, Combat Casting, Dodge, Empower Spell, Eschew Materials, Great Fortitude, Greater Spell Focus (necromancy), Improved Initiative, Iron Will, Mobility, Quicken Spell, Silent Spell, Spell Focus (necromancy), Still Spell, Toughness Skills Fly +10, Intimidate +21, Knowledge (arcana, religion) +13, Perception +16, Spellcraft +13, Use Magic Device +21 Languages Common SQ bloodline arcana (corporeal undead affected by humanoid- affecting spells), one of us Combat Gear scrolls of darkvision (2), scrolls of fly (2), scroll of see invisibility, wand of cure moderate wounds (25 charges); Other Gear quarterstaff, amulet of natural armor +4, belt of mighty constitution +6, cloak of resistance +3, headband of alluring charisma +6, ring of protection +4, robe of bones, diamonds for protection from spells (worth 1,500 gp), onyx gems (worth 2,000 gp), 4,650 gp ARISEN SORCERER CR 19 HUMAN SORCERER 20 XP 204,800 Medium humanoid (human) LE 177 177 CR 18 19 CORE CLASSES SORCERERS Init +1; Senses low-light vision; Perception +2 DEFENSE AC 13, touch 13, flat-footed 11 (+1 Dex, +1 dodge, +1 size) hp 14 (2d6+5) Fort +2, Ref +1, Will +2; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee dagger +3 (1d3+1/19–20) Ranged light crossbow +4 (1d6/19–20) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids Gnome Spell-Like Abilities (CL 2nd; concentration +3) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals Arcane School Spell-Like Abilities (CL 2nd; concentration +4) 5/day—dazing touch Enchanter Spells Prepared (CL 2nd; concentration +4) 1st—charm person (DC 13), color spray (DC 14), grease, sleep (DC 13) 0 (at will)—dancing lights, ghost sound (2, DC 13), mage hand Opposition Schools abjuration, necromancy TACTICS During Combat The wizard casts color spray, then casts grease between himself and foes. If threatened, he drinks his potion of invisibility. STATISTICS Str 12, Dex 13, Con 14, Int 15, Wis 8, Cha 12 Base Atk +1; CMB +1; CMD 13 Feats Dodge, Scribe Scroll Skills Bluff +3, Knowledge (arcana, geography, history) +6, Knowledge (local) +7, Perception +2, Spellcraft +6 Languages Common, Dwarven, Gnome, Halfling SQ arcane bond (amulet), enchanting smile Combat Gear potions of cure light wounds (2), scrolls of disguise self (2), scrolls of expeditious retreat (2), scroll of invisibility, scrolls of obscuring mist (2), alchemist’s fire (2), thunderstones (2); Other Gear dagger, light crossbow with 10 masterwork bolts, brooch of shielding (10 charges), smokesticks (2), spellbook, 67 gp The street magician uses his talents to make money. Init +5; Senses Perception +4 DEFENSE AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 9 (1d6+3) Fort +2, Ref +1, Will +3 OFFENSE Speed 30 ft. Melee quarterstaff +0 (1d6) Special Attacks hand of the apprentice (6/day) Wizard Spells Prepared (CL 1st; concentration +4) 1st—burning hands (DC 14), mage armor 0 (at will)—bleed (DC 13), detect magic, resistance TACTICS Before Combat The wizard casts mage armor. During Combat The wizard uses hand of the apprentice to throw her quarterstaff or casts burning hands. She offers to use her scroll of enlarge person on an ally who’ll protect her. Base Statistics Without mage armor, the wizard’s statistics are AC 11, touch 11, flat-footed 10. STATISTICS Str 10, Dex 13, Con 14, Int 17, Wis 12, Cha 8 Base Atk +0; CMB +0; CMD 11 Feats Alertness, Combat Casting, Improved Initiative, Scribe Scroll Skills Knowledge (arcana, history, planes) +7, Linguistics +7, Perception +4, Sense Motive +3, Spellcraft +7 Languages Common, Draconic, Dwarven, Elven, Infernal SQ arcane bond (raven) Combat Gear potions of cure light wounds (2), potion of shield of faith, scrolls of comprehend languages (2), scroll of endure elements, scroll of enlarge person, scroll of grease, scroll of mount, scrolls of shield (2), smokesticks (2); Other Gear quarterstaff, antitoxin, spellbook, sunrods (5), 40 gp These mages are new adventurers looking for protectors. HOLDREDA DANTON Holdreda loves magic, but not risking her life. After low- paying jobs for the captain of the guard, she decided to go adventuring, but wants a strong group to keep her safe. CAUTIOUS MAGE CR 1/2 HUMAN WIZARD 1 XP 200 Medium humanoid (human) N STREET MAGICIAN CR 1 GNOME ENCHANTER 2 XP 400 Small humanoid (gnome) CN 178 178 Init +8; Senses Perception +5 DEFENSE AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge) hp 22 (4d6+6) Fort +2, Ref +3, Will +5 OFFENSE Speed 30 ft. Melee club +1 (1d6–1) Ranged light crossbow +4 (1d8/19–20) Arcane School Spell-Like Abilities (CL 4th; concentration +8) 7/day—diviner’s fortune (+2) Diviner Spells Prepared (CL 4th; concentration +8) 2nd—cat’s grace, detect thoughts (DC 16), web (2, DC 16) 1st—comprehend languages, feather fall, mage armor, magic missile (2) 0 (at will)—dancing lights, detect magic, detect poison, message Opposition Schools illusion, necromancy TACTICS Before Combat The wizard casts mage armor. During Combat If surprised, the wizard uses forewarned to cast cat’s grace in the surprise round. He uses web, color spray, or sleep against targets he intends to capture. Base Statistics Without mage armor, the wizard’s statistics are AC 14, touch 14, flat- footed 11. STATISTICS Str 8, Dex 14, Con 13, Int 18, Wis 12, Cha 10 Base Atk +2; CMB +1; CMD 15 Feats Combat Casting, Dodge, Improved Initiative, Scribe Scroll Skills Diplomacy +4, Intimidate +4, Knowledge (arcana, local) +10, Knowledge (geography, history, nobility, religion) +8, Perception +5, Sense Motive +5, Spellcraft +11 Languages Common, Draconic, Dwarven, Elven, Orc SQ arcane bond (ring of protection +1), forewarned Combat Gear potion of cure moderate wounds, scroll of detect thoughts, scroll of knock, scroll of locate object, scrolls of sleep (2), wand of color spray (20 charges); Other Gear club, light crossbow with 20 bolts, ring of protection +1, manacles, spellbook, 125 gp The investigator mage works with city guards to investigate crimes. Init +2; Senses low-light vision; Perception +5 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 19 (3d6+6) Fort +2, Ref +3, Will +3; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee mwk rapier +3 (1d6/18–20) Ranged mwk longbow +4 (1d8+1/×3) Special Attacks hand of the apprentice (6/day) Wizard Spells Prepared (CL 3rd; concentration +6) 2nd—mirror image, scorching ray 1st—magic missile, shield, shocking grasp 0 (at will)—daze (DC 13), detect magic, light, resistance TACTICS Before Combat The wizard uses her wand to cast mage armor. During Combat The wizard attacks with scorching ray, her longbow, and hand of the apprentice. If forced into melee, she casts mirror image and obscuring mist. Base Statistics Without mage armor, the wizard’s statistics are AC 12, touch 12, flat-footed 10. STATISTICS Str 12, Dex 15, Con 12, Int 17, Wis 10, Cha 8 Base Atk +1; CMB +2; CMD 14 Feats Combat Casting, Point-Blank Shot, Scribe Scroll Skills Acrobatics +4, Climb +2, Knowledge (arcana) +9, Knowledge (history) +7, Perception +5, Spellcraft +9 (+11 to identify magic item properties), Stealth +4 Languages Common, Draconic, Elven, Orc, Sylvan SQ arcane bond (rapier), elven magic, weapon familiarity Combat Gear potion of cure moderate wounds, scroll of glitterdust, scroll of invisibility, scroll of magic weapon, scrolls of mirror image (2), scroll of obscuring mist, scroll of protection from evil, scroll of scorching ray, wand of mage armor (20 charges); Other Gear masterwork longbow with 20 arrows, masterwork rapier, spellbook, 113 gp These mercenary wizards are able to fill many roles, and demand a high fee for their versatility. BATTLE MAGE CR 2 ELF WIZARD 3 XP 600 Medium humanoid (elf) NE INVESTIGATOR WIZARD CR 3 HUMAN DIVINER 4 XP 800 Medium humanoid (human) LN 179 179 CR 1/2 1 2 3 CORE CLASSES WIZARDS JUNGLE WIZARD CR 4 ELF TRANSMUTER 5 XP 1,200 Medium humanoid (elf) NE Init +7; Senses low-light vision; Perception +7 DEFENSE AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural) hp 28 (5d6+8) Fort +2, Ref +6, Will +5; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee mwk longsword +3 (1d8/19–20) Ranged shortbow +5 (1d6/×3) Arcane School Spell-Like Abilities (CL 5th; concentration +9) 7/day—telekinetic fist (1d4+2 bludgeoning) Transmuter Spells Prepared (CL 5th; concentration +9) 3rd—beast shape I, empowered burning hands (DC 16), displacement 2nd—invisibility, spider climb, summon swarm, web (DC 16) 1st—burning hands (DC 16), feather fall, grease, mage armor, obscuring mist 0 (at will)—dancing lights, ghost sound (DC 14), mage hand, touch of fatigue (DC 14) Opposition Schools divination, enchantment TACTICS Before Combat The wizard casts mage armor. When she prepares spells, she uses physical enhancement to increase her Constitution. She studies the combat area for the best places to use spells like grease and web, then hides in ambush. During Combat The wizard casts web on her opponents or in their path (especially if there is a pit or ravine present). She casts summon swarm into the web. If trapped opponents are escaping from the web, she casts empowered burning hands on them. Base Statistics Without mage armor, the wizard’s statistics are AC 14, touch 13, flat-footed 11. STATISTICS Str 10, Dex 16, Con 13, Int 18, Wis 12, Cha 8 Base Atk +2; CMB +2; CMD 15 Feats Empower Spell, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (evocation) Skills Acrobatics +7, Climb +3, Fly +7, Knowledge (arcana) +12, Knowledge (geography) +10, Knowledge (history) +9, Knowledge (nature) +11, Perception +7, Spellcraft +12 (+14 to identify magic item properties), Survival +4, Swim +1 Languages Common, Draconic, Elven, Gnoll, Goblin, Orc SQ arcane bond (monkey), elven magic, physical enhancement +2, weapon familiarity Combat Gear potion of cure moderate wounds, potions of pass without trace (2), scroll of cat’s grace, scroll of pyrotechnics, scroll of stinking cloud, scroll of web; Other Gear masterwork longsword, shortbow with 20 arrows, amulet of natural armor +1, spellbook, 104 gp Jungle wizards live in harmony with nature. They’re frequently mistaken for druids, and often use such misunderstandings to their advantage. Many jungle wizards use natural materials for their magical gear, such as large leaves or hides for spellbooks and scrolls, unworked tree branches for wands, or grasses that can be knotted into the shapes of rings. MANDAR TAMARICE Mandar is a hermit living in the jungle, content to go for weeks without speaking to anyone. When dealing with strangers, she deliberately acts savage and bestial so they underestimate her power and knowledge. She sometimes obtains valuable spell components or minor magic items by treating them like trinkets, thereby keeping anyone from realizing how valuable they actually are. Some assume that since Mandar lives in the wild she has a grudge against civilization, like many druids do. This isn’t the case; she simply prefers solitude. In fact, she loves some creature comforts, and might trade spellcasting services or information to nearby villages in exchange for food, clothing, or sweets for both herself and her familiar, Eink. This monkey follows her everywhere, and usually shows better street smarts than his master. Combat Encounters: Mandar attacks the PCs— or leads villagers to attack them—in order to protect her territory or a magical site. She has allies among both arcane scholars and the druids, and could appear alongside adventurers of either type (though both sides find her a little strange). Roleplaying Suggestions: Mandar might spy on the PCs using beast shape or her monkey familiar before crossing their path to question them. If they notice her savagery is an act, she drops the pretense right away and shows the true depth of her knowledge. 180 180 Init +8; Senses darkvision 60 ft., see invisibility; Perception +7 DEFENSE AC 16, touch 12, flat-footed 15 (+4 armor, +1 deflection, +1 Dex) hp 41 (6d6+18) Fort +5, Ref +4, Will +7 Defensive Abilities orc ferocity OFFENSE Speed 30 ft. Melee mwk falchion +3 (2d4–1/18–20) Ranged light crossbow +4 (1d8/19–20) Arcane School Spell-Like Abilities (CL 6th; concentration +10) 7/day—diviner’s fortune (+3) Diviner Spells Prepared (CL 6th; concentration +10) 3rd—clairaudience/clairvoyance, deep slumber (DC 18), haste (DC 17), hold person (DC 18) 2nd—flaming sphere (DC 16), fox’s cunning, pyrotechnics (DC 16), see invisibility, touch of idiocy 1st—charm person (DC 16), detect undead, mage armor, magic missile, shield 0 (at will)—dancing lights, detect magic, detect poison, message Opposition Schools illusion, necromancy TACTICS Before Combat The wizard casts mage armor and see invisibility. If she has a few rounds to prepare, she casts fox’s cunning on herself and uses her wand of enlarge person on her allies. During Combat The wizard casts haste on her allies, hold person on her most dangerous opponent, and touch of idiocy on a spellcaster. Base Statistics Without mage armor, the wizard’s statistics are AC 12, touch 12, flat-footed 11. STATISTICS Str 8, Dex 12, Con 14, Int 18, Wis 13, Cha 10 Base Atk +3; CMB +2; CMD 14 Feats Brew Potion, Combat Casting, Improved Initiative, Scribe Scroll, Spell Focus (enchantment) Skills Diplomacy +3, Heal +5, Intimidate +6, Knowledge (arcana) +11, Knowledge (geography, history, local, nature) +8, Knowledge (religion) +9, Perception +7, Sense Motive +3, Spellcraft +12, Survival +3 Languages Auran, Common, Draconic, Dwarven, Giant, Orc SQ arcane bond (falchion), forewarned, orc blood, weapon familiarity Combat Gear potions of cat’s grace (2), potions of cure light wounds (2), potion of cure moderate wounds, potion of protection from arrows, scroll of comprehend languages, scrolls of mage armor (2), scroll of mount, wand of enlarge person (20 charges); Other Gear light crossbow with 20 bolts, masterwork falchion, cloak of resistance +1, ring of protection +1, spellbook, 239 gp TRIBAL SEER CR 5 HALF-ORC DIVINER 6 XP 1,600 Medium humanoid (human, orc) N The tribal seer speaks to hostile spirits and interprets omens that affect her tribe. GRESHEK THE SIGHTED Greshek was trained by her father, the tribe’s previous seer, and inherited his role when he died in a battle with an angry ghost. She tries to avoid violence and conflict, and would rather pacify an enemy to learn what it knows than kill it outright. Combat Encounters: Greshek counsels her tribe to capture the PCs because of information she learned from an omen or by spying on them. Roleplaying Suggestions: Greshek might have seen an omen or heard from a spirit that foretold that the PCs are vital to her or her tribe’s survival. 181181 CR 4 5 CORE CLASSES WIZARDS Init +7; Senses Perception +10 DEFENSE AC 19, touch 15, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 size) hp 37 (7d6+10) Fort +5, Ref +7, Will +10; +2 vs. fear DR 10/magic (ranged weapon attack only; 30 points) OFFENSE Speed 20 ft. Melee dagger +2 (1d3–2/19–20) or quarterstaff +2 (1d4–2) Ranged dagger +7 (1d3–2/19–20) Special Attacks intense spells (+3 damage) Arcane School Spell-Like Abilities (CL 7th; concentration +10) 6/day—force missile (1d4+3) Evoker Spells Prepared (CL 7th; concentration +10) 4th—black tentacles, shout (DC 17) 3rd—lightning bolt (2, DC 16), protection from energy, empowered shocking grasp 2nd—darkvision, mirror image, protection from arrows, scorching ray (2) 1st—color spray (DC 14), expeditious retreat, feather fall, mage armor, shocking grasp (2) 0 (at will)—dancing lights, flare (DC 13), mage hand, mending Opposition Schools divination, necromancy TACTICS Before Combat The wizard casts mage armor and protection from arrows. If she has an ally who attacks in melee, she casts protection from energy (electricity) on that ally to protect him from her lightning bolt spells; otherwise, she casts it on herself (warding against fire). During Combat The wizard tries to catch multiple opponents with black tentacles, then follows up with a lightning bolt to hit as many targets as possible. She uses her imp to invisibly deliver shocking grasp and empowered shocking grasp. Base Statistics Without mage armor, the wizard’s statistics are AC 15, touch 15, flat-footed 12. STATISTICS Str 6, Dex 16, Con 12, Int 16, Wis 13, Cha 12 Base Atk +3; CMB +0; CMD 14 Feats Combat Casting, Empower Spell, Improved Familiar, Improved Initiative, Iron Will, Scribe Scroll Skills Acrobatics +5 (+1 when jumping), Bluff +6, Climb +0, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +7, Knowledge (planes) +8, Perception +10, Spellcraft +13, Stealth +10, Use Magic Device +5 Languages Common, Draconic, Dwarven, Goblin, Halfling, Infernal SQ arcane bond (imp) Combat Gear pearl of power (1st), potion of cure moderate wounds, potion of lesser restoration, scroll of black tentacles, scrolls of invisibility (2), scrolls of lightning bolt (2), scrolls of mirror image (2), scroll of protection from energy; Other Gear dagger, quarterstaff, cloak of resistance +1, ring of protection +1, spellbook, 186 gp The thunder wizard manipulates sound and electricity to destroy her enemies. ZUKET AMARAL Zuket is an unexceptional adventuring wizard with a loud, outgoing personality. She loves visiting new places and exploring, and isn’t embarrassed to stare open- mouthed at wondrous cities or landmarks. She likes things that are big and loud, from thunderstorms to parades to monsters. Combat Encounters: Zuket attacks the PCs to drive them away from a halfling village or a cache of noisy magic items she wants. Roleplaying Suggestions: Zuket doesn’t like bullies, and she might intervene on behalf of a PC, even without being asked, if she sees that the PC is in trouble and thinks he needs help. THUNDER WIZARD CR 6 HALFLING EVOKER 7 XP 2,400 Small humanoid (halfling) LN 182 182 Init +7; Senses low-light vision; Perception +9 DEFENSE AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 natural) hp 40 (8d6+10) Fort +4, Ref +6, Will +8; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee rapier +4 (1d6/18–20) Ranged dagger +7 (1d4/19–20) Special Attacks aura of despair (8 rounds/day) Arcane School Spell-Like Abilities (CL 8th; concentration +12) 7/day—dazing touch Enchanter Spells Prepared (CL 8th; concentration +12) 4th—confusion (DC 19), dimension door, greater invisibility, phantasmal killer (DC 18) 3rd—deep slumber (DC 18), dispel magic, hold person (DC 18), phantom steed, suggestion (DC 18) 2nd—alter self, daze monster (DC 17), hideous laughter (DC 17), invisibility, resist energy 1st—charm person (2, DC 16), color spray (DC 15), mage armor, shield, ventriloquism (DC 15) 0 (at will)—daze (DC 15), mage hand, resistance, touch of fatigue (DC 14) Opposition Schools divination, necromancy TACTICS Before Combat The wizard casts mage armor. During Combat The wizard uses charm person, confusion, and suggestion to turn opponents against each other. By casting greater invisibility on herself, she can remain hidden while she manipulates her targets. She uses her wand of touch of idiocy against enemy spellcasters. Base Statistics Without mage armor, the wizard’s statistics are AC 15, touch 14, flat-footed 12. STATISTICS Str 10, Dex 16, Con 12, Int 18, Wis 8, Cha 12 Base Atk +4; CMB +4; CMD 18 Feats Combat Casting, Craft Wand, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (enchantment) Skills Acrobatics +8, Bluff +9, Diplomacy +6, Knowledge (arcana) +15, Knowledge (local, nobility) +11, Perception +9, Perform (dance) +4, Sense Motive +3, Spellcraft +15 (+17 identify magic item properties) Languages Common, Draconic, Elven, Gnome, Orc, Sylvan SQ arcane bond (viper), elven magic, enchanting smile, weapon familiarity Combat Gear potion of cure moderate wounds, potion of invisibility, scroll of dispel magic, scroll of suggestion, wand of charm person (20 charges), wand of fox’s cunning (10 charges), wand of touch of idiocy (10 charges); Other Gear dagger, rapier, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, spellbook, 303 gp Seductive enchanters use magic so they can enjoy mortal pleasures. This usually means influencing people to give them things. These wizards can be found anywhere they can get the finer things in life. Many of them become connoisseurs of one particular pleasure, going from place to place and scamming people into giving them the rarest gems or pieces from master artists, or coercing kisses from the most attractive nobles. VAELEUS THE CHARMER Vaeleus has a reputation for getting what she wants—fine food, quality wine, even sex. What she can’t manage to get with ordinary looks, words, and caresses, she gets by using magic. Many people in whatever town she resides in might consider themselves her greatest lover, best friend, or trusted confidant. Vaeleus has gotten used to her lies and tricks eventually falling apart; she often has to leave town in a hurry when lovers or merchants realize they’ve been compelled against their will. For Vaeleus, it’s a simple enough matter to just find a new town with new targets and new pleasures to experience. She doesn’t waste time worrying about the bridges she’s burned—after all, those people aren’t worth anything to her now. Combat Encounters: The PCs might fight Vaeleus because she took advantage of one of their friends or allies. If she has really sunken her claws in, though, that friend might take her side and fight against the PCs. Roleplaying Suggestions: In certain circles, Vaeleus is well respected, and can do no wrong. People might recommend the PCs talk to her for information or contacts. She seems to know everyone, and can pull all sorts of strings for the right fee. Of course, she’d rather just take the fee and not do any work, using enchantments to skip the hard part. SEDUCTIVE ENCHANTER CR 7 ELF ENCHANTER 8 XP 3,200 Medium humanoid (elf) NE 183 183 CR 6 7 CORE CLASSES WIZARDS Init +3; Senses Perception +12 DEFENSE AC 15, touch 10, flat-footed 15 (+4 armor, +1 deflection, –1 Dex, +1 natural) hp 92 (9d6+58) Fort +8, Ref +2, Will +9; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune fire (108 points) OFFENSE Speed 20 ft. Melee battleaxe +5 (1d8+1/×3) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, intense spells (+4 damage) Arcane School Spell-Like Abilities (CL 9th; concentration +13) At will—elemental wall (9 rounds/day) 7/day—force missile (1d4+4) Evoker Spells Prepared (CL 9th; concentration +13) 5th—cone of cold (DC 20), transmute rock to mud 4th—empowered acid arrow, greater invisibility, resilient sphere (DC 19), stone shape 3rd—dispel magic, fireball (DC 18), gaseous form, ray of exhaustion (DC 17), stinking cloud (DC 17) 2nd—acid arrow, bear’s endurance, protection from energy, scorching ray, spider climb, summon swarm 1st—burning hands (2, DC 16), color spray (DC 15), feather fall, mage armor, ray of enfeeblement (DC 15) 0 (at will)—acid splash, dancing lights, detect magic, mage hand Opposition Schools enchantment, necromancy TACTICS Before Combat The wizard casts bear’s endurance, mage armor, and protection from energy (fire). During Combat The wizard casts greater invisibility, then uses transmute rock to mud to trap foes. He casts area damage spells at trapped targets and uses stinking cloud and resilient sphere to hinder those who escape the mud. Base Statistics Without bear’s endurance, mage armor, and protection from energy (fire), the wizard’s statistics are AC 11, touch 10, flat-footed 11; hp 74; Fort +6; Immune none; Con 16. STATISTICS Str 12, Dex 8, Con 20, Int 18, Wis 16, Cha 8 Base Atk +4; CMB +5; CMD 15 (19 vs. bull rush or trip) Feats Combat Casting, Empower Spell, Improved Initiative, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness Skills Appraise +15 (+17 to assess nonmagical metals or gemstones), Climb +4, Craft (alchemy) +12, Fly +6, Knowledge (arcana, dungeoneering) +16, Knowledge (engineering) +12, Perception +12 (+14 to notice unusual stonework), Sense Motive +4, Spellcraft +16 Languages Common, Dwarven, Goblin, Terran, Undercommon SQ arcane bond (bat) Combat Gear potion of cure moderate wounds, scroll of clairaudience/clairvoyance, scroll of solid fog, scroll of stinking cloud, scroll of stone shape; Other Gear battleaxe, amulet of natural armor +1, headband of vast intelligence +2, ring of protection +1, spellbook, 665 gp The cave wizard manipulates the energy of deep rock. CARACHECK THE CAUSTIC Caracheck has always felt an affinity for earth, stone, gems, and digging. Uninterested in serving an earth deity or the druidic power of elemental earth, he wanted to bend living rock to his will and chose an arcane path. Now he uses his magic to locate the earth’s treasures and scour away the worthless rock around them. If he can’t easily reach a prized vein of ore or gems, he collapses the area around it, preventing others from reaching it and giving him time to improve his extraction skills. CAVE WIZARD CR 8 DWARF EVOKER 9 XP 4,800 Medium humanoid (dwarf) NE 184 184 Init +6; Senses low-light vision; Perception +9 DEFENSE AC 20, touch 15, flat-footed 17 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural, +1 size) hp 73 (10d6+36) Fort +7, Ref +6, Will +10; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee mwk dagger +5 (1d3–2/19–20) Ranged mwk dagger +9 (1d3–2/19–20) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids Gnome Spell-Like Abilities (CL 10th; concentration +11) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals Arcane School Spell-Like Abilities (CL 10th; concentration +14) At will—invisibility field (10 rounds/day) 7/day—blinding ray Illusionist Spells Prepared (CL 10th; concentration +14) 5th—cloudkill (DC 19), persistent image (DC 21), teleport 4th—greater invisibility, phantasmal killer (DC 20), empowered scorching ray, solid fog, stone shape 3rd—dispel magic, displacement, fly, haste (DC 17), major image (DC 19) 2nd—detect thoughts (DC 16), glitterdust (DC 16), hypnotic pattern (DC 18), magic mouth, mirror image, scorching ray 1st—color spray (2, DC 17), feather fall, grease, magic missile, silent image (DC 17) 0 (at will)—dancing lights, detect magic, ghost sound (DC 16), mage hand Opposition Schools enchantment, necromancy TACTICS Before Combat The wizard casts mage armor from her wand. During Combat The wizard prefers to prank others rather than cause deliberate harm. She casts greater invisibility, then harasses and annoys her targets with glitterdust, grease, major image, persistent image, and solid fog. If attacked with lethal force, she retaliates with cloudkill, empowered scorching ray, and magic missile. Base Statistics Without mage armor, the wizard’s statistics are AC 16, touch 15, flat-footed 13. STATISTICS Str 6, Dex 14, Con 16, Int 18, Wis 14, Cha 12 Base Atk +5; CMB +2; CMD 16 Feats Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Improved Initiative, Scribe Scroll, Spell Focus (illusion) Skills Acrobatics +7 (+3 when jumping), Appraise +12, Craft (sculptures) +14, Fly +12, Knowledge (arcana) +17, Knowledge (geography, local, nature) +10, Perception +9, Perform (oratory) +6, Spellcraft +17, Stealth +11 Languages Common, Draconic, Dwarven, Elven, Gnome, Sylvan SQ arcane bond (raven), extended illusions (+5 rounds) Combat Gear potion of cure moderate wounds, potion of cure serious wounds, scroll of displacement, scroll of empowered scorching ray, scroll of teleport, wand of burning hands (CL 5th, 20 charges), wand of invisibility (20 charges), wand of mage armor (20 charges); Other Gear masterwork dagger, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +1, headband of vast intelligence +2, ring of protection +1, spellbook, jade dust for magic mouth (worth 50 gp), 998 gp These irreverent illusionists are the bane of humorless adventurers. Their tricks are sometimes mistaken for enemy attacks, and even in dangerous situations, their own amusement comes first. MIET SILVERVEIN Miet is an artist who sculpts clay, light, and sound. She is fascinated with the play of light and shadow on physical things, and intensely studies people and objects in order to memorize and understand their shapes and surfaces. She claims that she can create a flawless illusion of anyone she has ever met and anything she has ever touched, and has used her talents for illusion to befuddle, entertain, and confound people for years. She doesn’t let herself take anything seriously, even the destruction of her creations—she is comfortable with the ephemeral and impermanent visualizations of her mind’s eye, and knows she can always recreate something that was lost. Combat Encounters: Miet enjoys pranks and often doesn’t know when she’s pushed things too far. What is innocent play in her mind might be interpreted by the PCs as an attack from a hostile, unseen force. Roleplaying Suggestions: Miet might volunteer to travel with the PCs (especially if they are famous) so she can study what they look like or examine strange new monsters. PRANKSTER ILLUSIONIST CR 9 GNOME ILLUSIONIST 10 XP 6,400 Small humanoid (gnome) CN 185 185 CR 8 9 CORE CLASSES WIZARDS Init +5; Senses darkvision 60 ft., see invisibility; Perception +4 DEFENSE AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural) hp 100 (11d6+59) Fort +10, Ref +6, Will +10 Resist fire 30 OFFENSE Speed 30 ft. Melee mwk dagger +6 (1d4/19–20) Special Attacks channel negative energy (DC 17, 8/day) Arcane School Spell-Like Abilities (CL 11th; concentration +16) 8/day—grave touch (5 rounds) Necromancer Spells Prepared (CL 11th; concentration +16) 6th—create undead, eyebite (DC 23) 5th—baleful polymorph (DC 20), magic jar (DC 22), teleport, waves of fatigue 4th—animate dead, enervation, fear (DC 21), solid fog, wall of fire 3rd—blink, fireball (DC 18), fly, ray of exhaustion (DC 20), vampiric touch (2) 2nd—blindness/deafness (DC 19), false life, resist energy, see invisibility, scare (DC 19), scorching ray 1st—alarm, burning hands (DC 16), cause fear (DC 18), detect undead, expeditious retreat, mage armor, magic missile 0 (at will)—bleed (DC 17), detect magic, read magic, touch of fatigue (DC 17) Opposition Schools enchantment, illusion TACTICS Before Combat The wizard casts mage armor, false life, resist energy (fire), and see invisibility. During Combat The wizard casts solid fog on a group of enemies, then casts wall of fire in a circle (focused inward) around the solid fog. As opponents leave the fog, he attacks them directly with eyebite and enervation. He might cast fear to drive opponents through the wall of fire, or cast fireball on a group of opponents grouped together. Base Statistics Without false life, mage armor, resist energy, and see invisibility, the wizard’s statistics are Senses darkvision 60 ft.; AC 12, touch 11, flat-footed 11; hp 85; Resist none. STATISTICS Str 10, Dex 12, Con 16, Int 20, Wis 8, Cha 14 Base Atk +5; CMB +5; CMD 16 Feats Brew Potion, Combat Casting, Command Undead, Craft Wondrous Item, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (necromancy), Toughness Skills Craft (alchemy) +19, Fly +5, Heal +4, Intimidate +7, Knowledge (arcana) +19, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, planes) +13, Knowledge (religion) +18, Perception +4, Spellcraft +19 Languages Aklo, Common, Dwarven, Elven, Goblin, Infernal SQ arcane bond (rat), life sight (10 feet, 11 rounds/day) Combat Gear potions of cure moderate wounds (2), potion of displacement, potion of invisibility, robe of bones; Other Gear masterwork dagger, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, goggles of night, headband of vast intelligence +2, spellbook, crystal for magic jar (worth 100 gp), onyx gems (worth 300 gp), 623 gp The undead creator dispassionately crafts unlife out of dead flesh and bone. TYREK GLODFER Tyrek’s love of necromancy is not due to evil motives or megalomaniacal goals, but rather stems from his clinical view of other creatures as mere objects to be manipulated in either life or death. He is as likely to purchase an unusual corpse from a poor family as he is to raid a graveyard for the parts he needs. Though working with negative energy will eventually corrupt him and turn him fully evil, for now he is an amoral scholar of the thin line between life, death, and undeath. Combat Encounters: Tyrek is usually found with undead minions he created, allied undead creatures, or death cultists paying him for his services. He rarely believes the stakes of a battle are high enough to get involved, unless he’s attacked or his enemies threaten to stop him from continuing his work. Roleplaying Suggestions: Tyrek is willing to join adventurers if their travels involve strange or new kinds of undead for him to examine or capture for further study. If any of his allies die, he’s more likely to examine the corpse, raise it from the dead, or use it for parts than to mourn. UNDEAD CREATOR CR 10 HUMAN NECROMANCER 11 XP 9,600 Medium humanoid (human) N 186 186 Init +4; Senses darkvision 60 ft., see invisibility; Perception +11 DEFENSE AC 15, touch 11, flat-footed 15 (+4 armor, +1 deflection) hp 102 (12d6+58) Fort +9, Ref +6, Will +11 Defensive Abilities orc ferocity; DR 10/magic (ranged weapon attack only; 100 points); Immune fire (120 points) OFFENSE Speed 30 ft. Melee +1 greataxe +11/+6 (1d12+5/×3) Arcane School Spell-Like Abilities (CL 12th; concentration +18) At will—change shape (beast shape III/elemental body II, 12 rounds/day) 9/day—telekinetic fist (1d4+6 bludgeoning) Transmuter Spells Prepared (CL 12th; concentration +18) 6th—chain lightning (DC 22), disintegrate (2, DC 22), transformation 5th—cone of cold (DC 21), telekinesis, telepathic bond, teleport, wall of stone 4th—black tentacles, fire shield, greater invisibility, ice storm, mass enlarge person (DC 20) 3rd—dispel magic, fly, haste, lightning bolt (2, DC 19), protection from energy 2nd—blur, bull’s strength, invisibility, levitate, protection from arrows, scorching ray, see invisibility 1st—burning hands (DC 17), feather fall, mage armor, magic missile (2), reduce person (DC 17), true strike 0 (at will)—detect magic, mage hand, message, read magic Opposition Schools enchantment, necromancy TACTICS Before Combat The wizard casts mage armor, protection from arrows, protection from energy (fire), and see invisibility. He uses physical enhancement to increase his Constitution. During Combat The wizard casts mass enlarge person on allies, then casts black tentacles, disintegrate, and area damage spells. If out of attack spells, he casts transformation and enters melee. Base Statistics Without mage armor, protection from arrows, protection from energy (fire), and see invisibility, the wizard’s statistics are Senses darkvision 60 ft.; AC 11, touch 11, flat- footed 11; DR none; Immune none. STATISTICS Str 16, Dex 10, Con 16, Int 22, Wis 12, Cha 8 Base Atk +6; CMB +9; CMD 20 Feats Brew Potion, Combat Casting, Craft Wondrous Item, Improved Initiative, Power Attack, Scribe Scroll, Toughness, Vital Strike, Weapon Focus (greataxe) Skills Climb +8, Fly +8, Handle Animal +4, Intimidate +11, Knowledge (arcana) +19, Knowledge (dungeoneering, geography, history, local, nature) +14, Perception +11, Sense Motive +6, Spellcraft +19, Stealth +3, Survival +6, Swim +8 Languages Abyssal, Common, Draconic, Giant, Goblin, Infernal, Orc SQ arcane bond (amulet), orc blood, physical enhancement +3, weapon familiarity Combat Gear potions of bear’s endurance (4), potions of bull’s strength (4), potion of cure moderate wounds, potions of invisibility (4), scroll of greater dispel magic, scroll of transformation; Other Gear +1 greataxe, cloak of resistance +2, gloves of arrow snaring, headband of vast intelligence +4, ring of protection +1, spellbook, 930 gp A toothy transmuter leads savages to victory in battle. GARASHING TUSK-TAKER Garashing believes that every enemy slain by someone he makes bigger or stronger is a testament to his skill as a mage. His allies clear out the chaff, allowing him to directly attack enemy leaders. TOOTHY TRANSMUTER CR 11 HALF-ORC TRANSMUTER 12 XP 12,800 Medium humanoid (human, orc) CE 187 187 CR 10 11 CORE CLASSES WIZARDS PYROMANIAC MAGE CR 12 HUMAN EVOKER 13 XP 19,200 Medium humanoid (human) CE Init +6; Senses Perception +12 DEFENSE AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural) hp 81 (13d6+33) Fort +9, Ref +11, Will +12 Immune fire (120 points); Resist fire 30 OFFENSE Speed 40 ft. Melee club +6/+1 (1d6) Special Attacks intense spells (+6 damage) Arcane School Spell-Like Abilities (CL 13th; concentration +19) At will—elemental wall (13 rounds/day) 9/day—force missile (1d4+6) Evoker Spells Prepared (CL 13th; concentration +19) 7th—delayed blast fireball (DC 25), statue 6th—elemental body III, maximized fireball (2, DC 21), greater dispel magic 5th—passwall, maximized scorching ray (2), telekinesis, waves of fatigue 4th—maximized burning hands (2, DC 19), greater invisibility, phantasmal killer (DC 20), shout (DC 22), wall of fire 3rd—dispel magic, explosive runes, fireball (DC 21), flame arrow, fly, protection from energy 2nd—flaming sphere (DC 20), gust of wind (DC 20), pyrotechnics (2, DC 18), resist energy, scorching ray, web (DC 18) 1st—burning hands (DC 19), expeditious retreat, grease, mage armor, magic missile (2), ray of enfeeblement (DC 17) 0 (at will)—bleed (DC 16), dancing lights, mage hand, open/close Opposition Schools divination, enchantment TACTICS Before Combat The wizard casts mage armor, protection from energy (fire), resist energy (fire), and statue. During Combat The wizard casts greater invisibility, fly, and maximized fireball. He follows up with phantasmal killer, shout, and necromantic rays. Base Statistics Without mage armor, protection from energy, and resist energy, the wizard’s statistics are AC 15, touch 14, flat-footed 12; Immune none; Resist none. STATISTICS Str 10, Dex 14, Con 14, Int 22, Wis 9, Cha 12 Base Atk +6; CMB +6; CMD 20 Feats Combat Casting, Craft Wondrous Item, Dodge, Greater Spell Focus (evocation), Improved Initiative, Iron Will, Lightning Reflexes, Maximize Spell, Point-Blank Shot, Scribe Scroll, Spell Focus (evocation) Skills Climb +5, Craft (alchemy) +19, Fly +18, Knowledge (arcana) +21, Knowledge (engineering, planes) +19, Knowledge (geography, history, local, religion) +14, Perception +12, Sense Motive +4, Spellcraft +19, Stealth +12, Survival +4 Languages Abyssal, Common, Draconic, Dwarven, Goblin, Ignan, Infernal SQ arcane bond (ring of protection +1) Combat Gear elemental gem (fire), potions of cure moderate wounds (2), potion of invisibility, scrolls of protection from energy (2), scrolls of resist energy (2), wand of burning hands (CL 5th, 20 charges), alchemist’s fire (10); Other Gear club, amulet of natural armor +1, boots of striding and springing, bracers of armor +3, cloak of resistance +3, headband of vast intelligence +4, ring of protection +1, spellbook, 1,100 gp These mages love to cause collateral damage with fires. 188 188 Init +4; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +27 DEFENSE AC 21, touch 16, flat-footed 17 (+4 armor, +2 deflection, +4 Dex, +1 natural) hp 69 (14d6+18) Fort +7, Ref +10, Will +11; +2 vs. enchantments Defensive Abilities nondetection, spell turning; Resist electricity 30, fire 30 OFFENSE Speed 30 ft. Melee dagger +8/+3 (1d4+1/19–20) Ranged light crossbow +11 (1d8/19–20) Special Attacks intense spells (+7 damage) Arcane School Spell-Like Abilities (CL 14th; concentration +20) At will—elemental wall (14 rounds/day) 9/day—force missile (1d4+7) Evoker Spells Prepared (CL 14th; concentration +20) 7th—enlarged maximized fireball (DC 21), prismatic spray, spell turning 6th—disintegrate (DC 23), greater dispel magic, enlarged maximized scorching ray (2), enlarged telekinesis (DC 22) 5th—maximized acid arrow, enlarged black tentacles, maximized scorching ray, teleport, wall of force 4th—arcane eye, dimension door, greater invisibility, enlarged lightning bolt (DC 21), maximized magic missile, shout (DC 22) 3rd—clairaudience/clairvoyance (2), dispel magic, fly, nondetection, wind wall 2nd—acid arrow, darkness, darkvision, glitterdust (DC 18), resist energy (2), see invisibility 1st—endure elements, expeditious retreat, mage armor, magic missile, shield, true strike (2) 0 (at will)—dancing lights, detect magic, mage hand, message Opposition Schools enchantment, necromancy TACTICS Before Combat The wizard casts darkvision, endure elements, mage armor, nondetection, resist energy (electricity, fire), see invisibility, and spell turning. During Combat The wizard uses tactics specific to his quarry, choosing spells with saving throws that target his prey’s weakest defenses. When facing a target he knows little about, he casts greater invisibility and then enlarged black tentacles to give him time to find the perfect spell. Against single targets, he casts disintegrate, enlarged maximized scorching ray, or maximized magic missile. He uses telekinesis to hurl boulders if the kill is supposed to look like an accident. Base Statistics Without darkvision, mage armor, resist energy (electricity, fire), and see invisibility, the wizard’s statistics are AC 17, touch 16, flat-footed 13; Senses low-light vision; Defensive Abilities none; Resist none. STATISTICS Str 12, Dex 18, Con 13, Int 22, Wis 10, Cha 8 Base Atk +7; CMB +8; CMD 24 Feats Craft Wondrous Item, Enlarge Spell, Greater Spell Focus (evocation), Maximize Spell, Point-Blank Shot, Precise Shot, Scribe Scroll, Skill Focus (Perception), Spell Focus (evocation, transmutation), Spell Penetration Skills Acrobatics +9, Climb +11, Fly +17, Handle Animal +4, Knowledge (arcana) +23, Knowledge (geography) +14, Knowledge (local) +19, Knowledge (nature) +15, Perception +27, Spellcraft +23, Stealth +18, Survival +10, Swim +6 Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc SQ arcane bond (ring of protection +2), elf blood Combat Gear potion of cure serious wounds (2), potion of invisibility, potion of pass without trace, scrolls of teleport (2), wand of scorching ray (CL 11th, 20 charges); Other Gear dagger, light crossbow with 10 bolts, amulet of natural armor +1, bag of holding (type II), belt of incredible dexterity +2, cloak of resistance +2, eyes of the eagle, headband of vast intelligence +4, ring of protection +2, ring of sustenance, spellbook, 1,937 gp The mage sniper kills with spells at extreme range. HIROKI DARSHAN Hiroki is a lethal sniper. He hunts only lawbreakers and rabble-rousers, and is insulted when called an assassin. His magic allows him to kill or capture dangerous people who evade or overcome common soldiers, but he considers preparation his greatest weapon. Combat Encounters: Hiroki might target a PC who has broken a law or reneged on an oath. He usually sets an ambush, possibly aided by other mercenaries, in an area he has studied carefully. Roleplaying Suggestions: Hiroki sells his services as long-range spellcasting support, though he must be convinced the purpose is legal and serves the cause of justice. MAGE SNIPER CR 13 HALF-ELF EVOKER 14 XP 25,600 Medium humanoid (elf, human) LN 189 189 CR 12 13 CORE CLASSES WIZARDS Init +6; Senses see invisibility; Perception +15 DEFENSE AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +3 natural) hp 125 (15d6+70) Fort +11, Ref +10, Will +12 Defensive Abilities magic circle against good; Immune fire (120 points); Resist electricity 30 OFFENSE Speed 30 ft. Melee mwk quarterstaff +7/+2 (1d6–1) Arcane School Spell-Like Abilities (CL 15th; concentration +21) At will—dimensional steps (450 feet/day) 9/day—acid dart (1d6+7 acid) Conjurer Spells Prepared (CL 15th; concentration +21) 8th—incendiary cloud (DC 26), summon monster VIII 7th—extended acid fog, widened black tentacles, mass hold person (DC 23) 6th—quickened acid arrow, acid fog, disintegrate (DC 22), quickened invisibility, summon monster VI 5th—cloudkill (DC 23), dismissal (DC 21), shadow evocation (DC 21), summon monster V, teleport, widened glitterdust (DC 20) 4th—arcane eye, confusion (DC 20), dimension door, greater invisibility, phantasmal killer (DC 20), solid fog 3rd—displacement, magic circle against good, protection from energy, slow (DC 19), stinking cloud (2, DC 21) 2nd—acid arrow, glitterdust (DC 20), knock, mirror image, resist energy, see invisibility, web (DC 20) 1st—charm person (DC 17), color spray (DC 17), expeditious retreat, feather fall, grease, mage armor, mount 0 (at will)—acid splash, detect magic, mage hand, read magic Opposition Schools evocation, necromancy TACTICS Before Combat The wizard casts mage armor, magic circle against good, protection from energy (fire), resist energy (electricity), and see invisibility. During Combat The wizard leads with mass hold person, followed by widened black tentacles or incendiary cloud if opponents are immune to enchantments. He banishes creatures summoned by foes, charms enemies with his staff, summons allies to protect him, turns uncharmed enemies against each other with confusion, and targets leaders with disintegrate or phantasmal killer. Base Statistics Without mage armor, magic circle against good, protection from energy (fire), resist energy (electricity), and see invisibility, the wizard’s statistics are Senses normal; AC 18, touch 15, flat-footed 15; Defensive Abilities none; Immune none; Resist none. STATISTICS Str 8, Dex 14, Con 16, Int 23, Wis 10, Cha 12 Base Atk +7; CMB +6; CMD 21 Feats Augment Summoning, Combat Casting, Craft Wondrous Item, Dodge, Extend Spell, Greater Spell Focus (conjuration), Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration, Toughness, Widen Spell Skills Bluff +16, Diplomacy +16, Fly +10, Knowledge (arcana, planes) +24, Knowledge (dungeoneering, geography) +14, Knowledge (nature, religion) +19, Perception +15, Ride +7, Sense Motive +10, Spellcraft +24 Languages Abyssal, Aquan, Auran, Common, Ignan, Infernal, Terran SQ arcane bond (staff), summoner’s charm (7 rounds) Combat Gear potion of cure serious wounds, potion of invisibility, scroll of summon monster VIII, staff of charming; Other Gear amulet of natural armor +3, belt of mighty constitution +2, cloak of resistance +3, headband of vast intelligence +4, ring of protection +2, spellbook, 2,150 gp A cruel conjurer directs his minions as if they were pawns in a game. ALEXI THE STERN Alexi prefers to work alone or in a position of command. He considers few beings to be his equals, perhaps because of the lifetime he’s spent compelling obedience or summoning monstrous slaves to do his bidding. He prefers to be blunt and direct, and knows how to ask favors in a way that leaves no question that the request is actually an order. CRUEL CONJURER CR 14 HUMAN CONJURER 15 XP 38,400 Medium humanoid (human) LE 190 190 STATISTICS Str 8, Dex 14, Con 18, Int 22, Wis 14, Cha 8 Base Atk +8; CMB +7; CMD 24 (28 vs. bull rush or trip) Feats Combat Casting, Craft Wondrous Item, Dodge, Forge Ring, Greater Spell Focus (enchantment), Improved Initiative, Iron Will, Quicken Spell, Scribe Scroll, Spell Focus (enchantment), Spell Penetration, Still Spell Skills Appraise +14 (+16 to assess nonmagical metals or gemstones), Climb +2, Craft (sculpture) +14, Knowledge (arcana, dungeoneering, engineering) +24, Knowledge (geography, history, planes) +19, Perception +17 (+19 to notice unusual stonework), Sense Motive +12, Spellcraft +24, Survival +7, Swim +2 Languages Common, Dwarven, Giant, Gnome, Goblin, Orc, Terran, Undercommon SQ arcane bond (warhammer), protective ward (6 rounds, +4 deflection, 9/day) Combat Gear potion of cure moderate wounds, scroll of maze, scroll of summon monster VIII; Other Gear +1 spell storing warhammer, amulet of natural armor +3, bag of holding (type I), belt of mighty constitution +2, cloak of resistance +4, gloves of arrow snaring, headband of vast intelligence +4, ring of force shield, ring of protection +4, spellbook, diamond dust (worth 500 gp), 700 gp These wizards protect underground communities. DEEP MARSHAL CR 15 DWARF ABJURER 16 XP 51,200 Medium humanoid (dwarf) LN Init +6; Senses darkvision 60 ft., see invisibility; Perception +17 DEFENSE AC 26, touch 17, flat-footed 23 (+4 armor, +4 deflection, +2 Dex, +1 dodge, +3 natural, +2 shield) hp 130 (16d6+72) Fort +13, Ref +11, Will +18; +4 vs. mind-affecting, +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), energy absorption (48/day), mind blank; DR 10/adamantine (150 points); Immune fire (120 points); Resist cold 10, electricity 30 OFFENSE Speed 20 ft. Melee +1 spell storing warhammer +8/+3 (1d8/×3) Ranged light crossbow +10 (1d8/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids Abjurer Spells Prepared (CL 16th; concentration +22) 8th—quickened charm monster (DC 23), mind blank, prismatic wall 7th—banishment (DC 23), quickened haste, mass hold person (DC 25), phase door 6th—globe of invulnerability, greater dispel magic, greater heroism, mass bull’s strength, mass suggestion (DC 24) 5th—break enchantment, stilled dimension door, dominate person (2, DC 23), telepathic bond, wall of stone 4th—arcane eye, charm monster (DC 22), confusion (DC 22), remove curse, solid fog, stoneskin 3rd—dispel magic, haste (DC 19), hold person (2, DC 21), protection from energy, wind wall 2nd—acid arrow, hideous laughter (DC 20), invisibility, levitate, resist energy (2), see invisibility 1st—alarm, charm person (DC 19), expeditious retreat, feather fall, grease, mage armor, true strike 0 (at will)—dancing lights, detect magic, message, resistance Opposition Schools evocation, necromancy TACTICS Before Combat The wizard casts mage armor, mind blank, protection from energy (fire), resist energy (electricity), see invisibility, and stoneskin. She casts telepathic bond on allies. During Combat The wizard’s warhammer contains hold person. Base Statistics Without mage armor, mind blank, protection from energy, resist energy, see invisibility, and stoneskin, the wizard’s statistics are Senses darkvision 60 ft.; AC 22, touch 17, flat-footed 19; Fort +13, Ref +11, Will +18; +2 vs. poison, spells, and spell-like abilities; Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), energy absorption (48/day); DR none; Immune none; Resist cold 10. 191191 CR 14 15 CORE CLASSES WIZARDS Init +7; Senses darkvision 60 ft., low-light vision; Perception +19 DEFENSE AC 24, touch 17, flat-footed 20 (+4 armor, +2 deflection, +3 Dex, +1 dodge, +3 natural, +1 size) hp 79 (17d6+17) Fort +10, Ref +12, Will +16; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), moment of prescience, nondetection; Immune detect thoughts, discern lies, alignment detection OFFENSE Speed 20 ft. Melee +1 dagger +10/+5 (1d3+1/19–20) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, hand of the apprentice (9/day), metamagic mastery (5/day) Wizard Spells Prepared (CL 17th; concentration +23) 9th—power word kill 8th—horrid wilting (DC 24), moment of prescience 7th—quickened hold person (DC 24), insanity (DC 24), statue 6th—chain lightning (DC 22), disintegrate (DC 23), greater dispel magic, mass suggestion (DC 23), true seeing 5th—baleful polymorph (DC 22), stilled dimension door, dominate person (DC 22), passwall, prying eyes 4th—bestow curse (DC 20), confusion (DC 21), greater invisibility, locate creature, solid fog 3rd—clairaudience/clairvoyance, dispel magic, hold person (DC 20), nondetection, slow (DC 20) 2nd—alter self, darkvision, detect thoughts (DC 18), invisibility (2), knock 1st—charm person (DC 18), feather fall, grease, mage armor, magic missile, obscuring mist 0 (at will)—detect magic, detect poison, mage hand, open/close TACTICS Before Combat The wizard casts darkvision, mage armor, moment of prescience, nondetection, and statue. During Combat The wizard prefers to evade combat by casting dimension door or greater invisibility. Base Statistics Without darkvision, mage armor, and moment of prescience, the wizard’s statistics are Senses low-light vision; AC 20, touch 17, flat-footed 16; Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants). STATISTICS Str 10, Dex 16, Con 12, Int 22, Wis 14, Cha 10 Base Atk +8; CMB +7; CMD 23 Feats Combat Casting, Combat Expertise, Craft Wondrous Item, Dodge, Extend Spell, Improved Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (enchantment), Spell Focus (transmutation), Spell Penetration, Still Spell Skills Bluff +15, Climb +5, Craft (alchemy) +14, Diplomacy +5, Disguise +10, Fly +13, Knowledge (arcana) +19, Knowledge (engineering, geography, history, local, nobility, religion) +14, Perception +19, Sense Motive +17, Spellcraft +19, Stealth +22, Use Magic Device +13 Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Orc, Sylvan SQ arcane bond (lizard) Combat Gear pearl of power (5th), potions of cure moderate wounds (2), potions of cure serious wounds (2), potions of delay poison (3), potion of glibness, potions of invisibility (2), scrolls of detect secret doors (2), scroll of dimension door, scrolls of fly (2), scroll of greater invisibility, scrolls of scorching ray (2), scrolls of see invisibility (2), scrolls of teleport (2), dark reaver powder (2), deathblade (2); Other Gear +1 dagger, amulet of natural armor +3, bag of holding (type I), belt of incredible dexterity +2, cloak of resistance +4, hat of disguise, headband of vast intelligence +4, ring of mind shielding, ring of protection +2, slippers of spider climbing, eye ointment for true seeing (worth 500 gp), silver mirror (worth 1,000 gp), spellbook, 1,823 gp The mage spy is a diplomat and saboteur. MAGE SPY CR 16 GNOME WIZARD 17 XP 76,800 Small humanoid (gnome) NE 192 192 Init +5; Senses see invisibility; Perception +24 DEFENSE AC 23, touch 16, flat-footed 22 (+4 armor, +4 deflection, +1 Dex, +1 insight, +3 natural) hp 170 (18d6+105) Fort +14, Ref +11, Will +17; +4 vs. mind-affecting Defensive Abilities mind blank, spell turning; Resist cold 20, fire 30 OFFENSE Speed 30 ft. Melee mwk silver dagger +9/+4 (1d4–1/19–20) Special Attacks channel negative energy (DC 19, 11/day) Arcane School Spell-Like Abilities (CL 18th; concentration +26) 11/day—grave touch (9 rounds) Necromancer Spells Prepared (CL 18th; concentration +26) 9th—energy drain (DC 29), time stop, wail of the banshee (DC 29) 8th—create greater undead, horrid wilting (3, DC 28), mind blank 7th—ethereal jaunt, finger of death (DC 27), quickened fireball (DC 22), spell turning, waves of exhaustion 6th—chain lightning (DC 25), create undead, disintegrate (DC 24), eyebite (DC 26), maximized vampiric touch (2) 5th—cloudkill (DC 23), quickened magic missile, maximized scorching ray, teleport, wall of force, waves of fatigue 4th—animate dead, arcane eye, bestow curse (2, DC 24), dimension door, fire shield, maximized ray of enfeeblement 3rd—blink, dispel magic (2), fireball (2, DC 22), fly, vampiric touch 2nd—blindness/deafness (DC 22), darkvision, false life, glitterdust (DC 20), resist energy, scorching ray, see invisibility 1st—cause fear (DC 21), expeditious retreat, feather fall, grease, mage armor, magic missile, obscuring mist 0 (at will)—bleed (DC 20), detect magic, mage hand, read magic Opposition Schools enchantment, illusion TACTICS Before Combat The wizard casts false life, mage armor, mind blank, resist energy (fire), see invisibility, and spell turning. During Combat The wizard casts time stop and energy drain on the most dangerous-looking target, then thins out the ranks of his enemies with chain lightning. Base Statistics Without false life, mage armor, mind blank, resist energy (fire), see invisibility, and spell turning, the wizard’s statistics are AC 19, touch 16, flat-footed 18; hp 155; Fort +14, Ref +11, Will +17; Defensive Abilities none; Resist cold 20. STATISTICS Str 8, Dex 12, Con 18, Int 26, Wis 14, Cha 10 Base Atk +9; CMB +8; CMD 23 Feats Alertness, Combat Casting, Command Undead, Craft Wondrous Item, Extra Channel, Forge Ring, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (evocation, necromancy), Toughness, Weapon Focus (ray) Skills Fly +22, Heal +20, Intimidate +16, Knowledge (arcana, planes, religion) +29, Knowledge (history, local) +21, Perception +24, Sense Motive +24, Spellcraft +29, Stealth +19, Use Magic Device +18 Languages Aklo, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Orc, Undercommon SQ arcane bond (owl), life sight (30 feet, 18 rounds/day) Combat Gear potions of cure serious wounds (3), scroll of iron body, scroll of spell turning, scroll of wall of force, wand of inflict moderate wounds (20 charges), wand of invisibility (20 charges); Other Gear masterwork silver dagger, amulet of natural armor +3, belt of mighty constitution +4, clear spindle ioun stone, cloak of resistance +4, dusty rose prism ioun stone, headband of vast intelligence +6, restorative ointment, ring of major energy resistance (cold), ring of protection +4, onyx gems (worth 2,000 gp), spellbook, 8,973 gp These wizards are steeped in the evil of their profession. GRAND NECROMANCER CR 17 HUMAN NECROMANCER 18 XP 102,400 Medium humanoid (human) NE 193 193 CR 16 17 CORE CLASSES WIZARDS Init +6; Senses low-light vision; Perception +24 DEFENSE AC 24, touch 16, flat-footed 21 (+4 armor, +3 deflection, +2 Dex, +1 dodge, +4 natural) hp 139 (19d6+70) Fort +13, Ref +12, Will +17; +2 vs. enchantments, +4 vs. mind-affecting Defensive Abilities mind blank, misdirection, spell turning; Immune electricity (120 points), fire (120 points); Resist cold 30 OFFENSE Speed 35 ft. Melee +1 dagger +9/+4 (1d4/19–20) Special Attacks aura of despair (19 rounds/day) Arcane School Spell-Like Abilities (CL 19th; concentration +27) 11/day—dazing touch Enchanter Spells Prepared (CL 19th; concentration +27) 9th—dominate monster (DC 29), power word kill, summon monster IX, weird (DC 27) 8th—horrid wilting (DC 26), incendiary cloud (DC 26), irresistible dance, mind blank, polymorph any object (DC 26) 7th—extended acid fog, quickened hold person (2, DC 23), mass hold person (DC 27), project image (DC 25), spell turning 6th—disintegrate (DC 24), greater dispel magic, greater heroism, mass suggestion (DC 26), quickened mirror image, repulsion (DC 24) 5th—cloudkill (DC 23), dominate person (DC 25), feeblemind (DC 25), hold monster (DC 25), mind fog (DC 25), teleport 4th—bestow curse (DC 22), charm monster (2, DC 24), crushing despair (DC 24), enervation, greater invisibility, phantasmal killer (DC 22) 3rd—displacement, fly, hold person (DC 23), magic circle against good, protection from energy (2), slow (DC 21) 2nd—acid arrow (2), ghoul touch (DC 20), misdirection, resist energy, touch of idiocy, web (DC 20) 1st—charm person (DC 21), expeditious retreat, feather fall, mage armor, obscuring mist, ray of enfeeblement (DC 19), reduce person (DC 19) 0 (at will)—bleed (DC 18), daze (DC 20), mage hand, mending Opposition Schools divination, evocation TACTICS Before Combat The wizard casts mage armor, mind blank, misdirection, protection from energy (electricity, fire), resist energy (cold), and spell turning. During Combat The wizard uses dominate monster, weird, and mass hold person to control enemies, plus incendiary cloud and horrid wilting if they resist enchantments. She uses polymorph any object to change the last survivor into a marionette for her collection. Base Statistics Without mage armor, mind blank, misdirection, protection from energy, resist energy, and spell turning, the wizard’s statistics are AC 20, touch 16, flat-footed 17; Defensive Abilities none; Immune none; Resist none. STATISTICS Str 8, Dex 14, Con 16, Int 26, Wis 10, Cha 14 Base Atk +9; CMB +8; CMD 24 Feats Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Extend Spell, Fleet, Forge Ring, Greater Spell Focus (enchantment), Improved Initiative, Improved Iron Will, Iron Will, Quicken Spell, Scribe Scroll, Skill Focus (Perception), Spell Focus (enchantment) Skills Bluff +17, Craft (puppets) +16, Diplomacy +17, Disguise +12, Fly +15, Handle Animal +7, Intimidate +17, Knowledge (arcana) +26, Knowledge (dungeoneering, engineering, geography, nature, nobility, planes, religion) +16, Knowledge (history, local) +21, Perception +24, Perform (comedy) +12, Sense Motive +15, Spellcraft +21 Languages Common, Draconic, Dwarven, Elven, Giant, Goblin, Gnome, Halfling, Sylvan, Undercommon SQ arcane bond (ring of protection +3), elf blood, enchanting smile Combat Gear potions of cure serious wounds (3), scrolls of mage’s private sanctum (2), scroll of power word blind, scrolls of summon monster VI (2), wand of displacement (20 charges), wand of fly (20 charges), wand of tongues (20 charges); Other Gear +1 dagger, amulet of natural armor +4, belt of mighty constitution +4, cloak of resistance +4, figurine of wondrous power (obsidian steed), headband of vast intelligence +6, pearl of power (7th), pearl of power (4th), ring of protection +3, spellbook, 2,036 gp The puppet master treats living minds like a child’s toys. RADILLO Radillo has always been able to manipulate people with sweet words and subtle promises. Having learned to enforce this with magic, she plays with thoughts for pleasure or power, and has contacts in many cities whose minds belong fully to her. PUPPET MASTER CR 18 HALF-ELF ENCHANTER 19 XP 153,600 Medium humanoid (elf, human) CE 194 194 Init +5; Senses low-light vision; Perception +18 DEFENSE AC 26, touch 18, flat-footed 25 (+4 armor, +5 deflection, +1 Dex, +2 insight, +4 natural); never flat-footed hp 172 (20d6+100) Fort +14, Ref +14, Will +18; +2 vs. enchantments, +4 vs. mind-affecting Defensive Abilities mind blank, moment of prescience, never surprised, spell turning; DR 10/adamantine (150 points); Immune fire (120 points), sleep; Resist cold 30, electricity 30 OFFENSE Speed 30 ft. Melee quarterstaff +9/+4 (1d6–1) Special Attacks hand of the apprentice (12/day), metamagic mastery (7/day) Wizard Spells Prepared (CL 20th; concentration +29) 9th—maximized disintegrate (DC 25), foresight, meteor swarm (DC 28), summon monster IX, time stop 8th—discern location, greater shout (DC 29), mass charm monster (DC 27), mind blank, moment of prescience 7th—forcecage (2, DC 28), prismatic spray (2, DC 26), spell turning 6th—chain lightning (2, DC 27), greater dispel magic (2), true seeing 5th—baleful polymorph (DC 24), break enchantment, cloudkill (DC 24), feeblemind (DC 24), teleport, wall of force 4th—dimension door (2), greater invisibility, ice storm (2), stoneskin 3rd—dispel magic, protection from energy, stinking cloud (DC 22), suggestion (DC 22), tongues, vampiric touch 2nd—invisibility, mirror image, resist energy (2), shatter, web (DC 21) 1st—charm person (2, DC 20), mage armor (2), magic missile (3) 0 (at will)—detect magic, light, mage hand, read magic TACTICS Before Combat The wizard casts foresight, mage armor, mind blank, moment of prescience, protection from energy (fire), resist energy (cold, electricity), spell turning, and stoneskin. During Combat The wizard casts maximized disintegrate, meteor swarm, mass charm monster, and prismatic spray. Base Statistics Without foresight, mage armor, mind blank, moment of prescience, protection from energy, resist energy, spell turning, and stoneskin, the wizard’s base statistics are AC 20, touch 16, flat- footed 19; Fort +14, Ref +12, Will +18; +2 vs. enchantments; Defensive Abilities none; DR none; Immune sleep; Resist none; CMD 25. STATISTICS Str 8, Dex 12, Con 16, Int 28, Wis 12, Cha 13 Base Atk +10; CMB +9; CMD 27 Feats Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, Forge Ring, Greater Spell Focus (evocation), Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (evocation), Spell Penetration, Still Spell, Toughness Skills Diplomacy +16, Fly +14, Intimidate +11, Knowledge (arcana, history, planes) +32, Knowledge (geography, local, nature, nobility, religion) +22, Perception +18, Sense Motive +11, Spellcraft +32 (+34 to identify magic item properties), Stealth +11, Use Magic Device +21 Languages Aklo, Celestial, Common, Draconic, Dwarf, Elven, Giant, Gnome, Halfling, Orc, Sylvan SQ arcane bond (ring of protection +5), elven magic, weapon familiarity Combat Gear potion of cure serious wounds, wand of cure moderate wounds (50 charges), wand of delay poison (20 charges), wand of restoration (20 charges), staff of evocation; Other Gear amulet of natural armor +4, bag of holding (type IV), belt of mighty constitution +4, cloak of resistance +5, gloves of arrow snaring, headband of vast intelligence +6, pearl of power (5th), ring of counterspells, ring of protection +5, diamond dust (worth 1,000 gp), eye ointment for true seeing (worth 500 gp), spellbook, 4,175 gp The master universalist draws power and knowledge from all schools of magic. MASTER UNIVERSALIST CR 19 ELF WIZARD 20 XP 204,800 Medium humanoid (elf) N 195 195 CR 18 19 CORE CLASSES WIZARDS 196 197 S ecanus kicked Cambin hard in the back, sending him sprawling. Where the theurge had been standing, a line of flame blistered the stones. “Looks like we found him,” Secanus said, nocking an arrow. As he drew back the string, the projectile’s shaft lit up with brilliant blue energy. “Fools!” the dragon sorcerer rumbled. “You think you can take what’s mine?” “Yours?” Cambin shrieked back, clenched fists blazing with holy light. “You stole that book from the temple not three days ago!” The reptile-man smiled, exposing jagged rows of bone- yellow fangs. “Of course,” he said. “At which point it became my property...” Prestige Classes PRESTIGE CLASSES Prestige classes allow you to customize characters in very specialized ways. However, the prerequisites mean characters with a prestige class tend to be higher level and might require specific kinds of multiclassing to be effective. The NPC Codex saves busy GMs the time it would take to create NPCs with prestige classes. This chapter gives you useful and interesting NPCs at prestige class levels 2, 4, 7, and 10 for each of the 10 prestige classes detailed in the Pathfinder RPG Core Rulebook. The NPCs are character levels 9, 13, 17, and 20, allowing you to use them over a wide range of levels in the campaign. All of the NPCs in this chapter use the “heroic” set of base ability scores (15, 14, 13, 12, 10, 8), and the value of their gear has been determined using the Heroic Level column of Table 14–9: NPC Gear, which can be found on page 454 of the Core Rulebook. In general, the NPCs do not list mundane gear such as rope, torches, belt pouches, and so on unless it is vital to the character (clerics have a holy symbol, rogues with Disable Device have thieves’ tools, and so on). You can assume that an NPC is geared appropriately for his or her profession or adventuring career, and if cost is ever a factor, you can mark off some of the character’s extra gear for this purpose or swap it for expendable items such as potions, nearly expended wands, and so on. HOW TO USE THIS CHAPTER As with the characters presented in Chapter 1, the three most common uses for NPCs in this chapter are as enemies, allies, and player characters, and the same guidelines explained there apply to this chapter. If your campaign requires PCs to train with a member of a prestige class before they can take levels in that prestige class, you may wish to use these NPCs as mentors or trainers for PCs interested in pursuing these specific courses of study. NOTES ON CLASSES As with the characters in Chapter 1, you always have the option to alter or add to these characters to make them even more useful to your campaign. If you’re considering swapping a character’s core class abilities for those of another class or archetype, be sure the altered character still qualifies for the prestige class. For example, the arcane trickster class requires a character to have sneak attack +2d6, so don’t use a class or rogue archetype that removes the character’s sneak attack ability. The remainder of this section examines specific alternative class and archetype choices for each of the classes in this chapter. Arcane Archer This prestige class requires the ability to cast 1st-level arcane spells, so all four of the arcane archers in this chapter have at least one level in bard, sorcerer, or wizard. If you want to alter the flavor of these characters, you can swap levels in these core classes for levels in a similar arcane spellcasting class such as summoner or witch. You can even hand-wave the minor math differences between the classes (such as the Hit Die type of a summoner compared to that of a wizard) and create an NPC with a very different feel. For example, the tournament champion (arcane archer 4) is a bard/sorcerer, but could easily be a summoner/sorcerer or a bard/witch, which presents a very different concept for the character. Arcane Trickster This prestige class requires sneak attack +2d6, so all of the arcane tricksters presented here have at least three levels in the rogue class (the only class in the Core Rulebook with sneak attack). The requirement that the character must be able to cast mage hand means the character must have levels in bard, sorcerer, or wizard, so all of the arcane tricksters are multiclassed with rogue and one of those three classes. You could, however, replace the rogue levels in any of these characters with ninja levels (Pathfinder RPG Ultimate Combat), since the ninja is a modified rogue. The sandman bard archetype (Pathfinder RPG Advanced Player’s Guide) and vivisectionist alchemist archetype (Pathfinder RPG Ultimate Magic) also give the sneak attack ability and would be interesting class swaps for arcane tricksters. Assassin This prestige class has the easiest requirements to meet (in terms of game mechanics) out of any in the Core Rulebook, so the four assassins presented here have a variety of base classes—a cleric/rogue, a druid/fighter, a monk, and a rogue. This gives you many options when it comes to quickly customizing these assassins to suit your campaign without altering much of the math. The cleric/ rogue could be an oracle/rogue, a cleric/bard, or druid/ rogue. The monk could be a fighter, ranger, or rogue. The druid/fighter could be a druid/barbarian, druid/ranger, or cleric/fighter. The rogue could be a bard, ninja, or even a summoner. Dragon Disciple This class requires levels in a spontaneous-casting arcane class (of which there are only two examples in the Core Rulebook, the bard and sorcerer), and if the character has sorcerer levels, it requires him to have the draconic bloodline, so this prestige class is perhaps the most specialized in the Core Rulebook. Fortunately, changing 198 198 PRESTIGE CLASSES INTRODUCTION the character’s dragon type is very easy, allowing you to use these four characters as any of the 10 dragon types listed in the sorcerer class. Duelist This class requires three combat feats, so it is naturally suited for fighters (and to a lesser extent rogues, who can use rogue talents to gain extra combat feats). Its reliance on using intelligent tactics, wearing light or no armor, wielding a light or one-handed piercing weapon, and having a free hand makes it a suboptimal choice for barbarians (whose rage-based abilities are a poor thematic match), monks (as they can fight without weapons, and there is only one monk weapon they can use with duelist class abilities), paladins (who usually wear heavier armor), and rangers (who for the most part either are archers or fight in melee with two weapons). Therefore, the four duelists presented here all have fighter or rogue levels. Because the duelist doesn’t use specific fighter or rogue class features as requirements, you can easily swap out these features with those of another archetype, such as the free hand fighter, mobile fighter, acrobat rogue, or rake rogue (all of which are detailed in the Advanced Player’s Guide), to create a new duelist with this stat block. Eldritch Knight This class requires proficiency in all martial weapons and 3rd-level arcane spellcasting, so the character must have levels in barbarian, fighter, paladin, or ranger (the only way to gain proficiency in all martial weapons listed in the Core Rulebook), and levels in bard, sorcerer, or wizard (the only classes in the Core Rulebook that have arcane spellcasting). Though the theme of this class is mostly taken over by the magus base class (see Ultimate Combat), using the prestige class lets you do things that you can’t do as a single-classed magus, such as using higher-level spells or arcane spells that aren’t on the magus spell list, mixing arcane and divine magic (as the champion of magic eldritch knight on page 221 does), and using barbarian rage. In most cases, you can swap out the character’s spellcasting class for another (such as replacing conjurer levels with summoner levels or sorcerer levels with bard levels) or swap her martial class levels for another martial class (ranger for barbarian, cavalier for fighter, and so on). Loremaster Because this class’s skill, feat, and spell requirements are very specific and its unique class abilities are not particularly useful in combat, characters of this class are often relegated to NPC status as sages or mentors. The four loremasters presented here focus on knowledge of the gods, nature, humanoid history, and the planes. However, because the prestige class abilities don’t alter the base class’s abilities or have specific ties to the character’s field of study, you can swap out class levels or change the knowledge focus to whatever you need for your campaign. For example, if you need a 9th-level planar expert, use the divine loremaster and swap her Knowledge (planes) and Knowledge (religion) skill bonuses. Mystic Theurge This class requires three or more levels of investment in two different spellcasting classes, and a character interested in this path usually can’t afford to dip into other classes on the way to taking prestige class levels. One of the two unique class abilities of the mystic theurge is the ability to use spell slots from one class to cast spells from the character’s other class. However, because doing so makes the spell use a higher-level spell slot than normal, this is a suboptimal choice—the character would normally do this only if he needed extra castings of certain spells and didn’t have enough spell slots of the right class. Rather than presenting an underpowered character with weaker-than-normal spells, the four mystic theurges in this chapter are not depicted as using that class ability. Feel free to alter their spell lists to take advantage of this ability if it suits your campaign. Pathfinder Chronicler This class requires a small skill investment and a roleplaying or background requirement that doesn’t need a specific class ability and has no effect on the character’s stat block; therefore, the example Pathfinder chroniclers represent a variety of classes. As with the example assassin characters, this means you can easy swap base classes to customize these Pathfinder chroniclers to suit your campaign, such as by changing the mad prophet (page 233) from a cleric to a conjurer, the master storycrafter (page 234) from a sorcerer to an illusionist, or the battle skald (page 235) from a barbarian/bard to a ranger/bard. Shadowdancer This class requires three combat feats and a small skill investment, so while it is mainly suited for martial characters, it is within reach for spellcasters as well. However, many of the shadowdancer’s class abilities— darkvision, evasion, proficiencies, rogue talents, and uncanny dodge—are available from other classes or races (or can be emulated with other class abilities), so many characters who take levels in this class will have redundant abilities. Creating an effective shadowdancer requires careful selection of base classes and feats to avoid this; if you swap out earlier levels, make sure you minimize the number of these abilities the character gains from two different sources. 199 199 Init +5; Senses low-light vision; Perception +14 DEFENSE AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex) hp 51 (5d10+2d6+2d10) Fort +7, Ref +9, Will +10; +2 vs. enchantments, +1 vs. fear Defensive Abilities bravery +1; DR 10/magic (ranged weapon attack only; 30 points); Immune sleep OFFENSE Speed 30 ft. Melee +2 short sword +14/+9 (1d6+4/19–20) Ranged mwk composite longbow +18/+13 (1d8+5/×3) Special Attacks enhance arrows (magic), imbue arrow, weapon training (bows +1) Conjurer Spell-Like Abilities (CL 3rd; concentration +4) 4/day—acid dart Conjurer Spells Prepared (CL 3rd; concentration +4; arcane spell failure 15%) 2nd—glitterdust (DC 13), web (DC 13) 1st—burning hands (2, DC 12), color spray (2, DC 12) 0 (at will)—bleed (DC 11), dancing lights, ghost sound (DC 11), mage hand Opposition Schools divination, necromancy TACTICS Before Combat The arcane archer attempts to start combat from a hard-to-reach spot, such as a high tree branch or steep elevation. He casts heroism and protection from arrows on himself from scrolls. During Combat The archer keeps his distance and uses his magic arrows first. He casts glitterdust and web to slow down any approaching enemies, using imbue arrow to increase the range of such spells if needed. He uses Arcane Armor Training each round. Base Statistics Without heroism and protection from arrows, the archer’s base statistics are Senses Perception +12; Fort +5, Ref +7, Will +8; DR none; Melee +2 short sword +12/+7 (1d6+4/19–20); Ranged mwk composite longbow +16/+11 (1d8+5/×3); Skills Climb +8, Knowledge (arcana, nature) +7, Perception +12, Spellcraft +7 (+9 to identify magic item properties), Stealth +12, Swim +8. STATISTICS Str 14, Dex 21, Con 10, Int 12, Wis 13, Cha 8 Base Atk +8; CMB +10; CMD 25 Feats Arcane Armor Training, Iron Will, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll, Weapon Focus (longbow), Weapon Specialization (longbow) GREEN WARDEN CR 8 ELF FIGHTER 5 XP 4,800 CONJURER 2 ARCANE ARCHER 2 Medium humanoid (elf) N Skills Climb +10, Knowledge (arcana, nature) +9, Perception +14, Spellcraft +9 (+11 to identify magic items), Stealth +14, Swim +10 Languages Common, Elven, Goblin SQ arcane bond (masterwork composite longbow), armor training 1, elven magic, summoner’s charm (1 round), weapon familiarity Combat Gear +1 frost arrows (5), +1 human-bane arrows (5), +1 shock arrows (5), potion of cure moderate wounds, scroll of heroism, scrolls of invisibility (2), scroll of protection from arrows; Other Gear +1 studded leather, +2 short sword, masterwork composite longbow with 50 arrows, belt of incredible dexterity +2, spell component pouch, spellbook, 165 gp Protectors of the forest, green wardens are sworn to defend their sylvan homes from enemy encroachment, using magic arrows to kill from the trees’ canopy. 200 200 CR 8 12 PRESTIGE CLASSES Init +7; Senses low-light vision; Perception +25 DEFENSE AC 21, touch 15, flat-footed 17 (+6 armor, +1 deflection, +4 Dex) hp 86 (7d8+2d6+4d10+22) Fort +6, Ref +15, Will +11; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic OFFENSE Speed 30 ft. Melee mwk rapier +11/+6 (1d6/18–20) Ranged +2 longbow +21/+16 (1d8+2/×3) Special Attacks bardic performance 19 rounds/day (move action; countersong, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion), enhance arrows (elemental, magic), imbue arrow, seeker arrow (1/day). Bard Spells Known (CL 10th; concentration +13) 4th (1/day)—greater invisibility, shout (DC 17) 3rd (4/day)—charm monster (DC 16), crushing despair (DC 16), cure serious wounds (DC 16), deep slumber (DC 16) 2nd (5/day)—cat’s grace, eagle’s splendor, invisibility, shatter, silence (DC 15) 1st (6/day)—charm person (DC 14), feather fall, grease, lesser confusion (DC 14), unseen servant 0 (at will)—dancing lights, detect magic, flare (DC 13), mage hand, mending, prestidigitation Sorcerer Spells Known (CL 2nd; concentration +5; arcane spell failure 20%) 1st (5/day)—magic missile, true strike 0 (at will)—arcane mark, daze (DC 13), ghost sound (DC 13), open/close, read magic Bloodline arcane TACTICS Before Combat The arcane archer casts cat’s grace and drinks her potion of haste. She typically prepares shock arrows as her enhance arrows ability. During Combat The archer’s favorite tactic is to cast greater invisibility, then make shots from a distance using true strike. Base Statistics Without cat’s grace, the arcane archer’s statistics are Init +5; Ref +13; Ranged +2 longbow +19/+14 (1d8+2/×3); Dex 20; CMD 26. TOURNAMENT CHAMPION CR 12 HALF-ELF BARD 7 XP 19,200 SORCERER 2 ARCANE ARCHER 4 Medium humanoid (elf, human) N STATISTICS Str 10, Dex 24, Con 13, Int 8, Wis 12, Cha 16 Base Atk +10; CMB +10; CMD 28 Feats Deadly Aim, Eschew Materials, Far Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Weapon Focus (longbow) Skills Knowledge (geography) +6, Knowledge (local, nobility) +8, Perception +25, Perform (oratory, sing) +19, Spellcraft +3, Swim +0, Use Magic Device +7 Languages Common, Elven SQ arcane bond (+2 longbow), bardic knowledge +3, bloodline arcana (+1 DC for spells with metamagic feats that increase spell level), elf blood, lore master 1/day, versatile performance (oratory, sing) Combat Gear +1 human-bane arrow (2), +1 magical beast-bane arrow (4), potion of haste; Other Gear +2 chain shirt, +2 longbow with 40 arrows, masterwork rapier, belt of incredible dexterity +2, cloak of resistance +1, lesser bracers of archery, ring of protection +1, 309 gp These half-elves travel from fair to fair, entertaining crowds with archery prowess, arcane flourishes, and epic ballads. CLAIRIAN ARROWSONG The daughter of a pair of academics, Clairian Arrowsong was never interested in the studious pursuits her parents encouraged. From an early age, Clairian showed promise as both an excellent archer and bard, despite her parents’ misgivings about both “hobbies.” In the hours she was supposed to be studying in solitude, she escaped to hear the orators and bards who congregated outside of the city’s university. But not until she saw her first archery tournament did she find her real passion. None but her parents were surprised when, as a young woman, she ran away with a sorcerer who served as a soothsayer on the tournament circuit. Combat Encounters: For extra coin and adventure, Clairian hires herself out as an archer to local princelings, bandit lords, and thieves’ guilds. Though she serves with skill, she would rather surrender than die for another’s cause. Roleplaying Suggestions: Quick with song and laughter, Clairian doesn’t take the plights of others too seriously. She would rather live the good life and have fun than be tied down to lords or obligations. 201 201 ARCANE ARCHERS UNDEAD BANE CR 16 HUMAN RANGER 9 XP 76,800 SORCERER 1 ARCANE ARCHER 7 Medium humanoid (human) N Init +9; Senses Perception +22 DEFENSE AC 26, touch 17, flat-footed 21 (+6 armor, +1 deflection, +4 Dex, +1 dodge, +1 insight, +3 natural) hp 138 (9d10+1d6+7d10+43) Fort +16, Ref +17, Will +11 Defensive Abilities evasion OFFENSE Speed 30 ft. Melee +1 short sword +17/+12/+7/+2 (1d6+1/19–20) Ranged +2 flaming shock shortbow +24/+19/+14/+9 (1d6+2/×3 plus 1d6 electricity and 1d6 fire) Special Attacks enhance arrows (distance, elemental, elemental burst, magic), favored enemy (humans +2, undead +4), imbue arrow, phase arrow (1/day), seeker arrow (2/day) Bloodline Spell-Like Abilities (CL 6th; concentration +8) 5/day—touch of destiny Ranger Spells Prepared (CL 6th; concentration +8) 2nd—barkskin, snare 1st—alarm, entangle, resist energy Sorcerer Spells Known (CL 6th; concentration +8; arcane spell failure 20%) 3rd (3/day)—slow (DC 15) 2nd (6/day)—false life, mirror image 1st (7/day)—burning hands (DC 13), detect undead, silent image (DC 13), true strike 0 (at will)—acid splash, disrupt undead, light, mage hand, message, open/ close, resistance Bloodline destined TACTICS Before Combat The arcane archer casts barkskin and uses her wand of shield. She prepares frost burst arrows using her enhance arrows ability. During Combat Preferring to stay out of the reach and sight of powerful enemies, the arcane archer casts fly and greater invisibility on herself, takes flight, and pelts her enemies with arrows from relative safety. Base Statistics Without barkskin, the arcane archer’s statistics are AC 24, touch 17, flat-footed 19 STATISTICS Str 10, Dex 20, Con 14, Int 8, Wis 14, Cha 14 Base Atk +16; CMB +16; CMD 34 Feats Deadly Aim, Dodge, Endurance, Eschew Materials, Great Fortitude, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Vital Strike, Weapon Focus (shortbow) Skills Climb +12, Heal +15, Intimidate +12, Knowledge (religion) +9, Perception +22, Stealth +17, Survival +15, Swim +12 Languages Common SQ bloodline arcana (gains a luck bonus on saves when casting personal-range spells), evasion, favored terrain (forest +2, underground +4), hunter’s bond (companions), swift tracker, track +4, wild empathy +11, woodland stride Combat Gear +1 ghost touch arrows (10), +1 undead- bane arrows (10), potion of cure moderate wounds, potion of cure serious wounds, potion of lesser restoration, potion of remove disease, scrolls of greater invisibility (2), scrolls of invisibility (2), wand of fly (10 charges), wand of shield (20 charges), holy water (10); Other Gear +2 chain shirt, +2 flaming shock shortbow with 20 arrows, +1 short sword, amulet of natural armor +1, belt of physical might +2 (Dex, Con), cloak of resistance +2, dusky rose prism ioun stone, efficient quiver, ring of feather fall, ring of protection +1, 238 gp Though these archers primarily hunt undead, they are dangerous foes for any creatures. SORINA KALTHORIN Sorina believes undeath is a scourge and corruption that must be purged. As long as the undead spread their filth, all other moral questions are moot. She sees it as her sacred duty to destroy all undead she comes across. To this end, she is constantly in search of crypts and ruins that hide her hated foes. 202 202 CR PRESTIGE CLASSES ARCANE ARCHERS 16 19 CHAOS ARROW CR 19 GNOME ROGUE 6 XP 204,800 SORCERER 4 ARCANE ARCHER 10 Small humanoid (gnome) CE Init +11; Senses low-light vision, see invisibility; Perception +26 DEFENSE AC 31, touch 21, flat-footed 24 (+7 armor, +3 deflection, +6 Dex, +1 dodge, +3 natural, +1 size) hp 140 (6d8+4d6+10d10+40) Fort +13, Ref +21, Will +13; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion, trap sense +2, uncanny dodge OFFENSE Speed 20 ft. Melee dagger +17/+12/+7/+2 (1d3/19–20) Ranged +2 frost shock shortbow +27/+22/+17/+12 (1d4+2/×3 plus 1d6 cold and 1d6 electricity) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, arrow of death, enhance arrows (aligned, distance, elemental, elemental burst, magic), imbue arrow, phase arrow (3/day), seeker arrow (4/day), sneak attack +3d6 Gnome Spell-Like Abilities (CL 20th; concentration +24) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals Bloodline Spell-Like Abilities (CL 11th; concentration +15) 7/day—laughing touch Sorcerer Spells Known (CL 11th; concentration +15; arcane spell failure 10%) 5th (4/day)—cloudkill (DC 19), teleport 4th (7/day)—confusion (DC 20), greater invisibility, shout (DC 18) 3rd (7/day)—explosive runes, haste, heroism, stinking cloud (DC 17) 2nd (7/day)—darkvision, glitterdust (DC 16), rope trick, see invisibility, web (DC 16) 1st (7/day)—color spray (DC 16), entangle (DC 15), expeditious retreat, magic missile, reduce person (DC 15), true strike 0 (at will)—bleed (DC 14), detect magic, flare (DC 14), light, mage hand, message, prestidigitation, ray of frost, read magic Bloodline fey TACTICS Before Combat The arcane archer casts see invisibility and haste. She prepares flaming burst arrows as her enhance arrows ability. During Combat A arcane archer uses imbue arrows to fire off cloudkill, stinking cloud, and entangle from a distance. Base Statistics Without see invisibility, the arcane archer’s statistics are Senses low-light vision; Perception +26. STATISTICS Str 10, Dex 24, Con 14, Int 10, Wis 13, Cha 18 Base Atk +16; CMB +15; CMD 36 Feats Deadly Aim, Dodge, Eschew Materials, Improved Initiative, Mobility, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Vital Strike, Weapon Focus (shortbow) Skills Bluff +27, Craft (bows) +8, Disguise +13, Knowledge (local, nature) +8, Perception +26, Spellcraft +8, Stealth +34, Swim +8, Use Magic Device +12 Languages Common, Gnome SQ bloodline arcana (+2 DC for compulsion spells), rogue talents (bleeding attack +3, combat trick, surprise attack), trapfinding +3, woodland stride Combat Gear +1 dwarf-bane arrows (10), +1 elf-bane arrows (10), +1 human-bane arrows (10), +1 holy arrows (5), +1 unholy arrows (5), dust of illusion, potions of cure serious wounds (3); Other Gear +3 mithral chain shirt, +2 frost shock shortbow with 20 arrows, daggers (3), amulet of natural armor +3, belt of physical might +4 (Dex, Con), cloak of resistance +3, deck of illusions, efficient quiver, hat of disguise, headband of alluring charisma +2, ring of protection +3, rope of climbing, 621 gp Often whimsical in their destruction, chaos arrows roam the world playing the cruelest pranks for their own twisted amusement. TRIS DARKJESTER It’s said that even a few demons that have crossed Tris’s path found her a little too malicious for their taste. The gnome’s odd looks hide the heart of a capricious and sadistic killer. She enjoys watching other creatures die, burning in arcane fire or crackling and freezing from the energy of her dangerous bow. Combat Encounters: Tris often strikes without any clear reason or purpose. She does it just to feed her morbid sense of fun, or to see if she can find a new way to murder. Roleplaying Suggestions: Though she doesn’t like to be, Tris can be patient. She sometimes joins a group of adventurers on some quest or another just to see how she can subtly bring about the demise of a few members before they find her out and she can slay them with impunity. 203 203 STAGE MAGICIAN CR 8 HALF-ORC BARD 4 XP 4,800 ROGUE 3 ARCANE TRICKSTER 2 Medium humanoid (human, orc) N Init +9; Senses darkvision 60 ft.; Perception +13 DEFENSE AC 21, touch 17, flat-footed 15 (+3 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural) hp 51 (4d8+3d8+2d6+9) Fort +6, Ref +15, Will +7; +4 vs. bardic performance, language- dependent, and sonic Defensive Abilities evasion, orc ferocity, trap sense +1 OFFENSE Speed 30 ft. Melee +1 light mace +9/+4 (1d6+1) Ranged dagger +13 (1d4/19–20) or light mace +13 (1d6) Special Attacks bardic performance 12 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1), sneak attack +3d6 Bard Spells Known (CL 6th; concentration +8) 2nd (4/day)—cat’s grace, cure moderate wounds (DC 14), eagle’s splendor, suggestion (DC 14) 1st (5/day)—animate rope, charm person (DC 13), silent image (DC 13), sleep (DC 13) 0 (at will)—dancing lights, detect magic, lullaby (DC 12), mage hand, mending, prestidigitation TACTICS Before Combat The arcane trickster drinks his potion of heroism and casts cat’s grace on himself. During Combat The trickster starts by throwing the light maces he uses for his juggling act, then casts charm person and suggestion to help even the odds. Base Statistics Without heroism, the arcane trickster’s statistics are Init +7; Fort +4, Ref +11, Will +5; Melee +1 light mace +7/+2 (1d6+1); Ranged dagger +9 (1d4/19–20) or light mace +9 (1d6); Dex 17; CMD 21; Skills Acrobatics +15, Disable Device +15, Escape Artist +15, Handle Animal +3, Intimidate +4, Knowledge (arcana) +11, Perception +11, Perform (comedy) +9, Ride +4, Sense Motive +6, Sleight of Hand +15, Stealth +15, Swim +4, Use Magic Device +14. STATISTICS Str 10, Dex 21, Con 13, Int 14, Wis 8, Cha 14 Base Atk +6; CMB +6; CMD 23 Feats Catch Off-Guard, Combat Casting, Dodge, Improved Initiative, Throw Anything Skills Acrobatics +19, Disable Device +19, Escape Artist +19, Handle Animal +5, Intimidate +6, Knowledge (arcana) +13, Perception +13, Perform (comedy) +11, Ride +8, Sense Motive +8, Sleight of Hand +19, Stealth +19, Swim +6, Use Magic Device +16 Languages Celestial, Common, Goblin SQ bardic knowledge +2, orc blood, ranged legerdemain, rogue talents (ledge walker), trapfinding +1, versatile performance (comedy), weapon familiarity Combat Gear potion of delay poison, potion of heroism, potions of invisibility (2), potion of pass without trace, scrolls of summon monster I (3), acid (4), holy water (4), smokesticks (4), tanglefoot bags (4), thunderstones (4); Other Gear +1 leather armor, +1 light mace, dagger (6), light mace (6), amulet of natural armor +1, ring of protection +1, everburning torches (4), masterwork thieves’ tools, spell component pouch, 53 gp Stage magicians use their skills to entertain nobles in theaters and crowds of commoners on street corners. 204 204 CR 8 12 PRESTIGE CLASSES ARCANE TRICKSTERS ARCANOTHIEF CR 12 HALFLING ROGUE 4 XP 19,200 SORCERER 5 ARCANE TRICKSTER 4 Small humanoid (halfling) N Init +4; Senses Perception +16 DEFENSE AC 22, touch 16, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +1 natural, +1 size) hp 111 (4d8+5d6+4d6+44) Fort +9, Ref +16, Will +10; +2 vs. fear Defensive Abilities evasion, trap sense +1, uncanny dodge OFFENSE Speed 20 ft. Melee mwk rapier +7/+2 (1d4–2) Ranged +1 heavy crossbow +13 (1d8+1/19–20) Special Attacks impromptu sneak attack 1/day, sneak attack +4d6 Sorcerer Spells Known (CL 9th; concentration +12; arcane spell failure 10%) 4th (4/day)—arcane eye, dimension door 3rd (7/day)—dispel magic, flame arrow, gaseous form 2nd (7/day)—false life, invisibility, knock, locate object, spider climb 1st (7/day)—detect secret doors, erase, feather fall, floating disk, identify, unseen servant 0 (at will)—acid splash, detect magic, detect poison, light, mage hand, open/close, prestidigitation, ray of frost Bloodline arcane TACTICS Before Combat The arcane trickster casts false life. During Combat The arcane trickster stays out of melee, using invisibility, gaseous form, and dimension door to keep her distance while pelting foes with crossbow bolts. When in dire straits, she uses her scroll of teleport to flee. Base Statistics Without false life, the arcane trickster’s statistics are hp 97. STATISTICS Str 6, Dex 18, Con 16, Int 13, Wis 10, Cha 16 Base Atk +7; CMB +4; CMD 19 Feats Arcane Armor Training, Eschew Materials, Extend Spell, Improved Lightning Reflexes, Lightning Reflexes, Nimble Moves, Skill Focus (Disable Device), Still Spell Skills Acrobatics +15 (+11 when jumping), Climb +9, Disable Device +26, Escape Artist +11, Knowledge (arcana) +10, Perception +16, Stealth +24, Swim +7, Use Magic Device +12 Languages Common, Draconic, Halfling SQ arcane bond (+1 heavy crossbow), bloodline arcana (+1 DC for spells with metamagic feats that increase spell level), metamagic adept (1/day), ranged legerdemain, rogue talents (quick disable, trap spotter), trapfinding +2 Combat Gear +1 construct-bane bolts (3), +1 undead-bane bolts (3), potions of cure serious wounds (2), scroll of neutralize poison, scroll of remove curse, scroll of remove disease, scroll of teleport, wand of delay poison (10 charges), antitoxin (5), holy water (5), tindertwigs (5); Other Gear +1 mithral chain shirt, +1 heavy crossbow with 20 bolts, masterwork rapier, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, gloves of arrow snaring, ring of protection +1, everburning torch, masterwork thieves’ tools, spell component pouch, 56 gp Masters at breaking into wizard towers and sorcerer societies, arcanothieves steal magic items, supplying local fences or selling directly to visiting adventurers. JILIS QUICKFINGERS A strange little thief, Jilis cares little for the money or magic she steals. Instead, she enjoys the pure challenge of larceny. She started with simple scores, but her love of thieving quickly turned into an addiction. Like most addicts, she needed more potent fixes over time. It didn’t take her long to discover that wizards, sorcerers, and other arcane spellcasters are extremely crafty when safeguarding their treasures. They present unique challenges that, when overcome, provide the rush she craves. Combat Encounters: Jilis is not alone in her love for challenging theft. She often recruits like-minded rogues, sellswords, and even other spellcasters to aid her with particularly difficult capers. Roleplaying Suggestions: Jolly and personable, Jilis is a fixture in many taverns favored by arcane spellcasters. She sidles up to patrons, plies them with drinks, and worms her way into their confidence to learn about how to trick magical wards and locals who might make good marks. 205 205 VAULTBREAKER CR 16 HUMAN ROGUE 6 XP 76,800 TRANSMUTER 4 ARCANE TRICKSTER 7 Medium humanoid (human) NE Init +5; Senses Perception +21 DEFENSE AC 24, touch 18, flat-footed 18 (+4 armor, +2 deflection, +5 Dex, +1 dodge, +2 natural) hp 109 (6d8+4d6+7d6+40) Fort +9, Ref +19, Will +13 Defensive Abilities evasion, trap sense +2, uncanny dodge OFFENSE Speed 40 ft. Melee +1 frost rapier +15/+10 (1d6/18–20) Ranged mwk dagger +15 (1d4–1/19–20) Special Attacks impromptu sneak attack 2/day, sneak attack +6d6 Transmuter Spell-Like Abilities (CL 11th; concentration +16) 8/day—telekinetic fist Transmuter Spells Prepared (CL 11th; concentration +16; arcane spell failure 10%) 6th—antimagic field, disintegrate (DC 22) 5th—passwall, prying eyes, teleport, transmute rock to mud 4th—beast shape II, charm monster (DC 19), dimension door, greater invisibility, illusory wall (DC 19) 3rd—blink, dispel magic, fly, slow (DC 19), stinking cloud (DC 18), water breathing 2nd—flaming sphere (DC 17), invisibility, knock, levitate, mirror image, spider climb 1st—comprehend languages, detect secret doors, expeditious retreat, feather fall, obscuring mist, shield, sleep (DC 16), 0 (at will)—detect magic, ghost sound, mage hand, open/close Opposition Schools evocation, necromancy TACTICS During Combat The arcane trickster uses teleport, greater invisibility, blink, and fly to keep out of melee. If forced into melee, she uses Spring Attack and Vital Strike to make quick, devastating attacks before leaping away. STATISTICS Str 9, Dex 20, Con 14, Int 20, Wis 12, Cha 10 Base Atk +9; CMB +8; CMD 26 Feats Arcane Strike, Dodge, Fleet (2), Lightning Reflexes, Mobility, Point-Blank Shot, Scribe Scroll, Spell Focus (transmutation), Spring Attack, Vital Strike, Weapon Finesse Skills Acrobatics +18 (+22 when jumping), Appraise +18, Climb +12, Disable Device +25, Disguise +8, Escape Artist +13, Knowledge (arcana, geography, history, local, nature, nobility, planes, religion) +13, Knowledge (dungeoneering, engineering) +18, Perception +21, Sleight of Hand +13, Spellcraft +18, Stealth +25, Survival +6, Swim +7, Use Magic Device +13 Languages Celestial, Common, Draconic, Dwarven, Elf, Gnome, Goblin SQ arcane bond (+1 frost rapier), physical enhancement +1 (Strength), ranged legerdemain, rogue talents (finesse rogue, surprise attack, trap spotter), trapfinding +3, tricky spells 4/day Combat Gear potions of cure serious wounds (2), scrolls of dispel magic (3); Other Gear +2 leather armor, +1 frost rapier, masterwork daggers (5), amulet of natural armor +2, belt of incredible dexterity +4, boots of speed, chime of opening, cloak of resistance +2, headband of vast intelligence +2, lens of detection, ring of protection +2, spell component pouch, spellbook, 167 gp Masters at breaking into treasure vaults, many arcane tricksters are more interested in the challenge of such break-ins than the riches they gain from them. DELANT THE BOLD A true professional, Delant is meticulous and organized, and hates it when her compatriots improvise or otherwise fail to follow her carefully laid plans. 206 206 CR 16 19 PRESTIGE CLASSES ARCANE TRICKSTERS GOD STEALER CR 19 ELF ROGUE 3 XP 204,800 ENCHANTER 7 ARCANE TRICKSTER 10 Medium humanoid (elf) NE Init +8; Senses low-light vision; Perception +25 DEFENSE AC 23, touch 17, flat-footed 19 (+5 armor, +3 deflection, +4 Dex, +1 natural) hp 163 (3d8+7d6+10d6+87) Fort +13, Ref +19, Will +16; +2 vs. enchantments Defensive Abilities evasion, trap sense +1; DR 10/adamantine (150 points); Immune sleep OFFENSE Speed 30 ft. Melee +1 unholy rapier +15/+10 (1d6/18–20) Ranged ray +15 (by spell) Special Attacks impromptu sneak attack 2/day, sneak attack +7d6, surprise spells Enchanter Spell-Like Abilities (CL 17th; concentration +25) 11/day—dazing touch Enchanter Spells Prepared (CL 17th; concentration +25) 9th—dominate monster (DC 29), energy drain (DC 27) 8th—irresistible dance (DC 28), mass charm monster (DC 28), polar ray, power word stun 7th—insanity (DC 27), mass hold person (DC 27), phase door, power word blind, project image (DC 25) 6th—acid fog, chain lightning (DC 24), circle of death (DC 24), disintegrate (DC 24), eyebite (DC 24), mass suggestion (DC 26) 5th—cloudkill (DC 23), dominate person (DC 25), feeblemind (DC 25), hold monster (DC 25), mind fog (DC 25), teleport 4th—charm monster (DC 24), confusion (DC 24), crushing despair (DC 24), dimension door, enervation, stoneskin 3rd—deep slumber (DC 23), dispel magic, displacement, fireball (DC 21), hold person (DC 23) ray of exhaustion (DC 21), suggestion (DC 23) 2nd—glitterdust (DC 20), hideous laughter (DC 22), invisibility, protection from arrows, resist energy (DC 20), scorching ray, touch of idiocy 1st—alarm, burning hands (DC 19), charm person (DC 21), disguise self, magic missile (2), unseen servant 0 (at will)—detect magic, light, mage hand, read magic Opposition Schools divination, transmutation TACTICS Before Combat The arcane trickster casts stoneskin. During Combat The arcane trickster begins combat by casting dominate monster, mass hold person, and similar enchantment spells before casting destructive spells augmented by surprise spell. Base Statistics Without stoneskin, the arcane trickster’s statistics are DR none. STATISTICS Str 8, Dex 18, Con 18, Int 26, Wis 10, Cha 13 Base Atk +10; CMB +9; CMD 26 Feats Combat Casting, Empower Spell, Greater Spell Focus (enchantment), Heighten Spell, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Point-Blank Shot, Scribe Scroll, Spell Focus (enchantment), Weapon Finesse, Weapon Focus (ray) Skills Acrobatics +27, Bluff +14, Climb +7, Disable Device +27, Escape Artist +27, Fly +10, Intimidate +14, Knowledge (arcana, dungeoneering, engineering, history, local) +16, Knowledge (religion) +21, Perception +25, Sense Motive +8, Sleight of Hand +27, Spellcraft +21 (+23 to identify magic item properties), Stealth +27, Survival +10, Swim +12, Use Magic Device +24 Languages Abyssal, Celestial, Common, Dwarven, Elf, Giant, Goblin, Ignan, Infernal SQ arcane bond (+1 unholy longsword), elven magic, enchanting smile, invisible thief (10 rounds/day), ranged legerdemain, rogue talents (finesse rogue), trapfinding +1, tricky spell 5/day, weapon familiarity Combat Gear potions of cure serious wounds (2), wand of lightning bolt (15 charges); Other Gear +1 unholy rapier, amulet of natural armor +1, bag of holding (type II), belt of physical might +4 (Dex, Con), bracers of armor +5, cloak of resistance +3, headband of vast intelligence +6, ring of protection +3, 805 gp Often serving the priesthood of vile cults, these tricksters steal from powerful good temples. BELLINOS While Bellinos works with evil cults, in truth he hates all religions. He sees gods as powerful liars who treat mortals as pawns in their sick games. 207 207 SACRED KILLER CR 8 HALF-ORC CLERIC OF NORGORBER 1 XP 4,800 ROGUE 6 ASSASSIN 2 Medium humanoid (human, orc) NE Init +5; Senses darkvision 60 ft.; Perception +13 DEFENSE AC 20, touch 16, flat-footed 14 (+4 armor, +5 Dex, +1 dodge) hp 68 (1d8+6d8+2d8+24) Fort +7, Ref +11, Will +6; +1 vs. poison Defensive Abilities evasion, improved uncanny dodge, orc ferocity, trap sense +2 OFFENSE Speed 30 ft. Melee +1 short sword +12 (1d6+1/19–20 plus poison) Ranged mwk dagger +11 (1d4/19–20 plus poison) Special Attacks channel negative energy 2/day (DC 9, 1d6), death attack (DC 14), sneak attack +4d6 Domain Spell-Like Abilities (CL 1st; concentration +2) 4/day—bleeding touch, copycat Cleric Spells Prepared (CL 1st; concentration +2) 1st—bless, disguise selfD, divine favor 0 (at will)—bleed (DC 11), detect poison, guidance D Domain spell; Domains Death, Trickery TACTICS Before Combat The assassin attempts to cast his scroll of invisibility and coats his short sword with greenblood oil. During Combat The assassin begins combat by studying his foe for a death attack. When making this attack, he uses Channel Smite and Vital Strike to do as much damage as possible. STATISTICS Str 10, Dex 20, Con 14, Int 14, Wis 12, Cha 8 Base Atk +5; CMB +5; CMD 21 Feats Channel Smite, Dodge, Step Up, Vital Strike, Weapon Finesse, Weapon Focus (short sword) Skills Bluff +11, Climb +8, Disguise +7, Intimidate +9, Knowledge (local, nobility, religion) +10, Perception +13, Sense Motive +13, Sleight of Hand +13, Spellcraft +10, Stealth +17 Languages Common, Dwarven, Orc SQ aura, orc blood, poison use, rogue talents (bleeding attack +4, finesse rogue, surprise attack), trapfinding +3, weapon familiarity Combat Gear potion of cure serious wounds, scroll of invisibility, black adder venom (2), giant wasp poison (2), greenblood oil (2); Other Gear +1 studded leather, +1 short sword, masterwork dagger, belt of incredible dexterity +2, 303 gp Most evil temples and cults use sacred killers to enforce their twisted will or to eliminate annoying enemies. DULG GOLDENEYES When living on the streets as a young orphan, Dulg was abducted by a cult of the god of murder, who originally planned on using him as a test subject for new poisons they were creating. Intrigued by the young half-orc’s spirit, resilience, and intelligence, however, the cult decided to cultivate him instead. They groomed him as an unholy assassin, and the half-orc has been an unquestioning killer for the cult ever since. Truly enjoying his murderous trade, Dulg leaves a grim calling card with each kill. Once his victim is dead, Dulg gouges out the eyes and leaves two polished golden coins in the sockets. Combat Encounters: If Dulg comes calling, it typically means his marks have somehow crossed his cult, but this is not always the case. Sometimes he murders just to hone his craft and increase his grim renown. Roleplaying Suggestions: Often silent and sullen, Dulg tends to see people only as potential targets of his foul art. He takes few freelance assignments, doing so only if he believes it can enhance his already fearsome reputation. 208 208 CR 8 12 PRESTIGE CLASSES ASSASSINS DEATH INITIATE CR 12 HUMAN MONK 9 XP 19,200 ASSASSIN 4 Medium humanoid (human) LE Init +5; Senses Perception +18 DEFENSE AC 25, touch 21, flat-footed 19 (+2 armor, +1 deflection, +5 Dex, +1 dodge, +2 monk, +2 natural, +2 Wis) hp 88 (9d8+4d8+22) Fort +9, Ref +14, Will +10; +2 vs. enchantments or poison Defensive Abilities improved evasion, uncanny dodge; Immune disease OFFENSE Speed 60 ft. Melee unarmed strike +15/+10 (1d10+1 plus 1d6 electricity) or mwk quarterstaff +11/+6 (1d6+1) or flurry of blows (unarmed strike) +16/+16/+11/+11/+6 (1d10+1 plus 1d6 electricity) Ranged +1 shuriken +16/+11 (1d2+2) or flurry of blows (+1 shuriken) +17/+17/+12/+12/+7 (1d2+1) Special Attacks death attack (DC 16), flurry of blows, sneak attack +2d6, stunning fist (10/day, DC 18), true death (DC 19) TACTICS Before Combat The assassin drinks her potion of barkskin, attempts to study her victim for 3 rounds, and drinks her potion of haste. During Combat Disguised as a modest pilgrim, the assassin sidles up to her mark and makes her death attack with a Stunning Fist attack. She then retreats to throw flurries of shuriken. Base Statistics Without barkskin, the assassin’s statistics are AC 23, touch 21, flat-footed 17. STATISTICS Str 12, Dex 21, Con 12, Int 14, Wis 14, Cha 8 Base Atk +9; CMB +13; CMD 31 Feats Deadly Aim, Deflect Arrows, Dodge, Extra Ki, Improved Unarmed Strike, Nimble Moves, Point-Blank Shot, Step Up, Stunning Fist, Weapon Finesse, Weapon Focus (shuriken, unarmed strike) Skills Acrobatics +21 (+42 when jumping), Bluff +6, Climb +11, Diplomacy +2, Disguise +6, Intimidate +7, Knowledge (geography, local, nature) +5, Knowledge (history) +8, Knowledge (religion) +6, Perception +18, Sense Motive +12, Stealth +21, Swim +7 Languages Auran, Common, Infernal SQ fast movement, hidden weapons, high jump, ki pool (8 points, magic), maneuver training, poison use, slow fall 40 ft., wholeness of body Combat Gear potion of barkskin, potion of cure serious wounds, potion of haste; Other Gear +1 human-bane shuriken (5), +1 shuriken (20), adamantine shuriken (10), cold iron shuriken (10), masterwork quarterstaff, belt of physical might +2 (Str, Dex), bracers of armor +2, cloak of resistance +1, ring of protection +1, shock amulet of mighty fists, 235 gp These monks deal swift and dispassionate death to those who threaten or cross their monastery. KEL SAL KOTH Little is know about Kel Sal Koth’s background or origins, even to her. Her first memories involve the monastery’s early lessons about the deadly discipline she was chosen to follow. Kel’s philosophy is simple, but her commitment to it is deep. She believes that only in suppressing emotion can one find true harmony with the universe—and the true test of such suppression is dispassionately taking other intelligent creatures’ lives. Combat Encounters: Kel prefers to work alone, but if a target is too strong, she handpicks other members of her monastery to cause diversions or run interference. Roleplaying Suggestions: To call Kel unfeeling is an understatement. She only apes emotion as a ploy to get closer to her prey. 209 209 MURDEROUS SCYTHE CR 16 HALF-ELF DRUID 4 XP 76,800 FIGHTER 6 ASSASSIN 7 Medium humanoid (elf, human) NE Init +4; Senses low-light vision; Perception +24 DEFENSE AC 26, touch 12, flat-footed 26 (+12 armor, +2 deflection, +2 natural) hp 144 (4d8+6d10+7d8+57) Fort +15, Ref +8, Will +11; +2 vs. enchantments, +2 vs. fear, +3 vs. poison, +4 vs. fey and plant-targeted effects Defensive Abilities bravery +2, improved uncanny dodge OFFENSE Speed 30 ft. Melee +2 scythe +25/+20/+15 (2d4+15/19–20/×4 plus poison) Special Attacks death attack (DC 19), quiet death, sneak attack +4d6, true death (DC 22), weapon training (heavy blades +1), wild shape 1/day Domain Spell-Like Abilities (CL 4th; concentration +6) 5/day—wooden fist Druid Spells Prepared (CL 4th; concentration +6) 2nd—barkskinD, resist energy (DC 14), spider climb, tree shape 1st—entangleD (DC 13), faerie fire (2), longstrider, obscuring mist 0 (at will)—detect magic, guidance, light, know direction Domain Plant TACTICS Before Combat The assassin casts barkskin and longstrider. He applies poison to his scythe, and wild shapes into an eagle or dire rat. During Combat In animal form, the assassin studies an enemy spellcaster for 3 rounds before casting obscuring mist to sow chaos among his foes. He then takes his real form to make a death attack against his target. In melee, he trips his foes. Base Statistics Without barkskin and longstrider, the assassin’s statistics are AC 24, touch 12, flat-footed 24; Speed 20 ft. STATISTICS Str 24, Dex 10, Con 16, Int 14, Wis 14, Cha 8 Base Atk +14; CMB +21 (+25 trip); CMD 33 (35 vs. trip) Feats Combat Expertise, Critical Focus, Disruptive, Greater Trip, Improved Critical (scythe), Improved Initiative, Improved Trip, Improved Vital Strike, Natural Spell, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (scythe), Weapon Specialization (scythe) Skills Climb +13, Disguise +1, Fly +3, Knowledge (geography) +10, Knowledge (local, religion) +7, Knowledge (nature) +12, Perception +24, Sense Motive +19, Stealth +21, Survival +12, Swim +13 Languages Common, Elven, Goblin, Sylvan SQ armor training 1, elf blood, hidden weapons, nature bond (Plant domain), nature sense, poison use, trackless step, wild empathy +3, woodland stride Combat Gear potion of cure serious wounds, deathblade poison, purple worm poison (3); Other Gear +3 glamered darkwood full plate, +2 scythe, belt of physical might +4 (Str, Con), cloak of resistance +1, ring of protection +2, 402 gp Many of these murderers serve as assassins for dark druid circles or dominate savage humanoid tribes. ZELATH THE REAPER Knowing that death is just part of the cycle of life, Zelath truly believes his murderous ways enforces the will of nature. Like a deadly gardener, he prunes those who dare thwart death’s call or despoil nature. Combat Encounters: Zelath aids other druids in the protection of their homes, bringing his unorthodox talents for mutual defense and strategic offense. Roleplaying Suggestions: Zelath often offers his expert knowledge of poisons to friends of the natural order. 210 210 CR 16 19 PRESTIGE CLASSES ASSASSINS FATAL AXE CR 19 DWARF ROGUE 10 XP 204,800 ASSASSIN 10 Medium humanoid (dwarf) NE Init +0; Senses darkvision 60 ft.; Perception +25 DEFENSE AC 24, touch 13, flat-footed 24 (+9 armor, +2 deflection, +1 insight, +2 natural) hp 183 (10d8+10d8+90) Fort +12, Ref +14, Will +12; +2 vs. spells and spell-like abilities; +7 vs. poison Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion, improved uncanny dodge, trap sense +3, +5 vs. poison OFFENSE Speed 25 ft. Melee +1 flaming frost shock handaxe +20/+15/+10 (1d6+5/19– 20/×3 plus 1d6 cold and 1d6 electricity and 1d6 fire) Ranged +1 returning shock throwing axe +15 (1d6+5/×3 plus 1d6 electricity) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, angel of death 1/day, death attack (DC 26), quiet death, sneak attack +10d6, swift death 1/day, true death (DC 25) TACTICS Before Combat The assassin uses Stealth or Disguise to get close to her prey so she can study and strike with her death attack. During Combat Using her fast stealth and boots of speed to rush into the fray, the assassin attacks the most threatening target using bleeding strike. Next, she moves out of melee to soften foes with throwing axe attacks before reentering melee. STATISTICS Str 18, Dex 10, Con 19, Int 22, Wis 14, Cha 6 Base Atk +14; CMB +18; CMD 31 (35 vs. bull rush or trip) Feats Cleave, Combat Expertise, Fleet, Improved Critical (handaxe), Improved Feint, Improved Iron Will, Improved Vital Strike, Iron Will, Point-Blank Shot, Power Attack, Vital Strike, Weapon Focus (handaxe) Skills Acrobatics +12, Bluff +21, Climb +16, Diplomacy +6, Disable Device +12, Disguise +11, Heal +7, Knowledge (dungeoneering) +14, Knowledge (engineering, geography, history, nature, nobility, religion) +11, Knowledge (local) +19, Linguistics +14, Perception +25 (+27 to notice unusual stonework), Sense Motive +25, Sleight of Hand +22, Stealth +22, Survival +12, Swim +16, Use Magic Device +21 Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Ignan, Infernal, Orc, Terran SQ hidden weapons, hide in plain sight, poison use, rogue talents (bleeding attack +10, combat trick, crippling strike, fast stealth, weapon training), trapfinding +5 Gear +5 chain shirt, +1 flaming frost shock handaxe, +1 returning shock handaxe, amulet of natural armor +2, belt of physical might +4 (Str, Con), boots of speed, cloak of resistance +2, dusty rose prism ioun stone, headband of vast intelligence +2, ring of protection +2, 2,138 gp Surprisingly quick and nimble for dwarves, fatal axes mix melee prowess with devastating throwing axe strikes to bring down their foes. THELAN STONEBITER In Thelan’s mind, the task she performs serves the greater good of her clan and her fortress home. The dwarven people have many foes, from savage giants to sociopathic goblins to those capricious and deceptive elves. Her work, though unconventional, deceptive, and contrary to most dwarves’ sense of honor and fair play, is essential in evening the odds. Not entirely without honor, she refuses to use her murderous art against fellow dwarves. Combat Encounters: Though Thelan sometimes takes freelance assignments against non-dwarven targets, her true passion is protecting her people. Roleplaying Suggestions: When not on a mission, Thelan acts like a normal dwarf. She is loyal to friends, her clan, and the thanes of her fortress. Few who know her suspect her of dark deeds. 211211 STORM PROPHET CR 8 DWARF SORCERER 7 XP 4,800 DRAGON DISCIPLE 2 Medium humanoid (dwarf) CE Init +5; Senses darkvision 60 ft.; Perception +10 DEFENSE AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +3 natural) hp 80 (7d6+2d12+40) Fort +9, Ref +5, Will +7; +2 vs. poison, spells, and spell-like abilities; Resist electricity 5 Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee +1 warhammer +11 (1d8+7/×3) or 2 claws +11 (1d6+6) and bite +10 (1d6+9) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, dragon bite, claws (2, 1d4+4, magic, 5 rounds/day) Sorcerer Spells Known (CL 8th; concentration +10) 4th (3/day)—greater invisibility 3rd (5/day)—fly, heroism, lightning bolt (DC 15) 2nd (7/day)—false life, protection from arrows, resist energy, scorching ray 1st (7/day)—enlarge person (DC 13), mage armor, magic missile, magic weapon, shield, shocking grasp 0 (at will)—arcane mark, detect magic, detect poison, ghost sound (DC 12), light, mage hand, message, resistance Bloodline draconic (blue) TACTICS Before Combat The dragon disciple drinks his potion of bull’s strength, and casts false life and mage armor. During Combat At range, the dragon disciple casts lighting bolt and scorching ray. If forced into melee, he casts heroism and greater invisibility first. Base Statistics Without bull’s strength, false life, and mage armor, the dragon disciple’s statistics are AC 15, touch 12, flat- footed 14; hp no temporary hit points; Melee +1 warhammer +9 (1d8+5/×3) or bite +8 (1d6+6), 2 claws +9 (1d6+4); Str 18; CMB +8; CMD 20 (24 vs. bull rush or trip); Skills Climb +4. STATISTICS Str 22, Dex 12, Con 16, Int 10, Wis 10, Cha 14 Base Atk +4; CMB +10; CMD 22 (26 vs. bull rush or trip) Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting, Eschew Materials, Great Fortitude, Improved Initiative, Power Attack, Weapon Focus (claws) Skills Bluff +7, Climb +6, Diplomacy +5, Intimidate +6, Knowledge (arcana) +8, Knowledge (geography) +1, Knowledge (nature) +1, Linguistics +1, Perception +10 (+12 to notice unusual stonework), Perform (oratory) +3, Survival +2 Languages Common, Draconic, Dwarven SQ blood of dragons, bloodline arcana (electricity spells deal +1 damage per die) Combat Gear potion of bull’s strength, potion of cure moderate wounds; Other Gear +1 warhammer, amulet of natural armor +1, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, 138 gp Storm prophets are as terrible as thunderheads and as capricious as tornados. GWELLAT HAMMERMIND The bastard son of a dwarven noble house, Gwellat never fit in among his people, instead craving the open skies. Denied this dream for most of his young life, he grew resentful. His bitterness turned into anger that struck as fast as lightning, and the magical powers he manifested were just as unpredictable and destructive. Upon reaching adulthood, he learned the secret of his true heritage. Angry that the secret was kept from him for so long, he unleashed his most destructive spells on his clan, killing many of them. He fled his home to chase the storms he always longed to be a part of. 212212 CR 8 12 PRESTIGE CLASSES DRAGON DISCIPLES ACID TERROR CR 12 HUMAN SORCERER 9 XP 19,200 DRAGON DISCIPLE 4 Medium humanoid (human) LE Init +6; Senses Perception +12 DEFENSE AC 24, touch 15, flat-footed 21 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +5 natural) hp 108 (9d6+4d12+48) Fort +9, Ref +10, Will +11; Resist acid 10 OFFENSE Speed 30 ft. Melee 2 claws +10 (1d6+3 plus 1d6 acid), bite +10 (1d6+4) or quarterstaff +10/+5 (1d6+3) Special Attacks breath weapon (30-foot cone, 13d6 acid, DC 22, 2/day), claws (2, 1d6+3 plus 1d6 acid, magic, 9 rounds/day), dragon bite Sorcerer Spells Known (CL 12th; concentration +18) 6th (4/day)—acid fog, form of the dragon I 5th (6/day)—cloudkill (DC 23), feeblemind (DC 22), spell resistance 4th (7/day)—black tentacles, confusion (DC 21), dimension door, fear (DC 20) 3rd (7/day)—displacement, fly, hold person (DC 20), stinking cloud (DC 21), suggestion (DC 20) 2nd (8/day)—acid arrow, glitterdust (DC 20), hideous laughter (DC 19), invisibility, resist energy, web (DC 20) 1st (8/day)—charm person (DC 18), color spray (DC 17), mage armor, magic missile, reduce person (DC 17), silent image (DC 17) 0 (at will)—acid splash, dancing lights, daze (DC 17), detect magic, mage hand, message, open/close, ray of frost, read magic Bloodline draconic (green) TACTICS Before Combat As soon as she suspects combat is imminent, the dragon disciple casts mage armor and spell resistance. During Combat The dragon disciple prefers to keep her distance, and starts combat by casting quickened web followed by acid fog. She then casts fly, black tentacles, acid arrow, feeblemind, and cloudkill, with judicious uses of Quickened Spell. Base Statistics Without mage armor, the dragon disciple’s statistics are AC 20, touch 15, flat-footed 17. STATISTICS Str 16, Dex 14, Con 15, Int 10, Wis 8, Cha 22 Base Atk +7; CMB +10; CMD 25 Feats Combat Casting, Dodge, Eschew Materials, Greater Spell Focus (conjuration), Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell, Spell Focus (conjuration, enchantment), Toughness Skills Climb +4, Fly +6, Intimidate +19, Knowledge (arcana) +8, Linguistics +1, Perception +12, Spellcraft +7, Stealth +9 Languages Common, Draconic SQ blood of dragons, bloodline arcana (acid spells deal +1 damage per die) Combat Gear potion of cure serious wounds, potion of delay poison, wand of detect thoughts (15 charges); Other Gear quarterstaff, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, hat of disguise, headband of alluring charisma +2, ring of protection +2, 800 gp Cunning and manipulative, these dragon disciples trap their foes with schemes and spells before showering them with deadly acid. REMEL LEVATH Remel Levath has always craved control. She’s certain that if people just did what she wanted them to, there would be peace and order— for her, at least. When the petty motivations and stupid behaviors of the “rabble” get in the way, she has no choice but to magically manipulate them into doing the “right” thing. If they still don’t, she unleashes her righteous fury in a spray of purifying acid. Combat Encounters: Remel sees all altercations as the fault of the other parties, and tends to shout her disappointment throughout the battle, encouraging them to lay down their arms—though not all who surrender receive mercy. Roleplaying Suggestions: Always arrogant and often argumentative, Remel employs enchantment spells even in casual conversation. Despite her prejudices, she knows that she needs like-minded individuals to aid in enforcing her will. She can be surprisingly flattering and friendly toward those with the good sense to follow her directions in all things. 213 213 DRAGON CHIEFTAIN CR 16 HALF-ORC BARD 10 XP 76,800 DRAGON DISCIPLE 7 Medium humanoid (human, orc) CE Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +18 DEFENSE AC 27, touch 12, flat-footed 27 (+9 armor, +2 deflection, –1 Dex, +1 insight, +6 natural) hp 189 (10d8+7d12+95) Fort +16, Ref +11, Will +14; +4 vs. bardic performance, language- dependent, and sonic Defensive Abilities orc ferocity; Resist fire 5 OFFENSE Speed 30 ft. Melee bite +19 (1d6+9 plus 1d6 fire), 2 claws +19 (1d6+6) or +1 heavy mace +19/+14/+9 (1d8+10) Special Attacks bardic performance 26 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion), breath weapon (30-foot cone, 7d6 fire, DC 17, 1/day), claws (2, 1d6+6, magic, 7 rounds/day), dragon bite Dragon Disciple Spell-Like Abilities (CL 7th; concentration +11) 1/day—form of the dragon I (red dragon only) Bard Spells Known (CL 15th; concentration +19) 5th (3/day)—greater heroism, mass cure light wounds, shadow walk (DC 19), song of discord (DC 20) 4th (5/day)—cure critical wounds, dominate person (DC 19), neutralize poison, shout (DC 18) 3rd (6/day)—clairaudience/clairvoyance, fear (DC 17), haste, invisibility sphere, phantom steed 2nd (6/day)—blur, cure moderate wounds, detect thoughts (DC 16), silence (DC 16), summon swarm, whispering wind 1st (6/day)—charm person (DC 16), cure light wounds, expeditious retreat, feather fall, remove fear, unseen servant 0 (at will)—dancing lights, detect magic, flare (DC 14), mage hand, message, resistance TACTICS During Combat The dragon disciple casts greater heroism and haste, then uses dominate person and charm person to create allies among his enemies. In melee, he uses his breath weapon and Dazzling Display. STATISTICS Str 22, Dex 8, Con 18, Int 12, Wis 10, Cha 18 Base Atk +12; CMB +18; CMD 30 Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting, Dazzling Display, Great Fortitude, Improved Initiative, Power Attack, Spell Focus (enchantment), Toughness, Weapon Focus (bite, claws) Skills Climb +12, Intimidate +6, Knowledge (arcana, dungeoneering) +14, Knowledge (geography, history, local, nature, religion) +10, Linguistics +5, Perception +18, Perform (oratory, percussion, sing) +17, Ride +2, Spellcraft +9, Stealth +10, Swim +9 Languages Common, Draconic, Goblin, Orc SQ bardic knowledge +5, blood of dragons, jack-of-all-trades (use any skill), lore master 1/day, orc blood, versatile performance (oratory, percussion, sing), weapon familiarity Combat Gear potions of cure serious wounds (2), potion of eagle’s splendor; Other Gear +5 hide armor, +1 heavy mace, amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of resistance +3, dusty rose prism ioun stone, headband of alluring charisma +2, ring of protection +2, 1,723 gp These half-orcs become chieftains of savage tribes by brutally and publicly assassinating the former chieftains. 214 214 CR 16 19 PRESTIGE CLASSES DRAGON DISCIPLES ICE MAIDEN CR 19 ELF SORCERER 10 XP 204,800 DRAGON DISCIPLE 10 Medium humanoid (elf) NE Init +7; Senses blindsense 60 ft., low-light vision; Perception +20 DEFENSE AC 32, touch 18, flat-footed 28 (+4 armor, +3 deflection, +3 Dex, +1 dodge, +1 insight, +10 natural) hp 222 (10d6+10d12+120) Fort +18, Ref +12, Will +17; +2 vs. enchantments; DR 10/adamantine (150 points); Immune cold, paralysis, sleep OFFENSE Speed 30 ft., fly 90 ft. (average) Melee 2 claws +15 (1d6+1 plus 1d6 cold), bite +15 (1d6+1 plus 1d6 cold) Ranged +1 composite longbow +16/+11/+6 (1d8+2/×3) Special Attacks breath weapon (30-foot cone, 20d6 cold, DC 27, 4/day), claws (2, 1d6+1 plus 1d6 cold, magic, 10 rounds/day), dragon bite Dragon Disciple Spell-Like Abilities (CL 20th; concentration +27) 2/day—form of the dragon II (white dragon only) Sorcerer Spells Known (CL 17th; concentration +24) 8th (4/day)—form of the dragon III, polar ray, sunburst (DC 27) 7th (7/day)—delayed blast fireball (DC 26), form of the dragon II, mass hold person (DC 24), prismatic spray 6th (7/day)—control water, disintegrate (DC 23), form of the dragon I, freezing sphere (DC 25) 5th (7/day)—blight (DC 22), cone of cold (DC 24), dream, spell resistance, wall of force 4th (7/day)—dimension door, fear (DC 21), ice storm, stoneskin, wall of ice (DC 23) 3rd (8/day)—displacement, fly, lightning bolt (DC 22), sleet storm, vampiric touch 2nd (8/day)—darkvision, gust of wind (DC 21), invisibility, resist energy, see invisibility, web (DC 19) 1st (8/day)—charm person (DC 18), expeditious retreat, mage armor, magic missile, shield, silent image (DC 18) 0 (at will)—dancing lights, detect magic, disrupt undead, mage hand, mending, ray of frost, read magic, resistance, touch of fatigue (DC 17) Bloodline draconic (white) TACTICS Before Combat The dragon disciple casts stoneskin. During Combat The dragon disciple casts shield and spell resistance on herself, then takes flight and rains down destructive spells augmented with Empower Spell. Base Statistics Without stoneskin, the dragon disciple’s statistics are DR none. STATISTICS Str 12, Dex 16, Con 20, Int 16, Wis 10, Cha 25 Base Atk +12; CMB +13; CMD 31 Feats Combat Casting, Dodge, Empower Spell, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Iron Will, Mobility, Nimble Moves, Quicken Spell, Spell Focus (evocation), Spell Penetration, Toughness, Weapon Finesse Skills Climb +6, Diplomacy +12, Fly +11, Heal +5, Intimidate +15, Knowledge (arcana) +11, Knowledge (geography, local, nature, nobility, planes) +8, Perception +20, Sense Motive +5, Spellcraft +11 (+13 to identify magic item properties), Stealth +13, Survival +5, Use Magic Device +15 Languages Auran, Common, Draconic, Elven, Goblin SQ blood of dragons, bloodline arcana (cold spells deal +1 damage per die), elven magic, weapon familiarity, wings Combat Gear wand of cure serious wounds (10 charges), wand of lightning bolt (10 charges); Other Gear +1 composite longbow (+1 Str) with 20 arrows, amulet of natural armor +3, belt of mighty constitution +6, boots of the winterlands, bracers of armor +4, cloak of resistance +3, dusty rose prism ioun stone, headband of alluring charisma +6, ring of force shield, ring of protection +3, 3,099 gp With the patience of elves and the majesty of dragons, ice maidens are masters of subtle machinations—and of the battlefield. KORIEL DRAGONCHILD The descendant of a white dragon and an elf, Koriel was driven to prove herself by killing a draconic relation and eating his heart, claiming his territory and hoard. Combat Encounters: Koriel maintains a vast expanse of mountains as her domain, and those who enter it must pay tribute or surrender their lives. Roleplaying Suggestions: Koriel sees herself as more dragon than elf, and lives as if she were a full-blooded dragon, killing those who say otherwise. 215 215 TRIBAL CHAMPION CR 8 HALF-ELF FIGHTER 7 XP 4,800 DUELIST 2 Medium humanoid (elf, human) CN Init +6; Senses low-light vision; Perception +14 DEFENSE AC 21, touch 17, flat-footed 15 (+3 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural) hp 70 (7d10+2d10+16) Fort +8, Ref +10, Will +4; +2 vs. enchantments, +2 vs. fear Defensive Abilities bravery +2, canny defense +1, parry; Immune sleep OFFENSE Speed 30 ft. Melee +1 shortspear +14/+9 (1d6+6) or mwk short sword +14/+9 (1d6+2/19–20) Ranged mwk shortspear +16 (1d6+5) Special Attacks precise strike +2, weapon training (spears +1) TACTICS During Combat The duelist uses Mobility to press her advantage against spellcasters. In the thick of the fray, she uses parry and Combat Expertise to augment her defenses. STATISTICS Str 14, Dex 18, Con 13, Int 13, Wis 10, Cha 8 Base Atk +9; CMB +11; CMD 27 Feats Combat Expertise, Dodge, Lightning Reflexes, Mobility, Power Attack, Skill Focus (Perception), Vital Strike, Weapon Finesse, Weapon Focus (shortspear), Weapon Specialization (shortspear) Skills Acrobatics +6, Climb +6, Heal +1, Intimidate +6, Knowledge (geography, history, nature) +2, Perception +14, Perform (dance) +1, Ride +8, Stealth +10, Survival +4, Swim +6 SQ armor training 2, elf blood, improved reaction +2 Combat Gear potion of cure serious wounds; Other Gear +1 leather armor, +1 shortspear, masterwork short sword, masterwork shortspear, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 236 gp These brave warriors gain prestige within their tribes and clans by challenging and defeating enemy spellcasters. YALLATHOON The daughter of a warrior who was branded as a coward and a traitor by his tribe, Yallathoon had to work hard to prove her worth to her people. The shame of her father’s misdeeds spurred her on, and she quickly moved up the ranks of the warrior caste. But it wasn’t until she defeated a powerful wizard who tried to subjugate her tribe that Yallathoon’s calling manifested. Branded with the title “Mageslayer,” Yallathoon is hailed as the savior of her tribe, and the sins of her father have been long forgotten. Though she despises arcane spellcasters and is leery of any divine casters who aren’t obviously servants of her tribe’s favored deities, Yallathoon isn’t blinded by her role or her pride. If offered the chance to ally with a caster against a greater foe, she takes it—though nominally only to show up the caster with her martial prowess. Combat Encounters: Yallathoon typically runs into the fray with other members of her tribe, but quickly breaks off from the pack to confront enemy spellcasters—in single combat, if at all possible. Roleplaying Suggestions: Yallathoon is focused and proud, and is used to being treated with respect. She quickly dismisses those who do not treat her thus, but happily shares stories of her exploits with those who do. Warriors who disdain obvious magic items earn her approval, while anyone who notes the magic on her spear receives a flinty glare. 216 216 CR 8 12 PRESTIGE CLASSES DUELISTS FEISTY HOTSPUR CR 12 HALFLING ROGUE 9 XP 19,200 DUELIST 4 Small humanoid (halfling) NE Init +7; Senses Perception +19 DEFENSE AC 26, touch 19, flat-footed 19 (+6 armor, +1 deflection, +6 Dex, +1 dodge, +1 natural, +1 size) hp 101 (9d8+4d10+35) Fort +9, Ref +18, Will +10; +2 vs. fear Defensive Abilities canny defense +2, enhanced mobility, evasion, grace +2, improved uncanny dodge, parry, trap sense +3 OFFENSE Speed 20 ft. Melee +1 rapier +18/+13 (1d4/18–20) Special Attacks sneak attack +5d6, precise strike +4 TACTICS During Combat The duelist drinks her potion of haste. She attempts to disarm opponents, then makes sneak attacks even if she must feint to do so. STATISTICS Str 8, Dex 20, Con 15, Int 14, Wis 12, Cha 12 Base Atk +10; CMB +14 (+16 to disarm); CMD 25 (27 vs. disarm) Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Dodge, Greater Feint, Improved Disarm, Improved Feint, Iron Will, Mobility, Weapon Finesse, Weapon Focus (rapier) Skills Acrobatics +23 (+19 when jumping), Bluff +17, Climb +1, Diplomacy +17, Disguise +17, Intimidate +17, Knowledge (dungeoneering, local) +10, Knowledge (nobility) +7, Perception +19, Perform (comedy) +5, Perform (sing) +6, Sleight of Hand +13, Stealth +25 Languages Common, Halfling SQ improved reaction +2, rogue talents (combat trick, finesse rogue, surprise attack, weapon training), trapfinding +4 Combat Gear potions of cure serious wounds (2), potion of haste; Other Gear +2 mithral chain shirt, +1 rapier, amulet of natural armor +1, belt of physical might +2 (Str, Con), cloak of resistance +2, ring of protection +1, 180 gp Anyone who questions the martial prowess of halflings should keep quiet around feisty hotspurs, as these diminutive bravos excel at poking holes in large people who underestimate them. LYLIN DALTHAINOL Growing up in a rough neighborhood, Lylin had to learn at a young age to fight fast and dirty. Her grace and feisty nature caught the attention of a traveling swordmaster and assassin, who took in the halfling as a student and raised her as a daughter. He cultivated her kill-or-be- killed nature, and trained her to be fearless and utterly ruthless in both battle and life. Her former master is long dead, but she has taken his lessons to heart, becoming a bold and competent killer. These days she’s something of a loner, but still keeps an eye out for promising young halflings similar to herself as a child, so that she might pass on her advice and training. Though much of her knowledge is loudly proclaimed to be a “trade secret,” she has often been known to boast of its central maxim: “Hit first, hit hard, and don’t stop till you’re painted red.” Combat Encounters: Lylin is proud, but also a selfish and opportunistic combatant who is quick to turn on allies when her own life is on the line. Though an assassin and mercenary by trade—one who might easily be hired by any villain and sent against the PCs—Lylin disdains anonymity, and would prefer to finish her kills in public (though she isn’t averse to starting with a sneak attack from the shadows). Roleplaying Suggestions: Lylin’s master taught her social graces, but even when diplomatic and pleasant, she is always sizing up potential opponents, and feels no qualms about taking life at the slightest provocation. She is far more likely to ally with a party that contains other halflings, though those who rely too much on racial camaraderie may be surprised by how quickly her backslapping friendship disappears if they dare question her methods. 217217 IRON DUELIST CR 16 DWARF FIGHTER 10 XP 76,800 DUELIST 7 Medium humanoid (dwarf) N Init +8; Senses darkvision 60 ft.; Perception +11 DEFENSE AC 24, touch 15, flat-footed 20 (+8 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural) hp 159 (10d10+7d10+61) Fort +14, Ref +13, Will +10; +2 vs. poison, spells, and spell-like abilities; +3 vs. fear Defensive Abilities bravery +3, canny defense +1, defensive training (+4 dodge bonus to AC vs. giants), elaborate defense +2, enhanced mobility, grace +2, parry OFFENSE Speed 20 ft. Melee +1 flaming frost light pick +27/+22/+17/+12 (1d4+10/19–20/×4 plus 1d6 cold and 1d6 fire) or mwk punching dagger +24/+19/+14/+9 (1d4+6/×3) Ranged +1 light crossbow +20 (1d8+1/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, acrobatic charge, precise strike +7, riposte, weapon training (axes +2, light blades +1) TACTICS During Combat The duelist drinks his potion of invisibility, and gets into a tactical position. He uses Spring Attack, Lunge, and Improved Vital strike to make hit-and-run attacks. STATISTICS Str 21, Dex 14, Con 16, Int 13, Wis 12, Cha 6 Base Atk +17; CMB +22; CMD 36 (40 vs. bull rush or trip) Feats Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Greater Weapon Focus (light pick), Improved Critical (light pick), Improved Initiative, Improved Vital Strike, Iron Will, Lunge, Mobility, Spring Attack, Vital Strike, Weapon Finesse, Weapon Focus (light pick), Weapon Specialization (light pick) Skills Acrobatics +7 (+3 when jumping), Appraise +6 (+8 to assess nonmagical metals or gemstones), Climb +13, Craft (weapons) +9, Diplomacy +3, Disable Device +7, Knowledge (dungeoneering, engineering) +9, Knowledge (history) +6, Perception +11 (+13 to detect unusual stonework), Perform (percussion) +0, Stealth +7, Survival +6, Swim +9 Languages Common, Dwarven, Orc SQ armor training 2, improved reaction +2 Combat Gear potion of cure serious wounds, potion of invisibility; Other Gear +4 chain shirt, +1 flaming frost light pick, +1 light crossbow, masterwork punching dagger, amulet of natural armor +1, belt of giant strength +4, boots of speed, cloak of resistance +2, ring of protection +1, 759 gp Nimble for a dwarf, an iron duelist excels at hit-and- run tactics. UNTHAL RUMBLEGUT Born into a family of miners, Unthal learned at an early age that when wielded properly, the pick could become an effective weapon. When his clan’s mines dug too deep into the Darklands, he was forced to defend his family mines against duergar and drow incursions, working with shielded defenders to lunge out from protective shield walls, using his mobility to take down dangerous foes before moving back behind the moveable walls of iron and dwarven muscle. His unorthodox tactics were mocked at first, with some seeing him as cowardly for not standing and fighting with feet planted like a normal dwarven warrior, but as the corpses of the clan’s enemies mounted into piles, then great mounds, the whispers and jokes died. Now he enjoys high status within his clan, and teaches his ways to a new generation of dwarves, occasionally making pilgrimages out onto the surface to take his tactics to other holds. Combat Encounters: Unthal’s tactics work best when used in conjunction with more traditional dwarven defense strategies, and he often works in concert with other dwarven warriors. PCs intruding on dwarven territory—whether intentionally or not—may find themselves facing his pick. Roleplaying Suggestions: Family and clan mean everything to Unthal. He is friendly to those who respect that, and hostile to those who do not. 218 218 CR 16 19 PRESTIGE CLASSES DUELISTS MASTER DUELIST CR 19 HUMAN FIGHTER 10 XP 204,800 DUELIST 10 Medium humanoid (human) N Init +14; Senses Perception +20 DEFENSE AC 28, touch 22, flat-footed 20 (+3 armor, +3 deflection, +7 Dex, +1 dodge, +1 insight, +3 natural) hp 224 (10d10+10d10+110) Fort +17, Ref +19, Will +11; +3 vs. fear Defensive Abilities bravery +3, canny defense +1, elaborate defense +3, enhanced mobility, grace +2, parry OFFENSE Speed 30 ft. Melee +1 human-bane shock rapier +29/+24/+19/+14 (1d6+9/15–20 plus 1d6 electricity) Ranged mwk dagger +29/+24/+19/+14 (1d4+6/19–20) Special Attacks acrobatic charge, crippling critical, no retreat, precise strike +10, riposte, weapon training (light blades +2, crossbows +1) TACTICS During Combat Constantly moving in order to take advantage of his Wind Stance, the duelist strikes other sword wielders first, attempting to suss out who among them is the most talented and then focusing his attentions on that one. STATISTICS Str 18, Dex 22, Con 18, Int 13, Wis 10, Cha 8 Base Atk +20; CMB +24; CMD 45 Feats Blinding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Deflect Arrows, Dodge, Improved Critical (rapier), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Mobility, Power Attack, Spring Attack, Toughness, Vital Strike, Weapon Finesse, Weapon Specialization (rapier), Wind Stance Skills Acrobatics +16, Bluff +4, Climb +17, Diplomacy +4, Heal +5, Intimidate +12, Knowledge (history, local, nobility) +6, Perception +20, Perform (dance) +4, Ride +14, Stealth +16 SQ armor training 2, improved reaction +4 Combat Gear potion of cure serious wounds; Other Gear +1 human- bane shock rapier, masterwork dagger, amulet of natural armor +3, belt of physical perfection +4, boots of speed, bracers of armor +3, cloak of resistance +3, dusty rose prism ioun stone, hat of disguise, ring of protection +3, 2,526 gp Paragons of swordplay, these master duelists constantly search for foes to defeat in order to enhance their already formidable reputations. DANCER No one knows Dancer’s real name, and he has no intention of giving it. Some surmise from his foppish manners and arrogant attitude that he is the scion of some far-f lung regent, but that guess is far from the mark. Born in the slums, Dancer conned his way into aristocratic circles and learned swordplay from true masters of the art. He became a favored proxy for aristocrats not wanting to risk their lives when challenged to a duel, and killed innumerable nobles and their champions before growing full of himself and challenging one of the highest-ranking nobles personally. Rather than face him in the dueling circle, the noble sent a full legion of soldiers to kill the upstart, and Dancer barely escaped with his life. Now, having discarded his given name, Dancer actively seeks out warriors with reputations for deft swordplay and finagles his way into challenging them. His sole purpose is to push himself to greater heights of prestige and skill. Combat Encounters: Dancer always fights alone, trying to best powerful foes and groups to increase his reputation. Roleplaying Suggestions: In social situations, Dancer plays the part of the flippant dandy, luring opponents into a false sense of security. 219 219 QUEEN OF STAVES CR 8 ELF FIGHTER 2 XP 4,800 ABJURER 5 ELDRITCH KNIGHT 2 Medium humanoid (elf) N Init +3; Senses low-light vision; Perception +11 DEFENSE AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 natural) hp 67 (2d10+5d6+2d10+23) Fort +9, Ref +6, Will +8; +2 vs. enchantments, +1 vs. fear Defensive Abilities bravery +1; Immune sleep; Resist 5 fire OFFENSE Speed 30 ft. Melee +1 quarterstaff +11/+6 (1d6+7) Abjurer Spells Prepared (CL 6th; concentration +8) 3rd—displacement, lightning bolt (DC 15), protection from energy 2nd—darkness, false life, mirror image (2), protection from arrows 1st—cause fear (DC 13), magic missile, shield (2), true strike 0 (at will)—ghost sound (DC 12), message, open/close, touch of fatigue (DC 12) Opposition Schools conjuration, enchantment TACTICS During Combat The eldritch knight casts shield and displacement on herself, then casts lightning bolt and magic missile before casting mirror image and entering melee. STATISTICS Str 16, Dex 16, Con 12, Int 14, Wis 10, Cha 8 Base Atk +6; CMB +9; CMD 23 Feats Arcane Armor Training, Craft Wand, Dodge, Great Fortitude, Improved Iron Will, Iron Will, Scribe Scroll, Toughness, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff) Skills Knowledge (arcana) +10, Knowledge (local, nobility, planes, religion) +6, Perception +11, Ride +7, Sense Motive +5, Spellcraft +12 (+14 to identify magic item properties), Stealth +8 Languages Common, Draconic, Elven, Sylvan SQ arcane bond (+1 quarterstaff), diverse training, elven magic, protective ward (2 rounds, +2 deflection, 5/day), weapon familiarity Combat Gear potion of cure serious wounds, scroll of displacement, scrolls of false life (2), wand of invisibility (20 charges); Other Gear +2 leather armor, +1 quarterstaff, amulet of natural armor +1, cloak of resistance +1, spell component pouch, spellbook, 276 gp A lone, lightly armored traveler carrying a walking staff, a queen of staves mixes spell power with whirling quarterstaff attacks. ESMERELDA DARKSHADOW Those who think all elves are creatures of light and joy have not met Esmerelda. Dressing in dark colors with a temperament to match, Esmerelda believes she is doomed to a life of pain and gloom. Only when her enemies lie broken at her feet does she crack the slightest hint of a smile. Yet this dour disposition is not simply part of her nature—as a young woman, Esmerelda was told by an oracle that she would bring ruin and destruction to everything she ever loved. Two days later, her wife-to-be was slain by orcs. Resolved to never love again, she paints herself gray with ash to symbolize the death she carries. Combat Encounters: Esmerelda travels the world alone, attacking those who trigger her mercurial temper (such as by not keeping their distance). Any sort of romantic proposition or prophecy magic sends her into a rage. Roleplaying Suggestions: All Esmerelda can talk about is the ultimate futility of life and the inevitability of death and decay. 220 220 CR 8 12 PRESTIGE CLASSES ELDRITCH KNIGHTS CHAMPION OF MAGIC CR 12 GNOME PALADIN OF TORAG 2 XP 19,200 SORCERER 7 ELDRITCH KNIGHT 4 Small humanoid (gnome) LG Init –1; Senses low-light vision, see invisibility; Perception +12 DEFENSE AC 21, touch 12, flat-footed 21 (+8 armor, +2 deflection, –1 Dex, +1 natural, +1 size) hp 134 (2d10+7d6+4d10+72) Fort +15, Ref +6, Will +13; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 10/adamantine (130 points) OFFENSE Speed 15 ft. Melee +1 warhammer +14/+9 (1d6+5/×3) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, smite evil (+3 attack and AC, +2 damage) Gnome Spell-Like Abilities (CL 13th; concentration +16) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals Paladin Spell-Like Abilities (CL 2nd; concentration +5) At will—detect evil Sorcerer Spells Known (CL 10th; concentration +13; arcane spell failure 15%) 5th (3/day)—wall of force 4th (5/day)—dimension door, resilient sphere (DC 17), stoneskin 3rd (7/day)—dispel magic, displacement, fly, heroism 2nd (7/day)—darkvision, invisibility, scorching ray, see invisibility, web (DC 15) 1st (7/day)—comprehend languages, enlarge person, identify, magic missile, shield, true strike 0 (at will)—arcane mark, dancing lights, detect magic, disrupt undead, mending, prestidigitation, ray of frost, read magic, resistance Bloodline arcane TACTICS Before Combat The eldritch knight casts see invisibility and stoneskin. During Combat The eldritch knights separates large groups with a wall of force, then attacks opponents outside of the wall before passing through it with dimension door to finish off the remainder of his assailants. Base Statistics Without see invisibility and stoneskin, the eldritch knight’s statistics are Senses low-light vision; DR none. STATISTICS Str 14, Dex 8, Con 18, Int 12, Wis 10, Cha 17 Base Atk +9; CMB +10; CMD 21 Feats Arcane Armor Mastery, Arcane Armor Training, Craft Magic Arms and Armor, Eschew Materials, Extra Lay on Hands, Power Attack, Still Spell, Toughness, Weapon Focus (warhammer), Weapon Specialization (warhammer) Skills Craft (armor) +10, Diplomacy +9, Heal +5, Knowledge (arcana, religion) +9, Perception +12, Spellcraft +9, Use Magic Device +11 Languages Common, Draconic, Gnome, Sylvan SQ arcane bond (+1 warhammer), aura, bloodline arcana (+1 DC for spells augmented by metamagic feats that increase spell level), code of conduct, diverse training, lay on hands (1d6, 6/day), metamagic adept (2/day) Other Gear +2 mithral breastplate, +1 warhammer, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, ring of protection +2, silver holy symbol, diamond dust (worth 500 gp), 968 gp These eldritch knights seek out evil spellcasters and dispense justice for their misdeeds. MELKALLAN TRUESPELL Believing magic to be a gift from the gods, Melkallan hates to see it misused by the wicked and the power-hungry. He uses his magic to protect the innocent, and to stop evil spellcasters who would enslave and terrorize. Combat Encounters: Preferring the company of paladins and the agents of good deities, Melkallan joins any crusade that promises to bring evil spellcasters to justice. While his heart is pure and his zealous fervor is admirable, the gnome unfortunately adheres to rather stringent beliefs regarding the acceptable use of magic, and may command those he deems “unworthy” to cease casting immediately or face the consequences. Parties using magic for anything less than a crusade on behalf of a righteous lord or the common people—perhaps using it for mundane adventuring, looting, mercenary work, and so on—all risk running afoul of his long-winded judgments (and long-handled warhammer). Roleplaying Suggestions: Melkallan is friendly and helpful to all, especially common people, but becomes unyielding and focused when he encounters any form of injustice. 221221 SPIRIT AVENGER CR 16 HALF-ORC BARBARIAN 4 XP 76,800 SORCERER 6 ELDRITCH KNIGHT 7 Medium humanoid (human, orc) N Init +4; Senses darkvision 60 ft.; Perception +16 DEFENSE AC 25, touch 18, flat-footed 20 (+5 armor, +3 deflection, +4 Dex, +1 dodge, +2 natural) hp 139 (4d12+6d6+7d10+48) Fort +17, Ref +12, Will +16 Defensive Abilities orc ferocity, trap sense +1, uncanny dodge; Resist acid 5, cold 5 OFFENSE Speed 40 ft. Melee +1 spear +15/+10/+5 (1d8+1/×3) Ranged +1 shortbow +20/+15/+10 (1d6+3/×3) Special Attacks rage (12 rounds/day), rage powers (no escape, superstition +3) Bloodline Spell-Like Abilities (CL 12th; concentration +15) 6/day—heavenly fire (1d4+3 divine energy) Sorcerer Spells Known (CL 12th; concentration +15) 6th (3/day)—disintegrate (DC 19) 5th (5/day)—dismissal (DC 18), summon monster V 4th (6/day)—dimensional anchor, locate creature, resilient sphere (DC 17) 3rd (7/day)—halt undead (DC 16), haste, lightning bolt (DC 16), magic circle against evil, summon monster III 2nd (7/day)—blindness/deafness (DC 15), false life, mirror image, resist energy, rope trick, see invisibility 1st (7/day)—bless, cause fear (DC 14), detect undead, magic missile, shield, unseen servant 0 (at will)—dancing lights, detect magic, disrupt undead, flare (DC 13), mage hand, message, open/close, prestidigitation, resistance Bloodline celestial TACTICS Before Combat The eldritch knight casts false life. During Combat The knight starts combat with shield and summoning spells, letting conjured allies run interference while he contains or damages his foes. Base Statistics Without false life, the eldritch knight’s statistics are hp 125. STATISTICS Str 10, Dex 18, Con 14, Int 10, Wis 16, Cha 16 Base Atk +14; CMB +14; CMD 32 Feats Arcane Armor Mastery, Arcane Armor Training, Blind-Fight, Combat Casting, Dodge, Eschew Materials, Great Fortitude, Iron Will, Point-Blank Shot, Rapid Shot, Weapon Focus (shortbow), Weapon Specialization (shortbow) Skills Climb +8, Diplomacy +5, Handle Animal +11, Intimidate +5, Knowledge (nature) +8, Knowledge (planes, religion) +5, Linguistics +1, Perception +16, Survival +11, Swim +8 Languages Celestial, Common, Giant, Orc SQ bloodline arcana (summoned creatures gain DR 3/evil), diverse training, fast movement, orc blood, weapon familiarity Combat Gear +1 ghost touch arrows (10), +1 undead-bane arrows (10), scroll of neutralize poison, scroll of remove disease, scrolls of restoration (2); Other Gear +1 shortbow with 20 arrows, +1 spear, amulet of natural armor +2, belt of incredible dexterity +2, bracers of armor +5, cloak of resistance +3, headband of mental prowess +2 (Wis, Cha), ring of protection +3, 246 gp Dedicated to protecting the world from evil outsiders and undead, spirit avengers realize it’s better to contain an enemy than to destroy it. 222 222 CR 16 19 PRESTIGE CLASSES ELDRITCH KNIGHTS MITHRAL WIZARD CR 19 HUMAN FIGHTER 2 XP 204,800 EVOKER 8 ELDRITCH KNIGHT 10 Medium humanoid (human) NE Init +5; Senses Perception +20 DEFENSE AC 34, touch 15, flat-footed 33 (+14 armor, +4 deflection, +1 Dex, +5 natural) hp 198 (2d10+8d6+10d10+100) Fort +18, Ref +9, Will +14; +1 vs. fear Defensive Abilities bravery +1, 50% chance to negate critical hit or sneak attack; DR 10/adamantine (150 points) OFFENSE Speed 20 ft. Melee +3 longsword +24/+19/+14/+9 (1d8+8/17–20) Special Attacks intense spells (+4 damage), spell critical Evoker Spell-Like Abilities (CL 17th; concentration +25) At will—elemental wall (8 rounds/day) 11/day—force missile (1d4+4) Evoker Spells Prepared (CL 17th; concentration +25, arcane spell failure 25%) 9th—meteor swarm, time stop 8th—mass charm monster (DC 26), mind blank, quickened phantasmal killer, polar ray 7th—banishment (DC 25), quickened fireball (2), mass hold person (DC 25), reverse gravity 6th—chain lightning (DC 24), disintegrate (DC 24), quickened glitterdust, greater dispel magic, stilled teleport, wall of iron 5th—cloudkill (DC 23), stilled dimension door, interposing hand, teleport, wall of force (2) 4th—beast shape II, confusion (DC 22), dimension door, fire shield, stilled fireball, stoneskin, wall of ice (DC 22) 3rd—dispel magic (2), fireball (2, DC 21), fly, lightning bolt (2, DC 21) 2nd—acid arrow (2), darkvision, invisibility, mirror image, scorching ray, web (DC 20) 1st—feather fall, magic missile (4), mount, shield 0 (at will)—detect magic, light, mage hand, message Opposition Schools divination, necromancy TACTICS Before Combat The eldritch knight casts stoneskin. During Combat The knight casts time stop, then shield, expeditious retreat, fly, and mirror image. Base Statistics Without stoneskin, the knight’s statistics are DR none. STATISTICS Str 16, Dex 13, Con 20, Int 26, Wis 10, Cha 8 Base Atk +16; CMB +19; CMD 34 Feats Arcane Armor Mastery, Arcane Armor Training, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Disruptive, Greater Weapon Focus (longsword), Improved Critical (longsword), Improved Initiative, Iron Will, Power Attack, Quicken Spell, Scribe Scroll, Spell Penetration, Still Spell, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword) Skills Bluff +19, Fly +22, Intimidate +22, Knowledge (arcana, planes) +31, Knowledge (dungeoneering, engineering, geography, history, local, nobility) +21, Perception +20, Ride +17, Spellcraft +31 Languages Abyssal, Common, Draconic, Dwarven, Elven, Giant, Goblin, Ignan, Infernal SQ arcane bond (+2 longsword), diverse training Combat Gear wand of greater invisibility (15 charges), wand of see invisibility (10 charges); Other Gear +5 moderate fortification mithral full plate, +3 longsword, amulet of natural armor +5, belt of physical might +4 (Str, Con), cloak of resistance +3, headband of vast intelligence +6, ring of protection +4, granite and diamond dust (worth 500 gp), iron sheet and gold dust (worth 50 gp), 3,585 gp Clad in full plate, these eldritch knights mix an impenetrable defense with a relentless spell offense. 223 223 DIVINE LOREMASTER CR 8 HALFLING CLERIC OF ABADAR 7 XP 4,800 LOREMASTER 2 Small humanoid (halfling) LN Init +2; Senses Perception +14 DEFENSE AC 20, touch 14, flat-footed 18 (+6 armor, +1 deflection, +2 Dex, +1 size) hp 42 (7d8+2d6) Fort +9, Ref +8, Will +12; +2 vs. fear OFFENSE Speed 20 ft. Melee mwk heavy mace +6/+1 (1d6–2) Special Attacks channel positive energy 5/day (DC 15, 4d6) Domain Spell-Like Abilities (CL 9th; concentration +12) 6/day—resistant touch, touch of law Cleric Spells Prepared (CL 9th; concentration +12) 5th—breath of life, spell resistanceD 4th—discern lies (DC 17), divination, order’s wrathD 3rd—invisibility purge, locate object, magic circle against chaosD, magic vestment, remove disease 2nd—augury, hold person (DC 15), lesser restoration, status, shield otherD, zone of truth (DC 15) 1st—bane, bless, command (DC 14), comprehend languages, obscuring mist, sanctuaryD (DC 14) 0 (at will)—detect magic, detect poison, guidance, light D Domain spell; Domains Law, Protection TACTICS Before Combat The loremaster casts magic vestment. During Combat The loremaster casts spell resistance and stays out of combat, instead supporting her allies with healing spells and information about the foes they face. Base Statistics Without magic vestment, the loremaster’s statistics are AC 18, touch 14, flat-footed 16. STATISTICS Str 6, Dex 14, Con 10, Int 17, Wis 16, Cha 15 Base Atk +6; CMB +3; CMD 16 Feats Brew Potion, Combat Casting, Empower Spell, Scribe Scroll, Skill Focus (Knowledge [religion]) Skills Acrobatics +3 (–1 when jumping), Bluff +7, Climb –1, Diplomacy +14, Heal +11, Intimidate +7, Knowledge (arcana, engineering, geography, nature) +4, Knowledge (dungeoneering) +6, Knowledge (history, local, nobility) +9, Knowledge (planes) +14, Knowledge (religion) +19, Perception +14, Sense Motive +11 Languages Common, Halfling SQ aura, lore +1, secrets (instant mastery) Combat Gear potions of cure light wounds (5), potion of lesser restoration, potions of remove disease (2), scrolls of consecrate (2), scrolls of delay poison (2), scrolls of resist energy (2), scrolls of spiritual weapon (2); Other Gear masterwork chain shirt, masterwork heavy mace, cloak of resistance +1, headband of vast intelligence +2, ring of protection +1, incense (worth 50 gp), marked sticks (worth 25 gp), pair of platinum rings (worth 50 gp), 463 gp Divine loremasters support allies with divinations and healing rather than slinging combat spells or taking up arms in melee. ONORA GOLDENFIELDS Onora never wanted to be an adventurer. Loving knowledge for its own sake, she joined the clergy of the god of wealth so she’d have good connections and resources to help her collect rare books and increase the stores of knowledge she’s already begun to accumulate. But as her studies progressed, she became weary of the inaccuracies and blatant lies she found in secondary sources, and decided she needed to seek out knowledge in a more direct way. Now she travels with any adventuring group that will journey to a place where she can gain knowledge of the world or history firsthand. She swears that her own historical and philosophical treatises and volumes will be far more accurate than the ones written by her predecessors. Combat Encounters: Nearly always supporting a group of adventurers, Onora cares more about accumulating knowledge than the goals of the group she’s joined. Though she usually provides support via spells, she’s been known to slip away and pilfer books from an enemy spellcaster’s library while her allies fight the menace. Roleplaying Suggestions: Honest to a fault, Onora is never stingy with her knowledge. She believes everyone should have access to the truth—and that truth should be unvarnished and free of all the inaccuracies, alterations made by political powers, and rampant hyperbole that plague so many publications claiming to be factual. 224 224 CR 8 12 PRESTIGE CLASSES LOREMASTERS NATURE SCHOLAR CR 12 ELF DRUID 9 XP 19,200 LOREMASTER 4 Medium humanoid (elf) N Init +3; Senses low-light vision; Perception +19 DEFENSE AC 23, touch 15, flat-footed 20 (+4 armor, +2 deflection, +3 Dex, +1 natural, +3 shield) hp 106 (9d8+4d6+48) Fort +12, Ref +8, Will +15; +2 vs. enchantments, +4 vs. fey and plant-targeted effects, Defensive Abilities freedom of movement; Resist fire 10; Immune poison, sleep OFFENSE Speed 40 ft. Melee +1 sickle +9/+4 (1d6) Special Attacks wild shape 3/day Domain Spell-Like Abilities (CL 9th; concentration +13) At will—speak with animals (12 rounds/day) Druid Spells Prepared (CL 13th; concentration +17) 7th—animal shapesD, heal 6th—antilife shellD, stone tell, transport via plants 5th—animal growth (DC 19), beast shape IIID (animals only), call lightning storm (DC 19), insect plague 4th—cure serious wounds, flame strike (DC 18), freedom of movement, rusting grasp, scrying (DC 18), summon nature’s ally IVD (animals only) 3rd—dominate animalD (DC 17), meld into stone, poison (DC 17), protection from energy, quench, speak with plants 2nd—animal messenger, fog cloud, heat metal (DC 16), hold animalD (2, DC 16), owl’s wisdom 1st—calm animalsD (DC 15), detect animals or plants, entangle (DC 15), faerie fire, hide from animals, speak with animals 0 (at will)—detect poison, know direction, light, purify food and drink D Domain spell; Domain Animal TACTICS Before Combat The loremaster drinks her potion of resist energy (fire) and casts freedom of movement. During Combat The loremaster casts call lightning storm and flame strike. Base Statistics Without resist energy and freedom of movement, the loremaster’s statistics are Defensive Abilities none; Resist none. STATISTICS Str 8, Dex 16, Con 14, Int 15, Wis 18, Cha 10 Base Atk +8; CMB +7; CMD 22 Feats Brew Potion, Craft Wondrous Item, Extend Spell, Iron Will, Skill Focus (Knowledge [nature], Stealth), Toughness, Weapon Focus (sickle) Skills Acrobatics +8 (+12 when jumping), Climb +7, Fly +11, Handle Animal +13, Heal +12, Knowledge (arcana, history, local) +6, Knowledge (dungeoneering, engineering, nobility, planes, religion) +4, Knowledge (geography) +14, Knowledge (nature) +25, Perception +19, Sense Motive +9, Stealth +11, Survival +14, Swim +7 Languages Auran, Common, Draconic, Druidic, Elven, Sylvan SQ animal companion (effective druid level 6th), elven magic, lore +2, nature bond (Animal domain), nature sense, secrets (lore of true stamina, secret health), trackless step, weapon familiarity, wild empathy +9, woodland stride Combat Gear potion of cure moderate wounds, potion of neutralize poison, potion of remove disease, potions of resist energy (fire) (2), potion of water breathing; Other Gear +2 leather armor, +2 light wooden shield, +1 sickle, amulet of natural armor +1, belt of mighty constitution +2, boots of striding and springing, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +2, 2,706 gp More aggressive than most other loremasters, nature scholars use terrain and the magic of the natural world to avoid enemies while calling down destruction. 225 225 MASTER HISTORIAN CR 16 DWARF BARD 10 XP 76,800 LOREMASTER 7 Medium humanoid (dwarf) N Init –1; Senses darkvision 60 ft., see invisibility; Perception +16 DEFENSE AC 19, touch 11, flat-footed 19 (+6 armor, +2 deflection, –1 Dex, +2 natural) hp 120 (10d8+7d6+51) Fort +13, Ref +15, Will +17; +2 vs. poison, spells, and spell-like abilities, +4 vs. bardic performance, language-dependent, and sonic Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee mwk short sword +11/+6 (1d6/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, bardic performance 32 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion) Bard Spells Known (CL 17th; concentration +21) 6th (2/day)—find the path, permanent image (DC 20), summon monster VI 5th (4/day)—dream, mirage arcana (DC 19), mislead, seeming (DC 19) 4th (5/day)—cure critical wounds, greater invisibility, legend lore, secure shelter, shadow conjuration (DC 18) 3rd (6/day)—charm monster (DC 19), clairaudience/clairvoyance, displacement, remove curse, scrying (DC 17), see invisibility 2nd (6/day)—detect thoughts (DC 16), enthrall (DC 18), hold person (DC 18), locate object, suggestion (DC 18), tongues 1st (6/day)—charm person (DC 17), detect secret doors, disguise self, feather fall, remove fear, unseen servant 0 (at will)—dancing lights, detect magic, flare (DC 14), ghost sound (DC 14), mage hand, open/close TACTICS Before Combat The loremaster casts see invisibility. During Combat The loremaster casts greater invisibility, then summon monster VI to keep opponents busy, and uses illusions to cover his escape. Base Statistics Without see invisibility, the loremaster’s statistics are Senses darkvision 60 ft. STATISTICS Str 10, Dex 8, Con 16, Int 14, Wis 16, Cha 18 Base Atk +10; CMB +10; CMD 21 (25 vs. bull rush or trip) Feats Combat Casting, Combat Expertise, Extend Spell, Extra Performance, Greater Spell Focus (enchantment), Heighten Spell, Lightning Reflexes, Scribe Scroll, Skill Focus (Knowledge [history]), Spell Focus (enchantment) Skills Climb +7, Handle Animal +9, Heal +8, Intimidate +12, Knowledge (dungeoneering, local, religion) +18, Knowledge (engineering, nature, planes) +14, Knowledge (geography) +19, Knowledge (history) +36, Knowledge (nobility) +20, Perception +16 (+18 to notice unusual stonework), Perform (act, oratory, sing) +17, Perform (percussion) +8, Ride +3, Sense Motive +7, Spellcraft +15 (+25 to identify magic item properties), Swim +0, Use Magic Device +17 Languages Common, Dwarven, Elven, Giant, Terran SQ bardic knowledge +5, greater lore, jack-of-all-trades (use any skill), lore +3, lore master 1/day, secrets (applicable knowledge, instant mastery, lore of true stamina, secret knowledge of avoidance), versatile performance (act, oratory, sing) Combat Gear scrolls of greater dispel magic (5), scrolls of greater invisibility (4), scrolls of irresistible dance (6), scrolls of neutralize poison (4), scrolls of shadow walk (5); Other Gear +2 chain shirt, masterwork short sword, amulet of natural armor +2, cloak of resistance +3, headband of alluring charisma +4, ring of protection +2, handy haversack, slippers of spider climbing, incense (worth 250 gp), ivory (worth 200 gp), silver mirror (worth 1,000 gp), 1,865 gp These academics search for historical clues and relics. RINDOL RUNEHAND Orphaned in a giant attack, Rindol dedicated his life to learning about giantkind so he can aid the dwarven people in destroying them. He specializes in magic that can confound giants’ unsophisticated minds, and has memorized grand tales and songs of dwarven glory. 226 226 CR 16 19 PRESTIGE CLASSES LOREMASTERS DEMONOLOGIST CR 19 HUMAN CONJURER 10 XP 204,800 LOREMASTER 10 Medium humanoid (human) CE Init +4; Senses see invisibility, Perception +22 DEFENSE AC 27, touch 15, flat-footed 27 (+7 armor, +5 deflection, +5 natural) hp 112 (10d6+10d6+40) Fort +14, Ref +13, Will +21 OFFENSE Speed 30 ft. Melee quarterstaff +9/+4 (1d6–1) Conjurer Spell-Like Abilities (CL 10th; concentration +17) At will—dimensional steps (300 feet/day) 10/day—acid dart (1d6+5 acid) Conjurer Spells Prepared (CL 20th; concentration +27) 9th—dominate monster (DC 28), foresight, quickened hold monster (DC 24), prismatic wall, summon monster IX 8th—maze (2), moment of prescience, summon monster VIII (2) 7th—banishment (DC 24), quickened displacement, mass hold person (DC 26), phase door, plane shift (DC 26), spell turning 6th—acid fog, chain lightning (DC 23), forceful hand, geas/quest, quickened glitterdust, mass suggestion (DC 25) 5th—cloudkill (2, DC 24), contact other plane, sending, teleport (2) 4th—confusion (DC 23), dimensional anchor, fire shield, greater invisibility, stoneskin, summon monster IV 3rd—arcane sight, dispel magic (2), fireball (DC 20), invisibility sphere, protection from energy, stinking cloud (DC 22) 2nd—acid arrow, detect thoughts (DC 19), invisibility (2), scorching ray, see invisibility, web (DC 21) 1st—alarm, charm person (DC 20), disguise self, floating disk, magic missile, protection from evil, unseen servant 0 (at will)—dancing lights, daze (DC 19), detect magic, ray of frost Opposition Schools necromancy, transmutation TACTICS Before Combat The loremaster casts see invisibility. During Combat The loremaster casts greater invisibility. He summons demons, then casts maze, hold monster, and mass suggestion. STATISTICS Str 8, Dex 10, Con 12, Int 24, Wis 14, Cha 17 Base Atk +10; CMB +9; CMD 24 Feats Augment Summoning, Blind-Fight, Combat Casting, Craft Wondrous Item, Forge Ring, Greater Spell Focus (conjuration, enchantment), Greater Spell Penetration, Improved Initiative, Quicken Spell, Scribe Scroll, Skill Focus (Knowledge [planes]), Spell Focus (conjuration, enchantment), Spell Penetration, Toughness Skills Diplomacy +13, Fly +18, Intimidate +23, Knowledge (arcana, dungeoneering, religion) +25, Knowledge (engineering, geography, history, local, nature, nobility) +20, Knowledge (planes) +41, Perception +22, Sense Motive +22, Spellcraft +30 (+40 to identify magic item properties), Stealth +20, Use Magic Device +21 Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Ignan, Infernal, Orc, Undercommon SQ arcane bond (staff of charming), greater lore, lore +5, secrets (applicable knowledge, lore of true stamina, secret health, secret knowledge of avoidance, secrets of inner strength), summoner’s charm (5 rounds), true lore Combat Gear potions of cure serious wounds (3), potion of darkvision, scroll of ethereal jaunt, scroll of mage’s lucubration, staff of charming; Other Gear amulet of natural armor +5, bracers of armor +7, cloak of resistance +5, figurine of wondrous power (ebony fly), portable hole, ring of freedom of movement, ring of protection +5, forked rods, diamond dust (worth 500 gp), 3,188 gp Demonologists compel and manipulate their foes, and summon demon minions to do their dirty work. 227 227 CELESTIAL THEURGE CR 8 HUMAN CLERIC OF SARENRAE 3 XP 4,800 SORCERER 4 MYSTIC THEURGE 2 Medium humanoid (human) NG Init +0; Senses Perception +8 DEFENSE AC 18, touch 10, flat-footed 18 (+7 armor, +1 natural) hp 69 (3d8+4d6+2d6+31) Fort +8, Ref +4, Will +11 Resist acid 5, cold 5 OFFENSE Speed 20 ft. Melee +1 spear +13 (1d8+7/×3) Ranged mwk heavy crossbow +6 (1d10/19–20) Special Attacks channel positive energy 6/day (DC 12 [DC 14 against undead], 2d6) Bloodline Spell-Like Abilities (CL 4th; concentration +5) 4/day—heavenly fire (1d4+2) Domain Spell-Like Abilities (CL 3rd; concentration +5) 5/day—rebuke death, touch of glory Cleric Spells Prepared (CL 5th; concentration +7) 3rd—prayer, searing lightD 2nd—bless weaponD, delay poison, remove paralysis, shield other 1st—cure light woundsD, divine favor (2), protection from evil, remove fear 0 (at will)—create water, guidance, purify food and drink, stabilize D Domain spell; Domains Glory, Healing Sorcerer Spells Known (CL 6th; concentration +7; 25% spell failure) 3rd (3/day)—haste 2nd (5/day)—bull’s strength, protection from arrows 1st (7/day)—bless, burning hands (DC 12), enlarge person, shield, true strike 0 (at will)—dancing lights, detect magic, detect poison, mage hand, mending, message, read magic Bloodline celestial TACTICS Before Combat The mystic theurge casts bull’s strength. During Combat The mystic theurge casts haste and shield, then supports her companions with spells. She targets undead with channeled energy and searing light. Base Statistics Without bull’s strength, the mystic theurge’s statistics are Melee +1 spear +11 (1d8+5/×3); Str 18; CMB +9; CMD 19. STATISTICS Str 22, Dex 10, Con 14, Int 8, Wis 14, Cha 12 Base Atk +5; CMB +11; CMD 21 Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting, Eschew Materials, Extra Channel, Toughness, Weapon Focus (spear) Skills Diplomacy +7, Knowledge (arcana, religion) +5, Knowledge (nobility) +4, Perception +8, Spellcraft +3 Languages Common SQ aura, bloodline arcana (summoned creatures gain DR 2/evil), combined spells (1st) Combat Gear +1 bolts (3), +1 evil outsider-bane bolts (3), +1 undead- bane bolts (3), scrolls of cure serious wounds (2), scrolls of neutralize poison (2), scroll of remove disease, antitoxin (2), holy water (2); Other Gear +1 breastplate, +1 spear, masterwork heavy crossbow with 10 bolts, amulet of natural armor +1, cloak of resistance +1, pair of platinum rings (worth 50 gp), 287 gp These theurges support righteous causes, especially ones that involve destroying undead. TRAICA KALADON The survivor of a zombie plague that ravaged her small town, Traica now quests to destroy any undead threat. Combat Encounters: Allying with paladins, inquisitors, and clerics, Traica works to make the world safe for good people everywhere. Roleplaying Suggestions: Gracious and kind, Traica is always willing to help the downtrodden. 228 228 CR 8 12 PRESTIGE CLASSES MYSTIC THEURGES SOUND WARRIOR CR 12 HALFLING BARD 5 XP 19,200 DRUID 4 MYSTIC THEURGE 4 Small humanoid (halfling) N Init +3; Senses Perception +17 DEFENSE AC 24, touch 17, flat-footed 20 (+4 armor, +2 deflection, +3 Dex, +1 dodge, +3 natural, +1 size) hp 76 (5d8+4d8+4d6+18) Fort +10, Ref +11, Will +14; +2 vs. fear, +4 vs. fey and plant-targeted effects, +4 vs. bardic performance, language-dependent, and sonic OFFENSE Speed 20 ft. Melee mwk dagger +10/+5 (1d3/19–20) Ranged mwk dagger +13/+8 (1d3/19–20) Special Attacks bardic performance 17 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +2), wild shape 2/day Domain Spell-Like Abilities (CL 4th; concentration +6) 5/day—lightning arc (1d6+2 electricity) Bard Spells Known (CL 9th; concentration +14) 3rd (4/day)—charm monster (DC 20), displacement, haste, sculpt sound 2nd (5/day)—hold person (DC 19), scare (DC 17), shatter, sound burst (DC 17) 1st (7/day)—alarm, cause fear (DC 16), charm person (DC 18), remove fear, ventriloquism (DC 16) 0 (at will)—ghost sound (DC 15), know direction, light, mage hand, message, resistance Druid Spells Prepared (CL 8th; concentration +10) 4th—air walkD, cure serious wounds, freedom of movement 3rd—call lightning (DC 15), cure moderate wounds, gaseous formD, neutralize poison 2nd—barkskin, cat’s grace, delay poison, lesser restoration, wind wall D 1st—cure light wounds, faerie fire, goodberry, longstrider, obscuring mistD, pass without trace 0 (at will)—create water, detect poison, mending, stabilize D Domain spell; Domains Air TACTICS Before Combat The mystic theurge casts barkskin, freedom of movement, and pass without trace. During Combat While aiding her companions with bardic performance, the mystic theurge harasses her opponents with call lightning, charm monster, and wind wall. Base Statistics Without barkskin, the mystic theurge’s statistics are AC 21, touch 17, flat-footed 17. STATISTICS Str 10, Dex 16, Con 10, Int 10, Wis 15, Cha 20 Base Atk +8; CMB +7; CMD 23 Feats Combat Casting, Dodge, Great Fortitude, Greater Spell Focus (enchantment), Natural Spell, Spell Focus (enchantment), Toughness Skills Acrobatics +5 (+1 when jumping), Climb +6, Diplomacy +9, Fly +9, Heal +6, Knowledge (arcana, religion) +8, Knowledge (geography, local) +9, Knowledge (history) +10, Knowledge (nature) +12, Perception +17, Perform (oratory, sing) +9, Sense Motive +9, Stealth +20, Survival +12 Languages Common, Druidic, Halfling SQ bardic knowledge +2, combined spells (2nd), lore master 1/day, nature bond (Air domain), nature sense, trackless step, versatile performance (oratory), wild empathy +9, woodland stride Combat Gear potion of cure serious wounds, smokesticks (5), thunderstones (5); Other Gear +2 leather armor, masterwork daggers (2), belt of mighty constitution +2, cloak of resistance +1, druid’s vestment, headband of alluring charisma +2, ring of protection +2, 486 gp Using a mix of rousing oratory, song, and thunderous spells, a sound warrior is often heard before she’s seen. RINDRA THUNDERPATH Rindra always loved loud noises and the jolt of surprise they caused to those around her. She sought out ways to make more and bigger noises, and eventually turned to magic so she could call down cacophonous thunder anytime she wanted to. She prefers the sounds of storms and beasts over those of the cities, so she lives out in the wild. Combat Encounters: Rindra protects many canyons and mountain passes, and loves how the noises from her thunderous spells bounce off the stone walls. Roleplaying Suggestions: Rindra speaks loudly and forcefully, often stomping her feet for emphasis or letting out a surprisingly powerful belly laugh. 229 229 DEATH MASTER CR 16 HALF-ELF CLERIC OF URGATHOA 5 XP 76,800 EVOKER 5 MYSTIC THEURGE 7 Medium humanoid (elf, human) NE Init +4; Senses low-light vision; Perception +28 DEFENSE AC 28, touch 13, flat-footed 28 (+12 armor, +3 deflection, +3 natural) hp 182 (5d8+5d6+7d6+100) Fort +14, Ref +7, Will +20; +2 vs. enchantments Immune charm monster, fireball, lightning bolt, sleep OFFENSE Speed 20 ft. Melee +1 heavy mace +10/+5 (1d8+2) Special Attacks channel negative energy 4/day (DC 11, 3d6), hand of the acolyte (8/day), intense spells (+2 damage) Domain Spell-Like Abilities (CL 5th; concentration +10) 8/day—bleeding touch (2 rounds) Evoker Spell-Like Abilities (CL 5th; concentration +8) 6/day—force missile (1d4+2) Cleric Spells Prepared (CL 12th; concentration +17) 6th—antimagic fieldD, heal, word of recall 5th—flame strike (3, DC 20), slay livingD (DC 20), wall of stone 4th—death wardD, dimensional anchor, freedom of movement, spell immunity, unholy blight (DC 19) 3rd—contagion (2, DC 18), dispel magicD, invisibility purge, prayer, summon monster III 2nd—cure moderate wounds (2), death knellD (DC 17), hold person (DC 17), silence (DC 17), spiritual weapon 1st—cause fearD (DC 16), cure light wounds (3), deathwatch, entropic shield, obscuring mist 0 (at will)—bleed (DC 15), detect poison, mending, stabilize D Domain spell; Domains Death, Magic Evoker Spells Prepared (CL 12th; concentration +15; 15% spell failure) 6th—forceful hand, freezing sphere (DC 19), mislead 5th—stilled dimension door, telekinesis, wall of force (2) 4th—black tentacles, fire shield, stilled fireball, greater invisibility 3rd—displacement, fireball (DC 16), fly, haste, invisibility sphere, lightning bolt (DC 16) 2nd—false life, flaming sphere (DC 15), gust of wind (DC 15), invisibility, mirror image, misdirection 1st—comprehend languages, expeditious retreat, feather fall, magic missile (2), unseen servant 0 (at will)—dancing lights, detect magic, mage hand, read magic Opposition Schools abjuration, enchantment TACTICS Before Combat The mystic theurge casts deathwatch, false life, freedom of movement, and spell immunity. During Combat The mystic theurge casts attack and slaying spells. Base Statistics Without false life and spell immunity, the theurge’s statistics are hp 168; Immune sleep. STATISTICS Str 12, Dex 10, Con 18, Int 16, Wis 20, Cha 8 Base Atk +8; CMB +9; CMD 22 Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting, Command Undead, Craft Magic Arms and Armor, Craft Wondrous Item, Extra Channel, Improved Initiative, Scribe Scroll, Skill Focus (Perception), Still Spell, Toughness Skills Heal +13, Intimidate +9, Knowledge (arcana, planes) +16, Knowledge (dungeoneering, history, local, religion) +11, Perception +28, Ride +0, Spellcraft +16 Languages Abyssal, Common, Elven, Infernal, Undercommon SQ aura, arcane bond (staff of swarming insects), combined spells (4th), elf blood Combat Gear staff of swarming insects; Other Gear +3 mithral full plate, +1 heavy mace, amulet of natural armor +3, belt of mighty constitution +4, cloak of resistance +3, hat of disguise, headband of mental prowess +4 (Int, Wis), ring of protection +3, 5,838 gp A death master slings a spell with each stride. 230 230 CR 16 19 PRESTIGE CLASSES MYSTIC THEURGES HOLY BATTLE MAGE CR 19 DWARF CLERIC OF TORAG 5 XP 204,800 WIZARD 5 MYSTIC THEURGE 10 Medium humanoid (dwarf) NG Init +3; Senses darkvision 60 ft.; Perception +27 DEFENSE AC 30, touch 14, flat-footed 30 (+11 armor, +5 deflection, –1 Dex, +5 natural) hp 237 (5d8+5d6+10d6+159) Fort +16, Ref +6, Will +23; +6 vs. poison, +4 vs. fear, +2 vs. spells and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), 20% miss chance; DR 10/adamantine (150 points); Immune electricity (120 points), fire (120 points) OFFENSE Speed 20 ft. Melee +1 holy warhammer +13/+8 (1d8+1/×3) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel positive energy 5/day (DC 12, 3d6), hand of the apprentice (9/day), spell synthesis Domain Spell-Like Abilities (CL 5th; concentration +12) 10/day—artificer’s touch (1d6+2), resistant touch Cleric Spells Prepared (CL 15th; concentration +22) 8th—greater spell immunity, mind blankD 7th—ethereal jaunt, holy word (2, DC 25), repulsionD (DC 24) 6th—harm (DC 23), heal (2), heroes’ feast, major creationD 5th—breath of life, disrupting weapon, flame strike (DC 23), righteous might, spell resistanceD, true seeing 4th—air walk, divine power, freedom of movement, neutralize poison (2), spell immunityD 3rd—invisibility purge, meld into stone, prayer, protection from energy (2), remove curse, stone shapeD 2nd—aid, bull’s strength (2), hold person (2, DC 19), wood shapeD 1st—animate ropeD, bless (2), divine favor (2), shield of faith (2) 0 (at will)—detect magic, mending, purify food and drink, stabilize D Domain spell; Domains Artifice, Protection Wizard Spells Prepared (CL 15th; concentration +21; arcane spell failure 20%) 8th—prismatic wall 7th—giant form I, prismatic spray 6th—chain lightning (2, DC 23), disintegrate (DC 22), transformation 5th—cloudkill (DC 21), hold monster (2, DC 21), wall of stone (2) 4th—arcane eye, dimension door, greater invisibility (2), stoneskin 3rd—fireball (DC 20), haste (2), heroism, suggestion (DC 19) 2nd—acid arrow, invisibility, see invisibility (2), web (2, DC 18) 1st—charm person (DC 17), magic missile (3), shield (2) 0 (at will)—detect poison, disrupt undead, mage hand, message TACTICS Before Combat The mystic theurge casts heroes’ feast, protection from energy (electricity, fire), see invisibility, and stoneskin. During Combat The mystic theurge uses spells to foil opponents and bolster allies. If entering melee combat, he casts righteous might and transformation. Base Statistics Without heroes’ feast, protection from energy, and stoneskin, the mystic theurge’s statistics are hp 223; Will +22; +2 vs. poison, spells, and spell-like abilities; DR none; Immune none; Melee +1 holy warhammer +12/+7 (1d8+1/×3). STATISTICS Str 10, Dex 8, Con 22, Int 22, Wis 24, Cha 11 Base Atk +10; CMB +10; CMD 24 (28 vs. bull rush or trip) Feats Arcane Armor Mastery, Arcane Armor Training, Craft Magic Arms and Armor, Craft Wondrous Item, Extra Channel, Forge Ring, Improved Initiative, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness, Weapon Focus (warhammer) Skills Craft (armor, weapons) +14, Diplomacy +13, Heal +20, Knowledge (arcana, religion) +29, Knowledge (dungeoneering, engineering, planes) +19, Knowledge (history, local) +14, Perception +27 (+29 to notice unusual stonework), Sense Motive +20, Spellcraft +19, Use Magic Device +10 Languages Aklo, Celestial, Common, Draconic, Dwarven, Elven, Giant, Undercommon SQ aura, arcane bond (+1 holy warhammer), combined spells (5th) Combat Gear potions of bull’s strength (2), wand of cure serious wounds (20 charges), holy water (5); Other Gear +5 mithral chainmail, +1 holy warhammer, amulet of natural armor +5, belt of mighty constitution +6, minor cloak of displacement, ring of protection +5, diamond dust (worth 500 gp), eye ointment (worth 250 gp), pair of canine statuettes (worth 50 gp), 1,863 gp These master theurges mix support for allies with offensive might. 231 231 ALOOF SCHOLAR CR 8 HUMAN BARD 7 XP 4,800 PATHFINDER CHRONICLER 2 Medium humanoid (human) N Init +6; Senses Perception +13 DEFENSE AC 18, touch 14, flat-footed 15 (+3 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural) hp 61 (7d8+2d8+18) Fort +6, Ref +9, Will +8; +4 vs. bardic performance, language- dependent, and sonic Defensive Abilities live to tell the tale (1/day) OFFENSE Speed 30 ft. Melee mwk dagger +6/+1 (1d4–1/19–20) Special Attacks bardic performance 25 rounds/ day (move action; countersong, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion) Bard Spells Known (CL 7th; concentration +10) 3rd (2/day)—glibness, scrying (DC 16) 2nd (4/day)—blur, daze monster (DC 17), detect thoughts (DC 15), locate object 1st (5/day)—charm person (DC 16), comprehend languages, detect secret doors, silent image (DC 14), unseen servant 0 (at will)—dancing lights, detect magic, know direction, mage hand, message, open/close TACTICS During Combat The Pathfinder chronicler casts blur, then casts haste from her scroll. Preferring to stay out of melee, she uses bardic performance to aid her allies, and casts daze monster or charm person on enemies who come close. If threatened, she withdraws, drinks her potion of invisibility, and makes her escape. STATISTICS Str 8, Dex 14, Con 14, Int 12, Wis 12, Cha 16 Base Atk +6; CMB +5; CMD 19 Feats Dodge, Extra Performance, Greater Spell Focus (enchantment), Improved Initiative, Mobility, Spell Focus (enchantment) Skills Knowledge (arcana, local, nobility, religion) +17, Knowledge (history) +13, Linguistics +7, Perception +13, Perform (keyboard instruments) +7, Perform (oratory) +15, Profession (scribe) +9, Spellcraft +12 (+14 to identify magic item properties), Stealth +12 Languages Celestial, Common, Draconic, Dwarven SQ bardic knowledge +4, deep pockets (200 gp), elven magic, lore master 1/day, master scribe, pathfinding, versatile performance (keyboard, oratory) Combat Gear potion of invisibility, scroll of cure serious wounds, scroll of disguise self, scroll of haste, scroll of identify, scroll of see invisibility, scroll of speak with animals, scroll of tiny hut, wand of cure light wounds (20 charges); Other Gear +1 leather armor, masterwork dagger, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, silver mirror (worth 1,000 gp), 63 gp Often lost in their own thoughts, sometimes these scholars forget others are around them. They’re usually solitary, but have to go out exploring in search of information—or pay adventurers to retell their stories. DENARATH LITHERNORN Given a choice, Denarath would rather avoid people and be left alone with the company of books. They give their opinions and observations directly and without deceit or the vagaries of tone, and never talk back when she disagrees with their opinions. Unfortunately for Denarath, chronicles are by definition the stories of other people and their deeds, so she needs to deal with other people for her work. She puts up with them with a quiet and detached reserve, waiting for them to perform deeds worthy of being immortalized in her prose. She takes an equal interest in all types of martial and magical prowess, and encourages allies to invite new, different members into their group. Combat Encounters: During battle, Denarath sheepishly hovers behind the other combatants and gives her support with stoic detachment. After a battle, she searches the bodies for any maps, scrolls, or books that might be good sources of information. After that, she immediately pulls out a book and quill to write down an account of the high points of the battle. Roleplaying Suggestions: Denarath is extremely quiet and withdrawn. Her face betrays little emotion, and she speaks only in brief, concise sentences. Tending to take things too literally, she often scoffs at common figures of speech. She can be a hassle to travel with, since she packs a giant trunk of books for even the shortest journey. She reads late into the night, and refuses to leave until she’s had time to pick up the tomes she’s left scattered around. 232 232 CR PRESTIGE CLASSES PATHFINDER CHRONICLERS 8 12 MAD PROPHET CR 12 GNOME CLERIC OF THE OLD CULTS 9 XP 19,200 PATHFINDER CHRONICLER 4 Small humanoid (gnome) CE Init +5; Senses low-light vision; Perception +17 DEFENSE AC 19, touch 12, flat-footed 18 (+5 armor, +1 Dex, +2 natural, +1 size) hp 97 (9d8+4d8+35) Fort +11, Ref +7, Will +13; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), live to tell the tale (2/day) OFFENSE Speed 20 ft. Melee +1 heavy mace +9/+4 (1d6–1) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, aura of madness (DC 18, 9 rounds/day), bardic performance 7 rounds/day (countersong, distraction, epic tales, fascinate, inspire courage +1), channel negative energy 8/day (DC 17, 5d6) Domain Spell-Like Abilities (CL 9th; concentration +13) At will—lore keeper, remote viewing (9 rounds/day) 7/day—vision of madness Gnome Spell-Like Abilities (CL 13th; concentration +16) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals Cleric Spells Prepared (CL 9th; concentration +13) 5th—slay living (DC 20), true seeingD 4th—chaos hammer (DC 18), confusionD (DC 18), summon monster IV, tongues 3rd—blindness/deafness (DC 18), invisibility purge, prayer, rageD, searing light 2nd—cure moderate wounds, hold person (2, DC 16), resist energy, spiritual weapon, touch of idiocyD 1st—cause fear (DC 16), doom (DC 16), entropic shield, lesser confusionD (DC 15), obscuring mist, shield of faith 0 (at will)—bleed (DC 15), detect poison, light, read magic D Domain spell; Domains Knowledge, Madness TACTICS During Combat The Pathfinder chronicler drinks his potion of fly. While flying above his enemies, he activates his aura of madness, casts chaos hammer, and swoops down to cast slay living on spellcasters. STATISTICS Str 6, Dex 12, Con 12, Int 14, Wis 19, Cha 16 Base Atk +9; CMB +6; CMD 17 Feats Combat Casting, Command Undead, Extra Channel, Great Fortitude, Improved Initiative, Spell Focus (necromancy), Toughness Skills Bluff +11, Diplomacy +11, Heal +12, Intimidate +11, Knowledge (arcana, dungeoneering, history) +12, Knowledge (planes, religion) +17, Linguistics +8, Perception +17, Perform (oratory) +11, Profession (scribe) +14 Languages Abyssal, Aklo, Common, Draconic, Gnome, Sylvan SQ aura, bardic knowledge +2, deep pockets (400 gp), improved aid, master scribe, pathfinding Combat Gear potion of cure serious wounds, potion of fly, scroll of flame strike, scroll of summon monster V, scroll of summon monster VI; Other Gear +2 studded leather, +1 heavy mace, amulet of natural armor +2, brooch of shielding, cloak of resistance +1, headband of inspired wisdom +2, 363 gp These Pathfinders know some paths are twisted and mad. TALMINUS THE ESOTERIC Talminus believes the religions and cults of the past favored modes of thought that offer more truths about the nature of the universe than the uninspired religions popular today. Obsessed with discovering and understanding these cults’ ancient beliefs, he desires to disseminate their teachings and herald a return to their profound truths. 233 233 MASTER STORYCRAFTER CR 16 HALF-ELF SORCERER 10 XP 76,800 PATHFINDER CHRONICLER 7 Medium humanoid (elf, human) N Init +2; Senses low-light vision; Perception +23 DEFENSE AC 22, touch 15, flat-footed 20 (+5 armor, +3 deflection, +2 Dex, +2 natural) hp 86 (10d6+7d8+17) Fort +10, Ref +13, Will +15; +2 vs. enchantments Defensive Abilities live to tell the tale (3/day); DR 10/magic (ranged weapon attack only, 100 points); Immune sleep OFFENSE Speed 40 ft. Melee quarterstaff +11/+6 (1d6–1) Ranged dagger +14/+9 (1d4–1/19–20) Special Attacks bardic performance 23 rounds/day (countersong, distraction, epic tales, fascination, inspire action [move], inspire courage +2, inspire competence +2, whispering campaign) Sorcerer Spells Known (CL 10th; concentration +17) 5th (4/day)—break enchantment, persistent image (DC 24) 4th (6/day)—dimension door, hallucinatory terrain, phantasmal killer (DC 23) 3rd (8/day)—dispel magic, heroism, invisibility sphere, major image (DC 22) 2nd (8/day)—invisibility, mirror image, protection from arrows, scorching ray, web (DC 19) 1st (8/day)—animate rope, color spray (DC 20), disguise self, floating disk, identify, shield 0 (at will)—dancing lights, detect magic, flare (DC 17), light, ghost sound (DC 19), mage hand, message, open/close, prestidigitation Bloodline arcane TACTICS Before Combat The Pathfinder chronicler casts heroism and protection from arrows. During Combat The chronicler casts shield on herself, then supports allies with bardic performance and illusions. Base Statistics Without heroism and protection from arrows, the Pathfinder chronicler’s statistics are Fort +8, Ref +11, Will +13; DR none; Melee quarterstaff +9/+4 (1d6–1); Ranged dagger +12/+7 (1d4–1/19–20); Skills –2 on all skills. STATISTICS Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 24 Base Atk +10; CMB +9; CMD 24 Feats Arcane Armor Training, Combat Casting, Enlarge Spell, Eschew Materials, Extend Spell, Extra Performance, Greater Spell Focus (illusion), Silent Spell, Skill Focus (Perception), Spell Focus (illusion), Widen Spell Skills Acrobatics +9 (+13 when jumping), Bluff +17, Diplomacy +17, Knowledge (arcana, dungeoneering, geography, history, local, nature, nobility, planes, religion) +15, Linguistics +10, Perception +23, Perform (oratory, string) +17, Profession (scribe) +10, Sense Motive +7, Spellcraft +12, Stealth +14, Survival +10, Use Magic Device +22 Languages Common, Draconic, Dwarven, Elf, Gnome, Halfling, Orc SQ arcane bond (staff of charming), bardic knowledge +3, bloodline arcana (+1 DC for spells augmented by metamagic feats that increase spell level), call down the legends, deep pockets (700 gp), elf blood, improved aid, master scribe, metamagic adept (2/day), new arcana, pathfinding Combat Gear potions of cure serious wounds (2), potion of gaseous form, staff of charming; Other Gear +3 leather armor, amulet of natural armor +2, boots of striding and springing, cloak of resistance +2, handy haversack, headband of alluring charisma +4, ring of protection +3, 1,290 gp These chroniclers travel with intrepid adventurers to record tales of their exploits. YENELIS HALFELVEN Story is everything to Yenelis Halfelven. She yearns to craft the most amazing story of her generation, but such a story cannot be a mere fiction—it must be based in fact. She travels with promising adventurers, hoping their deeds will spark her perfect story, but so far has always been disappointed. Combat Encounters: At first, Yenelis only observed the adventurers she traveled with, but now she aids them, hoping her abilities can push them in the right direction. Roleplaying Suggestions: Yenelis scours taverns and pubs, looking for the group that will finally give her the perfect story. 234 234 CR 16 19 PRESTIGE CLASSES PATHFINDER CHRONICLERS BATTLE SKALD CR 19 HUMAN BARBARIAN 6 XP 204,800 BARD 4 PATHFINDER CHRONICLER 10 Medium humanoid (human) N Init +1; Senses Perception +19 DEFENSE AC 23, touch 13, flat-footed 21 (+7 armor, +3 deflection, +1 Dex, +1 dodge, +3 natural, –2 rage) hp 261 (6d12+4d8+10d8+146) Fort +20, Ref +17, Will +17; +4 vs. bardic performance, language- dependent, and sonic Defensive Abilities improved uncanny dodge, live to tell the tale (5/day), trap sense +2 OFFENSE Speed 50 ft. Melee +1 shock handaxe +24/+19/+14/+9 (1d6+7/19–20/×3 plus 1d6 electricity) Ranged +1 shock shortbow +18/+13/+8/+3 (1d6+1/ ×3 plus 1d6 electricity) Special Attacks bardic performance 28 rounds/ day (countersong, dirge of doom, distraction, epic tales, fascinate, greater epic tales, inspire action [standard], inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion, whispering campaign), rage (24 rounds/day), rage powers (clear mind, moment of clarity, renewed vigor) Bard Spells Known (CL 4th; concentration +6) 2nd (2/day)—mirror image, rage 1st (4/day)—expeditious retreat, feather fall, remove fear, unseen servant 0 (at will)—dancing lights, know direction, mage hand, mending, message, prestidigitation TACTICS During Combat The Pathfinder chronicler casts mirror image on herself, uses bardic performance to aid her allies, and shoots arrows at her foes. When raging, she uses moment of clarity to cast spells when necessary. Base Statistics When not raging, the Pathfinder chronicler’s statistics are AC 25, touch 15, flat-footed 23; hp 241; Fort +18, Will +15; Melee +1 shock handaxe +22/+17/+12/+7 (1d6+5/19–20/×3 plus 1d6 electricity); Str 18, Con 18; CMB +20; Skills Climb +17, Swim +12. STATISTICS Str 22, Dex 13, Con 22, Int 10, Wis 8, Cha 14 Base Atk +16; CMB +22; CMD 35 Feats Dazzling Display, Dodge, Extra Rage, Fleet (2), Improved Critical (handaxe), Improved Vital Strike, Power Attack, Toughness, Vital Strike, Weapon Focus (handaxe) Skills Acrobatics +1 (+5 when jumping), Bluff +10, Climb +19, Handle Animal +15, Heal +4, Intimidate +15, Knowledge (geography, local, nobility) +16, Knowledge (history) +18, Linguistics +6, Perception +19, Perform (oratory) +15, Profession (scribe) +7, Ride +14, Stealth +21, Survival +7, Swim +14, Use Magic Device +15 Languages Common, Celestial, Draconic, Dwarven SQ bardic knowledge +7, call down the legends, deep pockets (1,000 gp), fast movement, improved aid, lay of the exalted dead, master scribe, pathfinding, versatile performance (oratory) Combat Gear +1 flaming arrows (5), +1 thundering arrows (5), dragon slaying arrow, greater human slaying arrow, javelins of lightning (5); Other Gear +5 leather armor, +1 shock handaxe, +1 shock shortbow, amulet of natural armor +3, belt of mighty constitution +4, cloak of resistance +5, figurines of wondrous power (ivory goats), ring of protection +3, 1,930 gp Singing odes of battle and bravery, these chroniclers make sure the living never forget those traditions, and even try to encourage the living to surpass the great deeds of the heroes of past ages. They believe battle is the truest test of a person’s mettle. YGULDA GOLDENBROW At a young age, Ygulda fell in love with ancient ballads and odes, and now she considers herself a living valkyrie. She aids any warriors she believes carry the true spark of heroism, hoping they will serve as muses for future songs in which she can immortalize their great deeds. Combat Encounters: Ygulda travels with a cadre of heroic warriors, mostly barbarians. She tells them that it’s better to die a glorious death in battle than to survive through cowardice. Roleplaying Suggestions: A hard fighter and a hard drinker, Ygulda believes that victory should be met with celebration. She scorns anyone she considers a coward. 235 235 BLACKSTRIKE CR 8 HUMAN FIGHTER 7 XP 4,800 SHADOWDANCER 2 Medium humanoid (human) CN Init +2; Senses darkvision 60 ft.; Perception +12 DEFENSE AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural) hp 86 (7d10+2d8+34) Fort +9, Ref +8, Will +4; +2 vs. fear Defensive Abilities bravery +2, evasion, uncanny dodge OFFENSE Speed 30 ft. Melee +1 greatsword +17/+12 (2d6+13/19–20) Ranged mwk shortbow +11/+6 (1d6/×3) Special Attacks weapon training (heavy blades +1) TACTICS Before Combat The shadowdancer drinks her potion of bull’s strength. If she knows where the battle will take place, she scouts the location to find good hiding places. During Combat The shadowdancer drinks her potion of blur, then keeps to the shadows, delivering greatsword attacks to foes on the perimeter of battle so she doesn’t get dragged into the melee. Base Statistics Without bull’s strength, the shadowdancer’s statistics are Melee +1 greatsword +15/+10 (2d6+10/19–20); Str 18; CMB +12; CMD 26. STATISTICS Str 22, Dex 14, Con 14, Int 12, Wis 10, Cha 8 Base Atk +8; CMB +14; CMD 28 Feats Combat Reflexes, Disruptive, Dodge, Lightning Reflexes, Mobility, Power Attack, Toughness, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword) Skills Acrobatics +14, Climb +10, Handle Animal +3, Heal +1, Knowledge (arcana) +4, Knowledge (geography, local, religion) +2, Perception +12, Perform (dance) +4, Ride +6, Stealth +14, Swim +10 SQ armor training 2, hide in plain sight Combat Gear potion of blur, potion of bull’s strength, potion of cure moderate wounds; Other Gear +1 chain shirt, +1 greatsword, masterwork shortbow with 20 arrows, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 219 gp Like gnawing nightmares dwelling in shadow, blackstrikes stalk just out of sight, yet still close enough to strike. KRESIS HELGOLD Nothing more than a murderer for hire, Kresis will take nearly any job if the money is right. Possessing no loyalty to any one group, she rarely accepts jobs from the same people twice, and has been known to carry out assassinations for both sides of a single conflict. Sometimes, this means an aggravated employer sends assassins after Kresis herself. In these situations, she retreats rather than staying to fight—unless she knows one of her would-be killers has a high price on his head that she could claim. Though she almost always takes jobs she’s offered, Kresis draws the line at murdering children and people she considers innocents. In times of doubt, she leaves the fate of her prey to a simple coin toss. If the result favors the victim, she doesn’t accept the money she was promised for the job, and leaves it at that. If her employer hires another assassin, it’s no longer her problem. Combat Encounters: Kresis does not kill for fun; she kills for pay. It’s not her job to collect information, to help out other mercenaries, or to deliver messages—just to kill her target and get paid. She takes as few personal risks as possible, and makes sure she’s prepared before a battle so she can fight on her own terms. Once a mercenary, she turned to assassination in order to have more control over her actions and lower her own risk of death, and she’s not about to stick her neck out now. She almost never fights in the middle of the day, preferring to attack at night or near dusk or dawn when the shadows are long. Roleplaying Suggestions: Sullen and withdrawn, Kresis says little about herself, and seems distracted by her own thoughts. She is actually an attentive listener, though, and rarely forgets what she hears. She eavesdrops on tavern conversations to get information about her targets before the kill. She couldn’t care less about the fallout after the hit— as long as she gets the money she was promised, she considers the venture a success. 236 236 CR 8 12 PRESTIGE CLASSES SHADOWDANCERS MIDNIGHT DANCER CR 12 HALF-ORC BARD 9 XP 19,200 SHADOWDANCER 4 Medium humanoid (human, orc) NE Init +2; Senses darkvision 90 ft., see invisibility; Perception +15 DEFENSE AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural) hp 71 (9d8+4d8+9) Fort +4, Ref +12, Will +8; +4 vs. bardic performance, language- dependent, and sonic Defensive Abilities evasion, orc ferocity, uncanny dodge OFFENSE Speed 30 ft. Melee +1 dagger +12/+7 (1d4+3/19–20) Ranged +1 light crossbow +12 (1d8+1/19–20) Special Attacks bardic performance 24 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion) Shadowdancer Spell-Like Abilities (CL 4th; concentration +8) 2/day—shadow illusion (DC 15) 1/day—shadow call (DC 18) Bard Spells Known (CL 9th; concentration +13) 3rd (4/day)—cure serious wounds, deep slumber (DC 18), gaseous form, see invisibility 2nd (5/day)—darkness, invisibility, silence (DC 16), suggestion (DC 17) 1st (6/day)—cure light wounds, lesser confusion (DC 16), remove fear, silent image (DC 15), sleep (DC 16) 0 (at will)—daze (DC 15), ghost sound (DC 14), lullaby (DC 15), mage hand, message, open/close TACTICS Before Combat The shadowdancer casts see invisibility. During Combat Keeping to the shadows at the edge of battle, the shadowdancer supports allies and uses crossbow shots and debilitating spells against enemies. Base Statistics Without see invisibility, the shadowdancer’s statistics are Senses darkvision 90 ft. STATISTICS Str 14, Dex 14, Con 10, Int 15, Wis 8, Cha 18 Base Atk +9; CMB +11; CMD 25 Feats Combat Casting, Combat Reflexes, Dodge, Iron Will, Lightning Reflexes, Mobility, Spell Focus (enchantment) Skills Acrobatics +15, Climb +10, Disable Device +12, Disguise +10, Intimidate +6, Knowledge (dungeoneering) +19, Knowledge (local) +14, Perception +15, Perform (act) +15, Perform (dance) +14, Sleight of Hand +10, Stealth +23, Swim +7, Use Magic Device +17 Languages Common, Goblin, Orc SQ bardic knowledge +4, hide in plain sight, lore master 1/day, orc blood, rogue talent (fast stealth), shadow jump (40 feet/day), summon shadow, versatile performance (act, dance), weapon familiarity Combat Gear +1 human-bane bolts (5), +1 undead-bane bolts (5); Other Gear +3 leather armor, +1 dagger, +1 light crossbow with 20 bolts, dagger, amulet of natural armor +1, cloak of elvenkind, headband of alluring charisma +2, ring of protection +1, 1,038 gp These bards grant support though a subtle dance of shadows. MELLAK THE RAVEN Mellak sees life as a dance and death as its finale. A performer at heart, he makes each death he deals an act in his play of mortality, often using a dancing flourish to make it as artistic as possible. He expounds upon his philosophy of a beautiful death to his victims, explaining that they are lucky to receive an elegant death rather than the ugly end of sickness and infirmity. 237 237 BLACK ICE CR 16 GNOME ILLUSIONIST 10 XP 76,800 SHADOWDANCER 7 Small humanoid (gnome) NE Init +6; Senses darkvision 60 ft., low-light vision; Perception +20 DEFENSE AC 23, touch 17, flat-footed 20 (+4 armor, +3 deflection, +2 Dex, +1 dodge, +2 natural, +1 size) hp 147 (10d6+7d8+78) Fort +12, Ref +15, Will +15; +2 vs. illusions Defensive Abilities defensive roll, defensive training (+4 dodge bonus to AC vs. giants), evasion, greater invisibility, improved uncanny dodge, slippery mind; DR 10/adamantine (100 points) OFFENSE Speed 30 ft. Melee staff of frost +10/+5 (1d4–2) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids Gnome Spell-Like Abilities (CL 17th; concentration +19) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals Arcane School Spell-Like Abilities (CL 10th; concentration +15) At will—invisibility field (10 rounds/day) 8/day—blinding ray Shadowdancer Spell-Like Abilities (CL 7th; concentration +9) 3/day—shadow illusion (DC 13) 2/day—shadow call (DC 16) Illusionist Spells Prepared (CL 10th; concentration +15) 5th—feeblemind (DC 20), nightmare (DC 23), shadow evocation (DC 23), teleport 4th—charm monster (DC 19), greater invisibility, phantasmal killer (DC 22), solid fog, stoneskin 3rd—blink, displacement, fly, major image (DC 21), slow (DC 18) 2nd—acid arrow, darkness, hypnotic pattern (DC 20), invisibility (2), resist energy 1st—charm person (DC 16), color spray (DC 19), feather fall, mage armor, magic missile (2), shield 0 (at will)—daze (DC 15), ghost sound (DC 18), mage hand, ray of frost Opposition Schools divination, necromancy TACTICS Before Combat The shadowdancer casts mage armor and stoneskin. During Combat The shadowdancer casts greater invisibility and shield, then harries his foes with phantasmal killer, hypnotic pattern, and spells from his staff of frost. Base Statistics Without mage armor and stoneskin, the shadowdancer’s statistics are AC 19, touch 17, flat-footed 16; DR none. STATISTICS Str 6, Dex 14, Con 16, Int 20, Wis 10, Cha 14 Base Atk +10; CMB +7; CMD 23 Feats Combat Casting, Combat Reflexes, Dodge, Fleet (2), Greater Spell Focus (illusion), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Scribe Scroll, Spell Focus (illusion), Toughness Skills Acrobatics +20, Bluff +20, Craft (alchemy) +7, Diplomacy +20, Fly +17, Knowledge (arcana) +23, Knowledge (dungeoneering, geography) +13, Knowledge (planes) +23, Perception +20, Perform (dance) +8, Spellcraft +23, Stealth +24, Swim +2 Languages Aklo, Common, Draconic, Gnome, Sylvan SQ arcane bond (staff of frost), extended illusions (+5 rounds), hide in plain sight, rogue talents (combat trick, fast stealth), shadow jump (80 feet/day), summon shadow Combat Gear restorative ointment (5 applications), staff of frost (10 charges); Other Gear amulet of natural armor +2, cloak of resistance +4, headband of vast intelligence +2, ring of protection +3, diamond dust (worth 500 gp), 3,800 gp These evasive spellcasters make frustrating enemies. SCAL WISTALVAK Gnomes love pranks and practical jokes, but few are as dark, devious, and deadly as those of Scal Wistalvak. The entire time he uses illusions and ice magic to bring about psychological torture and chilling death, he stays out of sight, laughing maniacally. 238 238 CR 16 19 PRESTIGE CLASSES SHADOWDANCERS DARKSTAR CR 19 HALFLING ROGUE 10 XP 204,800 SHADOWDANCER 10 Small humanoid (halfling) N Init +12; Senses darkvision 60 ft.; Perception +27 DEFENSE AC 31, touch 21, flat-footed 24 (+7 armor, +3 deflection, +6 Dex, +1 dodge, +3 natural, +1 size) hp 143 (10d8+10d8+50) Fort +13, Ref +25, Will +15; +2 vs. fear Defensive Abilities defensive roll, improved evasion, improved uncanny dodge, slippery mind, trap sense +3 OFFENSE Speed 20 ft. Melee +1 flaming short sword +25/+20/+15 (1d4+1/19–20 plus 1d6 fire) Ranged +1 sling +24/+19/+14 (1d3+1) Special Attacks sneak attack +5d6 Shadowdancer Spell-Like Abilities (CL 10th; concentration +10) 5/day—shadow illusion (DC 11) 4/day—shadow call (DC 14) 2/day—shadow power (DC 15) TACTICS During Combat The shadowdancer drinks his potion of invisibility, summons a shadow to flank with him, and focuses on dropping foes one at a time. STATISTICS Str 11, Dex 26, Con 14, Int 10, Wis 14, Cha 10 Base Atk +14; CMB +13; CMD 35 Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Point-Blank Shot, Spring Attack, Stand Still, Two-Weapon Fighting, Vital Strike, Weapon Finesse, Weapon Focus (short sword) Skills Acrobatics +28 (+24 when jumping), Climb +10, Disable Device +31, Escape Artist +16, Heal +7, Intimidate +8, Knowledge (arcana, engineering, planes) +5, Knowledge (dungeoneering, local) +8, Perception +27, Perform (dance) +8, Sleight of Hand +16, Stealth +35, Swim +8, Use Magic Device +8 Languages Common, Halfling SQ rogue talents (combat trick, defensive roll, fast stealth, finesse rogue, opportunist, stand up, surprise attack, trap spotter), shadow jump (320 feet/day), shadow master, summon shadow, trapfinding +5 Combat Gear +1 demon-bane bullets (5), +1 human-bane bullets (5), potions of cure serious wounds (2), potions of invisibility (2); Other Gear +5 leather armor, +1 flaming short sword, +1 sling with 20 bullets, amulet of natural armor +3, bag of holding (type I), belt of incredible dexterity +6, boots of speed, cloak of resistance +4, glove of storing, ring of protection +3, rope of climbing, 3,969 gp Short but deadly, a darkstar skirts the shadows with his shadow companion. FILAGAN UMBRAFLAME A thief and a liar, Filagan is more interested in filling his coin purse and enjoying the good life than he is in carnage or murder. Though deadly in combat, he avoids it whenever possible. He employs dirty tricks when cornered, knowing his small size is a disadvantage in a straight physical fight. Once he gets the best of his opponent, he escapes to a nearby tavern or gambling hall to lose himself in the crowd and relax. Combat Encounters: A daring thief, Filagan knows adventurers are typically lucrative marks. This often causes him to take too big of risks and get himself into trouble stealing from them. Filagan rarely travels with allies, but might jump into a larger battle if doing so means there’s less risk to him personally. Roleplaying Suggestions: Jovial and fun-loving, Filagan is the life of the party, buying drinks and telling good- natured and self-deprecating jokes. He doesn’t let on that he’s an experienced killer—at least not until someone threatens one of his drinking buddies. 239 239 240 241 T he chickens!” Doga yelled. “We’ve got to save my chickens!” “Asmodeus take your chickens!” Pelam roared. “It’s your chickens what got us into this mess!” Behind them, masonry exploded as the dragon tore through the shop wall. Doga quit trying to scoop up his birds and flung himself at the ground, arms over his head. Pelam reached out and dragged him in under the cart. “Idiot!” he shrieked. “What do you think happens when you go messing with a wizard’s things?” Doga sniffed, tears dripping from the end of his nose. “The egg was so big... I was just gonna borrow it long enough to win the prize at the fair. I was gonna bring it right back...” NPC Classes NPC CLASSES The Pathfinder Roleplaying Game may be about heroes and monsters, but the game world also has thousands or even millions of completely normal people living in it—innkeepers, town guards, bakers, and so on. When the PCs are around, trouble happens, and sometimes you need stat blocks for those NPCs—perhaps because you need to know how many rounds the innkeeper will survive inside a burning building, or how many hits the mind-controlled city guard can take from a reluctant PC. This chapter gives you example NPC stat blocks for the five NPC classes presented in the Pathfinder RPG Core Rulebook. Even though those classes go up to level 20, in most campaigns even the most worldly peasant, merchant, or king is no more than 10th level, and anything higher than that is the realm of legendary heroes and player characters. Consequently, this chapter presents these NPC classes from only levels 1 to 10. The stat blocks presented here are not meant to represent specific named NPCs; rather, they are used for common roles these sorts of characters play in the game— shopkeepers, minor cultists, swineherds, and so on. You should be able to use these stat blocks for most NPCs in a particular role, or make only a simple change to do so, such as changing the Profession skill of the journeyman carpenter (page 261) from carpentry to stonemasonry to use the stat block as a mason. All of the NPCs in this chapter use the “basic” set of base ability scores (13, 12, 11, 10, 9, 8). Because the NPC classes have no significant class abilities, it is easy to assign different roles to these NPCs by altering their skills or feats. You can also customize the NPCs by adding limited forms of certain PC-class abilities, such as giving the miner (commoner 4) a +1 damage bonus when flanking an opponent, the brigand (warrior 2) 1 round of barbarian rage per day, or the doom prophet (adept 4) a 1/day usage of an appropriate 1st-level domain power. Compared to PC classes and monsters, the NPC classes are weak and intentionally generic, and giving the NPCs a taste of a 1st-level PC class ability makes them more interesting in play without affecting their overall CR. NPC CLASS GEAR The NPCs in this chapter have gear according to the Basic Level column of Table 14–9: NPC Gear on page 454 of the Core Rulebook. However, keep in mind that the table is designed for adventuring NPCs, not common townsfolk. Just because the table says a 2nd-level commoner has 390 gp doesn’t mean every 2nd-level pig farmer actually has 390 gp worth of portable valuables on his person or at his home! The farmer owns a few pigs, some miscellaneous farm tools, a handful of gold and silver coins, and (in a country where peasants can own land) a few acres and a cozy shack, but otherwise doesn’t have any assets of interest to adventurers. For the sake of following the table, the characters in this chapter are listed with appropriate gear (and perhaps some livestock) according to their professions, and the remainder of their level-appropriate gold is listed, but it would be exceedingly rare for these normal people to have savings equivalent to multiple years of work stored in a mattress or buried under the house. Given that a character working for a week can earn gp equal to half the result of a Craft or Profession check, a typical NPC-class character is probably carrying one-tenth of that amount (at most) at any particular time. Attacking farmers for their gold is not profitable for adventurers! There are exceptions, of course. For example, adepts in hostile tribes or bandit gangs tend to have treasure indicated by the table, as do aristocrats (who are generally wealthy or have access to significant resources) and warriors (who are paid and equipped in anticipation of battle). Members of those three classes usually have armor, weapons, and magic items that PCs would consider treasure. Some experts, such as skilled artisans or merchants, may have valuable merchandise or a stash of coin intended for buying more supplies. Use common sense to decide whether an NPC’s listed “surplus” gold is reasonable or not, and award treasure accordingly. HOW TO USE THIS CHAPTER The four most common uses for NPCs in this chapter are as allies, enemies, minions, and player characters. Allies As with the NPCs in the other chapters, these characters have a role to play in the campaign story, though normally in a subservient or secondary manner. A village’s constable (commoner 9) is tough enough to keep the peace for routine squabbles, but must defer to the PCs when a tribe of orcs begins raiding. The PCs might hire the local blacksmith (expert 6) to arm their hired guards (warriors 3) who’ll protect the old fort the heroes just recaptured, but the PCs are still the focus of the campaign and the NPC- class characters are less important to the story than the PCs. You can even use these NPCs as mentors or teachers for low-level characters, with the PCs exceeding the capabilities of their trainers and becoming local legends as “the greatest students I ever had.” enemies You can use these NPCs as opponents for your campaign, though they lack the special powers that make combat interesting and most PCs won’t find them a challenge except in large numbers. In a low-magic or gritty 242 242 NPC CLASSES INTRODUCTION campaign, humanoid opponents are the norm and skilled opponents and monsters are rare exceptions; the villain of the campaign may have levels in a PC class, but the rest of his minions are experts and warriors. An evil adversary might use deception or magic to turn a mob against the PCs, forcing the heroes to dispatch their misguided opponents, preferably in a nonlethal way that doesn’t give them a reputation as casual murderers. MINIONS If an NPC-class character has a recurring role in the campaign, a player might want to make that character a permanent addition to the group by using the Leadership feat or offering a ridiculously high wage (offering an NPC a 1,000 gp bonus for taking a job is roughly equivalent to 4 years of normal pay). Whether the player intends the NPC to be a cohort, an important follower, or just a reliable lackey, few NPCs are likely to refuse the opportunity to associate with an incredibly wealthy patron. If the NPC overcomes many challenges and gains levels, it is fair to allow the PC to suggest class levels, feats, and skills for the minion to pursue (including PC-class levels, if the PC provides suitable training for that purpose). PlAyer ChArACters In some campaigns, the PCs start out as normal people who encounter extraordinary circumstances; the PCs begin play with NPC classes and only later take levels in PC classes (if at all). In other campaigns, the main heroes could each have a minion, and some game sessions focus on what the minions are doing while the heroes are off saving the world. You can use these sample NPCs for these kinds of campaigns, but keep in mind that NPC classes are much less powerful than PC classes and have few or no special class abilities that allow them to deal with special monster attacks and defenses; the characters will have to rely on wits and skills to overcome challenges, and combats should be limited to other NPC-class characters and common animals, or else the PCs may die quickly. HUMAN NAMES The Core Rulebook lists sample names for all PC races except humans, as human names vary by region and many fantasy games, including the Pathfinder RPG, take their inspiration from a wide variety of regions and traditions. A sampling of human names representing numerous cultures is given below. To get a feel for creating human names that reflect different cultural traditions, languages, and flavors, try searching online for names from real-world nations and cultures more akin to your setting. Even if your setting doesn’t have a direct cultural analogue in the real world, baby name websites that allow you to filter by origin and ethnicity can often introduce you to names you’re unfamiliar with, as well as naming conventions and constructions that sound realistic and organic. Such sites are great places to harvest NPC names when you’re in a hurry. Female Names: Alerdene, Alinza, Aula, Bach Hien, Belka, Beshkee, Chammady, Chao, Do Quyen, Eshe, Eudomia, Gerda, Hiriko, Ilinica, Indah, Ingirt, Izora, Jalket, Jayazi, Kaede, Kalizama, Kamshi, Lestari, Leyli, Marisan, Me’amesa, Meilin, Mirelinda, Mpaandi, Nalmida, Nanya, Narantuyaa, Ntisi, Pasara, Pontia, Que Xuan, Revhi, Runa, Sahba, Shirin, Shivkah, Sinkitah, Surenchinua, Udara, Umie, Valki, Waajida, Xemne, Xue, Zalika, Zova. Male Names: Aakif, Andrezi, Arasmes, Bahram, Baolo, Barid, Batsaikhan, Belor, Budi, Darvan, Dolok, Eilif, Garidan, Gellius, Hadzi, Hamengku, Harisko, Iacobus, Jaali, Jianguo, Kjell, Kousei, Kronug, Menas, Mitabu, Narsius, Nonek, Pateba, Pratavh, Qorchi, Ragnar, Rubani, Seckor, Shokamb, Shuo, Sunaki, Suryo, Tabansi, Teruawa, Thanh Liem, Toan Hao, Tomorbataar, Tuong Kinh, Ursion, Vachedi, Viorec, Yekskya, Zaiho, Zhen. 243 243 Init +1; Senses Perception +1 DEFENSE AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex) hp 5 (1d6+2) Fort –1, Ref +1, Will +3 OFFENSE Speed 30 ft. Melee morningstar +0 (1d8) or silver dagger +0 (1d4/19–20) Ranged silver dagger +1 (1d4/19–20) Adept Spells Prepared (CL 1st; concentration +2) 1st—bless, cure light wounds 0 (at will)—guidance, light, mending TACTICS During Combat The adept reads her scroll of sleep and commands her dog to attack. She then casts bless and attacks with her morningstar. STATISTICS Str 10, Dex 12, Con 8, Int 9, Wis 13, Cha 10 Base Atk +0; CMB +0; CMD 11 Feats Skill Focus (Handle Animal), Toughness Skills Handle Animal +7, Heal +7, Spellcraft +3 Languages Common Combat Gear scroll of cure light wounds, scroll of sleep, alchemist’s fire; Other Gear studded leather, morningstar, silver dagger, guard dog, healer’s kit, silver holy symbol, smokestick, spell component pouch, tindertwig, 9 gp An acolyte has just begun to unravel the mysteries of her faith, and lacks the fervent zeal that more indoctrinated members of her religion have. She is eager to learn, but her incomplete teachings mean she is more easily swayed by contrary rhetoric. Settlements that have adepts rather than clerics are often primitive or remote. Their religious practices may be a strange or heretical offshoot of a main religion, weaker than the common form but giving access to spells that are normally unavailable to true clerics (such as minor creation and sleep). A person trained by a cleric who instead manifests adept abilities may be cast out as a blasphemer or witch. ACOLYTE CR 1/3 HUMAN ADEPT 1 XP 135 Medium humanoid (human) N SHAMAN CR 1/2 HALF-ORC ADEPT 2 XP 200 Medium humanoid (human, orc) NE Init –1; Senses darkvision 60 ft.; Perception +2 DEFENSE AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex) hp 11 (2d6+4) Fort +1, Ref +1, Will +5 Defensive Abilities orc ferocity OFFENSE Speed 30 ft. Melee dagger +0 (1d4–1/19–20) Ranged dart +0 (1d4–1) Adept Spells Prepared (CL 2nd; concentration +4) 1st—burning hands (DC 13), sleep (DC 13) 0 (at will)—ghost sound (DC 12), read magic, touch of fatigue (DC 12) TACTICS During Combat If fighting foes that lack darkvision, the adept reads his scroll of darkness. He looks for groups to target with burning hands or sleep, resorting to darts or alchemist’s fire otherwise. STATISTICS Str 9, Dex 8, Con 12, Int 10, Wis 15, Cha 11 Base Atk +1; CMB +0; CMD 9 Feats Combat Casting Skills Heal +9, Intimidate +2, Knowledge (religion) +5 Languages Common, Orc SQ orc blood, summon familiar (weasel), weapon familiarity Combat Gear scroll of bless, scrolls of cure light wounds (2), scroll of darkness, scroll of protection from good, alchemist’s fire (2); Other Gear leather armor, dagger, darts (10), healer’s kit, smokestick, spell component pouch, tindertwig, unholy symbol (bone-and- tooth necklace worth 5 gp), 2 gp A shaman serves a small tribe as a visionary and source of wisdom— the sole authority on supernatural matters, and the only one who can communicate with the worlds beyond. His familiar may be a representation of his spirit animal or a spy who allows him to learn more about other tribesfolk and appear wiser than he is. This stat block can also be used as a lesser adept apprenticed to an initiate (adept 3), doom prophet (adept 4), or guru (adept 6). 244 244 CR 1/3 1/2 1 2 NPC CLASSES ADEPTS Init +0; Senses darkvision 60 ft.; Perception +2 DEFENSE AC 13, touch 10, flat-footed 13 (+3 armor) hp 30 (4d6+16) Fort +3, Ref +1, Will +6 Defensive Abilities orc ferocity OFFENSE Speed 30 ft. Melee mwk heavy mace +7 (1d8+4) Ranged mwk sling +3 (1d4+4) Adept Spells Prepared (CL 4th; concentration +6) 2nd—darkness 1st—burning hands (DC 13), cause fear (DC 13), command (DC 13) 0 (at will)—detect magic, guidance, read magic TACTICS Before Combat The adept reads his scrolls of bear’s endurance and bull’s strength. During Combat The adept casts darkness on his mace, then casts scorching ray or burning hands. Base Statistics Without bear’s endurance and bull’s strength, the adept’s statistics are hp 22; Fort +1; Melee mwk heavy mace +5 (1d8+2); Ranged mwk sling +3 (1d4+2); Str 14, Con 11; CMB +4; CMD 14. STATISTICS Str 18, Dex 10, Con 15, Int 9, Wis 14, Cha 8 Base Atk +2; CMB +6; CMD 16 Feats Skill Focus (Intimidate), Toughness Skills Fly +3, Intimidate +7, Knowledge (religion) +3 Languages Common, Orc SQ orc blood, summon familiar (bat), weapon familiarity Combat Gear scroll of bear’s endurance, scroll of bull’s strength, scroll of cure light wounds, scroll of scorching ray (3), alchemist’s fire (2); Other Gear masterwork studded leather, masterwork heavy mace, masterwork sling with 10 bullets, silver unholy symbol, spell component pouch, 118 gp A doom prophet preaches his dire portents to any who listen. INITIATE CR 1 HUMAN ADEPT 3 XP 400 Medium humanoid (human) CE DOOM PROPHET CR 2 HALF-ORC ADEPT 4 XP 600 Medium humanoid (human, orc) CE Init +0; Senses Perception +1 DEFENSE AC 12, touch 10, flat-footed 12 (+2 armor); +2 vs. good hp 16 (3d6+6) Fort +4, Ref +1, Will +4; +2 vs. good OFFENSE Speed 30 ft. Melee spear +1 (1d8/×3) or mwk cold iron dagger +2 (1d4/19–20) Ranged dart +1 (1d4) Adept Spells Prepared (CL 3rd; concentration +4) 1st—burning hands (DC 12), detect good, protection from good 0 (at will)—detect magic, light, read magic TACTICS Before Combat The adept casts protection from good. During Combat The adept casts burning hands whenever she can catch two or more foes in the area. When she runs out of spells, scrolls, and acid, she fights with her spear. Base Statistics Without protection from good, the adept’s statistics are AC no bonus vs. good; Saves no bonus vs. good. STATISTICS Str 10, Dex 11, Con 12, Int 8, Wis 13, Cha 11 Base Atk +1; CMB +1; CMD 11 Feats Combat Casting, Great Fortitude, Scribe Scroll Skills Knowledge (arcana, local, planes) +3, Knowledge (religion) +5, Spellcraft +5 Languages Common SQ summon familiar (toad) Combat Gear scrolls of burning hands (2, CL 3rd), scrolls of cure light wounds (2), scroll of obscuring mist (CL 3rd), scroll of sleep (CL 3rd), acid (2); Other Gear leather armor, darts (6), masterwork cold iron dagger, spear, belt pouch, masterwork manacles, scroll case, silver holy symbol (cracked moon), spell component pouch, 9 gp The initiate never knew her true calling until strange visions opened her eyes to the terrors beyond reality. Now touched by madness, she tries to bring others into the darkness. 245 245 ENFORCER CR 3 HUMAN ADEPT 5 XP 800 Medium humanoid (human) NE GURU CR 4 DWARF ADEPT 6 XP 1,200 Medium humanoid (dwarf) LN Init +1; Senses Perception +4 DEFENSE AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 27 (5d6+10) Fort +2, Ref +5, Will +7 OFFENSE Speed 30 ft. Melee mwk club +7 (1d6+6) Ranged dagger +3 (1d4+4/19–20) Adept Spells Prepared (CL 5th; concentration +7) 2nd—bull’s strength, mirror image 1st—cause fear (DC 13), command (DC 13), cure light wounds 0 (at will)—ghost sound (DC 12), light, stabilize TACTICS Before Combat The adept casts bull’s strength. During Combat The adept casts mirror image, then attacks with his club. If he has trouble landing blows, he switches to his wand of burning hands. Base Statistics Without bull’s strength, the adept’s statistics are Melee mwk club +5 (1d6+3); Ranged dagger +3 (1d4+2/19–20); Str 14; CMB +4; CMD 15. STATISTICS Str 18, Dex 12, Con 11, Int 9, Wis 14, Cha 8 Base Atk +2; CMB +6; CMD 17 Feats Cleave, Light Armor Proficiency, Power Attack, Toughness Skills Intimidate +4, Knowledge (local) +4, Knowledge (religion) +3, Perception +4 Languages Common SQ summon familiar (weasel) Combat Gear scroll of cure moderate wounds, wand of burning hands (CL 5th, 9 charges), alchemist’s fire (3), tanglefoot bag; Other Gear chain shirt, dagger, masterwork club, cloak of resistance +1, belt pouch, manacles (2), silver holy symbol, spell component pouch, 2 gp The enforcer uses threats and violence to serve a dual purpose: to intimidate enemies of his religion, and to pass judgment on members who believe they can betray or desert the holy cause. Init +0; Senses darkvision 60 ft.; Perception +3 DEFENSE AC 10, touch 10, flat-footed 10 hp 27 (6d6+6) Fort +7, Ref +2, Will +8; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee quarterstaff +2 (1d6–1) Special Attacks +1 on attack rolls against goblinoid and orc humanoids Adept Spells Prepared (CL 6th; concentration +9) 2nd—invisibility, mirror image 1st—bless, cure light wounds, obscuring mist 0 (at will)—create water, guidance, mending TACTICS During Combat The adept attacks for nonlethal damage only (the attack penalty for this is not included in her melee entry). She tries to escape combat entirely with her spells and items. STATISTICS Str 8, Dex 10, Con 12, Int 9, Wis 16, Cha 10 Base Atk +3; CMB +2; CMD 12 (16 vs. bull rush or trip) Feats Eschew Materials, Great Fortitude, Skill Focus (Knowledge [religion]) Skills Diplomacy +6, Knowledge (religion) +11 Languages Common, Dwarven SQ summon familiar (rat) Combat Gear potion of gaseous form, scroll of cure moderate wounds; Other Gear quarterstaff, ring of sustenance, book (describes personal meditations and philosophy), wooden holy symbol, 34 gp The guru achieved inner peace and developed magical talents through meditating and abandoning her attachment to physical burdens and obligations. She lives on the street, seeking students to enlighten and free from their bonds, and though most people ignore her as a beggar, she is wise and content. 246 246 CR 3 4 5 6 NPC CLASSES ADEPTS HERMIT CR 5 HUMAN ADEPT 7 XP 1,600 Medium humanoid (human) N HERETIC CR 6 HALF-ELF ADEPT 8 XP 2,400 Medium humanoid (elf, human) CN Init +0; Senses low-light vision; Perception +5 DEFENSE AC 13, touch 13, flat-footed 13 (+3 deflection) hp 36 (8d6+8) Fort +4, Ref +3, Will +12; +2 vs. enchantments OFFENSE Speed 30 ft. Melee mwk spear +7 (1d8+3/×3) Ranged mwk spear +5 (1d8+2/×3) Adept Spells Prepared (CL 8th; concentration +11) 3rd—lightning bolt (DC 17) 2nd—bull’s strength, scorching ray, web (DC 15) 1st—bless, burning hands (DC 15), command, cure light wounds 0 (at will)—guidance, purify food and drink, stabilize TACTICS Before Combat The adept casts bull’s strength and drinks his potion of shield of faith. During Combat The adept blasts his enemies with divine fire and lightning. Base Statistics Without bull’s strength and shield of faith, the adept’s statistics are AC 10, touch 10, flat- footed 10; Melee mwk spear +5 (1d8/×3); Ranged mwk spear +5 (1d8/×3); Str 11; CMB +4; CMD 14. STATISTICS Str 15, Dex 10, Con 12, Int 10, Wis 16, Cha 8 Base Atk +4; CMB +6; CMD 19 Feats Combat Casting, Iron Will, Skill Focus (Knowledge [religion], Perform [oratory]), Spell Focus (evocation) Skills Acrobatics +3, Diplomacy +7, Knowledge (religion) +14, Perform (oratory) +10 SQ elf blood, summon familiar (monkey) Combat Gear feather token (whip), potion of shield of faith (CL 6th), scroll of scorching ray (CL 7th), scroll of web, wand of cure moderate wounds (15 charges), wand of lightning bolt (7 charges); Other Gear masterwork spear, cloak of resistance +1, silver holy symbol, spell component pouch, 443 gp The heretic seeks to convert the faithful away from a church that blinds them with lies. Init +0; Senses Perception +3 DEFENSE AC 13, touch 11, flat-footed 13 (+1 deflection, +2 natural) hp 38 (7d6+14) Fort +6, Ref +3, Will +9 OFFENSE Speed 30 ft. Melee quarterstaff +2 (1d6–1) Ranged sling +3 (1d4–1) Adept Spells Prepared (CL 7th; concentration +10) 2nd—animal trance (DC 15), invisibility, web (DC 15) 1st—cause fear (DC 14), cure light wounds, endure elements, obscuring mist 0 (at will)—light, mending, purify food and drink TACTICS Before Combat The adept casts endure elements at the start of each day. He drinks his potion of barkskin if expecting a fight. During Combat The adept casts web, then hurls shock bullets with his sling at any exposed foes, all the while uttering vile epithets. Base Statistics Without barkskin, the adept’s statistics are AC 11, touch 11, flat-footed 11. STATISTICS Str 9, Dex 10, Con 12, Int 11, Wis 16, Cha 8 Base Atk +3; CMB +2; CMD 13 Feats Endurance, Great Fortitude, Skill Focus (Knowledge [arcana], Survival), Toughness Skills Heal +7, Knowledge (arcana) +13, Knowledge (nature) +9, Stealth +10, Survival +16 Languages Common SQ summon familiar (cat) Combat Gear potion of barkskin, scroll of comprehend languages, scrolls of cure moderate wounds (2), +1 shock bullets (6); Other Gear dagger, quarterstaff, sling with 10 bullets, cloak of resistance +1, ring of protection +1, spell component pouch, wooden holy symbol, 21 gp This filthy, ill-mannered hermit wants nothing but to be left alone. He knows many secrets that others have forgotten, but will fight anyone who dares to ask about them. 247 247 HEALER CR 7 HALFLING ADEPT 9 XP 3,200 Small humanoid (halfling) NG Init +1; Senses Perception +4 DEFENSE AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size) hp 34 (9d6+3) Fort +6, Ref +5, Will +11; +2 vs. fear OFFENSE Speed 20 ft. Melee quarterstaff +3 (1d4–2) Ranged sling +6 (1d3–2) Adept Spells Prepared (CL 9th; concentration +11) 3rd—remove disease 2nd—cure moderate wounds, delay poison, web (DC 14) 1st—cure light wounds (2), endure elements, obscuring mist 0 (at will)—create water, read magic, stabilize TACTICS Before Combat The adept drinks her potion of mage armor. During Combat The adept catches as many foes as possible in her web, then heals her allies or seeks to escape. If she must fight, she prefers her sling. Base Statistics Without mage armor, the adept’s statistics are AC 12, touch 12, flat- footed 11. STATISTICS Str 6, Dex 13, Con 10, Int 12, Wis 14, Cha 12 Base Atk +4; CMB +1; CMD 12 Feats Brew Potion, Great Fortitude, Iron Will, Scribe Scroll, Skill Focus (Heal) Skills Acrobatics +3 (–1 when jumping), Appraise +4, Climb +0, Heal +19, Knowledge (local) +8, Knowledge (nature) +13, Linguistics +3, Perception +4, Profession (herbalist) +14, Survival +8 Languages Common, Elven, Gnome, Halfling, Sylvan SQ summon familiar (toad) Combat Gear potions of cure light wounds (2), potion of cure moderate wounds, potions of lesser restoration (2), potion of mage armor, restorative ointment, scroll of animal trance, scroll of cure moderate wounds, scroll of neutralize poison (CL 8th), scroll of remove curse (CL 8th), scroll of remove disease, wand of cure light wounds (29 charges), holy water, tanglefoot bag; Other Gear quarterstaff, sling with 10 bullets, antitoxin (2), everburning torch, healer’s kit, spell component pouch, wooden holy symbol, bit and bridle, pony (combat trained), saddle, saddlebags, 38 gp This wise woman knows many natural remedies for wounds and ailments, and supports this knowledge with a strange mix of spells, scrolls, and potions. She is midwife to many women, assists in the delivery of livestock, and is trusted for her ability to predict storms and droughts. The healer has a kind heart and hates to see any creature suffer. She is usually able to find alternative ways for poor folk to pay for her services, and as a result is beloved by her community. Once she is provided with sufficient food, water, and household supplies for her needs, she often directs payments above and beyond that to other needy people in the vicinity, creating a web of trust and reliance among the townsfolk or villagers. If she helps adventurers with a curse, disease, or terrible injury, she is likely to ask them to build a stone wall, repair a house, or tend to a farmer’s livestock in payment. This is the case even if there is a remote threat of monsters nearby, for she understands that the adventurers were likely to chase down that threat anyway, and therefore would be getting a service for free. She believes in generosity and altruism, but likes it when people remain humble and are willing to get their hands dirty doing “real work” that lacks the “glory” of bloodshed. Many of her supplies were acquired from years of negotiating and trading, whether directly for the items (such as her wand of cure light wounds) or for rare or exotic materials she can use to make potions and scrolls. If adventurers wish to pay her in the form of these goods (or by questing for them) or offer her minor healing items the adventurers have outgrown but that would still be useful for helping villagers, she gratefully accepts. The healer is especially interested in acquiring potions of cure light wounds, as she is not particularly fast on her feet (and is getting slower as the years pass), nor is she a skilled rider, so being able to hand a healing potion (which even a non-spellcaster can administer) to a fast rider or runner might make the difference between life and death for an injured farmer or rancher. 248 248 CR 7 8 NPC CLASSES ADEPTS CULTIST CR 8 HUMAN ADEPT 10 XP 4,800 Medium humanoid (human) CE Init +7; Senses Perception +3 DEFENSE AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) hp 45 (10d6+10) Fort +5, Ref +6, Will +12 OFFENSE Speed 30 ft., fly 60 ft. (good) Melee mwk silver dagger +5 (1d4–1/19–20) Ranged mwk silver dagger +9 (1d4–1/19–20) Adept Spells Prepared (CL 10th; concentration +13) 3rd—bestow curse (DC 16), cure serious wounds 2nd—invisibility, mirror image, web (DC 15) 1st—command (DC 14), cure light wounds, obscuring mist, protection from law 0 (at will)—detect magic, light, read magic TACTICS Before Combat The adept drinks her potions of barkskin, cat’s grace, fly, and mage armor, then rises up out of reach of enemy melee weapons. During Combat The adept hurls fireballs and lightning bolts from the air, then returns to the ground to dispense her touch spells and use her wand of burning hands. Base Statistics Without barkskin, cat’s grace, fly, and mage armor, the adept’s statistics are Init +5; AC 11, touch 11, flat-footed 10; Ref +4; Speed 30 ft.; Ranged mwk silver dagger +7 (1d4–1/19–20); Dex 12; CMD 15; Skills Fly +1. STATISTICS Str 8, Dex 16, Con 10, Int 9, Wis 16, Cha 12 Base Atk +5; CMB +4; CMD 17 Feats Combat Casting, Great Fortitude, Improved Initiative, Iron Will, Skill Focus (Bluff), Toughness Skills Appraise +2, Bluff +17, Fly +7, Knowledge (arcana) +6, Knowledge (planes) +9, Knowledge (religion) +5, Linguistics +0, Spellcraft +7 Languages Common, Aklo SQ summon familiar (raven, speaks Aklo) Combat Gear necklace of fireballs (type IV), potion of barkskin, potion of cat’s grace, potion of fly, potion of mage armor, scrolls of lightning bolt (2, CL 8th), wand of burning hands (CL 5th, 16 charges), wand of cure light wounds (31 charges), ; Other Gear masterwork silver dagger, scroll case, silver unholy symbol, 37 gp The cultist is a smiling friend to all in her community, so few suspect she leads a second life dedicated to ushering in the apocalypse. The cultist spins falsehoods to conceal her true motives, presenting herself as a pious woman of the church, a research assistant for a sage, or the demure wife of the mayor or a local merchant—any role where she can be known but does not wield power, and is therefore not suspected of having any ambition. She uses her magic to spy on townsfolk, punish her enemies and those who would thwart her plans, direct suspicion away from her onto a scapegoat, and sow confusion and panic among the townsfolk so she can manipulate them more easily. If discovered using magic, she pretends to be less successful at it than she truly is and asks the witnesses not to tell her superiors of it, as they would disapprove and punish her for it. Whether she serves demons, the god of destruction, or strange beings from the outer darkness, the cultist eagerly anticipates the ruin of the world. Much of her work involves placing secret marks around her village, sacrificing animals, burning strange herbs, and uttering guttural chants, all of which help power the apocalypse ritual taught to her by her dark masters. The culmination of these acts almost certainly requires human sacrifice— whether a direct act with a knife or a subtle massacre such as a burning building—and perhaps a celestial conjunction between stars and planets invisible to the naked eye. The cultist may believe the masters of the apocalypse will reward her with power or divinity when the time comes, or will grant her a quick and merciful death. She may wish to see the world burn for some slight against her by a rival or lover, or simply because the secret madness within her throbs at the idea of such wanton destruction. Her minions in town include secret alliances with enforcers (adepts 5), ruffians (commoners 7), or even a traitor (commoner 10). The members of this conspiracy may not know each other’s identities, or may believe that someone other than the cultist is in charge. 249 249 PAGE CR 1/3 HALFLING ARISTOCRAT 1 XP 135 Small humanoid (halfling) N PRINCESS CR 1/2 HUMAN ARISTOCRAT 2 XP 200 Medium humanoid (human) N Init +2; Senses Perception +6 DEFENSE AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size) hp 3 (1d8–1) Fort +0, Ref +3, Will +3; +2 vs. fear OFFENSE Speed 25 ft. Melee dagger –1 (1d3–2/19–20) TACTICS During Combat The aristocrat fights as best he can with his dagger, but flees as soon as possible to find a guard. STATISTICS Str 6, Dex 15, Con 9, Int 12, Wis 10, Cha 12 Base Atk +0; CMB –3; CMD 9 Feats Fleet Skills Acrobatics +4, Climb +0, Diplomacy +5, Escape Artist +3, Knowledge (local, nobility) +5, Perception +6, Stealth +7 Languages Common, Halfling Gear dagger, courtier’s outfit, 228 gp This nervous young page alternates between avoiding unwanted attention and desperately trying to impress any nobles who send him on errands. His duties involve carrying messages (whether on parchment or memorized) within the palace grounds or a city, delivering packages, escorting the retainers of visiting officials, and so on. Sometimes a package carried by a page contains something quite valuable, though if that is the case, the page is usually accompanied by one or more guards (warriors 3). The additional wealth in the page’s stat block may account for such items, though in most cases the page only carries a few silver coins for his own personal use plus a few gold pieces for his employer’s expenses. Init +1; Senses Perception +0 DEFENSE AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge) hp 7 (2d8–2) Fort –1, Ref +1, Will +3 OFFENSE Speed 30 ft. Melee unarmed strike +0 (1d3–1) or light mace +0 (1d6–1) or short sword +0 (1d6–1/19–20) TACTICS During Combat If forced into a fight, the aristocrat borrows, improvises, or steals a weapon such as a light mace or short sword (as an aristocrat, she is proficient with all simple and martial weapons). If she has no allies and believes her life is in danger, she flees. STATISTICS Str 8, Dex 13, Con 9, Int 11, Wis 10, Cha 14 Base Atk +1; CMB +0; CMD 12 Feats Dodge, Skill Focus (Diplomacy) Skills Bluff +6, Diplomacy +10, Knowledge (nobility) +5, Knowledge (religion) +4, Perform (dance) +7, Perform (sing, string instruments) +6, Ride +5, Sense Motive +4 Languages Common Gear noble’s outfit, signet ring, 310 gp Well-rounded in her training, the princess is a demure lady of the court who handles herself quite well in a fight. She has a stubborn streak and a taste for adventure, and doesn’t like commoners telling her what she can and can’t do. Most of her remaining wealth is in the form of fine jewelry, such as rings, necklaces, a tiara, or a scepter. These items are quite recognizable as belonging to the royal family and sure to cause suspicion if they are found in the hands of anyone else. 250 250 CR 1/3 1/2 1 2 NPC CLASSES ARISTOCRATS SQUIRE CR 1 HUMAN ARISTOCRAT 3 XP 400 Medium humanoid (human) N HEIR APPARENT CR 2 HUMAN ARISTOCRAT 4 XP 600 Medium humanoid (human) LG Init +1; Senses Perception +5 DEFENSE AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 19 (3d8+6) Fort +1, Ref +2, Will +2 OFFENSE Speed 20 ft. Melee mwk longsword +4 (1d8+1/19–20) or dagger +3 (1d4+1/19–20) Ranged composite shortbow +3 (1d6+1/×3) TACTICS During Combat If serving a knight, the aristocrat fights near his master, making frequent use of flanking and aid another. He stays mounted to take advantage of his horse’s attacks. STATISTICS Str 13, Dex 12, Con 10, Int 8, Wis 9, Cha 11 Base Atk +2; CMB +3; CMD 14 Feats Mounted Combat, Power Attack, Toughness Languages Common Skills Diplomacy +4, Handle Animal +6, Intimidate +4, Knowledge (nobility) +3, Perception +5, Ride +2 Combat Gear holy water; Other Gear chainmail, composite shortbow (+1 Str) with 20 arrows, dagger, masterwork longsword, bit and bridle, light horse (combat trained), riding saddle, saddlebags, 11 gp This squire has begun his knightly training, but not yet earned his spurs. He aspires to match the valor and chivalry of the finest knights. Most of his duties involve caring for his knight’s armor, weapons, and horse, holding prisoners taken by the knight, and giving the knight an honorable burial if he is killed. The knight may instruct the squire to follow him into battle. If the squire proves himself loyal, skilled, and reliable in combat, his knight may choose to elevate him to full knight status (though in some lands this ceremony may only be performed by the ruler). A knight may have many squires, but a squire serves only one knight. Init +1; Senses Perception +3 DEFENSE AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 22 (4d8+4) Fort +1, Ref +2, Will +3 OFFENSE Speed 20 ft. Melee mwk longsword +4 (1d8/19–20) Ranged dagger +4 (1d4/19–20) TACTICS During Combat The aristocrat fights with skill and caution, as suits one whose duty is to the throne. If in the company of others, she suggests clever tactics even if she is not actually in command of the group. STATISTICS Str 10, Dex 12, Con 10, Int 11, Wis 8, Cha 13 Base Atk +3; CMB +3; CMD 14 Feats Lightning Reflexes, Skill Focus (Diplomacy), Toughness Skills Diplomacy +11, Knowledge (engineering, religion) +4, Knowledge (history) +5, Knowledge (nobility) +7, Linguistics +4, Perception +3, Perform (dance) +5, Ride +5, Sense Motive +4, Survival +5 Languages Common, Elven Combat Gear oil of bless weapon, potion of cure moderate wounds, potion of spider climb; Other Gear masterwork breastplate, dagger, masterwork longsword, noble’s outfit, signet ring, 253 gp The heir apparent has been groomed to rule since birth, yet aspires to an even greater destiny. She welcomes the obligations of a ruling queen, and hopes to accomplish deeds of great heroism, justice, and mercy during her time on the throne. She is normally accompanied by guards (warriors 3) or officers (aristocrats 6). Some of her remaining wealth is in the form of royal regalia, such as a circlet, and is easily recognized as royal property. 251 251 FALCONER CR 3 HUMAN ARISTOCRAT 5 XP 800 Medium humanoid (human) CG OFFICER CR 4 ELF ARISTOCRAT 6 XP 1,200 Medium humanoid (elf) N Init +0; Senses low-light vision; Perception +8 DEFENSE AC 16, touch 10, flat-footed 16 (+6 armor) hp 36 (6d8+9) Fort +2, Ref +2, Will +7; +2 vs. enchantments Immune sleep OFFENSE Speed 20 ft. Melee mwk greatsword +8 (2d6+3/19–20) or mwk warhammer +7 (1d8+2/×3) Ranged mwk composite longbow +5 (1d8+2/×3) TACTICS During Combat The aristocrat directs her troops from horseback, saving her personal attention for the toughest foes. She uses potions of cure light wounds to save her most wounded subordinates from death. STATISTICS Str 14, Dex 10, Con 10, Int 11, Wis 10, Cha 11 Base Atk +4; CMB +6; CMD 16 Feats Iron Will, Toughness, Weapon Focus (greatsword) Skills Diplomacy +9, Intimidate +5, Knowledge (nobility) +5, Perception +8, Profession (soldier) +9, Ride +6, Sense Motive +5 Languages Common, Elven SQ elven magic, weapon familiarity Combat Gear potions of cure light wounds (3), potion of cure moderate wounds; Other Gear masterwork breastplate, masterwork composite longbow (+2 Str) with 20 arrows, masterwork greatsword, masterwork warhammer, courtier’s outfit, bit and bridle, light horse (combat trained), military saddle, saddlebags, studded leather barding, 1,121 gp The officer is a capable and seasoned commander, and has earned the loyalty of her troops. Init +1; Senses Perception +10 DEFENSE AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 17 (5d8–5) Fort +0, Ref +4, Will +3 OFFENSE Speed 30 ft. Melee mwk short sword +4 (1d6/19–20) Ranged mwk light crossbow +5 (1d8/19–20) TACTICS During Combat The aristocrat mounts his horse and flees while shooting his crossbow. He orders his falcon to attack only if his foes seem weak or he is in mortal peril. STATISTICS Str 10, Dex 12, Con 9, Int 11, Wis 8, Cha 14 Base Atk +3; CMB +3; CMD 14 Feats Lightning Reflexes, Mounted Combat, Skill Focus (Handle Animal, Perception) Skills Climb +5, Diplomacy +9, Handle Animal +13, Knowledge (nobility) +7, Perception +10, Profession (falconer) +7, Ride +3, Survival +3 Languages Common Combat Gear potion of cure light wounds, tanglefoot bag; Other Gear mithral chain shirt, masterwork light crossbow with 20 bolts, masterwork short sword, signal whistle, silver holy symbol, trained hawk (Pathfinder RPG Bestiary 131, worth 40 gp), bit and bridle, light horse (combat trained), riding saddle, saddlebags, 360 gp The falconer has dedicated his life to training birds of prey—his raptors are his dearest friends. He cares little about courtly life and prefers the company of his noble birds. 252 252 CR 3 4 5 6 NPC CLASSES ARISTOCRATS MAYOR CR 5 HUMAN ARISTOCRAT 7 XP 1,600 Medium humanoid (human) N DIPLOMAT CR 6 HALF-ELF ARISTOCRAT 8 XP 2,400 Medium humanoid (elf, human) N Init +1; Senses low-light vision; Perception +12 DEFENSE AC 11, touch 11, flat-footed 10 (+1 Dex) hp 28 (8d8–8) Fort +2, Ref +4, Will +9 OFFENSE Speed 30 ft. Melee mwk rapier +6/+1 (1d6–1/18–20) Ranged dagger +7 (1d4–1/19–20) TACTICS During Combat The diplomat prefers to fence with words rather than blades, but handles a rapier competently. She tries to talk her opponents out of fighting, emphasizing the legal and political trouble caused by harming an official diplomat. STATISTICS Str 9, Dex 12, Con 8, Int 12, Wis 10, Cha 16 Base Atk +6; CMB +5; CMD 16 Feats Alertness, Iron Will, Persuasive, Skill Focus (Diplomacy, Knowledge [history]) Skills Bluff +14, Diplomacy +19, Intimidate +10, Knowledge (geography, religion) +5, Knowledge (history) +14, Knowledge (nobility) +8, Linguistics +6, Perception +12, Perform (dance) +7, Ride +5, Sense Motive +13 Languages Common, Dwarven, Elven, Giant, Goblin SQ elf blood Combat Gear potion of cure moderate wounds; Other Gear dagger, masterwork rapier, cloak of resistance +1, figurine of wondrous power (silver raven), antitoxin (4), noble’s outfit, signet ring, 298 gp Exposed since birth to the contentious relationships between disparate races and nationalities, the diplomat found her calling in resolving the differences of others. Her half-elven lifespan means she has dealt with three or more generations of human nobility in various countries and is well versed in evolving etiquette. Slow-burning feuds and several attempts on her life have made her cautious and patient in her work. Some of her remaining wealth is in the form of jewelry appropriate to her station (worth approximately 50 gp). Init +0; Senses Perception +2 DEFENSE AC 15, touch 10, flat-footed 15 (+5 armor) hp 31 (7d8) Fort +4, Ref +4, Will +9 OFFENSE Speed 35 ft. Melee mwk rapier +7 (1d6–1/18–20) Ranged dagger +5 (1d4–1/19–20) TACTICS Before Combat The aristocrat drinks his potion of heroism. He then calls rat swarms with his pipes of the sewers. During Combat The aristocrat sends his rats forward and hides behind allies. If alone, he uses Combat Expertise to prolong the fight in the hope that help will arrive in time to save him. Base Statistics Without heroism, the aristocrat’s statistics are Perception +0; Fort +2, Ref +2; Will +7; Melee mwk rapier +5 (1d6–1/18–20); Skills –2 on all skills. STATISTICS Str 8, Dex 11, Con 10, Int 13, Wis 10, Cha 14 Base Atk +5; CMB +4; CMD 14 Feats Combat Expertise, Fleet, Iron Will, Persuasive, Skill Focus (Knowledge [local]) Skills Appraise +10, Bluff +14, Diplomacy +16, Intimidate +14, Knowledge (history) +9, Knowledge (local) +16, Knowledge (nobility) +11, Knowledge (religion) +7, Perception +2, Perform (wind) +8, Sense Motive +12 Languages Common, Halfling Combat Gear potion of cure moderate wounds, potion of heroism; Other Gear +1 chain shirt, dagger, masterwork rapier, pipes of the sewers, antitoxin (2), courtier’s outfit, staff of office (worth 200 gp), everburning torch, 430 gp The mayor has taken to wearing a chain shirt beneath his clothing in the event that illicit lenders come calling to collect the money he owes. 253 253 KNIGHT CR 7 HUMAN ARISTOCRAT 9 XP 3,200 Medium humanoid (human) LE Init +1; Senses Perception +5 DEFENSE AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield) hp 76 (9d8+36) Fort +6, Ref +4, Will +5 OFFENSE Speed 20 ft. Melee mwk lance +12/+7 (1d8+5/×3) or +1 longsword +12/+7 (1d8+6/19–20) Ranged mwk composite shortbow +8/+3 (1d6+3/×3) Space 5 ft.; Reach 5 ft. (10 ft. with lance) TACTICS Before Combat Before a fight or joust, the aristocrat drinks his potions of bear’s endurance and bull’s strength. During Combat The aristocrat opens with a charge. When confronting foes on foot, he stows his lance, then attacks with his longsword. Against mounted foes, he wheels about and charges so he can use Unseat, repeating this until all his opponents are dismounted. If he is unable to hit a well-armored rider, he is not above attacking the mount instead. Base Statistics Without bear’s endurance and bull’s strength, the aristocrat’s statistics are hp 58; Fort +4; Melee mwk lance +10/+5 (1d8+3/×3) or +1 longsword +10/+5 (1d8+4/19–20); Str 16, Con 12; CMB +9; CMD 20. STATISTICS Str 20, Dex 12, Con 16, Int 10, Wis 8, Cha 9 Base Atk +6; CMB +11; CMD 22 Feats Improved Bull Rush, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Unseat Skills Diplomacy +11, Handle Animal +5, Intimidate +11, Knowledge (nobility) +12, Perception +5, Ride +10, Sense Motive +5 Languages Common Combat Gear +1 human-bane arrows (2), potion of bear’s endurance, potion of bull’s strength, potion of cure moderate wounds; Other Gear masterwork full plate, masterwork heavy steel shield, +1 longsword, dagger, masterwork composite shortbow (+3 Str) with 40 arrows, masterwork lance, noble’s outfit, signet ring, bit and bridle, heavy horse (combat trained), masterwork breastplate barding, military saddle, saddlebags, 163 gp Although this tarnished knight considers his honor beyond reproach, he covets personal glory and seeks the humiliation of his enemies. Whether commanding a host of knights to rout tribes of hobgoblins or orcs or touring the land in search of jousting competitions, the knight is a tall, towering figure, striking fear into the hearts of his opponents. The knight does not fear battle and refuses to cheat or use underhanded methods to achieve victory. He does not believe that using magic is cheating, though he prefers spells and items that enhance natural prowess rather than ones that directly harm or afflict enemies, and frowns on knights, warlords, and monsters that use such cowardly tactics. His word is his bond, and he will negotiate an enemy’s surrender to spare the lives of common troops from pointless slaughter. The above stat block may be used for a military commander such as a general. It can also be used for a lesser scion of a noble or royal house—one who has little or no chance of inheriting the throne and is instead trained for war. Such a scion may be loyal to the crown or may attempt to gain support among the nobility to stage a coup and usurp the throne for himself or a foreign power. 254 254 CR 7 8 NPC CLASSES ARISTOCRATS KING CR 8 HUMAN ARISTOCRAT 10 XP 4,800 Medium humanoid (human) N Init +0; Senses Perception +10 DEFENSE AC 18, touch 11, flat-footed 18 (+7 armor, +1 deflection) hp 50 (10d8+5) Fort +6, Ref +4, Will +10 OFFENSE Speed 20 ft. Melee mwk longsword +8/+3 (1d8–1/19–20) or light mace +6/+1 (1d6–1) Ranged mwk dagger +8/+3 (1d4–1/19–20) TACTICS During Combat No stranger to battle, the aristocrat fights with his longsword and orders all available guards and retainers to slay his attackers for the crime of attacking his royal person. He takes full tactical command of the battle, directing each subject, and avoids actions that put him at risk. If it looks like he would be killed or captured, he directs his guards to block pursuers and tries to flee. STATISTICS Str 8, Dex 11, Con 10, Int 14, Wis 10, Cha 14 Base Atk +7; CMB +6; CMD 17 Feats Alertness, Great Fortitude, Iron Will, Persuasive, Vital Strike, Weapon Focus (longsword) Skills Bluff +10, Diplomacy +19, Intimidate +12, Knowledge (geography, history) +10, Knowledge (local) +6, Knowledge (nobility) +15, Knowledge (religion) +8, Linguistics +9, Perception +10, Perform (dance) +6, Perform (oratory) +10, Ride +6, Sense Motive +17 Languages Common, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan Combat Gear potion of cure serious wounds, potion of delay poison; Other Gear +1 glamered breastplate, masterwork dagger, masterwork longsword, cloak of resistance +1, ring of protection +1, royal outfit, crown (worth 500 gp), royal scepter (worth 250 gp, as light mace in combat), royal seal (worth 150 gp), 233 gp Though once an even-tempered and capable ruler, the king tires of the responsibilities of the crown and reflects fondly on his days as a questing noble knight, free of court intrigue and stif ling castle walls. Petitioners who bore or offend him risk arousing his anger, as do sycophants and hangers-on. He admires soldiers, knights, and adventurers, though he doesn’t tolerate disrespect of himself, his family, or his country. If the king has a suitable heir (and therefore can afford to take minor risks with his own life), he may sate his desire for fresh air and action by going on hunting trips, accompanied by a select group of nobles and trusted guards. Player characters who earn his goodwill may be invited to these outings, but should be wary of outshining the king’s skill at riding or hunting. The king giving unexpected attention to the PCs may anger other nobles and provide roleplaying and campaign plot opportunities. Note that much of the king’s wealth is in the form of royal regalia, such as a crown and royal seal. These items are easily recognized as royal property and any non-noble caught with them is assumed to be a thief. The king also has access to other jewelry and clothing that belongs to the official regalia of his office (such as crown jewels), which may be worth thousands of gold pieces or more. The above stat block can also be used for a queen, adventuring prince or princess, or a (non-spellcaster) ruler of a powerful religious institution (especially in lands where it is customary for younger sons or daughters to become clergy). 255 255 BEGGAR CR 1/3 HALF-ELF COMMONER 1 XP 135 Medium humanoid (elf, human) CN Init +2; Senses low-light vision; Perception +5 DEFENSE AC 12, touch 12, flat-footed 10 (+2 Dex) hp 4 (1d6+1) Fort +1, Ref +2, Will –1; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee dagger –1 (1d4–1/19–20) TACTICS During Combat The commoner offers his pitiful handful of copper pieces to buy his life. If refused, he lashes out with his dagger while screaming for help. STATISTICS Str 8, Dex 14, Con 13, Int 11, Wis 9, Cha 10 Base Atk +0; CMB –1; CMD 11 Feats Endurance, Skill Focus (Bluff) Skills Bluff +4, Disguise +2, Perception +5, Perform (wind) Languages Common, Elven SQ elf blood Gear dagger, disguise kit, wooden flute, 203 gp A beggar has had a hard life. He might be honest in his begging, or he might pretend to be something he’s not— such as disfigured or a war hero—to evoke sympathy. Init –1; Senses Perception +0 DEFENSE AC 9, touch 9, flat-footed 9 (–1 Dex) hp 9 (2d6+2) Fort +1, Ref –1, Will +0 OFFENSE Speed 30 ft. Melee scythe –2 (2d4+1/×4) or club +2 (1d6+1) Ranged club +0 (1d6+1) TACTICS During Combat The commoner threatens aggressors with her scythe, but switches to her club if she actually has to attack. STATISTICS Str 13, Dex 9, Con 12, Int 10, Wis 11, Cha 8 Base Atk +1; CMB +2; CMD 11 Feats Skill Focus (Handle Animal, Heal) Skills Craft (carpentry) +6, Handle Animal +7, Heal +5, Knowledge (nature) +1, Profession (farmer) +5 Init –1; Senses darkvision 60 ft.; Perception +5 DEFENSE AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex) hp 16 (3d6+6) Fort +3, Ref +0, Will +2; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee miner’s pick –2 (1d6+1) or heavy mace +2 (1d8+1) Special Attacks +1 on attack rolls against goblinoid and orc humanoids TACTICS During Combat The commoner uses whatever materials are available to avoid melee combat, such as a lantern he can smash to create a fire. STATISTICS Str 13, Dex 8, Con 14, Int 9, Wis 13, Cha 8 Base Atk +1; CMB +2; CMD 11 (15 vs. bull rush or trip) Feats Skill Focus (Appraise, Profession [miner]) Skills Appraise +3 (+5 to assess nonmagical metals or gemstones), Climb +5, Knowledge (dungeoneering) +0, Perception +5 (+7 to notice unusual stonework), Profession (miner) +9 Languages Common, Dwarven Gear leather armor, heavy mace, miner’s pick, pitons (10), rope (50 ft.), 753 gp A miner labors long hours in the dark, and spends his earnings freely during rare visits to the surface. PIG FARMER CR 1/2 HUMAN COMMONER 2 XP 200 Medium humanoid (human) CN Languages Common Gear club, scythe, artisan’s tools, pigs (8), bit and bridle, light horse, pack saddle, 251 gp Despite her muddy appearance, a pig farmer has many useful skills. MINER CR 1 DWARF COMMONER 3 XP 400 Medium humanoid (dwarf) CN Init +3; Senses Perception +10 DEFENSE AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 10 (4d6–4) Fort +1, Ref +5, Will +3; +2 vs. fear OFFENSE Speed 20 ft. Melee fishing pole –3 (1d4–2) Ranged sling +6 (1d3–2) ACCOMPLISHED ANGLER CR 2 HALFLING COMMONER 4 XP 600 Small humanoid (halfling) CN 256 256 CR 1/3 1/2 1 2 3 4 NPC CLASSES COMMONERS TACTICS During Combat The commoner uses her sling and retreats to a safe location. STATISTICS Str 6, Dex 16, Con 9, Int 10, Wis 12, Cha 13 Base Atk +2; CMB –1; CMD 12 Feats Point-Blank Shot, Skill Focus (Perception) Skills Acrobatics +5 (+1 when jumping), Climb +0, Craft (cook) +6, Knowledge (geography, local, nature) +2, Perception +10, Profession (fisherman) +6, Survival +2, Swim +2 Languages Common, Halfling Combat Gear potion of cure light wounds; Other Gear sling with 10 bullets, fishing net, everburning torch, masterwork artisan’s tools (fishing), 1,480 gp An accomplished angler prides herself on handling life’s trials with aplomb. Init +1; Senses Perception +6 DEFENSE AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge) hp 17 (5d6) Fort +1, Ref +2, Will +1 OFFENSE Speed 35 ft. Melee dagger +1 (1d4–1/19–20) Ranged dagger +3 (1d4–1/19–20) TACTICS During Combat The commoner tries to talk her way out of a fight, and uses her dagger if that fails. STATISTICS Str 8, Dex 13, Con 11, Int 9, Wis 10, Cha 13 Base Atk +2; CMB +1; CMD 13 Feats Alertness, Dodge, Fleet, Nimble Moves Skills Diplomacy +6, Knowledge (local) +4, Perception +6, Sense Motive +6 Languages Common Gear dagger, antitoxin, 2,298 gp A barmaid isn’t above passing messages or slipping a dose of sleeping poison into a drink if the price is right. hp 15 (6d6–6) Fort +1, Ref +2, Will +5; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee mwk rapier +3 (1d6–1/18–20) TACTICS During Combat The commoner calls for help, and uses alchemical items to delay attackers. STATISTICS Str 9, Dex 10, Con 8, Int 14, Wis 12, Cha 13 Base Atk +3; CMB +2; CMD 12 Feats Alertness, Iron Will, Skill Focus (Appraise) Skills Appraise +11, Bluff +5, Intimidate +5, Knowledge (history, local) +4, Perception +11, Sense Motive +9, Spellcraft +5 (+7 to identify magic item properties) Languages Common, Elven, Gnome, Halfling SQ elven magic, weapon familiarity Combat Gear potion of cure light wounds, acid (2), alchemist’s fire (2), tanglefoot bag, thunderstone; Other Gear masterwork studded leather, masterwork rapier, magnifying glass, merchant’s scale, silver holy symbol, 638 gp A shopkeeper stocks a mix of useful supplies and gear for townsfolk and adventurers alike. The stat block above can be used for any typical merchant in a cosmopolitan settlement. BARMAID CR 3 HUMAN COMMONER 5 XP 800 Medium humanoid (human) CN SHOPKEEPER CR 4 ELF COMMONER 6 XP 1,200 Medium humanoid (elf) CN Init +0; Senses low-light vision; Perception +11 DEFENSE AC 13, touch 10, flat-footed 13 (+3 armor) 257 257 RUFFIAN CR 5 HUMAN COMMONER 7 XP 1,600 Medium humanoid (human) N VILLAGE ELDER CR 6 HALF-ORC COMMONER 8 XP 2,400 Medium humanoid (human, orc) CN Init +3; Senses Perception +4 DEFENSE AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex) hp 45 (7d6+21) Fort +3, Ref +1, Will +1 OFFENSE Speed 30 ft. Melee mwk dagger +7 (1d4+3/19–20) or club +6 (1d6+4) Ranged dagger +2 (1d4+3/19–20) TACTICS During Combat The commoner fights with a dagger in his main hand, and holds another dagger in his off hand in case he wants to throw it. STATISTICS Str 16, Dex 8, Con 12, Int 11, Wis 9, Cha 10 Base Atk +3; CMB +6; CMD 15 Feats Improved Initiative, Skill Focus (Intimidate, Stealth), Step Up, Toughness Skills Bluff +5, Intimidate +8, Perception +4, Sense Motive +1, Stealth +9 Languages Common Combat Gear feather token (whip), potions of cure light wounds (2), potion of shield of faith; Other Gear leather armor, club, daggers (4), masterwork dagger, manacles, rope (50 ft.), sunrods (4), 3,656 gp A ruffian makes a living by petty theft and robbery when he isn’t working with a larger gang. Lacking the motivation to learn a profitable trade, a ruffian has spent a lifetime at hard unskilled labor, and isn’t afraid to throw his weight around to get what he wants. Ruffians are employed anywhere brute strength is more important than skill or finesse and getting it done cheaply is better than getting it done well. Miners use ruffians to push carts; farmers hire them to load wagons; merchants, thieves’ guilds, and cults use them as enforcers and guards; and street gangs enlist them to bolster their numbers. Init +1; Senses darkvision 60 ft.; Perception +4 DEFENSE AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 28 (8d6) Fort +1, Ref +3, Will +6 Defensive Abilities orc ferocity OFFENSE Speed 30 ft. Melee mwk spear +4 (1d8–1/×3) TACTICS During Combat The commoner calls for help, then fights defensively or uses total defense until allies arrive. STATISTICS Str 9, Dex 12, Con 8, Int 12, Wis 14, Cha 12 Base Atk +4; CMB +3; CMD 14 Feats Alertness, Iron Will, Persuasive, Toughness Skills Bluff +5, Diplomacy +7, Intimidate +9, Knowledge (local) +9, Perception +4, Perform (oratory) +5, Sense Motive +12 Languages Common, Giant, Orc SQ orc blood, weapon familiarity Combat Gear potion of cure moderate wounds, potion of invisibility; Other Gear masterwork chain shirt, masterwork spear, courtier’s outfit, bit and bridle, light horse, riding saddle, 4,731 gp As a respected person in her community, an elder takes it upon herself to stand up to any troublemakers in her village despite her advancing years. She maintains a fine political balance between the clergy, merchants, and commoners in her town, using diplomacy and information to defuse arguments. If anyone attacks the elder, she calls for guards (warriors 3) and recruits (warriors 1) to protect her, and most other townsfolk call for additional help if they can not or dare not assist her directly. 258 258 CR 5 6 7 8 NPC CLASSES COMMONERS CONSTABLE CR 7 HUMAN COMMONER 9 XP 3,200 Medium humanoid (human) NE TRAITOR CR 8 HUMAN COMMONER 10 XP 4,800 Medium humanoid (human) CE Init +0; Senses Perception +14 DEFENSE AC 14, touch 10, flat-footed 14 (+4 armor) hp 49 (9d6+18) Fort +5, Ref +4, Will +6 OFFENSE Speed 30 ft. Melee +1 spear +8 (1d8+4/×3) or mwk sap +7 (1d6+2 nonlethal) Ranged mwk light crossbow +5 (1d8/19–20) TACTICS During Combat The commoner calls for backup, and pursues an enemy who flees or fights defensively against one who stays to fight it out. STATISTICS Str 14, Dex 11, Con 13, Int 10, Wis 10, Cha 9 Base Atk +4; CMB +6; CMD 16 Feats Alertness, Iron Will, Light Armor Proficiency, Martial Weapon Proficiency (sap), Toughness, Weapon Focus (spear) Skills Climb +6, Handle Animal +4, Intimidate +3, Knowledge (local) +6, Perception +14, Ride +5, Sense Motive +11, Swim +5 Languages Common Combat Gear potion of bull’s strength, potions of cure light wounds (2), tanglefoot bags (4); Other Gear masterwork chain shirt, +1 spear, masterwork light crossbow with 10 bolts, masterwork sap, cloak of resistance +1, everburning torch, sunrods (5), bit and bridle, heavy horse (combat trained), military saddle, 2,568 gp A gruff, no-nonsense sort, a constable prefers a stern warning to violence, but doesn’t hesitate to crack a belligerent nuisance over the head. Depending on the size of the town she protects, the constable’s minions may include guards (warriors 3), a larger number of recruits (warriors 1), and perhaps a tavern champion (warrior 5). In a smaller community, she may only be able to gather a group of pig farmers (commoners 2) and perhaps some miners (commoners 4) to serve as a militia. Unless dealing with monsters, the constable’s job is to arrest and detain, not kill. Init –1; Senses Perception +14 DEFENSE AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex) hp 55 (10d6+20) Fort +6, Ref +4, Will +6 Immune detect thoughts, discern lies, alignment detection OFFENSE Speed 30 ft. Melee light mace +4 (1d6–1) Ranged splash weapon +4 (varies) TACTICS During Combat The traitor hides behind any available allies and throws alchemical items, fighting in melee only as a last resort. STATISTICS Str 9, Dex 8, Con 12, Int 12, Wis 12, Cha 14 Base Atk +5; CMB +4; CMD 13 Feats Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (Bluff, Sense Motive), Toughness Skills Bluff +18, Diplomacy +8, Knowledge (geography) +3, Knowledge (history) +5, Knowledge (local) +6, Linguistics +3, Perception +14, Ride +5, Sense Motive +12 Languages Common, Dwarven, Elven, Halfling Combat Gear potion of cure moderate wounds, potion of gaseous form, potion of mage armor, acid (2), alchemist’s fire (2); Other Gear leather armor, light mace, ring of mind shielding, 875 gp A trusted and respected pillar of his community, a traitor keeps a kind face and speaks honeyed words, all the while betraying his people for his own selfish gain. In the long run, he doesn’t care who gets hurt or killed by his devious plans, as long as he is able to profit from it in terms of status or wealth. The traitor may have the village elder (commoner 8) under his thumb, or may keep several ruffians (commoners 7) at his beck and call. If allied with an evil cult, he may be able to get help from enforcers (adepts 5) or initiates (adepts 3) to enact his plans and keep a cultist (adept 10) on a short leash or at a safe distance. 259 259 APPRENTICE JEWELER CR 1/3 HUMAN EXPERT 1 XP 135 Medium humanoid (human) N OLD SAILOR CR 1/2 ELF EXPERT 2 XP 200 Medium humanoid (elf) CN Init +2; Senses Perception +4 DEFENSE AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex) hp 4 (1d8) Fort +0, Ref +2, Will +2 OFFENSE Speed 30 ft. Melee dagger –1 (1d4–1/19–20) TACTICS During Combat The expert calls for help and makes a fighting retreat. STATISTICS Str 8, Dex 15, Con 11, Int 12, Wis 10, Cha 9 Base Atk +0; CMB –1; CMD 11 Feats Run, Skill Focus (Craft [jewelry]) Skills Appraise +5, Craft (jewelry) +8, Diplomacy +3, Disable Device +6, Knowledge (history, local, nobility) +5, Perception +4, Use Magic Device +3 Languages Common Combat Gear acid; Other Gear padded armor, dagger, masterwork artisan’s tools, 188 gp An apprentice delivers orders when not practicing her craft. She usually begins her apprenticeship as a young adult, serves for 7 years, and is paid mostly in room and board at the master’s home or shop. After this duration, the apprentice becomes a journeyman in the craft and is paid a daily wage by the master. Some, however may instead leave to start their own businesses with employees once they reach the journeyman stage. A typical artisan has only one apprentice at a time, but a famous or wealthy one may have multiple apprentices at once. The above stat block can be used for any sort of trade that requires fine skill but not great strength, such as cobbling, dyeing, weaving, glass-blowing, locksmithing, or pottery-making. It can also be used to represent skilled professionals such as carriage drivers and house servants. Init +1; Senses low-light vision; Perception +6 DEFENSE AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 11 (2d8+2) Fort +0, Ref +1, Will +3; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee mwk dagger +3 (1d4+1/19–20) or handaxe +2 (1d6+1/×3) Ranged mwk dagger +3 (1d4+1/19–20) or shortbow +2 (1d6/×3) TACTICS During Combat The expert keeps his back to the wall, seeks the high ground, and uses Acrobatics to maintain a tactical advantage. STATISTICS Str 12, Dex 13, Con 11, Int 10, Wis 10, Cha 9 Base Atk +1; CMB +2; CMD 13 Feats Athletic Skills Acrobatics +5, Climb +8, Craft (scrimshaw) +4, Knowledge (religion) +4, Perception +6, Perform (string) +3, Profession (sailor) +4, Sleight of Hand +5, Survival +4, Swim +8 Languages Common, Elven SQ elven magic, weapon familiarity Other Gear leather armor, handaxe, masterwork dagger, shortbow with 20 arrows, artisan’s tools, 36 gp Quite weathered for an elf, a sailor spends most of his free time playing cards, making music, or whittling away at wood or ivory. Old sailors are superstitious and wary of bad omens before or during a voyage. Though an old sailor is able to defend himself if attacked, his work relates to ship maintenance and transporting cargo rather than repelling boarders. For an experienced military sailor, use the veteran buccaneer stat block (page 267) or apply the advanced creature simple template to the old sailor stat block. You can also use this stat block for laborers whose work requires strength and maneuverability, such as lumberjacks. 260 260 CR 1/3 1/2 1 2 NPC CLASSES EXPERTS SEASONED TRAPPER CR 1 HALFLING EXPERT 3 XP 400 Small humanoid (halfling) N JOURNEYMAN CARPENTER CR 2 HALF-ORC EXPERT 4 XP 600 Medium humanoid (human, orc) N Init +2; Senses Perception +7 DEFENSE AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size) hp 13 (3d8) Fort +2, Ref +4, Will +4; +2 vs. fear OFFENSE Speed 20 ft. Melee spear +3 (1d6/×3) Ranged mwk light crossbow +6 (1d6/19–20) TACTICS During Combat The expert seeks concealment or cover and attacks with her crossbow. STATISTICS Str 10, Dex 15, Con 10, Int 9, Wis 10, Cha 10 Base Atk +2; CMB +1; CMD 13 Feats Deadly Aim, Skill Focus (Survival) Skills Acrobatics +3 (–1 when jumping), Climb +5, Craft (leather) +5, Craft (traps) +7, Heal +6, Knowledge (nature) +3, Perception +7, Ride +5, Stealth +11, Survival +9, Swim +4 Languages Common, Halfling Combat Gear potion of cure light wounds; Other Gear studded leather, masterwork light crossbow with 40 bolts, spear, masterwork artisan’s tools (leather, traps), bit and bridle, riding dog, riding saddle, 92 gp A trapper catches animals with snares, then turns their hides into leather and fur goods. Most are independent folk, content to live on the edge of civilization so they don’t have to deal with the niceties of polite society. A few find themselves trying to escape a past crime or tragedy, using the wilderness to hide and eking out a livelihood from the natural world. Most know the best places to hunt and trap, hidden paths that lead to observation points, and the locations of caves and dangerous natural hazards. In frontier areas, a seasoned trapper is the next best thing to a guide, scout, tracker, or sniper, and in wartime many serve in the local militia, using their keen eyes and deadly skills to keep villagers safe and provide food. In exchange for a few coins, they may lead adventurers to the edge of monster territory or provide food or shelter in a storm. Init +0; Senses darkvision 60 ft.; Perception +4 DEFENSE AC 10, touch 10, flat-footed 10 hp 22 (4d8+4) Fort +2, Ref +1, Will +3 Defensive Abilities orc ferocity OFFENSE Speed 30 ft. Melee light hammer +4 (1d4+1) Ranged light hammer +3 (1d4+1) TACTICS During Combat The expert uses the terrain to his advantage, including ladders and narrow ledges. STATISTICS Str 13, Dex 10, Con 12, Int 12, Wis 8, Cha 11 Base Atk +3; CMB +4; CMD 14 Feats Power Attack, Skill Focus (Craft [carpentry]) Skills Acrobatics +6, Bluff +5, Climb +6, Craft (carpentry) +11, Diplomacy +5, Disable Device +6, Escape Artist +2, Intimidate +9, Knowledge (engineering, local) +8, Perception +4 Languages Common, Orc SQ orc blood, weapon familiarity Combat Gear oil of mending (5), potions of cure light wounds (2), potions of spider climb (2); Other Gear light hammer, block and tackle, chain (20 ft.), crowbars (2), everburning torch, hammers (2), ladder, masterwork artisan’s tools, bits and bridles (2), mules (2), pack saddles (2), wagon, 561 gp A journeyman carpenter is skilled with a hammer, but tries to avoid violence except to defend himself and his family. Tools can be rebuilt or replaced, and he will not waste his life protecting mere objects. The above stat block can be used for any journeyman whose trade requires skill and strength, such as a blacksmith, stonemason, or teamster. The stat block can also be used for older warriors in orc or hobgoblin tribes who are not as vigorous but are still able to fight. 261 261 SAPPER CR 3 HUMAN EXPERT 5 XP 800 Medium humanoid (human) LE EXPERT BLACKSMITH CR 4 DWARF EXPERT 6 XP 1,200 Medium humanoid (dwarf) N Init +1; Senses Perception +8 DEFENSE AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 27 (5d8+5) Fort +1, Ref +4, Will +4 OFFENSE Speed 30 ft. Melee mwk dagger +3 (1d4–1/19–20) Ranged mwk dagger +5 (1d4–1/19–20) or splash weapon +4 (varies) TACTICS During Combat The sapper throws alchemical splash weapons, avoiding melee combat as long as possible. STATISTICS Str 8, Dex 12, Con 10, Int 16, Wis 11, Cha 9 Base Atk +3; CMB +2; CMD 13 Feats Lightning Reflexes, Point-Blank Shot, Skill Focus (Knowledge [engineering], Stealth) Skills Acrobatics +9, Climb +7, Craft (alchemy) +11, Disable Device +9, Escape Artist +9, Knowledge (arcana, geography) +11, Knowledge (engineering) +14, Perception +8, Stealth +12 Languages Common, Dwarven, Goblin Combat Gear elixirs of hiding (2), potion of barkskin, potion of cure moderate wounds, potion of invisibility, acid (4), alchemist’s fire (4); Other Gear leather armor, masterwork dagger, alchemist’s lab, antitoxin, everburning torch, masterwork thieves’ tools, smokestick (2), tindertwig (4), 171 gp Sappers specialize in undermining fortifications and tunneling under walls. Using a combination of time, engineering, and explosives, sappers can rig a tunnel to collapse to protect a retreat or create a path over a mountainside. Their enthusiasm for blowing things up means they take unnecessary risks, and the lifespan of a professional sapper is often cut short in a dramatic blast. Init +0; Senses darkvision 60 ft.; Perception +0 DEFENSE AC 12, touch 10, flat-footed 12 (+2 armor) hp 39 (6d8+12) Fort +4, Ref +2, Will +5; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee +1 warhammer +6 (1d8+2/×3) or mwk cold iron warhammer +6 (1d8+1/×3) Special Attacks +1 on attack rolls against goblinoid and orc humanoids TACTICS Before Combat If she has at least 4 minutes to prepare to defend her shop, the expert dons her masterwork breastplate. During Combat The expert uses one of her warhammers in melee, but calls for help and tries to avoid combat. STATISTICS Str 13, Dex 10, Con 14, Int 12, Wis 11, Cha 6 Base Atk +4; CMB +5; CMD 15 (19 vs. bull rush or trip) Feats Craft Magic Arms and Armor, Master Craftsman (Craft [weapons]), Skill Focus (Craft [armor, weapons]) Skills Appraise +10 (+12 to assess nonmagical metals or gemstones), Craft (armor, blacksmithing) +10, Craft (weapons) +15, Knowledge (history) +8, Knowledge (local) +9, Linguistics +7, Perform (sing) +7, Sense Motive +9 Languages Common, Draconic, Dwarven, Giant, Gnome, Halfling Combat Gear oil of mending (5), potions of cure light wounds (2), potions of endure elements (2), acid (2), alchemist’s fire (2), thunderstone; Other Gear leather armor, +1 warhammer, masterwork cold iron warhammer, masterwork breastplate (not worn), feather token (fan), block and tackle, chain (20 ft.), masterwork artisan’s tools, 1,211 gp A blacksmith enjoys talking about metal almost as much as working it. She is proud that her skill allows her to craft everything from mundane items to magic weapons. 262 262 CR 3 4 5 6 NPC CLASSES EXPERTS SUCCESSFUL MERCHANT CR 5 HUMAN EXPERT 7 XP 1,600 Medium humanoid (human) N WISE SAGE CR 6 HUMAN EXPERT 8 XP 2,400 Medium humanoid (human) N Init –1; Senses Perception +13 DEFENSE AC 10, touch 9, flat-footed 10 (+1 armor, –1 Dex) hp 31 (7d8) Fort +3, Ref +2, Will +9 OFFENSE Speed 30 ft. Melee mwk silver dagger +5 (1d4–1/19–20) Ranged mwk silver dagger +5 (1d4–1/19–20) TACTICS During Combat The expert hides behind his bodyguards or tries to use his potion of invisibility to escape combat. The rapier he wears is only for show, and he defends himself with his dagger. STATISTICS Str 9, Dex 8, Con 10, Int 14, Wis 12, Cha 13 Base Atk +5; CMB +4; CMD 13 Feats Alertness, Iron Will, Persuasive, Skill Focus (Appraise, Intimidate) Skills Appraise +15, Bluff +11, Diplomacy +13, Handle Animal +6, Intimidate +11, Knowledge (geography) +7, Knowledge (history, nobility) +4, Knowledge (local) +12, Perception +13, Profession (merchant) +11, Ride +9, Sense Motive +13, Survival +2 Languages Common, Dwarven, Elven Combat Gear potion of cure moderate wounds, potion of invisibility; Other Gear masterwork silver dagger, masterwork rapier, bracers of armor +1, cloak of resistance +1, guard dog, magnifying glass, merchant’s scale, bit and bridle, heavy horses (2), light horse (combat trained), riding saddle, saddlebags, wagon, 720 gp A successful merchant is pleasant to customers but often an impatient taskmaster to his employees. He has spent a lifetime thinking of ways to avoid physical work and complains if expected to lend a hand. He considers himself better than anyone dumber or poorer than he is. The above stat block can be used for any skilled NPC whose profession relies on observation, intimidation, and diplomacy, such as a diplomat, innkeeper, lawyer, or caravan leader. Init +0; Senses Perception +1 DEFENSE AC 11, touch 11, flat-footed 11 (+1 deflection) hp 28 (8d8–8) Fort +2, Ref +3, Will +8 OFFENSE Speed 30 ft. Melee quarterstaff +5/+0 (1d6–1) TACTICS During Combat The expert uses magic items to defend herself and escape from combat as quickly as possible. STATISTICS Str 9, Dex 10, Con 8, Int 16, Wis 13, Cha 11 Base Atk +6; CMB +5; CMD 16 Feats Magical Aptitude, Skill Focus (Knowledge [arcana, nature, planes], Use Magic Device) Skills Appraise +14, Knowledge (arcana) +17, Knowledge (dungeoneering, engineering, local) +7, Knowledge (geography) +12, Knowledge (history) +14, Knowledge (nature, planes) +17, Knowledge (nobility) +5, Knowledge (religion) +10, Linguistics +14, Spellcraft +16, Use Magic Device +16 Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Terran Combat Gear potion of cure moderate wounds, scroll of expeditious retreat, scroll of glitterdust, scrolls of identify (4), scroll of invisibility, scroll of mage armor, scroll of remove curse, wand of detect magic (20 charges), wand of scorching ray (10 charges); Other Gear quarterstaff, cloak of resistance +1, ring of protection +1, everburning torch, bit and bridle, light horse, riding saddle, 628 gp A wise sage’s cantankerous manner evaporates when she’s expounding on matters of scholarly minutia. The sage’s breadth of general knowledge allows her to speak on most topics, and her precious magic items let her gain enough clues to direct her further research. If she reaches her limit on a topic, she may refer the questioner to a specialist in that field—or she may not, in order to preserve her pride. 263 263 CUTTHROAT LAWYER CR 7 HALF-ELF EXPERT 9 XP 3,200 Medium humanoid (elf, human) N Init –1; Senses low-light vision; Perception +12 DEFENSE AC 9, touch 9, flat-footed 9 (–1 Dex) hp 40 (9d8) Fort +3, Ref +2, Will +9; +2 vs. enchantments OFFENSE Speed 30 ft. Melee mwk rapier +6/+1 (1d6–1/18–20) TACTICS During Combat The expert fights defensively with her rapier, and attempts to persuade her opponents that it is in their best interest to stop fighting and let her escape. STATISTICS Str 9, Dex 8, Con 10, Int 12, Wis 12, Cha 16 Base Atk +6; CMB +5; CMD 14 Feats Alertness, Iron Will, Martial Weapon Proficiency (rapier), Persuasive, Skill Focus (Bluff, Diplomacy) Skills Bluff +21, Diplomacy +23, Intimidate +20, Knowledge (history) +8, Knowledge (local, nobility) +9, Linguistics +6, Perception +12, Profession (barrister) +13, Sense Motive +15, Spellcraft +8 Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal SQ elf blood Combat Gear potion of cure moderate wounds, potion of heroism; Other Gear masterwork rapier, circlet of persuasion, elixir of truth, antitoxin, courtier’s outfit, light horses (2), carriage, 1,100 gp A cutthroat lawyer is a master of loopholes, doublespeak, intimidation, and litigation. She prides herself on doing whatever it takes—within the law—to win her case. Though this means she won’t use illusions to falsify evidence or enchantments to alter a witness’s memories or coerce a judge or juror to change a vote, it leaves her many opportunities to enhance her own ability to persuade and investigate. Given enough gold and access to the right potions, she destroys the opposition’s arguments, eradicates the witnesses’ credibility, discovers conflicts of interest in judges and jurors, digs up obscure laws that invalidate the charges of which her client is accused, suggests plausible conspiracies or mistaken identities, points fingers at other possible suspects, bogs down trial proceedings, and offers plea bargains to a trivially smaller sentence in order to get trials over with. She loves the intellectual and magical challenge of defeating her opponent within the bounds of the law, much as a paladin enjoys a victory without resorting to dishonorable tactics. She thrives on the attention and her ability to manipulate others to see things as she wants them to. If she worked as a prosecutor, her conviction record would be nearly perfect, but because she loves a good profit, she prefers aggressive litigation and defending the accused. Any magic she uses to achieve a win is added to her bill, and her favorite clients are rich adventurers because they have the deepest pockets. The lawyer does have standards, and will not defend those accused of crimes against children. Likewise, she prefers clients who are not actually guilty, or are guilty of crimes against property rather than against people. The lawyer has a network of contacts, observers, and expert witnesses ready to follow people, investigate crime scenes, badger city guards for information, testify in trials, and otherwise make themselves useful for her profession. She usually has the assistance of one or more less skilled lawyers (use the successful merchant stat block, expert 7) hoping to gain some prestige by association, and payrolls two or three investigator wizards (human diviner 4) at any one time. All of these agents are people she believes she can trust not to violate any laws in the pursuit of information, for one slip- up can invalidate her entire case and—worst of all—embarrass her professionally. An agent who shows a lack of discretion or discipline in this matter is cut off and disavowed; depending on the infraction, she might bring her litigious powers to bear against that person, in which case it is usually best for the target to flee the city, change his or her name, and attempt a new life somewhere else. 264 264 CR 7 8 NPC CLASSES EXPERTS MASTER ENTERTAINER CR 8 GNOME EXPERT 10 XP 4,800 Small humanoid (gnome) CN Init +1; Senses low-light vision; Perception +2 DEFENSE AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 45 (10d8) Fort +3, Ref +6, Will +7; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee dagger +7/+2 (1d3–2/19–20) Ranged dagger +10/+5 (1d3–2/19–20) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids Gnome Spell-Like Abilities (CL 10th; concentration +13) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals TACTICS During Combat The expert uses thrown daggers and alchemical items to keep opponents at bay. STATISTICS Str 7, Dex 12, Con 10, Int 12, Wis 10, Cha 16 Base Atk +7; CMB +4; CMD 15 Feats Lightning Reflexes, Point-Blank Shot, Quick Draw, Rapid Shot, Weapon Focus (dagger) Skills Acrobatics +14 (+10 when jumping), Bluff +11, Craft (painting) +10, Disguise +9, Escape Artist +9, Knowledge (local, nobility) +9, Perception +2, Perform (comedy) +16, Perform (dance) +11, Perform (wind) +8, Sense Motive +5, Sleight of Hand +14, Use Magic Device +16 Languages Common, Elven, Gnome, Sylvan Combat Gear potion of cure moderate wounds, scrolls of cat’s grace (2), scroll of major image, scroll of shrink item, wand of invisibility (10 charges), wand of prestidigitation (20 charges), wand of pyrotechnics (10 charges), wand of silent image (10 charges), alchemist’s fire (2), thunderstones (2); Other Gear daggers (8), elixir of love, hat of disguise, marvelous pigments, masterwork artisan’s tools, masterwork panpipes, smokesticks (2), tindertwigs (4), 335 gp Accomplished as an acrobat, clown, dancer, juggler, and piper, a master entertainer augments her performance with magical effects for audiences that pay high enough ticket prices. Odd-looking even by gnome standards, she is adept at making herself appear male or female, a human or elf child, or even something monstrous like a goblin or tiefling. When augmented by her magic cap, the disguise is instantaneous and flawless. It is often her practice to create a mundane disguise, then use the cap to create an identical disguise over it, so that any who magically detect or penetrate the disguise see the same thing underneath, leading them to believe their magic is erratic. If working for a wealthy patron, she uses her funding to create surreal and amusing backdrops, stages, and costumes, sometimes with colors only visible to certain races, or concealing words and images that appear only when viewed with darkvision. She uses these props to perform whimsical narratives that are suitable for children, but that can easily be altered into something haunting, disturbing, or even erotic or blasphemous with a word from her employer. She has been known to employ illusionists to add or subtract elements from a performance, or (like her habit with disguises) create identical illusions on top of actual scenery, perhaps altering it slightly to give the performance a sense of heightened unreality. Because of her experience traveling with unsavory characters, she has no qualms about being bribed to help with many crimes, such as smuggling goods into or out of a city, faking a person’s death as an on-stage “accident,” or mocking an effigy or caricature of a public official in a performance in front of hundreds of witnesses. She may travel alone or as part of a troupe of actors or musicians (use the journeyman carpenter stat block, expert 4), tavern singers (bards 1), street performers (bards 2), or laborers (use the ruffian stat block, commoner 7). During most of her travels she is content to cavort and entertain, but from time to time she sneaks out to burgle or rob the rich and split the money with her companions. The above stat block can be used for any kind of skilled nonmagical performer or artisan, such as an actor, musician, painter, or singer. Alter the NPC’s magic items to suit the particular role; for example, scrolls of eagle’s splendor instead of scrolls of cat’s grace. 265 265 RECRUIT CR 1/3 DWARF WARRIOR 1 XP 135 Medium humanoid (dwarf) N BRIGAND CR 1/2 HUMAN WARRIOR 2 XP 200 Medium humanoid (human) NE Init +0; Senses darkvision 60 ft.; Perception +1 DEFENSE AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield) hp 8 (1d10+3) Fort +4, Ref +0, Will +0; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee dwarven waraxe +3 (1d10+1/×3) or dagger +2 (1d4+1/19–20) Ranged light crossbow +1 (1d8/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids TACTICS During Combat The warrior prefers melee combat and working with other soldiers. He uses alchemist’s fire against targets resistant to weapon damage. STATISTICS Str 13, Dex 11, Con 14, Int 10, Wis 10, Cha 7 Base Atk +1; CMB +2; CMD 12 (16 vs. bull rush or trip) Feats Weapon Focus (dwarven waraxe) Skills Intimidate +2, Perception +1 (+3 to notice unusual stonework) Languages Common, Dwarven Combat Gear alchemist’s fire; Other Gear chainmail, heavy wooden shield, dagger, dwarven waraxe, light crossbow with 20 bolts, 12 gp Filled with bluster and swagger, a recruit lacks the discipline of an experienced soldier and can quickly lose resolve if he finds himself in over his head. A recruit works best in a large group under a strong leader who can keep all the soldiers in line and working together. Left to his own devices, a recruit becomes bored and looks for entertainments such as drinking and gambling to pass the time. Init +1; Senses Perception +0 DEFENSE AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 15 (2d10+4) Fort +4, Ref +1, Will +0 OFFENSE Speed 30 ft. Melee longsword +3 (1d8+1/19–20) or sap +3 (1d6+1 nonlethal) Ranged longbow +3 (1d8/×3) TACTICS During Combat The warrior snipes with arrows until her foes are close, then uses her sword. She hurls thunderstones at spellcasters, and tanglefoot bags at foes wearing heavy armor. STATISTICS Str 13, Dex 13, Con 12, Int 9, Wis 10, Cha 8 Base Atk +2; CMB +3; CMD 14 Feats Point-Blank Shot, Skill Focus (Stealth) Skills Intimidate +4, Stealth +6 Languages Common Combat Gear potion of cure light wounds, masterwork arrows (5), tanglefoot bags (2), thunderstone (2); Other Gear leather armor, longbow with 20 arrows, longsword, sap, 48 gp A brigand has no sense of mercy, and is happy to kill for a handful of silver. Brigands waylay caravans, create illegal turnpikes on roads to collect tolls from travelers, attack noisy camps at night, and harass villages for protection money. They are easily routed but carry a grudge and remain a recurring problem until imprisoned or killed. Many brigands are former soldiers who lacked the discipline to stay in the military or a mercenary company, and may even be deserters from a local or invading army. They rarely use group tactics, and form into gangs under the toughest member of the group, typically a grizzled mercenary (warrior 6). 266 266 CR 1/3 1/2 1 2 NPC CLASSES WARRIORS GUARD CR 1 HUMAN WARRIOR 3 XP 400 Medium humanoid (human) LN VETERAN BUCCANEER CR 2 HUMAN WARRIOR 4 XP 600 Medium humanoid (human) CE Init –1; Senses Perception +5 DEFENSE AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex) hp 22 (3d10+6) Fort +3, Ref +0, Will +2 OFFENSE Speed 30 ft. Melee mwk guisarme +7 (2d4+3/×3) or mwk longsword +6 (1d8+2/19–20) Ranged javelin +2 (1d6+2) Space 5 ft.; Reach 5 ft. (10 ft. with guisarme) TACTICS During Combat The warrior uses his reach to trip foes as they close, and switches to his sword if necessary. STATISTICS Str 15, Dex 9, Con 10, Int 8, Wis 12, Cha 11 Base Atk +3; CMB +5; CMD 14 Feats Alertness, Toughness, Weapon Focus (guisarme) Skills Intimidate +6, Perception +5, Sense Motive +4 Languages Common Gear chain shirt, javelins (3), masterwork guisarme, masterwork longsword, manacles, 36 gp A guard’s job is to protect others and respond to trouble. Whether sentries in a fort, members of a city or town watch, caravan guards, or bodyguards for a nervous merchant, guards are trained to look for intruders or suspicious activity and respond with steel if violence is necessary. Most operate in pairs or larger groups, allowing one to run for help if the group is outmatched. The above stat block represents a professional guard or soldier who has seen many battles (unlike guards, soldiers do not generally carry manacles). Their armor and weapons may belong to their employer (or the army), but career guards buy high-quality armor and weapons of their own, making sure to retain enough mobility to chase down attackers. To create a lower-ranking officer, apply the advanced creature simple template to this stat block. Init +3; Senses Perception –1 DEFENSE AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge) hp 26 (4d10+4) Fort +4, Ref +4, Will +0 OFFENSE Speed 30 ft. Melee mwk scimitar +6 (1d6+1/18–20) Ranged mwk heavy crossbow +8 (1d10/19–20) or throwing axe +7 (1d6+1) TACTICS During Combat The warrior uses her crossbow until she is in boarding range, then switches to her scimitar. STATISTICS Str 12, Dex 16, Con 11, Int 10, Wis 8, Cha 9 Base Atk +4; CMB +5; CMD 19 Feats Dodge, Mobility, Toughness Skills Acrobatics +6, Climb +6, Intimidate +6, Profession (sailor) +3, Swim +17 Languages Common, Orc Combat Gear elixir of swimming, potion of bull’s strength, potions of cure light wounds (2), potion of jump, alchemist’s fire; Other Gear studded leather, masterwork heavy crossbow with 10 bolts, masterwork scimitar, throwing axe, 231 gp A veteran buccaneer lives to murder and plunder. Like a shark, she constantly hunts for prey. Buccaneers prefer easy targets like heavy, slow-moving merchant ships that quickly surrender their booty rather than fast military vessels that at best have a stockpile of weapons and at worst carry a full crew of angry sailors itching to spill pirate blood. Some buccaneers take only cargo, some take slaves, and some leave no survivors. Larger pirate vessels may have slave rowers (use the old sailor stat block, expert 2) who are prodded to the decks as reluctant fighters and living shields for the actual buccaneers; these slaves are easily replaced from surviving members of the opposing crew. A typical pirate captain uses the grizzled mercenary stat block (warrior 6) or has a PC class like the pirate king (fighter 15), pirate queen (ranger 10), or sea captain (druid 8). 267 267 TAVERN CHAMPION CR 3 HALF-ORC WARRIOR 5 XP 800 Medium humanoid (human, orc) N GRIZZLED MERCENARY CR 4 HUMAN WARRIOR 6 XP 1,200 Medium humanoid (human) CN Init +1; Senses darkvision 60 ft.; Perception +0 DEFENSE AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural) hp 37 (5d10+10) Fort +5, Ref +2, Will +0 Defensive Abilities orc ferocity OFFENSE Speed 30 ft. Melee unarmed strike +7 (1d3+2) or sap +7 (1d6+2 nonlethal) or warhammer +7 (1d8+3/×3) TACTICS During Combat The warrior makes nonlethal unarmed strikes unless an opponent draws a weapon. She uses Improved Bull Rush to throw opponents into tables or through windows. If sorely pressed, she drinks her potion of enlarge person. STATISTICS Str 14, Dex 13, Con 12, Int 9, Wis 8, Cha 10 Base Atk +5; CMB +7; CMD 18 Feats Combat Reflexes, Improved Bull Rush, Improved Unarmed Strike Skills Intimidate +9, Perception +0 Languages Common, Orc SQ orc blood, weapon familiarity Combat Gear potions of cure light wounds (2), potion of enlarge person; Other Gear chain shirt, sap, warhammer, amulet of natural armor +1, 137 gp A tavern champion is locally famous for boxing, throwing darts, arm wrestling, or just coming out on top in a bar fight. If she’s not in the mood to fight—for example, if she’s just trying to enjoy a meal or drink with friends—she prefers to intimidate rivals into backing down, but still enjoys a good brawl and knocks out anyone who doesn’t take no for an answer. Besting the tavern champion in a contest of strength earns her respect and admiration (and often a friendly camaraderie) as long as her opponent has good sportsmanship and lets her keep her dignity in defeat. Humiliating her, on the other hand, could result in an ambush beating or acts against the victor’s property or companion creatures. Init +0; Senses Perception +4 DEFENSE AC 18, touch 10, flat-footed 18 (+8 armor) hp 51 (6d10+18) Fort +7, Ref +3, Will +3 OFFENSE Speed 20 ft. Melee mwk heavy flail +9/+4 (1d10+3/19–20) or mwk halberd +9/+4 (1d10+3/×3) or longspear +8/+3 (1d8+3/×3) or morningstar +8/+3 (1d8+2) or cold iron kukri +8/+3 (1d4+2/18–20) Ranged javelin +6 (1d6+2) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) TACTICS During Combat The mercenary throws a few javelins, then closes in for the kill. STATISTICS Str 14, Dex 10, Con 12, Int 9, Wis 11, Cha 8 Base Atk +6; CMB +8; CMD 18 Feats Diehard, Endurance, Power Attack, Toughness Skills Climb +0, Handle Animal +3, Intimidate +6, Knowledge (local) +0, Perception +4, Swim +0 Languages Common Combat Gear potion of barkskin, potion of cure moderate wounds, alchemist’s fire (2), holy water; Other Gear masterwork half-plate, cold iron kukri, javelins (4), longspear, masterwork halberd, masterwork heavy flail, morningstar, cloak of resistance +1, antitoxin, sunrod, 325 gp A grizzled mercenary is armed to the teeth, and has survived wars and reckless adventurers. He carries multiple weapons so he can deal with various types of monstrous foes, and is unfazed by most encounters. He expects to be paid for his service on time and in real coin—not giant gems or weird statues. The mercenary is willing to guard a keep, wear a warlord’s tabard or uniform, or venture into the upper levels of a dungeon, but he’s no fool and doesn’t like being treated as expendable. He is loyal as long as he is paid well, but not willing to risk his life on an obvious suicide mission. The above stat block can also be used for veteran military officers. 268 268 CR 3 4 5 6 NPC CLASSES WARRIORS EXPERT BODYGUARD CR 5 HUMAN WARRIOR 7 XP 1,600 Medium humanoid (human) N ALOOF ARCHER CR 6 ELF WARRIOR 8 XP 2,400 Medium humanoid (elf) CN Init +3; Senses Perception +8 DEFENSE AC 17, touch 9, flat-footed 17 (+7 armor, –1 Dex, +1 shield) hp 59 (7d10+21) Fort +7, Ref +1, Will +5 OFFENSE Speed 20 ft. Melee +1 longsword +10/+5 (1d8+2/19–20) or kukri +8/+3 (1d4+1/18–20) Ranged mwk light crossbow +7 (1d8/19–20) TACTICS During Combat If she sees an enemy approaching, the warrior fires her screaming bolt before entering melee. In melee, she uses Stand Still to prevent enemies from getting past her, giving her employer time to escape. STATISTICS Str 13, Dex 9, Con 14, Int 10, Wis 12, Cha 8 Base Atk +7; CMB +8; CMD 17 Feats Combat Reflexes, Improved Initiative, Iron Will, Stand Still, Weapon Focus (longsword) Skills Intimidate +9, Perception +8, Sense Motive +8 Languages Common Combat Gear potion of barkskin, potion of bear’s endurance, potion of cure moderate wounds, screaming bolt, tanglefoot bag (2); Other Gear masterwork banded mail, masterwork light steel shield, +1 longsword, kukri, masterwork light crossbow with 20 bolts, masterwork manacles, 114 gp A bodyguard carries many scars from attempts on her employer’s life. Unlike a common guard or even a grizzled old mercenary, she is willing to die to protect her charge if that is the only way to keep him safe. If given the option to sacrifice her own life to save him or flee to save herself, she’ll choose the former. A skilled bodyguard focuses her attention on her employer and any potential threats to his safety. She searches rooms before he enters, frisks unexpected guests for weapons, and may drive his chariot or employ common guards she trusts to do so. Init +2; Senses low-light vision; Perception +10 DEFENSE AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex) hp 52 (8d10+8) Fort +6, Ref +4, Will +2; +2 vs. enchantments Immune sleep OFFENSE Speed 20 ft. Melee elven curve blade +10/+5 (1d10+3/18–20) Ranged +1 composite longbow +12/+7 (1d8+3/×3) TACTICS During Combat The warrior uses her +1 flaming arrows on dangerous targets like spellcasters. She falls backs and keeps firing as foes approach her, avoiding melee as long as possible. STATISTICS Str 14, Dex 14, Con 10, Int 10, Wis 10, Cha 9 Base Atk +8; CMB +10; CMD 22 Feats Deadly Aim, Point-Blank Shot, Rapid Shot, Weapon Focus (composite longbow) Skills Perception +10, Stealth +5 Languages Common, Elven SQ elven magic, weapon familiarity Combat Gear elixir of hiding, +1 flaming arrows (6), potion of cure moderate wounds, potion of divine favor; Other Gear masterwork full plate, +1 composite longbow (+2 Str) with 40 arrows, elven curve blade, 72 gp An aloof archer is disdainful of the archery skill of non-elves. Despite their heavy armor, aloof archers are remarkably stealthy. Unlike the elven scouts who move through the brush and harass invaders, these archers make up the ranged support of elven armies, firing over their comrades’ heads into the thick of enemy forces, creating a hail of deadly arrows. 269 269 CAVALRY SOLDIER CR 7 HALF-ELF WARRIOR 9 XP 3,200 Medium humanoid (elf, human) LN Init +0; Senses low-light vision; Perception +8 DEFENSE AC 21, touch 10, flat-footed 21 (+9 armor, +2 shield) hp 67 (9d10+18) Fort +7, Ref +3, Will +4; +2 vs. enchantments OFFENSE Speed 20 ft. Melee +1 lance +13/+8 (1d8+5/×3) or mwk heavy pick +13/+8 (1d6+3/×4) Ranged mwk composite shortbow +10/+5 (1d6+3/×3) Space 5 ft.; Reach 5 ft. (10 ft. with lance) TACTICS During Combat The warrior shoots her bow at lightly armored opponents, using Mounted Archery to aim accurately even when moving at speed. In melee, she wields her lance against heavily armored targets, using Spirited Charge to increase her damage and Ride-By Attack to create openings in enemy defensive lines. STATISTICS Str 16, Dex 10, Con 12, Int 11, Wis 8, Cha 10 Base Atk +9; CMB +12; CMD 22 Feats Iron Will, Mounted Archery, Mounted Combat, Ride- By Attack, Skill Focus (Perception), Spirited Charge Skills Handle Animal +8, Perception +8, Ride +6 Languages Common, Elven SQ elf blood Combat Gear potions of cure moderate wounds (2), potion of heroism, cold iron arrows (10), silver arrows (10); Other Gear masterwork full plate, masterwork heavy steel shield, +1 lance, masterwork composite shortbow (+3 Str) with 40 arrows, masterwork heavy pick, bit and bridle, heavy horse (combat trained), masterwork chainmail barding, military saddle, saddlebags, 259 gp A cavalry soldier mixes the elven devotion to the natural world with a human’s skill at armored combat. She devotes herself to a career in the military, the elven blood in her veins giving her the time and patience needed to reach the highest pay grade for a non-officer. She is content to remain at her current rank until she dies or retires, for she took this job because of her love of horses and battle. She respects discipline, and if she weren’t in the army, she probably would form her own mercenary company just so she could train others in horsemanship, battle tactics, and skill-at-arms. The soldier is blunt and direct but not intentionally rude. She understands and respects that each horse responds differently to verbal and nonverbal cues, and knows that people are the same way, but is easily annoyed by how humans say one thing and do another. She prefers interactions where she can give or take orders with no question as to what is expected of her and her fellows. Flowery words and flattery are tiresome to her, and her closest friends are those who speak to her openly and honestly, as she would to them. She enjoys the company of druids and rangers, appreciating their respect for animals and feeling only slight envy because of her inability to control the magic they wield. The soldier has a keen eye for fine horses, and in times of peace she breeds and raises them, either on her own or for the army. She has retired many cavalry horses in her lifetime, finding ranches where they can be put to stud, tasked with light work, or used to train novice riders. She is disgusted by the idea of butchering horses for meat, would rather starve than eat a horse, and won’t permit any in her company to do so. When a warhorse dies, she buries its heart and head with honor and burns the rest, unwilling to let a noble companion be eaten by scavengers. Seeing someone mistreat a horse drives her into a frenzy, and she has been known to tackle and beat a peasant or merchant she spots whipping a horse to get it to work. (She is wise enough to not do this to an officer or noble, but if by some inaction on her part that person dies in combat, so much the better.) She especially dislikes goblins for their cruelty toward horses, and enjoys skewering them on her lance, leaving the corpses on her lance for follow-up attacks to better intimidate their allies. This stat block can also be used for an expert military archer, a non-noble general, or a road-weary veteran who has gone to war against hordes of orcs, goblins, or ogres. 270 270 CR 7 8 NPC CLASSES WARRIORS GLADIATOR CHAMPION CR 8 HUMAN WARRIOR 10 XP 4,800 Medium humanoid (human) NE Init +3; Senses Perception +4 DEFENSE AC 19, touch 15, flat-footed 15 (+3 armor, +1 deflection, +3 Dex, +1 dodge, +1 shield) hp 75 (10d10+20) Fort +7, Ref +6, Will +2 OFFENSE Speed 30 ft. Melee +1 short sword +12/+7 (1d8+3), mwk light mace +11 (1d6+1) or trident +12/+7 (1d8+3) Ranged trident +13 (1d8+3) or dart +13 (1d4+2) or net +9 ranged touch (entangle) TACTICS During Combat In a gladiator match, the warrior fights with dramatic showmanship, performing unnecessary acrobatic maneuvers, intimidating foes with flashy weapons displays (using Dazzling Display), and otherwise prolonging the fight. Depending on the style and theme of the match, he may go for blood with his sword and mace, hold the high ground with his trident, or capture and drag his opponent with the net. Outside the arena, he is quick and brutal with his attacks, wasting no time before killing his opponent so he is out of danger as soon as possible. STATISTICS Str 14, Dex 16, Con 10, Int 10, Wis 8, Cha 11 Base Atk +10; CMB +12; CMD 27 Feats Dazzling Display, Dodge, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (short sword) Skills Acrobatics +12, Intimidate +8, Perception +4, Sense Motive +9 Languages Common Combat Gear potion of cure moderate wounds, potion of heroism; Other Gear studded leather, +1 short sword, darts (10), net, masterwork light mace, trident, belt of giant strength +2, ring of protection +1, antitoxin, 240 gp The gladiator champion rose up from hopeless slavery to great fame, winning match after match with luck, skill, and the approval of the crowd. He has defeated single opponents and dozens of warriors at once, fought tigers and strange beasts, and even battled a minotaur and things that have no name in any human tongue. Now at the top of his game, the champion fights every public battle as if a grand audience were watching. Though he is still a slave, he is a valued slave with thousands of fans, and his owner is careful to not put him in matches where he will likely be slain. The gladiator lives for the fighting, the glory, the wet heat of his opponent’s blood, and the noise of the joyous crowd. Within the halls of the gladiators he lives like a prince, albeit a prince bound with a thin golden chain that he cannot break on his own. In the arena he has played the role of mighty hero and god of war, but deep in his heart he knows his time of greatness will eventually come to an end. He hopes that someday his owner will grant him his freedom, allowing him to retire to a place of comfort where he can live off a small stipend—an honest reward for a lifetime of dangerous service. He fears that his master will discard him before he gets too old, throwing away his life in some grand spectacle or to win a bet against a rival’s champion—a humiliating, pointless death for a seasoned performer. The longer he remains a gladiator, the more this voice of fear speaks to him. He is a hero to the other slave gladiators, and enough fear may push him to lead them in an armed rebellion against their captors. Depending on the skill of his fellows, use the stat blocks for recruits (warriors 1), brigands (warriors 2), veteran buccaneers (warriors 4), or tavern champions (warriors 5). Having killed hundreds over the years just for the sake of entertainment, he is more than willing to sacrifice his comrades if doing so means he and the survivors have a chance to live out their last years in peace. Above all, the gladiator wants to survive. If he is losing a fight—even a public one—and has reason to believe his opponent will be merciful, he surrenders rather than fighting to the death. This stat block can also be used for a retired military hero, tribal champion, or loyal retainer of a noble family. If used for this purpose, change his melee weapon choices and his armor to alternatives that are more suitable for his revised role. 271271 272 273 I n the darkness, something moved. Amiri whirled, her oversized sword striking sparks against the ancient pillars. Both adventurers froze as the sound echoed down the empty corridors. In its wake came a dry scraping, like stone against rusted steel. It stopped, then came again, louder. Harsk chuckled grimly. “So this gold doesn’t belong to anybody, eh?” “Not this again!” Amiri resumed shoving coins into the ancient clay pots. “I told you, that’s what the old man said!” “Of course.” Harsk raised his crossbow and sighted down it into suddenly shifting shadows. Reflections glinted off blades and helms.“But I think someone here might disagree.” Iconic Characters ICONIC CHARACTERS Since the very beginning of the Pathfinder Adventure Path, the game has been defined as much by its visual style as by its rules and flavor. Some of the key components of the art are the iconic characters who appear on and in books time and again, defeating horrible monsters and performing acts of great heroism. Originally, the iconics were created so Paizo could have a detailed reference character for each class; that way, if a book needed art showing a fighter, the Paizo art and development staff could send the artist the reference illustration for Valeros instead of having to explain what kinds of armor, weapons, and equipment the fighter should have. The portraits of the iconics by artist Wayne Reynolds graced the covers of the first Adventure Paths, drawing the eye and giving a recognizable face to Pathfinder. The fans clamored for more iconics and for histories of the ones they had already seen, and over time the iconics became a living part of the world. Whether showing off new weapons and armor, blasting foes with new spells, or dodging the attacks of vicious new beasts, they now represent all player characters—past, present, and future—created by the players of the Pathfinder Roleplaying Game. Whether you played an iconic character in a pick-up game or pored over the iconics’ character sheets to learn how you could make your own PC even better, the iconics have been the faces of the Pathfinder Adventure Path and Pathfinder RPG since their inception. This chapter presents stat blocks for the iconic characters of the 11 core classes in the Core Rulebook at levels 1, 7, and 12. Unlike the stat blocks featured in the rest of this book, these statistics are built for use as player characters rather than nonplayer characters. Each uses the high fantasy (20 point) point buy system presented on page 16 of the Pathfinder RPG Core Rulebook, and therefore has higher ability scores than a typical NPC would. The characters’ wealth was determined by the Character Wealth by Level table on page 399 of the Core Rulebook. Unlike the NPC stat blocks in this book, which generally do not list mundane gear such as rope and torches, these PC stat blocks include appropriate adventuring gear the character is expected to have—they’re ready for immediate adventuring. Of course you may change, add to, or subtract from their gear to suit your campaign, and players may want to alter how the iconics spent their wealth, though the total amount of gear should follow the Character Wealth by Level table. HOW TO USE THIS CHAPTER The two most common uses for the characters in this chapter are as player characters or powerful NPCs. PLAYER CHARACTERS If you need a PC in a hurry, the iconics give you options at character levels 1, 7, and 12—just grab one of the iconic stat blocks and go. This is particularly handy for games run at game stores or conventions, new players, last- minute additions, or when a player has simply run out of prep time or forgotten his character sheet. If you’ve never played a character of a particular class before, be sure to read the Tactics section of the stat block; it includes useful information about how the character prepares before combat and suggestions about what to do while in battle. These characters are also legal for Pathfinder Society play (but see the Pathfinder Society Iconics sidebar on the facing page). If you use the iconics as PCs, ignore the challenge rating and XP value listed in the character’s stat block—those only matter for monsters and NPCs. The iconic characters are built as above-average characters, but not the absolute “best” or most powerful characters you potentially could build—they’re more intended to represent typical examples or archetypes of their particular classes. The Pathfinder Roleplaying Game is very flexible, and thus gives you many different ways to make a character “the best” at something. In some cases that means he or she deals or heals the most damage in a round; in others, he or she has the most hit points, casts the most spells, or has the highest Armor Class. Not everyone agrees on what specializations make a given class the most fun to play, and if you’d rather play a character a different way, you can easily adjust the mechanical choices for these characters to reflect that, increasing some aspects at the cost of others. In general, however, these characters are designed to be well- rounded individuals who have a good chance of surviving level-appropriate adventures. For a new player needing a character on the spot, having a character who survives the first adventure is a much more rewarding experience than having a character who deals a lot of damage but dies before the adventure is finished! POWERFUL NPCS Just like all the other characters in this book, you can use the iconics as NPCs for your player characters to fight, study under, or contact for jobs or useful information. However, because the iconics have PC-level gear and use the 20-point ability score buy instead of the heroic array, their CRs are 1 higher than those of NPCs of the same level (1st-level Amiri is CR 1, whereas a 1st-level barbarian NPC is CR 1/2, and so on). These are the CRs listed in the iconics’ stat blocks, and the characters’ XP value is based on this adjusted CR. Feel free to use the iconics as tough leaders of groups of standard NPCs for a little extra challenge. 274 274 ICONICS INTRODUCTION ICONIC CHARACTER SUMMARIES This section gives a quick description of each of the iconic characters. You can find more information about the histories and attitudes of these iconics—as well as meet some of the iconics created for newer classes in the Pathfinder RPG—by searching for “meet the iconics” on the Paizo blog at paizo.com. AMIRI (BARBARIAN) Amiri is a fierce tribal warrior from the north who left behind the lands of her chauvinistic tribe to escape the bonds of tradition. Her oversized bastard sword is a trophy from when she was sent on a suicide mission against a frost giant camp by her tribe’s elders. LEM (BARD) Born a slave in a land under the shadow of devils, Lem was blessed with a quick wit that earned him easier work as an entertainer. He escaped from slavery, and looks for things to laugh about so he can forget the misery his fellow halflings endure back home. KYRA (CLERIC) Kyra grew up near a small temple to the sun goddess Sarenrae, and when bandits attacked her village, the priestesses gave their lives defending the innocent. Standing in the burned ruin of the temple, young Kyra swore her life and sword arm to the goddess, promising mercy to the deserving and a quick death to those who glory in murder. LINI (DRUID) Lini is an empathetic gnome with a talent for calming angry animals. Lini’s nature bond class ability is with her snow leopard (small cat), Droogami; animal companion stat blocks for small cats at druid levels 1, 7, and 12 are in Appendix 1. You may instead select a domain for Lini to replace her animal companion (see the nature bond ability on page 50 of the Core Rulebook). VALEROS (FIGHTER) Valeros is a good-hearted former mercenary whose longing for adventure convinced him to flee an arranged betrothal to a farmer’s daughter. He is famous for his two swords, his love of strong drink, and his appreciation of pretty women. SAJAN (MONK) Born into a warrior caste in a far-off land, Sajan fled his duties and home in search of his missing twin sister, a fellow martial artist. Under sentence of death in his homeland for desertion, he obsesses over finding clues that could lead him to his twin. SEELAH (PALADIN) Orphaned by a gnoll attack on a city of pilgrims, a starving young Seelah was fascinated by a paladin’s shining helm. After her theft of the helm led to the paladin’s death while defending the city, the guilt-stricken girl climbed onto the paladin’s pyre—only to be saved by the other paladins, who took her in and made her one of them. HARSK (RANGER) Harsk is a gruff and driven dwarf, following a vow of justice to avenge his brother’s death at the hands of giants. He prefers tea to ale, wanting to keep his senses sharp. Harsk’s nature bond class ability is with his badger, Biter; animal companion stat blocks for badgers at effective druid levels 4 and 9 (ranger levels 7 and 12) are in Appendix 1. You may instead select companions to replace the animal companion (see the hunter’s bond ability on page 66 of the Core Rulebook). MERISIEL (ROGUE) Orphaned at a young age and raised by humans in the slums, the elf Merisiel has seen many friends grow old and die in the decades it took her to become an adult. She believes in experiencing life to the fullest, for you never know when you’ll meet an unexpected end. SEONI (SORCERER) Born into a nomadic tribe, Seoni is gifted with magic and driven by dreams to explore the mysteries of her supernatural heritage. She is adorned with dozens of runic tattoos that indicate her high status in her tribe and aid her spellcasting. EZREN (WIZARD) After years of trying to clear his father’s name, Ezren abandoned his old life and became a wizard after his of research revealed that his father was indeed guilty of heresy. Ezren is a middle-aged man, and he has the ability score modifiers for that age category (Core Rulebook 169). PATHFINDER SOCIETY ICONICS The Pathfinder Society Organized Play program has a few special restrictions on certain feats, class abilities, and equipment in order to make sure the worldwide campaign goes smoothly. If you’re using one of these iconic characters as a PC in a Pathfinder Society game and the PC has one of the restricted options, you can’t use that option in the game. See the Guide to Pathfinder Society Organized Play (a free download from paizo.com/pathfindersociety) for more information on these restrictions. The restrictions should have a very minor impact on the iconic PCs, and the characters are otherwise ready to use in Pathfinder Society. 275 275 AMIRI, ICONIC BARBARIAN Amiri never fit into the expected gender roles of her tribe, refusing to be the docile, domestic sort of woman that the Six Bear tribe valued. Instead, she insisted on competing with the male warriors of her tribe, and constantly one-upped them. If another hunter brought back a caribou to feed the tribe, she brought back two. If the best warrior among them killed four orcs in a raid, she killed six. Though many were secretly impressed by her prowess, other tribes mocked them, and the village elders knew that tradition could not be mocked without grave consequences. Amiri had to die. When the tribe attempted to send her on a suicide mission, however, Amiri refused to fall. Instead, she returned with an enormous trophy: a frost giant’s sword. Her former comrades’ laughter—how could she possibly expect to wield such a huge blade—and the admission that she’d been sent out to die was too much for Amiri. Rage overtook her, and in that blind bloodlust she found a strength she’d never known she possessed. When the red mists cleared, she was surrounded by dead members of her hunting party. While she was unrepentant for the deaths of the men who preferred to betray her rather than admit her skill, Amiri still knew that kin-killing was a crime she could never live down. She abandoned her people to the cold steppes and tundra and headed south toward more civilized lands, enjoying the heady rush of finally no longer being bound by tradition. Since then, she has taken to traveling only with those adventurers and mercenary companies who show her proper respect. She values her oversized sword (even though she can only truly wield it properly when her blood rage takes her), but never speaks of the circumstances that forced her to flee her homeland. Some things are better left unsaid. Init +1; Senses Perception +5 DEFENSE AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 15 (1d12+3) Fort +4, Ref +1, Will +1 OFFENSE Speed 40 ft. Melee Large bastard sword +3 (2d8+6/19–20) Ranged shortbow +2 (1d6/×3) Special Attacks rage (6 rounds/day) TACTICS During Combat Amiri counts on her high Strength and the sheer size of her blade to defeat foes, knowing that her attacks are less accurate because of the sword’s size. When she has difficulty hitting a target, needs to deal even more damage, or needs the extra boost to her Constitution, Amiri rages and uses Power Attack to bring enemies to their knees. Raging Statistics When raging, Amiri’s stats are AC 13; hp 17; Fort +6, Will +3; Melee Large bastard sword +5 (2d8+9/19–20); CMB +7; Skills Climb +7. STATISTICS Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10 Base Atk +1; CMB +5; CMD 16 Feats Exotic Weapon Proficiency (bastard sword), Power Attack Skills Climb +5, Handle Animal +4, Intimidate +4, Perception +5, Survival +5 Languages Common SQ fast movement AMIRI CR 1 HUMAN BARBARIAN 1 XP 400 Medium humanoid (human) CN 276 276 CR 1 7 12 ICONICS AMIRI, BARBARIAN Combat Gear acid flask; Other Gear hide armor, Large bastard sword, shortbow with 20 arrows, backpack, bedroll, caltrops, flint and steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4), waterskin, 5 gp Init +2; Senses Perception +11 DEFENSE AC 19, touch 11, flat-footed 17 (+7 armor, +1 deflection, +2 Dex, +1 natural, –2 rage) hp 86 (7d12+35) Fort +9, Ref +4, Will +5 Defensive Abilities improved uncanny dodge, trap sense +2; DR 1/— OFFENSE Speed 40 ft. Melee +2 Large bastard sword +15/+10 (2d8+12/19–20) Ranged mwk longbow +10/+5 (1d8/×3) Special Attacks rage (18 rounds/day), rage powers (guarded stance [+2 dodge vs. melee], powerful blow +2, surprise accuracy +2) TACTICS During Combat Amiri rages whenever she’s in combat, preferring to fight in her enemies’ faces rather than from range. She uses Power Attack and Cleave at every opportunity, though if she has difficulty hitting a target that particularly infuriates her, she either forgoes the extra damage and uses powerful blow to make up the shortfall, or combines her Power Attack with surprise accuracy to keep her chance to hit high. She bull rushes foes into positions where they can be flanked. Base Statistics When not raging, Amiri’s statistics are AC 21; hp 72; Fort +7, Will +3; Melee +2 Large bastard sword +13/+8 (2d8+9/ 19–20); Str 20, Con 14; CMB +12 (+14 bull rush), CMD 25; Skills Climb +13, Swim +11. STATISTICS Str 24, Dex 14, Con 18, Int 10, Wis 12, Cha 10 Base Atk +7; CMB +14 (+16 bull rush); CMD 27 (29 vs. bull rush) Feats Cleave, Exotic Weapon Proficiency (bastard sword), Improved Bull Rush, Power Attack, Weapon Focus (bastard sword) Skills Acrobatics +0 (+9 when jumping), Climb +15, Handle Animal +7, Intimidate +10, Perception +11, Survival +9, Swim +13 Languages Common SQ fast movement Combat Gear javelin of lightning, potions of cure serious wounds (2), potion of delay poison, potion of fly, potion of lesser restoration, acid flask; Other Gear +3 hide armor, +2 Large bastard sword, masterwork longbow with 20 arrows, amulet of natural armor +1, belt of giant strength +2, ring of jumping, ring of protection +1, backpack, bedroll, caltrops, flint and steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4), waterskin, 220 gp Init +2; Senses Perception +16 DEFENSE AC 24, touch 13, flat-footed 22 (+9 armor, +3 deflection, +2 Dex, +2 natural, –2 rage) hp 191 (12d12+108) Fort +19, Ref +10, Will +12 Defensive Abilities improved uncanny dodge, trap sense +4; DR 3/— OFFENSE Speed 40 ft. Melee +3 Large bastard sword +24/+19/+14 (2d8+18/19–20) Ranged +1 longbow +15/+10/+5 (1d8+1/×3) Special Attacks greater rage (30 rounds/day), rage powers (guarded stance [+3 dodge vs. melee], increased damage reduction +1, powerful blow +4, renewed vigor [3d8+7 hp], strength surge +12, surprise accuracy +4) TACTICS During Combat Amiri rages whenever she’s in combat, preferring to fight in her enemies’ faces rather than attacking from range—a practice she often describes uncharitably as “the coward’s way.” She uses Power Attack and Cleave at every opportunity, though if she has difficulty hitting a target that particularly infuriates her, she either forgoes the extra damage and uses powerful blow to make up the shortfall, or combines her Power Attack with surprise accuracy to keep her chance to hit high. She bull rushes foes into positions where they can be flanked. Base Statistics When not raging, Amiri’s statistics are AC 26; hp 155; Fort +16, Will +9; DR 2/—; Melee +3 Large bastard sword +21/+16/+11 (2d8+13/19–20); Str 24, Con 18; CMB +19 (+21 bull rush), CMD 34 (36 vs. bull rush); Skills Climb +20, Swim +17. STATISTICS Str 30, Dex 14, Con 24, Int 10, Wis 12, Cha 10 Base Atk +12; CMB +22 (+24 bull rush); CMD 35 (37 vs. bull rush) Feats Cleave, Exotic Weapon Proficiency (bastard sword), Great Cleave, Improved Bull Rush, Power Attack, Toughness, Weapon Focus (bastard sword) Skills Climb +23, Handle Animal +9, Intimidate +15, Perception +16, Survival +13, Swim +20 Languages Common SQ fast movement Combat Gear javelin of lightning, potion of cat’s grace, potions of cure serious wounds (5), potion of delay poison, potion of fly, potion of haste, potion of lesser restoration; Other Gear +5 hide armor, +3 Large bastard sword, +1 longbow with 20 arrows, amulet of natural armor +2, belt of physical might +4 (Str, Con), cloak of resistance +4, ring of counterspells (calm emotions), ring of protection +3, backpack, bedroll, caltrops, flint and steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4), waterskin, 420 gp AMIRI CR 7 HUMAN BARBARIAN 7 XP 3,200 Medium humanoid (human) CN AMIRI CR 12 HUMAN BARBARIAN 12 XP 19,200 Medium humanoid (human) CN 277 277 LEM, ICONIC BARD Although Lem was raised in a wealthy household, his childhood was anything but comfortable. Born into slavery, he was sold a half-dozen times before he reached the age of 2. Always quick to side with the underdog, Lem has learned that his most powerful traits are his optimism and his sense of humor. Init +2; Senses Perception +2 DEFENSE AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size) hp 10 (1d8+2) Fort +3, Ref +5, Will +3; +2 vs. fear LEM CR 1 HALFLING BARD 1 XP 400 Small humanoid (halfling) CG OFFENSE Speed 20 ft. Melee short sword +3 (1d4–1/19–20) Ranged sling +3 (1d3–1) Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate, inspire courage +1) Bard Spells Known (CL 1st; concentration +5) 1st (2/day)—charm person (DC 15), sleep (DC 15) 0 (at will)—dancing lights, detect magic, ghost sound (DC 14), prestidigitation TACTICS During Combat Lem knows he is best in a supporting role, and tries to stay out of melee if possible. Instead, he uses his bardic performance ability to inspire courage in his companions, alternating between giving support and using well-placed spells to charm or otherwise waylay foes. STATISTICS Str 8, Dex 14, Con 14, Int 13, Wis 10, Cha 18 Base Atk +0; CMB –2; CMD 10 Feats Weapon Finesse Skills Acrobatics +8 (+4 when jumping), Bluff +8, Climb +1, Diplomacy +8, Knowledge (arcana, nobility) +6, Perception +2, Perform (wind) +8, Sense Motive +4, Stealth +10 Languages Common, Elven, Halfling SQ bardic knowledge +1 Combat Gear scroll of cure light wounds, caltrops; Other Gear leather armor, short sword, sling with 10 bullets, backpack, bedroll, flute, hooded lantern, scroll case, silk rope (50 ft.), smokestick, spell component pouch, trail rations (2), waterskin, 7 gp Init +2; Senses Perception +4 DEFENSE AC 20, touch 15, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, +1 dodge, +1 size) hp 63 (7d8+28) Fort +8, Ref +11, Will +9; +2 vs. fear, +4 vs. bardic performance, language-dependent, and sonic OFFENSE Speed 20 ft. Melee +1 short sword +11 (1d4/19–20) Ranged sling +10 (1d3–1) Special Attacks bardic performance 27 rounds/day (move action; countersong, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion) Bard Spells Known (CL 7th; concentration +12) 3rd (2/day)—deep slumber (DC 18), haste 2nd (4/day)—heroism, invisibility, silence (DC 17), suggestion (DC 17) LEM CR 7 HALFLING BARD 7 XP 3,200 Small humanoid (halfling) CG 278 278 CR 1 7 12 ICONICS LEM, BARD 1st (6/day)—charm person (DC 16), grease, hideous laughter (DC 16), remove fear, silent image (DC 16) 0 (at will)—dancing lights, detect magic, ghost sound (DC 15), light, mage hand, prestidigitation TACTICS Before Combat Lem casts heroism before the start of the encounter. During Combat Lem knows he is best in a supporting role, and tries to stay out of melee if possible. Instead, he uses his bardic performance ability to inspire courage in his companions. In cases where a single enemy presents a particularly large threat to Lem or his companions, the bard uses his offensive spells on that target. Against larger groups of foes, he bolsters his allies with the likes of haste and heroism. Base Statistics Without heroism, Lem’s statistics are Senses Perception +2; Fort +6, Ref +9, Will +7; Melee +1 short sword +9 (1d4/19–20); Ranged sling +8 (1d3–1); CMB +3; Skills Acrobatics +10 (+6 when jumping), Bluff +15, Climb +1, Diplomacy +15, Knowledge (arcana, nobility) +15, Perception +2, Perform (comedy) +15, Perform (wind) +17, Sense Motive +10, Stealth +13. STATISTICS Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 20 Base Atk +5; CMB +5; CMD 17 Feats Dodge, Extra Performance, Toughness, Weapon Finesse Skills Acrobatics +12 (+8 when jumping), Bluff +17, Climb +3, Diplomacy +17, Knowledge (arcana, nobility) +17, Perception +4, Perform (comedy) +17, Perform (wind) +19, Sense Motive +12, Stealth +15 Languages Common, Elven, Goblin, Halfling SQ bardic knowledge +3, lore master 1/day, versatile performance (comedy, wind) Combat Gear potion of cure serious wounds, scroll of charm monster, scroll of comprehend languages, scroll of glitterdust, wand of cure light wounds (50 charges), wand of dispel magic (11 charges), caltrops; Other Gear +2 studded leather, +1 short sword, sling with 10 bullets, cloak of resistance +1, headband of alluring charisma +2, lesser extend metamagic rod, ring of feather falling, ring of protection +1, universal solvent (2), backpack, bedroll, hooded lantern, masterwork flute, scroll case, silk rope (50 ft.), smokestick, spell component pouch, trail rations (2), waterskin, 42 gp Init +6; Senses Perception +4 DEFENSE AC 24, touch 16, flat-footed 21 (+8 armor, +2 deflection, +2 Dex, +1 dodge, +1 size) hp 105 (12d8+48) Fort +12, Ref +16, Will +14; +2 vs. fear, +4 vs. bardic performance, language-dependent, and sonic OFFENSE Speed 20 ft. Melee +3 defending short sword +17/+12 (1d4+2/19–20) Ranged +1 sling +15/+10 (1d3) Special Attacks bardic performance 39 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +4, inspire courage +3, inspire greatness, soothing performance, suggestion) Bard Spells Known (CL 12th; concentration +19) 4th (4/day)—break enchantment (DC 21), dominate person (DC 22), greater invisibility, rainbow pattern (DC 21) 3rd (6/day)—deep slumber (DC 21), dispel magic, haste, see invisibility 2nd (7/day)—heroism, hold person (DC 20), silence (DC 19), suggestion (DC 20), tongues 1st (7/day)—charm person (DC 19), grease, hideous laughter (DC 19), remove fear, silent image (DC 18), ventriloquism (DC 18) 0 (at will)—dancing lights, detect magic, ghost sound (DC 17), light, mage hand, prestidigitation TACTICS Before Combat Lem casts heroism before the start of the encounter. During Combat Lem knows he is best in a supporting role, and tries to stay out of melee if at all possible. Instead of fighting directly, he uses his bardic performance ability to inspire courage in his companions, and augments his effectiveness with the use of well- placed spells to charm or otherwise waylay foes until his allies can deal with them. Base Statistics Without heroism, Lem’s statistics are Senses Perception +2; Fort +10, Ref +14, Will +12; Melee +3 defending short sword +15/+10 (1d4+2/19–20); Ranged +1 sling +13/+8 (1d3); CMB +7; Skills Acrobatics +15 (+11 when jumping), Bluff +22, Climb +1, Diplomacy +22, Knowledge (arcana) +23, Knowledge (nobility) +18, Perception +2, Perform (comedy, dance) +17, Perform (wind) +24, Sense Motive +15, Stealth +16. STATISTICS Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 24 Base Atk +9; CMB +9; CMD 22 Feats Dodge, Extra Performance, Improved Initiative, Spell Focus (enchantment), Toughness, Weapon Finesse Skills Acrobatics +17 (+13 when jumping), Bluff +24, Climb +3, Diplomacy +24, Knowledge (arcana) +25, Knowledge (nobility) +20, Perception +4, Perform (comedy, dance) +19, Perform (wind) +26, Sense Motive +17, Stealth +18 SQ bardic knowledge +6, jack-of-all-trades (use any skill), lore master 2/day, versatile performance (comedy, dance, wind) Combat Gear potion of cure serious wounds, scroll of alter self, scroll of charm monster, scroll of hideous laughter, wand of cure moderate wounds (50 charges), wand of freedom of movement (12 charges), caltrops; Other Gear +4 mithral slick chain shirt, +3 defending short sword, +1 sling with 10 bullets, cloak of resistance +3, extend metamagic rod, headband of alluring charisma +4, ring of feather falling, ring of protection +2, universal solvent (2), backpack, bedroll, hooded lantern, masterwork flute, scroll case, silk rope (50 ft.), smokestick, spell component pouch, trail rations (2), waterskin, 102 gp LEM CR 12 HALFLING BARD 12 XP 19,200 Small humanoid (halfling) CG 279 279 KYRA, ICONIC CLERIC Kyra was one of the few survivors of a brutal raid on her hometown, and on the smoking ruins of her village she swore her life and sword arm to Sarenrae, the goddess of the sun, redemption, honesty, and healing. Possessed of a fierce will, pride in her faith, and skill with the scimitar, Kyra has traveled far since then. Where another might be consumed by anger and a thirst for revenge, she has instead found peace in the Dawnflower, and in the belief that if she can prevent even one death at evil hands, her own losses will not have been in vain. While she takes great pleasure in ridding the world of evildoers, she takes even greater pleasure in redeeming them. Init +0; Senses Perception +3 DEFENSE AC 16, touch 12, flat-footed 16 (+4 armor, +2 deflection) hp 13 (1d8+5) Fort +3, Ref +0, Will +5 OFFENSE Speed 30 ft. Melee scimitar +2 (1d6+2/18–20) Ranged sling +0 (1d4+2) Special Attacks channel positive energy 5/day (DC 12, 1d6 [+1 vs. undead]) Domain Spell-Like Abilities (CL 1st; concentration +4) 6/day—rebuke death (1d4) Cleric Spells Prepared (CL 1st; concentration +4) 1st—bless, cure light woundsD, shield of faith 0 (at will)—detect magic, light, stabilize D Domain spell; Domains Healing, Sun TACTICS Before Combat Kyra casts shield of faith. During Combat Kyra attacks creatures that are irredeemably evil— such as evil outsiders and undead—while offering redemption to those who can still be turned to good, and healing her allies. Base Statistics Without shield of faith, Kyra’s statistics are AC 14, touch 10, flat-footed 14. STATISTICS Str 14, Dex 10, Con 12, Int 11, Wis 17, Cha 14 Base Atk +0; CMB +2; CMD 12 Feats Selective Channeling, Toughness Skills Diplomacy +6, Heal +7, Knowledge (religion) +4 Languages Common, Kelish SQ aura Gear chain shirt, scimitar, sling with 10 bullets, backpack, bedroll, spell component pouch, sunrods (2), trail rations (2), waterskin, wooden holy symbol, 8 gp Init +0; Senses Perception +4 DEFENSE AC 21, touch 13, flat-footed 21 (+8 armor, +3 deflection) hp 56 (7d8+21) Fort +7, Ref +3, Will +10 OFFENSE Speed 20 ft. Melee +1 scimitar +8 (1d6+3/18–20) Ranged sling +5 (1d4+2) Special Attacks channel positive energy 7/day (DC 17, 6d6 [+7 vs. undead]) Domain Spell-Like Abilities (CL 7th; concentration +11) 7/day—rebuke death (1d4+3) Cleric Spells Prepared (CL 7th; concentration +11) 4th—cure critical wounds, fire shieldD, holy smite (DC 18) 3rd—cure serious wounds, dispel magic, invisibility purge, searing lightD 2nd—bull’s strength, cure moderate wounds, heat metalD (DC 16), hold person (DC 16), spiritual weapon 1st—bless, command (DC 15), cure light wounds, divine favor, endure elementsD, shield of faith 0 (at will)—detect magic, guidance, light, stabilize D Domain spell; Domains Healing, Sun TACTICS Before Combat Kyra casts shield of faith before the start of the encounter. During Combat Kyra focuses her attacks on any creatures that are innately and irredeemably evil—such as evil outsiders and undead—while offering a chance of redemption to those who can still be turned to good, and healing her allies as needed. Those who refuse her offer of redemption, however, she exterminates. Base Statistics Without shield of faith, Kyra’s statistics are AC 19, touch 11, flat-footed 19. STATISTICS Str 14, Dex 10, Con 12, Int 11, Wis 18, Cha 14 Base Atk +5; CMB +7; CMD 18 Feats Combat Casting, Extra Channel, Improved Channel, Selective Channeling, Toughness Skills Diplomacy +12, Heal +14, Knowledge (religion) +10 Languages Common, Kelish SQ aura, healer’s blessing Combat Gear oil of align weapon, oil of daylight, potion of eagle’s splendor, scroll of comprehend languages, scroll of lesser restoration, scroll of magic circle against evil, wand of cure light wounds (50 charges), thunderstone (2); Other Gear +2 breastplate, +1 scimitar, sling with 10 bullets, cloak of resistance +1, phylactery of positive channeling, ring of protection +1, antitoxin, backpack, bedroll, silver holy symbol, spell component pouch, trail rations (2), waterskin, 38 gp KYRA CR 1 HUMAN CLERIC OF SARENRAE 1 XP 400 Medium humanoid (human) NG KYRA CR 7 HUMAN CLERIC OF SARENRAE 7 XP 3,200 Medium humanoid (human) NG 280 280 CR 1 7 12 ICONICS KYRA, CLERIC Init +1; Senses Perception +4 DEFENSE AC 25, touch 15, flat-footed 24 (+10 armor, +4 deflection, +1 Dex) hp 105 (12d8+48) Fort +13, Ref +10, Will +15 OFFENSE Speed 30 ft. Melee +2 flaming scimitar +17/+12 (1d6+8/18–20 plus 1d6 fire) Ranged mwk sling +14/+9 (1d4+6) Special Attacks channel positive energy 8/day (DC 21, 8d6 [+12 vs. undead]), nimbus of light (12 rounds/day) Domain Spell-Like Abilities (CL 12th; concentration +16) 7/day—rebuke death (1d4+6) Cleric Spells Prepared (CL 12th; concentration +16) 6th—blade barrier (DC 20), heal D, mass cure moderate wounds 5th—breath of life, dispel evil, disrupting weapon, flame strikeD (DC 19) 4th—cure critical wounds, fire shieldD, freedom of movement, holy smite (DC 18), tongues 3rd—daylight, dispel magic, invisibility purge, prayer, searing lightD, speak with dead (DC 17) 2nd—align weapon, delay poison, heat metalD (DC 16), hold person (DC 16), lesser restoration, spiritual weapon 1st—bless, command (DC 15), detect undead, divine favor, endure elementsD, shield of faith 0 (at will)—detect magic, guidance, light, stabilize D Domain spell; Domains Healing, Sun TACTICS Before Combat Kyra casts divine favor and shield of faith before the start of the encounter. During Combat Kyra focuses her attacks on any creatures that are innately and irredeemably evil—such as evil outsiders and undead—while offering a chance of redemption to those who can still be turned to good, and healing her allies as needed. Base Statistics Without divine favor and shield of faith, Kyra’s statistics are AC 23, touch 13, flat-footed 22; Melee +2 flaming scimitar +14/+9 (1d6+5/18–20 plus 1d6 fire); Ranged mwk sling +11/+6 (1d4+3); CMD 25. STATISTICS Str 16, Dex 12, Con 14, Int 11, Wis 18, Cha 16 Base Atk +9; CMB +12; CMD 27 Feats Alignment Channel (evil), Combat Casting, Extra Channel, Improved Channel, Lightning Reflexes, Selective Channeling, Toughness Skills Diplomacy +18, Heal +19, Knowledge (religion) +15 Languages Common, Kelish SQ aura, healer’s blessing Combat Gear potion of eagle’s splendor, potion of remove blindness/deafness, potion of remove curse, potion of remove disease, scroll of break enchantment, scroll of neutralize poison, scroll of water breathing, wand of cure moderate wounds (50 charges), thunderstone (2); Other Gear +4 mithral breastplate, +2 flaming scimitar, masterwork sling with 10 bullets, belt of physical perfection +2, cloak of resistance +3, horn of goodness/evil, pearl of power (3rd level), phylactery of positive channeling, ring of protection +2, antitoxin, backpack, bedroll, silver holy symbol, spell component pouch, trail rations (2), waterskin, 138 gp KYRA CR 12 HUMAN CLERIC OF SARENRAE 12 XP 19,200 Medium humanoid (human) NG 281 281 LINI, ICONIC DRUID Lini always had a way with wild creatures. More than once, her enclave was threatened by some great bear or razor-clawed cat, yet each time she soothed the beast and sent it on its way. In the years since her departure from the Lands of the Linnorm Kings, Lini has collected more than a dozen sticks—one from each forest she has visited. These sticks are a roadmap of her experiences, and each holds a wealth of memories for the gnome druid. Init +1; Senses low-light vision; Perception +9 DEFENSE AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size) hp 11 (1d8+3) Fort +5, Ref +1, Will +5; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee sickle –1 (1d4–2) Ranged sling +2 (1d3–2) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids Gnome Spell-Like Abilities (CL 1st; concentration +3) 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals Druid Spells Prepared (CL 1st; concentration +4) 1st—entangle (DC 14), goodberry 0 (at will)—detect magic, know direction, resistance TACTICS Before Combat Lini casts goodberry at the start of each day. During Combat Lini attempts to stay out of melee, sending her animal companion to fight while she uses her magic to heal, summon allies, and control the environment. STATISTICS Str 6, Dex 12, Con 16, Int 12, Wis 16, Cha 15 Base Atk +0; CMB –3; CMD 8 Feats Self-Sufficient Skills Craft (jewelry) +3, Handle Animal +6, Heal +9, Knowledge (geography) +5, Knowledge (nature) +7, Perception +9, Spellcraft +5, Survival +7 Languages Common, Druidic, Gnome, Goblin, Sylvan SQ nature bond (animal companion, snow leopard named Droogami*), nature sense, wild empathy +3 Combat Gear goodberries (5), scroll of cure light wounds, acid; Other Gear leather armor, sickle, sling with 10 bullets, belt pouch, mistletoe, spell component pouch, stick collection, sunrods (2), trail rations (2), 8 gp * Use the level 1 small cat on page 305 for animal companion stats. Init +1; Senses low-light vision; Perception +16 DEFENSE AC 20, touch 13, flat-footed 19 (+4 armor, +1 deflection, +1 Dex, +3 natural, +1 size) hp 56 (7d8+21) Fort +9, Ref +4, Will +10; +2 vs. illusions, +4 vs. fey and plant- targeted effects Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee +1 sickle +5 (1d4–1) Ranged sling +7 (1d3–2) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, wild shape 3/day Spell-Like Abilities (CL 7th; concentration +10) 1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals Druid Spells Prepared (CL 7th; concentration +11) 4th—dispel magic, ice storm 3rd—daylight, neutralize poison, remove disease (DC 18) 2nd—barkskin, bull’s strength, flaming sphere (DC 16), spider climb 1st—entangle (2, DC 15), goodberry, speak with animals (2) 0 (at will)—detect magic, know direction, light, resistance TACTICS Before Combat Lini casts goodberry at the start of each day. Before combat, she casts barkskin on herself and bull’s strength and greater magic fang on her animal companion. During Combat Lini avoids melee, sending in her animal companion. Base Statistics Without barkskin, Lini’s statistics are AC 17, touch 13, flat-footed 16. STATISTICS Str 6, Dex 12, Con 16, Int 12, Wis 18, Cha 16 Base Atk +5; CMB +2; CMD 14 Feats Augment Summoning, Natural Spell, Self-Sufficient, Spell Focus (conjuration) Skills Craft (jewelry) +3, Handle Animal +13, Heal +14, Knowledge (geography) +11, Knowledge (nature) +13, Perception +16, Spellcraft +11, Survival +13 Languages Common, Druidic, Gnome, Goblin, Sylvan SQ nature bond (animal companion, snow leopard named Droogami*), nature sense, trackless step, wild empathy +10, woodland stride Combat Gear goodberries (5), potion of eagle’s splendor, scrolls of call lightning (2), wand of cure moderate wounds (32 charges), wand of greater magic fang (7 charges), wand of produce flame (43 charges), acid; Other Gear +2 leather armor, +1 sickle, sling with 10 bullets, cloak of resistance +1, druid’s vestments, headband of inspired wisdom +2, ring of protection +1, belt pouch, mistletoe, spell component pouch, stick collection, sunrods (2), trail rations (2), 113 gp * Use the level 7 small cat on page 305 for animal companion stats. LINI CR 1 GNOME DRUID 1 XP 400 Small humanoid (gnome) N LINI CR 7 GNOME DRUID 7 XP 3,200 Small humanoid (gnome) N 282 282 CR 1 7 12 ICONICS LINI, DRUID Init +1; Senses low-light vision; Perception +23 DEFENSE AC 24, touch 14, flat-footed 23 (+5 armor, +2 deflection, +1 Dex, +5 natural, +1 size) hp 93 (12d8+36) Fort +12, Ref +8, Will +15; +2 vs. illusions, +4 vs. fey and plant- targeted effects Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 10/adamantine (120 points); Immune poison OFFENSE Speed 20 ft. Melee +3 sickle +11/+6 (1d4+1) Ranged +2 sling +13/+8 (1d3) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, wild shape 6/day Spell-Like Abilities (CL 12th; concentration +15) 1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals Druid Spells Prepared (CL 12th; concentration +18) 6th—mass bull’s strength, move earth, wall of stone 5th—animal growth (DC 21), stoneskin, wall of thorns (2) 4th—air walk, dispel magic, flame strike (DC 20), ice storm 3rd—daylight, greater magic fang, neutralize poison (2), remove disease 2nd—barkskin (2), bull’s strength, flaming sphere (DC 18), lesser restoration, spider climb 1st—entangle (2, DC 17), faerie fire, goodberry, speak with animals (2) 0 (at will)—detect magic, know direction, light, resistance TACTICS Before Combat Lini casts goodberry at the start of each day. Before combat, she casts barkskin and stoneskin on herself and animal growth, bull’s strength, and greater magic fang on her animal companion. If she’s joined by several allies, Lini casts mass bull’s strength to improve their attacks. During Combat Lini attempts to stay out of melee, sending her animal companion to fight while she uses her magic. Base Statistics Without barkskin, Lini’s statistics are AC 19, touch 14, flat-footed 18. STATISTICS Str 6, Dex 12, Con 16, Int 12, Wis 22, Cha 16 Base Atk +9; CMB +6; CMD 19 Feats Augment Summoning, Combat Casting, Lightning Reflexes, Natural Spell, Self-Sufficient, Spell Focus (conjuration) Skills Craft (jewelry) +3, Handle Animal +18, Heal +19, Knowledge (geography) +16, Knowledge (nature) +18, Perception +23, Spellcraft +16, Survival +17 Languages Common, Druidic, Gnome, Goblin, Sylvan SQ nature bond (animal companion, snow leopard named Droogami*), nature sense, trackless step, wild empathy +15, woodland stride Combat Gear goodberries (5), scrolls of call lightning storm (2), scrolls of tree stride (2), wand of cure serious wounds (31 charges), wand of flame blade (21 charges), acid; Other Gear +3 wild leather armor, +3 sickle, +2 sling with 20 bullets, cloak of resistance +1, druid’s vestments, elemental gem (earth), headband of inspired wisdom +4, ring of protection +2, belt pouch, mistletoe, spell component pouch, stick collection, granite and diamond dust (worth 250 gp), 603 gp * Use the level 12 small cat on page 306 for animal companion stats. LINI CR 12 GNOME DRUID 12 XP 19,200 Small humanoid (gnome) N 283 283 VALEROS, ICONIC FIGHTER Valeros was born on a quiet farm, and grew up dreaming of adventure and exploration. Though this longing only increased as he grew older, so did the responsibilities of agricultural life. Finally, just a month before a marriage of convenience to a local farmer’s daughter could lock him into place, Valeros came to the realization that the door to a life of adventure was closing for good. Seized by a desperate need for a larger life than cattle and corn, Valeros packed quietly and left in the middle of the night. In the years since, Valeros has come a long way from the wide-eyed young man who sought only the joy of exploration (and maybe a pretty girl or three). Life on the road is much harder than the bards’ tales suggest, and adult Valeros has the scars to prove it. Discovering himself to be a deft hand with a sword, Valeros quickly fell in with the mercenary crowd, learning the dirtier, grittier facts of warfare. After acting as hired muscle for dozens of different employers, Valeros finally realized that it was time to go into business for himself as an adventurer. While admittedly not the best at following orders, Valeros is an extremely talented two-blade fighter, easily earning his keep in any group through the tenacity and absolute fearlessness—some might say thoughtlessness— with which he flings himself into combat. Despite his reputation as a bruiser and scofflaw, Valeros has picked up a fair bit of education during his travels, and can even read (something his “respectable” parents never learned to do). Valeros takes an easy-come, easy-go approach to life, wealth, and relationships. Though a fan of fine weapons and creature comforts, the only object he’s never without is the tankard on his belt (as you never know when someone might offer you a drink). Noble at heart and fiercely loyal to those few who earn his affection, Valeros nevertheless hides such sentiments under a jaded and crass demeanor, frequently observing that there’s nothing better than “an evening of hard drinking and soft company.” Init +2; Senses Perception +0 DEFENSE AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6) Fort +4, Ref +2, Will +0 OFFENSE Speed 20 ft. Melee longsword +3 (1d8+3/19–20), short sword +2 (1d6+1/19–20) or longsword +5 (1d8+3/19–20) Ranged shortbow +3 (1d6/×3) TACTICS During Combat Valeros always attempts to attack with both his longsword and short sword each round. He uses the longsword alone if he cannot take a full attack action or has difficulty hitting a target when wielding two weapons. STATISTICS Str 16, Dex 15, Con 14, Int 12, Wis 10, Cha 11 Base Atk +1; CMB +4; CMD 16 Feats Toughness, Two-Weapon Fighting, Weapon Focus (longsword) Skills Climb +3, Knowledge (dungeoneering) +5, Ride +2, Swim +3 Languages Common, Goblin Combat Gear acid flask, alchemist’s fire; Other Gear scale mail, longsword, short sword, shortbow with 20 arrows, throwing axe, backpack, bedroll, caltrops, crowbar, flint and steel, grappling hook, hemp rope (50 ft.), smokestick, tankard, torches (4), trail rations (5), waterskin, 10 gp Init +7; Senses Perception +0 DEFENSE AC 24, touch 15, flat-footed 20 (+7 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural, +1 shield) hp 71 (7d10+28) Fort +8, Ref +6, Will +3; +2 vs. fear Defensive Abilities bravery +2 OFFENSE Speed 30 ft. Melee +2 longsword +13/+8 (1d8+9/19–20), +1 short sword +10 (1d6+5/19–20) or +2 longsword +15/+10 (1d8+9/19–20) Ranged mwk shortbow +11/+6 (1d6/×3) Special Attacks weapon training (heavy blades +1) TACTICS During Combat Valeros always attempts to attack with both his longsword and short sword each round. He uses the longsword alone if he cannot take a full attack action. Unless he absolutely must wield a weapon in two hands to gain the additional damage potential, he wields both swords to take advantage of his Two-Weapon Defense feat. STATISTICS Str 18, Dex 16, Con 14, Int 12, Wis 10, Cha 11 Base Atk +7; CMB +11; CMD 26 Feats Combat Reflexes, Dodge, Double Slice, Improved Initiative, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword) Skills Climb +13, Knowledge (dungeoneering) +11, Ride +12, Swim +13 Languages Common, Goblin VALEROS CR 1 HUMAN FIGHTER 1 XP 400 Medium humanoid (human) NG VALEROS CR 7 HUMAN FIGHTER 7 XP 3,200 Medium humanoid (human) NG 284 284 CR 1 7 12 ICONICS VALEROS, FIGHTER SQ armor training 2 Combat Gear potion of bear’s endurance, potion of cure serious wounds, potion of enlarge person, potion of fly, acid flask, alchemist’s fire (2), holy water; Other Gear +1 breastplate, +2 longsword, +1 short sword, heavy mace, masterwork shortbow with 20 arrows, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, ring of protection +1, antitoxin, backpack, bedroll, crowbar, everburning torch, grappling hook, hemp rope (50 ft.), tankard, trail rations (2), waterskin, 88 gp Init +8; Senses Perception +0 DEFENSE AC 29, touch 17, flat-footed 24 (+9 armor, +2 deflection, +4 Dex, +1 dodge, +2 natural, +1 shield) hp 130 (12d10+60) Fort +14, Ref +11, Will +7; +3 vs. fear Defensive Abilities bravery +3, 25% chance to negate critical hits and sneak attacks OFFENSE Speed 30 ft. Melee +2 keen longsword +21/+16/+11 (1d8+13/17–20), +2 short sword +18/+13 (1d6+8/19–20) or +2 keen longsword +23/+18/+13 (1d8+13/17–20) Ranged +1 shortbow +17/+12/+7 (1d6+1/×3) Special Attacks weapon training (heavy blades +2, light blades +1) TACTICS During Combat Valeros activates his boots of speed, using the extra movement to get into a position from which he can take a full attack action in the following round, and maintaining the effects of haste as long as he can continue to benefit from an additional attack each round. When he’s unable to make more than one attack, he prefers his longsword and utilizes Vital Strike to increase his damage output. Unless he absolutely must wield a weapon in two hands to gain the additional damage potential, he wields both swords to take advantage of his Two-Weapon Defense feat. STATISTICS Str 20, Dex 18, Con 16, Int 12, Wis 10, Cha 11 Base Atk +12; CMB +17; CMD 34 Feats Combat Reflexes, Dodge, Double Slice, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Initiative, Improved Two-Weapon Fighting, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword) Skills Climb +18, Intimidate +13, Knowledge (dungeoneering) +12, Ride +17, Swim +18 Languages Common, Goblin SQ armor training 3 Combat Gear necklace of fireballs (type V), potions of cure serious wounds (2), potion of fly, potion of heroism, acid flask, alchemist’s fire (2), holy water; Other Gear +3 light fortification breastplate, +2 keen longsword, +2 short sword, +1 shortbow with 20 arrows, masterwork heavy mace, amulet of natural armor +2, belt of physical perfection +2, boots of speed, cloak of resistance +3, ring of protection +2, antitoxin, backpack, bedroll, crowbar, everburning torch, grappling hook, hemp rope (50 ft.), tankard, trail rations (2), waterskin, 288 gp VALEROS CR 12 HUMAN FIGHTER 12 XP 19,200 Medium humanoid (human) NG 285 285 SAJAN, ICONIC MONK Far from the Inner Sea region, in the mysterious land of Vudra, Sajan and his twin sister Sajni were born into the padaprajna warrior caste. The siblings trained and served as partners, each complementing the other’s technique, and became talented martial artists. After numerous victories, however, the siblings were separated when their lord was defeated, shamed, and forced to cede half his army to the victor—among them Sajan’s sister. Sajni was taken away from Vudra by her new master and placed upon a ship as tribute to a distant lord. Daring disgrace or even death, Sajan abandoned his responsibilities to follow, so unwilling was he to condemn Sajni to life in the barbaric lands to the west. Eventually he tailed her all the way to Absalom, the City at the Center of the World, but lost her among the travelers and treasures of a hundred nations. Still, Sajan has not yet given up hope. He continues to seek any clue that might point him toward his sister, and has traveled far from Absalom and performed many heroic deeds in return for even the barest of rumors. Init +2; Senses Perception +5 DEFENSE AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 Wis) hp 11 (1d8+3) Fort +4, Ref +4, Will +3 OFFENSE Speed 30 ft. Melee flurry of blows +2/+2 (1d6+3) or unarmed strike +3 (1d6+3) or temple sword +3 (1d8+3) Ranged shuriken +2 (1d2+3) Special Attacks flurry of blows, stunning fist (1/day, DC 11) TACTICS During Combat Sajan relies on Mobility to get into a strategic location in combat, and uses a combination of Combat Reflexes and flurry of blows to deal as much damage as possible to his targets. Against a particularly powerful single enemy, he utilizes Stunning Fist to take the combatant out of commission. STATISTICS Str 16, Dex 15, Con 14, Int 10, Wis 13, Cha 10 Base Atk +0; CMB +3; CMD 17 Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Stunning Fist Skills Acrobatics +6, Climb +7, Perception +5, Sense Motive +5, Stealth +6 Languages Common, Vudrani Gear shuriken (5), temple sword, belt pouch, wooden holy symbol, 2 gp Init +3; Senses Perception +11 DEFENSE AC 20, touch 17, flat-footed 16 (+3 armor, +1 deflection, +3 Dex, +1 dodge, +1 monk, +1 Wis) hp 56 (7d8+21) Fort +9, Ref +10, Will +8; +2 vs. enchantments Defensive Abilities evasion; Immune disease OFFENSE Speed 50 ft. Melee flurry of blows +8/+8/+3 (1d8+3) or unarmed strike +8 (1d8+3) or +2 temple sword +10 (1d8+5) Ranged shuriken +8 (1d2+3) Special Attacks flurry of blows, stunning fist (7/day, DC 14) TACTICS During Combat Sajan uses fast movement and Acrobatics to get into a strategic location in combat, and uses a combination of Combat Reflexes and flurry of blows to deal as much damage as possible to his targets. He employs combat maneuvers when it’s strategically advantageous—grappling spellcasters and tripping foes with his temple sword when his allies flank them. Against a particularly powerful single enemy, he utilizes Stunning Fist to take the combatant out of commission. STATISTICS Str 16, Dex 16, Con 14, Int 10, Wis 13, Cha 10 Base Atk +5; CMB +10 (+12 grapple or trip); CMD 25 (27 vs. grapple or trip) Feats Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Trip, Improved Unarmed Strike, Mobility, Scorpion Style, Spring Attack, Stunning Fist Skills Acrobatics +13 (+28 when jumping), Climb +13, Perception +11, Sense Motive +11, Stealth +13 Languages Common, Vudrani SQ fast movement, high jump, ki pool (4 points, magic), maneuver training, purity of body, slow fall 30 ft., still mind, wholeness of body Combat Gear potions of cure light wounds (2); Other Gear +2 temple sword, shuriken (50), bracers of armor +3, cloak of resistance +2, ring of protection +1, belt pouch, wooden holy symbol, 58 gp Init +3; Senses Perception +18 DEFENSE AC 28, touch 23, flat-footed 24 (+5 armor, +2 deflection, +3 Dex, +1 dodge, +4 monk, +3 Wis) SAJAN CR 1 HUMAN MONK 1 XP 400 Medium humanoid (human) LN SAJAN CR 7 HUMAN MONK 7 XP 3,200 Medium humanoid (human) LN SAJAN CR 12 HUMAN MONK 12 XP 19,200 Medium humanoid (human) LN 286 286 CR 1 7 12 ICONICS SAJAN, MONK hp 93 (12d8+36) Fort +13, Ref +14, Will +14; +2 vs. enchantments Defensive Abilities improved evasion; Immune disease, poison OFFENSE Speed 70 ft. Melee flurry of blows +15/+15/+10/+10/+5 (2d8+5 plus 1d6 electricity) or unarmed strike +14/+9 (2d8+5 plus 1d6 electricity) or +3 temple sword +16/+11 (1d8+7/19–20) Ranged +1 shuriken +13/+8 (1d2+5) Special Attacks flurry of blows, stunning fist (12/day, DC 19) TACTICS During Combat Sajan uses his fast movement and Acrobatics to get into a strategic location in combat, and uses a combination of Combat Reflexes and flurry of blows to deal as much damage as possible to his targets. He employs combat maneuvers when doing so is strategically advantageous— grappling spellcasters and tripping foes with his temple sword when his allies flank them. Against a particularly powerful single enemy, he utilizes Stunning Fist to take the combatant out of commission. When overmatched, he’s quick to withdraw and use his +1 shuriken to harass a foe at range or from more defensible ground, or by using his speed to keep just out of reach. STATISTICS Str 18, Dex 16, Con 14, Int 10, Wis 17, Cha 10 Base Atk +9; CMB +16 (+18 grapple, +20 trip); CMD 36 (38 vs. grapple, 40 vs. trip) Feats Combat Reflexes, Deflect Arrows, Dodge, Gorgon’s Fist, Greater Trip, Improved Grapple, Improved Trip, Improved Unarmed Strike, Mobility, Scorpion Style, Spring Attack, Stunning Fist, Wind Stance Skills Acrobatics +18 (+46 when jumping), Climb +19, Perception +18, Sense Motive +18, Stealth +18 Languages Common, Vudrani SQ abundant step, diamond body, fast movement, high jump, ki pool (9 points, lawful, magic), maneuver training, purity of body, slow fall 60 ft., still mind, wholeness of body Combat Gear elixir of fire breath, potion of bear’s endurance, potions of cure serious wounds (2), potion of fly; Other Gear +3 temple sword, +1 shuriken (50), belt of giant strength +2, bracers of armor +5, cloak of resistance +3, headband of inspired wisdom +2, monk’s robe, ring of protection +2, +1 shock amulet of mighty fists, belt pouch, wooden holy symbol, 708 gp TEMPLE SWORD Heavy blades typically used by guardians of religious sites, temple swords have distinctive crescent-shaped blades, like an amalgam of a sickle and sword. Many have holes drilled into the blade or places on the pommel where charms, bells, or other holy trinkets might be attached. Monks are proficient with the temple sword. Table 4–1 Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type Special One-Handed Melee Weapons Temple sword 30 gp 1d6 1d8 19–20/×2 — 3 lbs. S Monk, trip 287 287 SEELAH, ICONIC PALADIN Seelah faced numerous tragedies in her young life. The loss of her home brought her family to the city of Solku in Katapesh, and there she lost her family to gnoll raids. At 14, she was orphaned and poor on the streets of a strange town, doing what she had to in order to survive—stealing, mugging, conning travelers, even attempting to make her way as a young mercenary. Eventually, a band of Iomedaean paladins came to Solku to help defend it against the gnoll hordes. Immediately enamoured with the shinning steel of the foreign defenders, Seelah stole one of their helmets, a great helm emblazoned with the image of a golden bird. During the Battle of Red Hail, however, Seelah realized that one of the bravest knights, a woman named Acemi, fought the battle without her helm. While holding Solku’s gates, the knight took a mortal wound to the skull, winning the day but dying of her wound that evening. Wracked with guilt, Seelah approached Acemi’s body as her companions prepared her pyre. They watched silently as Seelah placed the stolen helm over the dead woman’s head, and then climbed onto the pyre aside her. The paladins were moved; they had known from the start that Seelah had stolen the helm, but Acemi had forbidden them from collecting it, hoping the helm would win the desperate orphan coin enough for a few meals. The knights of Iomedae took Seelah in that night. Although she has come to terms with Acemi’s death, Seelah still regrets the theft that ironically brought her into Iomedae’s arms. She originally came to Iomedae out of guilt, but as the years passed, that guilt has transformed into a powerful love and faith in her goddess. The young paladin wears her hair in Acemi’s style and trains relentlessly in the use of the longsword. In so doing, she hopes to carry on the good work that Acemi might have done had she not fallen at the Battle of Red Hail. It’s the least she feels she can do to make up for a death that she caused. Init +0; Senses Perception +1 DEFENSE AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 13 (1d10+3) Fort +4, Ref +0, Will +3 OFFENSE Speed 20 ft. Melee longsword +5 (1d8+3/19–20) Ranged shortbow +1 (1d6/×3) Special Attacks smite evil 1/day (+2 attack and AC, +1 damage) Paladin Spell-Like Abilities (CL 1st; concentration +3) At will—detect evil TACTICS During Combat Seelah is fearless and vigilant in the face of evil, and she faces fiends, undead, and those with malicious intent head- on. Against particularly powerful evil foes—especially fiends and evil dragons—she channels her goddess’s power into her attacks with her smite evil ability. STATISTICS Str 16, Dex 10, Con 14, Int 10, Wis 13, Cha 15 Base Atk +1; CMB +4; CMD 14 Feats Power Attack, Weapon Focus (longsword) Skills Diplomacy +6, Knowledge (religion) +4, Sense Motive +5 Languages Common, Osiriani SQ aura, code of conduct Combat Gear holy water; Other Gear scale mail, heavy wooden shield, longsword, shortbow with 20 arrows, backpack, silver holy symbol, trail rations (4), 18 gp Init +0; Senses Perception +1 Aura courage (10 ft.) DEFENSE AC 25, touch 10, flat-footed 25 (+11 armor, +4 shield) hp 64 (7d10+21) Fort +11, Ref +6, Will +10 Immune disease, fear OFFENSE Speed 20 ft. Melee +1 longsword +13/+8 (1d8+5/19–20) Ranged +1 composite longbow +8/+3 (1d8+5/×3) Special Attacks channel positive energy (DC 16, 4d6), smite evil 3/day (+3 attack and AC, +7 damage) Paladin Spell-Like Abilities (CL 7th; concentration +10) At will—detect evil Paladin Spells Prepared (CL 4th; concentration +7) 2nd—eagle’s splendor 1st—divine favor, lesser restoration TACTICS During Combat Seelah is fearless, especially in the face of evil, and she faces fiends, undead, and those with malicious intent head- on. Against particularly powerful evil foes—especially fiends and evil dragons—she channels her goddess’s power into her attacks with her smite evil ability. If she has already expended her daily uses of smite evil, she uses her divine bond to increase her weapon’s power. When her allies are injured or in trouble, Seelah puts herself in harm’s way in an effort to heal them. STATISTICS Str 18, Dex 10, Con 14, Int 10, Wis 13, Cha 16 SEELAH CR 1 HUMAN PALADIN OF IOMEDAE 1 XP 400 Medium humanoid (human) LG SEELAH CR 7 HUMAN PALADIN OF IOMEDAE 7 XP 3,200 Medium humanoid (human) LG 288 288 CR 1 7 12 ICONICS SEELAH, PALADIN Base Atk +7; CMB +11; CMD 21 Feats Cleave, Extra Lay on Hands, Power Attack, Vital Strike, Weapon Focus (longsword) Skills Diplomacy +13, Knowledge (religion) +10, Sense Motive +11 Languages Common, Osiriani SQ aura, code of conduct, divine bond (weapon +1, 1/day), divine grace, lay on hands (3d6, 8/day), mercies (diseased, sickened) Combat Gear wand of cure moderate wounds (42 charges), holy water; Other Gear +2 full plate, +2 heavy wooden shield, +1 composite longbow (+3 Str) with 20 arrows, +1 longsword, belt of giant strength +2, cloak of resistance +1, backpack, silver holy symbol, trail rations (4), 143 gp Init +0; Senses Perception +1 Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.) DEFENSE AC 28, touch 10, flat-footed 28 (+13 armor, +5 shield) hp 106 (12d10+36) Fort +17, Ref +11, Will +16 Immune charm, disease, fear OFFENSE Speed 20 ft. Melee +2 holy longsword +20/+15/+10 (1d8+7/17–20) Ranged +1 composite longbow +13/+8/+3 (1d8+6/×3) Special Attacks channel positive energy (DC 20, 8d6), smite evil 4/day (+4 attack and AC, +12 damage) Paladin Spell-Like Abilities (CL 12th; concentration +16) At will—detect evil Paladin Spells Prepared (CL 9th; concentration +13) 3rd—dispel magic, prayer 2nd—eagle’s splendor, resist energy, zone of truth (DC 16) 1st—bless weapon, divine favor, lesser restoration TACTICS During Combat Seelah is fearless, especially in the face of evil, and she faces fiends, undead, and those with malicious intent head-on. Against particularly powerful evil foes—especially fiends and evil dragons—she channels her goddess’s power into her attacks with her smite evil ability. If she has already expended her daily uses of smite evil, she uses her divine bond to increase her weapon’s power. When her allies are injured or in trouble, Seelah puts herself in harm’s way in an effort to heal them. STATISTICS Str 20, Dex 10, Con 14, Int 10, Wis 13, Cha 18 Base Atk +12; CMB +17; CMD 27 Feats Cleave, Extra Lay on Hands, Improved Critical (longsword), Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus (longsword) Skills Diplomacy +19, Knowledge (religion) +15, Sense Motive +16 Languages Common, Osiriani SQ aura, code of conduct, divine bond (weapon +3, 2/day), divine grace, lay on hands (6d6, 12/day), mercies (diseased, paralyzed, poisoned, sickened) Combat Gear oil of silence, potion of fly, potion of haste, wand of cure serious wounds (35 charges), holy water; Other Gear +4 full plate, +3 heavy wooden shield, +1 composite longbow (+3 Str) with 20 arrows, +2 holy longsword, belt of giant strength +4, cloak of resistance +3, phylactery of positive channeling, backpack, silver holy symbol, trail rations (4), 748 gp SEELAH CR 12 HUMAN PALADIN OF IOMEDAE 12 XP 19,200 Medium humanoid (human) LG 289 289 HARSK, ICONIC RANGER Harsk is an uncommon dwarf. He enjoys the wide skies of the open plains more than claustrophobic tunnels, prefers the taste of tea to alcohol, and handles his battles at range rather than in melee. As a young dwarf, he eschewed the company of his fellows, finding that few things made him happier than crouching in a tree stand with his bow, listening to the wind through the forest leaves and waiting for prey to wander by. That all changed twenty years ago when his elder brother, a captain named Sigur, led a dwarven war band from Janderhoff against a small party of raiding giants. Out of affection, Sigur offered his less-experienced sibling the chance to come and prove himself as chief scout and second-in-command. Calm and peaceful by nature, Harsk turned him down, failing to see the honor his brother was doing him until several days after the company had departed. Traveling light and fast, Harsk caught up with his brother quickly—but not quickly enough. Misjudging the size and skill of the raiding party, Sigur had led his band into an ambush, where it was slaughtered to the last dwarf. With his brother’s blood still fresh on his hands, Harsk went mad with rage. That night, he stalked through the giants’ camp like a vengeful wraith, slaughtering giant after giant with his crossbow before melting back into the forest, only to reappear elsewhere and take another victim. When the last giant was left gurgling in the dust, Harsk took up his brother’s axe and slipped off into the trees, vowing to forever be the voice of justice in the wild places, to keep balance and prevent the sacrifices of noble warriors like his brother. Harsk, like many of his kind, is gruff and taciturn, but there ends most of his connection to dwarven society. Something of a loner, he prefers to spend his time outdoors, communing with nature, though he occasionally travels alongside others whose goals match his own. Uninterested in the beer and ale so strongly associated with dwarves in the minds of human society, Harsk instead drinks pot after pot of strong tea to keep his senses sharp. While he never lets his brother’s axe out of his sight, he wields it only as a last resort, knowing his true skills lie in the hunt and striking from darkness. Init +3; Senses darkvision 60 ft.; Perception +6 DEFENSE AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 12 (1d10+2) Fort +4, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee battleaxe +3 (1d8+2/×3) Ranged heavy crossbow +4 (1d10/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemy (humanoids [giants] +2) TACTICS During Combat Harsk prefers fighting with his crossbow over his battleaxe. His hatred for giants often motivates him to target creatures of that subtype to the exclusion of others. STATISTICS Str 14, Dex 16, Con 15, Int 10, Wis 14, Cha 8 Base Atk +1; CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip) Feats Rapid Reload Skills Handle Animal +3, Heal +6, Knowledge (geography, nature) +4, Perception +6 (+8 to notice unusual stonework), Stealth +6, Survival +6 Languages Common, Dwarven SQ track +1, wild empathy +0 Gear studded leather, battleaxe, heavy crossbow with 30 bolts, antitoxin, backpack, smokestick, trail rations (4), signal whistle, tea pot, 11 gp Init +3; Senses darkvision 60 ft.; Perception +12 DEFENSE AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 natural) hp 64 (7d10+21) Fort +10, Ref +10, Will +8; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants) OFFENSE Speed 20 ft. Melee +1 battleaxe +10/+5 (1d8+3/×3) Ranged +2 heavy crossbow +12 (1d10+2/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemy (fey +2, humanoids [giants] +4) Ranger Spells Prepared (CL 4th; concentration +6) 2nd—barkskin 1st—entangle (DC 13), resist energy TACTICS During Combat Harsk prefers fighting with his crossbow over his battleaxe but isn’t afraid to get dirty in melee if the situation calls for it. His hatred for giants often motivates him to target creatures of that subtype to the exclusion of others. STATISTICS Str 14, Dex 16, Con 16, Int 10, Wis 14, Cha 8 Base Atk +7; CMB +9; CMD 22 (26 vs. bull rush, 26 vs. trip) HARSK CR 1 DWARF RANGER 1 XP 400 Medium humanoid (dwarf) LN HARSK CR 7 DWARF RANGER 7 XP 3,200 Medium humanoid (dwarf) LN 290 290 CR 1 7 12 ICONICS HARSK, RANGER Feats Endurance, Far Shot, Improved Precise Shot, Iron Will, Point- Blank Shot, Precise Shot, Rapid Reload Skills Handle Animal +9, Heal +12, Knowledge (geography, nature) +10, Perception +12 (+14 to notice unusual stonework), Stealth +13, Survival +12 Languages Common, Dwarven SQ favored terrain (mountain +2), hunter’s bond (animal, badger named Biter)*, track +3, wild empathy +6, woodland stride Combat Gear potions of cure moderate wounds (3), potions of pass without trace (2), screaming bolts (4), tanglefoot bag; Other Gear +2 studded leather, +1 battleaxe, +2 heavy crossbow with 30 bolts, amulet of natural armor +1, cloak of resistance +2, antitoxin, backpack, signal whistle, smokestick, tea pot, trail rations (4), 468 gp * See page 299 for Harsk’s animal companion’s statistics. Init +6; Senses darkvision 60 ft.; Perception +17 DEFENSE AC 26, touch 17, flat-footed 21 (+7 armor, +2 deflection, +5 Dex, +2 natural) hp 106 (12d10+36) Fort +13, Ref +16, Will +10; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion OFFENSE Speed 20 ft. Melee +2 battleaxe +16/+11/+6 (1d8+4/×3) Ranged +3 flaming heavy crossbow +22 (1d10+3/17–20 plus 1d6 fire) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemy (fey +2, humanoids [giants] +6, humanoids [humans] +2), quarry Ranger Spells Prepared (CL 9th; concentration +11) 3rd—neutralize poison 2nd—barkskin, bear’s endurance, cure light wounds 1st—entangle (DC 13), longstrider, resist energy TACTICS During Combat Harsk prefers fighting with his crossbow over his battleaxe but isn’t afraid to get dirty in melee if the situation calls for it. His hatred for giants often motivates him to target creatures of that subtype to the exclusion of others, and to choose one as his quarry. If tracking a giant, he casts resist energy against an energy type that giant uses before engaging. STATISTICS Str 14, Dex 22, Con 16, Int 10, Wis 14, Cha 8 Base Atk +12; CMB +14; CMD 32 (36 vs. bull rush, 36 vs. trip) Feats Endurance, Far Shot, Improved Critical (heavy crossbow), Improved Precise Shot, Iron Will, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Reload, Weapon Focus (heavy crossbow) Skills Handle Animal +14, Heal +17, Knowledge (geography, nature) +15, Perception +17 (+19 to notice unusual stonework), Stealth +21, Survival +17 Languages Common, Dwarven SQ camouflage, evasion, favored terrain (forest +2, mountain +4), hunter’s bond (animal, badger named Biter)*, swift tracker, track +6, wild empathy +11, woodland stride Combat Gear seeking bolts (20), potions of pass without trace (2), wand of cure moderate wounds (35 charges), tanglefoot bag; Other Gear +4 studded leather, +2 battleaxe, +3 flaming heavy crossbow with 30 bolts, amulet of natural armor +2, belt of incredible dexterity +4, boots of speed, cloak of resistance +2, ring of protection +2, antitoxin, backpack, signal whistle, smokestick, tea pot, trail rations (4), 464 gp * See page 299 for Harsk’s animal companion’s statistics. HARSK CR 12 DWARF RANGER 12 XP 19,200 Medium humanoid (dwarf) LN 291 291 MERISIEL, ICONIC ROGUE The elves have a name for elven children unfortunate enough to be born and raised in human society—the Forlorn. Merisiel is one of these, born in the Varisian city of Magnimar to elven parents who were either unable or unwilling to raise a child on their own. Merisiel never learned the truth of it, for her parents left her in the care of the city’s temple to Calistria. The priests raised Merisiel as a ward of the temple, but she had little patience for teachers and prayer. Eventually, she left the temple and spent many years on the streets of Magnimar, earning a living as a freelance thief. When her growing reputation as a thief became inconvenient, she decided to leave her home city to seek out new settlements to explore and enjoy. Merisiel became a master at stowing away on ships, talking her way out of trouble, and finding her way in new societies. She’s called dozens of cities home, leaving one for another when her companions outgrew her or she outlived them. Life has been hard for Merisiel, made more so by the fact that she’s always found it difficult to master skills that come easily to her companions. Faced often with situations where a quick tongue or stealth won’t suffice to keep her out of trouble, Merisiel has taken to carrying dozen knives. When things go wrong with her carefully laid plans (as they almost always seem to do), the knives come out and what needs to be done gets done. To date, Merisiel hasn’t met a problem that can’t, in one way or another, be solved with a blade. Each of the cities she’s spent time in carries special memories for Merisiel. In cosmopolitan Kintargo, she fell in love for the first five times, but only the last of those relationships survives to this day. In bustling Corentyn, she spent five years in prison for a crime she wasn’t able to pin on someone more deserving, a sentence exceeded by her stay in Almas (still her record—ten years in jail). In Cassomir she helped rob a corrupt jeweler, in Oppara a decadent and cruel magistrate, and in Sothis a narrow- minded priest of Abadar. Yet in each of these cases her companions betrayed her and left her penniless. She spent many years in Katapesh and Absalom, but the size of these cities eventually grew to be too much even for her. Recently, she’s come home to Magnimar with a new purpose in life. Finally matured to the point where she’s willing (and perhaps able) to learn from her mistakes, she hopes to make something more of her life than merely bad decisions laced with periodic bouts of excitement and fun. Merisiel’s life experiences have taught her to enjoy things to their fullest as they occur—it’s impossible to tell when the good times might end. She’s open and expressive, always on the move and working on her latest batch of plots to make easy money. In the end, it comes down to being faster than everyone else—either on her feet or with her beloved blades. She wouldn’t have it any other way. Init +4; Senses low-light vision; Perception +6 DEFENSE AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) hp 10 (1d8+2) Fort +1, Ref +6, Will +0; +2 vs. enchantments Immune sleep OFFENSE Speed 30 ft. Melee rapier +4 (1d6+2/18–20) Ranged dagger +4 (1d4+2/19–20) Special Attacks sneak attack +1d6 TACTICS Before Combat Though something of a show-off, Merisiel understands the value of hiding in order to get the drop on her opponents. During Combat Merisiel makes sneak attacks on her foes to maximize the damage she can do with her daggers and rapier. STATISTICS Str 14, Dex 18, Con 12, Int 10, Wis 10, Cha 12 Base Atk +0; CMB +2; CMD 16 Feats Weapon Finesse Skills Acrobatics +7, Bluff +5, Climb +5, Disable Device +7, Knowledge (local) +4, Perception +6, Sleight of Hand +7, Stealth +7 Languages Common, Elven SQ elven magic, trapfinding +1, weapon familiarity Combat Gear acid, alchemist’s fire; Other Gear studded leather, daggers (6), rapier, backpack, hooded lantern, oil (5), silk rope (50 ft.), thieves’ tools, 3 gp Init +9; Senses low-light vision; Perception +12 DEFENSE AC 23, touch 17, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, +1 dodge, +1 shield) hp 56 (7d8+21) Fort +4, Ref +11, Will +3; +2 vs. enchantments Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune sleep OFFENSE Speed 30 ft. Melee +1 keen rapier +11 (1d6+3/15–20) Ranged dagger +10 (1d4+2/19–20) Special Attacks sneak attack +4d6 TACTICS Before Combat Though something of a show-off, Merisiel understands the value of hiding in order to get the drop on her opponents. MERISIEL CR 1 ELF ROGUE 1 XP 400 Medium humanoid (elf) CN MERISIEL CR 7 ELF ROGUE 7 XP 3,200 Medium humanoid (elf) CN 292 292 CR 1 7 12 ICONICS MERISIEL, ROGUE During Combat Merisiel makes sneak attacks on her foes to maximize the damage she can do with her daggers and rapier. STATISTICS Str 15, Dex 20, Con 12, Int 10, Wis 10, Cha 12 Base Atk +5; CMB +7; CMD 24 Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon Finesse Skills Acrobatics +20, Bluff +11, Climb +12, Disable Device +17, Knowledge (local) +10, Perception +12, Sleight of Hand +15, Stealth +15 Languages Common, Elven SQ elven magic, rogue talents (bleeding attack +4, combat trick, fast stealth), trapfinding +3, weapon familiarity Combat Gear potion of cure serious wounds, potion of invisibility, acid, alchemist’s fire, tanglefoot bag; Other Gear +2 studded leather, masterwork buckler, +1 keen rapier, daggers (12), belt of incredible dexterity +2, boots of elvenkind, cloak of resistance +1, ring of protection +1, universal solvent, backpack, hooded lantern, masterwork thieves’ tools, oil (5), silk rope (50 ft.), 16 gp Init +10; Senses low-light vision; Perception +17 DEFENSE AC 29, touch 18, flat-footed 23 (+8 armor, +2 deflection, +5 Dex, +1 dodge, +3 shield) hp 105 (12d8+48) Fort +9, Ref +17, Will +7; +2 vs. enchantments Defensive Abilities improved evasion, improved uncanny dodge, trap sense +4; Immune sleep OFFENSE Speed 30 ft. Melee +3 keen rapier +19/+14 (1d6+6/15–20) Ranged mwk dagger +16/+11 (1d4+3/19–20) Special Attacks sneak attack +6d6 TACTICS Before Combat Though something of a show-off, Merisiel understands the value of hiding in order to get the drop on her opponents. During Combat Merisiel makes sneak attacks on her foes to maximize the damage she can do with her daggers and rapier. STATISTICS Str 17, Dex 22, Con 14, Int 10, Wis 10, Cha 12 Base Atk +9; CMB +12; CMD 31 Feats Dodge, Improved Initiative, Mobility, Point-Blank Shot, Quick Draw, Toughness, Weapon Finesse, Weapon Focus (rapier) Skills Acrobatics +26, Bluff +16, Climb +18, Disable Device +23, Knowledge (local) +15, Perception +17, Sleight of Hand +21, Stealth +21 Languages Common, Elven SQ elven magic, rogue talents (bleeding attack +6, combat trick, fast stealth, improved evasion, surprise attack, weapon training), trapfinding +6, weapon familiarity Combat Gear oil of silence (2), potions of cure serious wounds (3), potion of fly, potions of invisibility (2), acid, alchemist’s fire, tanglefoot bag; Other Gear +5 studded leather, +2 buckler, +3 keen rapier, masterwork daggers (12), bag of holding (type I), belt of physical perfection +2, boots of elvenkind, cloak of resistance +3, ring of protection +2, universal solvent, backpack, hooded lantern, masterwork thieves’ tools, oil (5), silk rope (50 ft.), 266 gp MERISIEL CR 12 ELF ROGUE 12 XP 19,200 Medium humanoid (elf) CN 293 293 SEONI, ICONIC SORCERER A member of the wanderers known as Varisians, Seoni wears the magical markings of her culture in the elaborate tattoos that crisscross her body. But her path was not to be the path of tradition. A caravan master’s daughter who spent much of her youth traveling, she was expected to one day either lead her own caravan or perhaps develop a talent for reading the harrow, the fortune-telling cards of her people. One night, while her family camped at the edge of the mysterious Lurkwood, young Seoni wandered out of sight of her people’s cooking fires. There she found a great white tree, its ancient roots twisted around a ring of rune-carved stone. As she investigated, the tree’s bark fell away, revealing elaborate symbols and images that related a brief tale—that of her own short life. Seoni fled, but returned with her kin soon after to find nothing more than a normal old tree and a strange rock. Regardless, the images upon the wood carved themselves into Seoni’s mind, and she promised that she would never submit to letting another choose her destiny. From that point onward, she delved into the mysteries of her homeland, eventually even unlocking sorcerous power within herself—an ancient sorcery unlike the common magic of her people. When she came of age, she sought to continue her wandering life, but this time along routes she chose and in pursuit of her own ambitions. Init +2; Senses Perception +3 DEFENSE AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge) hp 8 (1d6+2) Fort +1, Ref +2, Will +3 OFFENSE Speed 30 ft. Melee quarterstaff +0 (1d6) Ranged dagger +2 (1d4/19–20) Sorcerer Spells Known (CL 1st; concentration +5) 1st (4/day)—mage armor, magic missile 0 (at will)—acid splash, detect magic, flare (DC 15), read magic Bloodline arcane TACTICS Before Combat Seoni casts mage armor on herself. During Combat In combat, Seoni serves as artillery from range, blasting foes with acid splash and magic missile. Base Statistics Without mage armor, Seoni’s statistics are AC 13, flat-footed 10. STATISTICS Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 18 Base Atk +0; CMB +0; CMD 13 Feats Alertness, Dodge, Eschew Materials, Spell Focus (evocation) Skills Bluff +8, Climb +3, Knowledge (planes) +4, Perception +3, Sense Motive +3, Spellcraft +4 Languages Common, Varisian SQ arcane bond (familiar, blue-tailed skink named Dragon), bloodline arcana (+1 DC for metamagic spells that increase spell level) Combat Gear scroll of color spray; Other Gear dagger, quarterstaff, backpack, smokestick, sunrods (5), trail rations (4), 9 gp Init +6; Senses Perception +3 DEFENSE AC 25, touch 15, flat-footed 22 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural, +4 shield) hp 41 (7d6+14) Fort +3, Ref +4, Will +6 OFFENSE Speed 30 ft. Melee quarterstaff +3 (1d6) Ranged dagger +5 (1d4/19–20) Sorcerer Spells Known (CL 7th; concentration +12) 3rd (5/day)—dispel magic, haste, lightning bolt (DC 20) 2nd (7/day)—glitterdust (DC 17), invisibility, scorching ray, web (DC 17) 1st (8/day)—burning hands (DC 18), enlarge person (DC 16), identify, mage armor, magic missile, shield 0 (at will)—acid splash, detect magic, disrupt undead, flare (DC 17), light, prestidigitation, read magic Bloodline arcane TACTICS Before Combat Seoni casts mage armor and extended shield (using her metamagic adept ability) before the start of the encounter. During Combat In combat, Seoni serves as artillery from range, blasting foes with magic missile, lightning bolt, and scorching ray. Base Statistics Without mage armor and shield, Seoni’s statistics are AC 17, touch 15, flat-footed 14. STATISTICS Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 21 Base Atk +3; CMB +3; CMD 18 Feats Alertness, Combat Casting, Dodge, Eschew Materials, Extend Spell, Greater Spell Focus (evocation), Improved Initiative, Spell Focus (evocation) Skills Bluff +15, Climb +3, Knowledge (planes) +10, Perception +3, Sense Motive +3, Spellcraft +10 Languages Common, Varisian SQ arcane bond (familiar, blue-tailed skink named Dragon), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (2/day) SEONI CR 1 HUMAN SORCERER 1 XP 400 Medium humanoid (human) LN SEONI CR 7 HUMAN SORCERER 7 XP 3,200 Medium humanoid (human) LN 294 294 CR 1 7 12 ICONICS SEONI, SORCERER Combat Gear potion of cat’s grace, potions of cure light wounds (3), scroll of fireball, scroll of fly, wand of magic missile (CL 3rd, 50 charges); Other Gear dagger, quarterstaff, amulet of natural armor +2, headband of alluring charisma +2, ring of protection +2, backpack, trail rations (4), 44 gp Init +7; Senses Perception +4 DEFENSE AC 31, touch 19, flat-footed 27 (+4 armor, +4 deflection, +3 Dex, +1 dodge, +1 insight, +4 natural, +4 shield) hp 80 (12d6+36) Fort +8, Ref +10, Will +13 OFFENSE Speed 30 ft. Melee quarterstaff +6/+1 (1d6) Ranged dagger +9 (1d4/19–20) Sorcerer Spells Known (CL 12th; concentration +19) 6th (4/day)—chain lightning (DC 25) 5th (6/day)—cone of cold (DC 24), overland flight, wall of force 4th (7/day)—charm monster (DC 21), dimension door, resilient sphere (DC 23), stoneskin, wall of fire 3rd (8/day)—dispel magic, displacement, fireball (DC 22), haste, lightning bolt (DC 22) 2nd (8/day)—darkness, darkvision, glitterdust (DC 19), invisibility, scorching ray, web (DC 19) 1st (8/day)—burning hands (DC 20), enlarge person (DC 18), identify, mage armor, magic missile, shield 0 (at will)—acid splash, detect magic, disrupt undead, flare (DC 19), light, mage hand, mending, prestidigitation, read magic Bloodline arcane TACTICS Before Combat Seoni casts displacement, mage armor, and extended shield (using her metamagic adept ability) before the start of the encounter. During Combat In combat, Seoni serves as artillery from range, blasting foes with chain lightning, cone of cold, and scorching ray; supports her allies with spells such as haste and enlarge person; and controls the battlefield with walls of force and fire, web, and darkness. Base Statistics Without mage armor and shield, Seoni’s statistics are AC 23, touch 19, flat-footed 19. STATISTICS Str 10, Dex 16, Con 12, Int 10, Wis 14, Cha 24 Base Atk +6; CMB +6; CMD 25 Feats Alertness, Combat Casting, Dodge, Eschew Materials, Extend Spell, Greater Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell Focus (evocation), Toughness Skills Bluff +22, Climb +3, Knowledge (planes) +15, Perception +4, Sense Motive +4, Spellcraft +15 Languages Common, Varisian SQ arcane bond (familiar, blue-tailed skink named Dragon), bloodline arcana (+1 DC for metamagic spells that increase spell level), metamagic adept (3/day), new arcana Combat Gear potions of cure moderate wounds (3), scroll of fly, scroll of protection from energy, wand of magic missile (CL 7th, 32 charges); Other Gear dagger, quarterstaff, amulet of natural armor +4, belt of incredible dexterity +2, cloak of resistance +3, dusty rose prism ioun stone, headband of alluring charisma +4, ring of counterspells (contains magic missile), ring of protection +4, backpack, trail rations (4), granite and diamond dust worth 250 gp, 734 gp SEONI CR 12 HUMAN SORCERER 12 XP 19,200 Medium humanoid (human) LN 295 295 EZREN, ICONIC WIZARD Born to a successful merchant in Absalom, Ezren spent his childhood in comfort and safety, only to have all that change when his father was charged with heresy against the god Abadar. Ezren spent much of his adult life attempting to prove his father’s innocence, only to finally confirm his father’s guilt. The revelation shook Ezren to the core, undermining his faith in family and church, and he abandoned both, setting out to find a new life. Despite his age, Ezren embraced arcane studies, a pursuit that swiftly revealed a true aptitude for the wizardly arts. With freedom and potency he’s never enjoyed before, Ezren seeks to explore the world he so long neglected. Init +2; Senses Perception +1 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 8 (1d6+2) Fort +3, Ref +2, Will +3 OFFENSE Speed 30 ft. Melee mwk cane +1 (1d6) or dagger +0 (1d4/19–20) Ranged light crossbow +2 (1d8/19–20) Special Attacks hand of the apprentice (7/day) Wizard Spells Prepared (CL 1st; concentration +5) 1st—burning hands (DC 15), magic missile 0 (at will)—acid splash, detect magic, light TACTICS Before Combat Ezren uses his bonded object to cast mage armor before the start of the encounter. During Combat Ezren uses his attack spells in conjunction with his hand of the apprentice special attack to eliminate threats against him and his companions. Base Statistics Without mage armor, Ezren’s statistics are AC 12, touch 12, flat-footed 10. STATISTICS Str 10, Dex 14, Con 13, Int 18, Wis 12, Cha 10 Base Atk +0; CMB +0; CMD 12 Feats Combat Casting, Great Fortitude, Scribe Scroll Skills Appraise +8, Knowledge (arcana, history, nature, planes) +8, Linguistics +8, Spellcraft +8 Languages Common, Draconic, Goblin, Infernal, Osiriani, Terran SQ arcane bond (cane) Gear dagger, light crossbow with 10 bolts, masterwork cane (treat as club), backpack, scroll case, spell component pouch, spellbook (contains all prepared spells plus all 0-level spells; 1st—color spray, expeditious retreat, grease, mage armor, protection from evil, shield, and sleep), 9 gp Init +2; Senses Perception +1 DEFENSE AC 23, touch 14, flat-footed 21 (+4 armor, +2 deflection, +2 Dex, +1 natural, +4 shield) hp 55 (7d6+28) Fort +8, Ref +6, Will +8 OFFENSE Speed 30 ft. EZREN CR 1 HUMAN WIZARD 1 XP 400 Medium humanoid (human) N EZREN CR 7 HUMAN WIZARD 7 XP 3,200 Medium humanoid (human) N 296 296 CR 1 7 12 ICONICS EZREN, WIZARD Melee +1 cane +4 (1d6+1) or dagger +3 (1d4/19–20) Ranged mwk light crossbow +6 (1d8/19–20) Special Attacks hand of the apprentice (8/day) Wizard Spells Prepared (CL 7th; concentration +12) 4th—dimension door, shout (DC 20) 3rd—dispel magic, fireball (DC 19), haste 2nd—glitterdust (DC 17), knock, scorching ray, spider climb 1st—burning hands (DC 17), expeditious retreat, mage armor, magic missile, obscuring mist, shield 0 (at will)—acid splash, detect magic, light, mage hand TACTICS Before Combat Ezren casts mage armor and shield before the start of the encounter. During Combat Ezren uses his attack spells in conjunction with his hand of the apprentice special attack to eliminate threats against him and his companions. Base Statistics Without mage armor and shield, Ezren’s statistics are AC 15, touch 14, flat-footed 13. STATISTICS Str 10, Dex 14, Con 14, Int 20, Wis 12, Cha 10 Base Atk +3; CMB +3; CMD 17 Feats Combat Casting, Craft Magic Arms and Armor, Great Fortitude, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness Skills Appraise +15, Fly +12, Knowledge (arcana, history, nature, planes) +15, Linguistics +15, Spellcraft +15 Languages Abyssal, Celestial, Common, Draconic, Elven, Giant, Goblin, Ignan, Infernal, Kelish, Osiriani, Terran, Undercommon SQ arcane bond (cane) Combat Gear potion of cat’s grace, potion of cure moderate wounds, potion of fly, potion of tongues, scroll of blur, scroll of charm person, scroll of magic weapon, wand of magic missile (50 charges); Other Gear +1 cane (treat as club), dagger, masterwork light crossbow with 10 bolts, amulet of natural armor +1, cloak of resistance +2, headband of vast intelligence +2, pearl of power (1st), ring of protection +2, backpack, scroll case, spell component pouch, spellbook (contains all prepared spells plus all 0-level spells; 1st—charm person, color spray, grease, protection from evil, sleep; 2nd—acid arrow, bear’s endurance; 3rd—fly, lightning bolt), 89 gp Init +2; Senses Perception +1 DEFENSE AC 24, touch 14, flat-footed 22 (+4 armor, +2 deflection, +2 Dex, +2 natural, +4 shield) hp 92 (12d6+48) Fort +11, Ref +9, Will +12 OFFENSE Speed 30 ft. Melee +2 cane (rod of thunder and lightning) +8/+3 (1d6+2) or dagger +6/+1 (1d4/19–20) Ranged mwk light crossbow +9 (1d8/19–20) Special Attacks hand of the apprentice (10/day), metamagic mastery (3/day) Wizard Spells Prepared (CL 12th; concentration +19) 6th—disintegrate (DC 23), greater dispel magic, summon monster VI 5th—cloudkill (DC 22), cone of cold (DC 24), empowered lightning bolt, teleport 4th—dimension door, greater invisibility, scrying (DC 21), shout (DC 23) 3rd—dispel magic, fireball (DC 22), fly, haste, lightning bolt (DC 22), tongues 2nd—acid arrow, glitterdust (DC 19), knock, scorching ray (2), spider climb 1st—burning hands (DC 20), charm person (DC 18), expeditious retreat, grease, mage armor, magic missile, obscuring mist, protection from evil, shield (2) 0 (at will)—acid splash, detect magic, light, mage hand TACTICS Before Combat Ezren casts mage armor and shield before the start of the encounter. Given the time, he also casts fly and greater invisibility. During Combat Ezren uses his attack spells in conjunction with his hand of the apprentice special attack to eliminate threats against him and his companions. Base Statistics Without mage armor and shield, Ezren’s statistics are AC 16, touch 14, flat-footed 14. STATISTICS Str 10, Dex 14, Con 14, Int 24, Wis 12, Cha 10 Base Atk +6; CMB +6; CMD 20 Feats Combat Casting, Craft Magic Arms and Armor, Craft Rod, Empower Spell, Great Fortitude, Greater Spell Focus (evocation), Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness Skills Appraise +22, Craft (alchemy) +22, Fly +17, Knowledge (arcana, engineering, history, nature, planes) +22, Linguistics +22, Spellcraft +22 Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Ignan, Infernal, Kelish, Orc, Osiriani, Terran, Undercommon SQ arcane bond (cane) Combat Gear potion of cat’s grace, potions of cure serious wounds (3), scroll of antimagic field, scroll of passwall, scrolls of protection from energy (2), scroll of remove curse, scroll of secure shelter, staff of fire, wand of mnemonic enhancer (7 charges); Other Gear +2 cane (rod of thunder and lightning; treat as club), dagger, masterwork light crossbow with 10 bolts, amulet of natural armor +2, cloak of resistance +3, headband of vast intelligence +4, ring of protection +2, ring of wizardry I, backpack, scroll case, spell component pouch, spellbook (contains all prepared spells plus all 0-level spells; 1st—color spray, sleep; 2nd—bear’s endurance; 4th—black tentacles, summon monster IV; 5th—dream, polymorph, mage’s private sanctum; 6th—true seeing), 724 gp EZREN CR 12 HUMAN WIZARD 12 XP 19,200 Medium humanoid (human) N 297 297 APPENDIX 1: ANIMAL COMPANIONS This section presents an assortment of suitable druid and ranger animal companions at various effective druid levels. All of the druids and rangers in Chapter 1 are built with the nature bond (domain) or hunter’s bond (companions) class abilities, so it is a simple matter to replace those abilities with an animal companion of the appropriate level. For druids, ignore the bonus spells and granted powers listed in the stat block; for rangers, ignore the hunter’s bond ability (which otherwise does not affect the ranger’s statistics in any way). An asterisk (*) after an animal companion’s name indicates that only druids can select that type of companion. DINOSAUR* Effective Druid Level N Small animal 1 Init +3; Senses low-light vision, scent; Perception +8 DEFENSE AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size) hp 15 (2d8+6) Fort +6, Ref +6, Will +1 OFFENSE Speed 60 ft. Melee bite +2 (1d4), 2 talons +2 (1d6) STATISTICS Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14 Base Atk +1; CMB +0; CMD 13 Feats Skill Focus (Perception) Skills Acrobatics +7 (+19 when jumping), Perception +8 SQ tricks (attack, come, defend, down, fetch, guard, seek) PONY Effective Druid Level N Medium animal 1 Init +1; Senses low-light vision, scent; Perception +8 DEFENSE AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural) hp 11 (2d8+2) Fort +4, Ref +4, Will +0 OFFENSE Speed 40 ft. Melee 2 hooves +2 (1d3+1) STATISTICS Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4 Base Atk +1; CMB +2; CMD 13 (17 vs. trip) Feats Skill Focus (Perception) Skills Perception +8 SQ tricks (attack, come, defend, down, guard, heel, work) SMALL CAT Effective Druid Level N Small animal 1 Init +5; Senses low-light vision, scent; Perception +5 DEFENSE AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size) hp 11 (2d8+2) Fort +4, Ref +8, Will +1 OFFENSE Speed 50 ft. Melee bite +7 (1d4+1 plus trip), 2 claws +7 (1d2+1) STATISTICS Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +1; CMD 16 (20 vs. trip) Feats Weapon Finesse Skills Perception +5, Stealth +13 SQ tricks (attack [all creatures], come, defend, down, guard, heel) BIRD Effective Druid Level N Small animal 2 Init +2; Senses low-light vision; Perception +7 DEFENSE AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) hp 16 (3d8+3) Fort +4, Ref +5, Will +3 OFFENSE Speed 10 ft., fly 80 ft. (average) Melee bite +5 (1d4), 2 talons +6 (1d4) STATISTICS Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6 Base Atk +2; CMB +1; CMD 13 Feats Weapon Finesse, Weapon Focus (talons) Skills Fly +8, Perception +7 SQ tricks (attack, come, down, fetch, heel, seek, stay) BOAR* Effective Druid Level N Small animal 2 Init +1; Senses low-light vision, scent; Perception +10 DEFENSE AC 18, touch 12, flat-footed 17 (+1 Dex, +6 natural, +1 size) hp 22 (3d8+9) Fort +5, Ref +4, Will +2 OFFENSE Speed 40 ft. Melee gore +4 (1d6+1) STATISTICS Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4 Base Atk +2; CMB +2; CMD 13 (17 vs. trip) Feats Skill Focus (Perception), Toughness Skills Perception +10 SQ tricks (attack, come, defend, guard, heel, perform, stay) CONSTRICTOR SNAKE Effective Druid Level N Medium animal 2 298 298 APPENDICES Init +3; Senses low-light vision, scent; Perception +8 DEFENSE AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) hp 19 (3d8+6) Fort +4, Ref +6, Will +2 OFFENSE Speed 20 ft., climb 20 ft., swim 20 ft. Melee bite +4 (1d3+3 plus grab) STATISTICS Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2 Base Atk +2; CMB +4 (+8 grapple); CMD 17 (can’t be tripped) Feats Skill Focus (Perception), Toughness Skills Acrobatics +7 (+3 when jumping), Climb +10, Perception +8, Stealth +7, Swim +10 SQ tricks (attack, come, defend, down) BEAR* Effective Druid Level N Small animal 3 Init +3; Senses low-light vision, scent; Perception +5 DEFENSE AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size) hp 16 (3d8+3) Fort +4, Ref +6, Will +2 Defensive Abilities evasion OFFENSE Speed 40 ft. Melee bite +6 (1d4+3), 2 claws +6 (1d3+3) STATISTICS Str 16, Dex 16, Con 13, Int 2, Wis 12, Cha 6 Base Atk +2; CMB +4; CMD 17 (21 vs. trip) Feats Endurance, Run Skills Perception +5, Survival +2, Swim +7 SQ tricks (attack, come, defend, down, guard, heel, perform, stay) CAMEL Effective Druid Level N Large animal 3 Init +3; Senses low-light vision, scent; Perception +6 DEFENSE AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size) hp 19 (3d8+6) Fort +5, Ref +6, Will +1 Defensive Abilities evasion OFFENSE Speed 50 ft. Melee bite +6 (1d4+6) Ranged spit +4 ranged touch (sickened for 1d4 rounds) Space 10 ft.; Reach 10 ft. STATISTICS Str 19, Dex 17, Con 14, Int 2, Wis 11, Cha 4 Base Atk +2; CMB +7; CMD 20 (24 vs. trip) Feats Endurance, Weapon Focus (bite) Skills Perception +6 SQ tricks (attack, come, down, fetch, guard, heel, stay, work) DOG Effective Druid Level N Small animal 3 Init +4; Senses low-light vision, scent; Perception +8 DEFENSE AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size) hp 19 (3d8+6) Fort +5, Ref +7, Will +2 Defensive Abilities evasion OFFENSE Speed 40 ft. Melee bite +6 (1d4+3) STATISTICS Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6 Base Atk +2; CMB +3; CMD 17 (21 vs. trip) Feats Skill Focus (Perception), Weapon Focus (bite) Skills Perception +8, Survival +3 SQ tricks (attack, come, defend, fetch, guard, heel, stay, track) BADGER Effective Druid Level N Medium animal 4 Init +3; Senses low-light vision, scent; Perception +8 DEFENSE 299 299 AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural) hp 34 (4d8+16) Fort +7, Ref +7, Will +2 Defensive Abilities evasion OFFENSE Speed 30 ft., burrow 10 ft., climb 10 ft. Melee bite +7 (1d6+3), 2 claws +6 (1d4+3) Special Attacks rage (as barbarian for 6 rounds per day) STATISTICS Str 16, Dex 16, Con 17, Int 2, Wis 12, Cha 10 Base Atk +3; CMB +6; CMD 19 (23 vs. trip) Feats Toughness, Weapon Focus (bite) Skills Climb +11, Perception +8 SQ tricks (attack [all creatures], come, defend, fetch, guard, heel, stay) Note: The badger’s stat block does not include the adjustments from its rage ability. SHARK Effective Druid Level N Medium animal 4 Init +2; Senses blindsense, low-light vision, scent; Perception +8 DEFENSE AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural) hp 34 (4d8+16) Fort +10, Ref +6, Will +2 Defensive Abilities evasion OFFENSE Speed 0 ft., swim 60 ft. Melee bite +8 (1d6+6) STATISTICS Str 18, Dex 14, Con 18, Int 1, Wis 12, Cha 2 Base Atk +3; CMB +7; CMD 19 Feats Great Fortitude, Weapon Focus (bite) Skills Perception +8, Swim +12 SQ tricks (attack [any creature], guard, seek, track) VIPER SNAKE Effective Druid Level N Medium animal 4 Init +3; Senses low-light vision, scent; Perception +9 DEFENSE AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural) hp 22 (4d8+4) Fort +5, Ref +7, Will +2 Defensive Abilities evasion OFFENSE Speed 20 ft., climb 20 ft., swim 20 ft. Melee bite +6 (1d4+3 plus poison) STATISTICS Str 14, Dex 16, Con 13, Int 1, Wis 12, Cha 2 Base Atk +3; CMB +5; CMD 18 (can’t be tripped) Feats Skill Focus (Perception), Weapon Finesse Skills Acrobatics +7 (+3 when jumping), Climb +10, Perception +9, Stealth +7, Swim +10 SQ tricks (attack [any creature], come, defend, down) SPECIAL ABILITIES Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save. BIG CAT* Effective Druid Level N Medium animal 5 Init +4; Senses low-light vision, scent; Perception +9 DEFENSE AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural) hp 32 (5d8+10) Fort +6, Ref +8, Will +3 Defensive Abilities evasion OFFENSE Speed 40 ft. Melee bite +6 (1d6+2), 2 claws +6 (1d4+2) Special Attacks rake (2 claws +6, 1d4+2) STATISTICS Str 14, Dex 18, Con 14, Int 2, Wis 15, Cha 10 Base Atk +3; CMB +5; CMD 19 (23 vs. trip) Feats Skill Focus (Perception), Weapon Focus (bite, claws) Skills Acrobatics +8 (+12 when jumping), Perception +9, Stealth +9, Swim +6 SQ tricks (attack [any creature], defend, down, guard, heel, seek, stay) PONY Effective Druid Level N Medium animal 5 Init +2; Senses low-light vision, scent; Perception +9 DEFENSE AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) hp 32 (5d8+10) Fort +6, Ref +6, Will +1 Defensive Abilities evasion OFFENSE Speed 40 ft. Melee 2 hooves +6 (1d3+3) STATISTICS Str 16, Dex 15, Con 14, Int 2, Wis 11, Cha 4 Base Atk +3; CMB +6; CMD 18 (22 vs. trip) Feats Endurance, Run, Skill Focus (Perception) Skills Acrobatics +6 (+10 when jumping), Perception +9, Swim +7 SQ combat trained, tricks (attack [all creatures], come, defend, down, guard, heel, work) WOLF Effective Druid Level N Medium animal 5 Init +3; Senses low-light vision, scent; Perception +10 DEFENSE 300 300 APPENDICES AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural) hp 37 (5d8+15) Fort +7, Ref +7, Will +2 Defensive Abilities evasion OFFENSE Speed 50 ft. Melee bite +6 (1d6+3 plus trip) STATISTICS Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6 Base Atk +3; CMB +5; CMD 18 (22 vs. trip) Feats Run, Skill Focus (Perception), Weapon Focus (bite) Skills Perception +10, Survival +3 SQ tricks (attack, come, defend, fetch, guard, heel, stay, track) APE* Effective Druid Level N Large animal 6 Init +3; Senses low-light vision, scent; Perception +10 DEFENSE AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size) hp 45 (6d8+18) Fort +9, Ref +8, Will +3; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 30 ft., climb 30 ft. Melee bite +10 (1d6+7), 2 claws +10 (1d6+7) Space 10 ft.; Reach 10 ft. STATISTICS Str 24, Dex 17, Con 14, Int 2, Wis 12, Cha 7 Base Atk +4; CMB +12; CMD 25 Feats Great Fortitude, Skill Focus (Perception), Toughness Skills Acrobatics +8, Climb +15, Perception +10, Stealth +3 SQ tricks (attack, come, defend, down, fetch, guard, seek, stay, work) HORSE Effective Druid Level N Large animal 6 Init +3; Senses low-light vision, scent; Perception +11 DEFENSE AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size) hp 45 (6d8+18) Fort +8, Ref +8, Will +3; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 50 ft. Melee bite +8 (1d4+5), 2 hooves +3 (1d6+2) Space 10 ft.; Reach 5 ft. STATISTICS Str 20, Dex 16, Con 17, Int 2, Wis 12, Cha 6 Base Atk +4; CMB +10; CMD 23 (27 vs. trip) Feats Endurance, Run, Skill Focus (Perception) Skills Acrobatics +7 (+15 when jumping), Perception +11, Swim +9 SQ combat trained, tricks (attack [all creatures], come, defend, down, guard, heel, stay, work) CAMEL Effective Druid Level N Large animal 7 Init +4; Senses low-light vision, scent; Perception +9 DEFENSE AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, –1 size) hp 45 (6d8+18) Fort +8, Ref +9, Will +2; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 50 ft. Melee bite +10 (1d4+9) Ranged spit +7 ranged touch (sickened for 1d4 rounds) Space 10 ft.; Reach 10 ft. STATISTICS Str 23, Dex 18, Con 16, Int 2, Wis 11, Cha 4 Base Atk +4; CMB +11; CMD 25 (29 vs. trip) Feats Endurance, Run, Weapon Focus (bite) Skills Perception +9 SQ tricks (attack [any creature], come, down, fetch, guard, heel, stay, work) 301 301 CROCODILE* Effective Druid Level N Medium animal 7 Init +2; Senses low-light vision; Perception +9 DEFENSE AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural) hp 45 (6d8+18) Fort +8, Ref +7, Will +3; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 20 ft., swim 30 ft. Melee bite +10 (1d8+9) or tail slap +10 (1d12+9) Special Attacks death roll, grab, sprint STATISTICS Str 22, Dex 14, Con 17, Int 1, Wis 12, Cha 2 Base Atk +4; CMB +10 (+14 grapple); CMD 22 (26 vs. trip) Feats Run, Skill Focus (Perception, Stealth) Skills Perception +9, Stealth +12, Swim +14 SQ hold breath, tricks (attack [any creature], come, defend, guard, seek) SMALL CAT Effective Druid Level N Medium animal 7 Init +6; Senses low-light vision, scent; Perception +6 DEFENSE AC 21, touch 16, flat-footed 15 (+6 Dex, +5 natural) hp 39 (6d8+12) Fort +7, Ref +11, Will +3; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 50 ft. Melee bite +10 (1d6+4 plus trip), 2 claws +11 (1d3+4) STATISTICS Str 18, Dex 22, Con 15, Int 2, Wis 12, Cha 6 Base Atk +4; CMB +8; CMD 24 (28 vs. trip) Feats Skill Focus (Stealth), Weapon Finesse, Weapon Focus (claws) Skills Acrobatics +10 (+18 when jumping), Climb +9, Perception +6, Stealth +13 SQ sprint, tricks (attack [all creatures], come, defend, down, fetch, guard, heel, stay) BIRD Effective Druid Level N Small animal 8 Init +4; Senses low-light vision; Perception +10 DEFENSE AC 21, touch 16, flat-footed 16 (+4 Dex, +1 dodge, +5 natural, +1 size) hp 45 (7d8+14) Fort +7, Ref +9, Will +4; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 10 ft., fly 80 ft. (average) Melee bite +11 (1d4+2), 2 talons +11 (1d4+2) STATISTICS Str 14, Dex 18, Con 14, Int 2, Wis 14, Cha 6 Base Atk +5; CMB +6; CMD 21 Feats Dodge, Weapon Finesse, Weapon Focus (bite, talons) Skills Fly +11, Perception +10 SQ tricks (attack [any creature], come, down, fetch, guard, heel, seek, stay) CONSTRICTOR SNAKE Effective Druid Level N Large animal 8 Init +3; Senses low-light vision, scent; Perception +10 DEFENSE AC 20, touch 13, flat-footed 16 (+3 Dex, +1 dodge, +7 natural, –1 size) hp 59 (7d8+28) Fort +8, Ref +8, Will +3; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 20 ft., climb 20 ft., swim 20 ft. Melee bite +13 (1d4+12 plus grab) Space 10 ft.; Reach 10 ft. Special Attacks constrict (1d4+12) STATISTICS Str 26, Dex 17, Con 17, Int 1, Wis 12, Cha 2 Base Atk +5; CMB +14 (+18 grapple); CMD 28 (can’t be tripped) Feats Dodge, Skill Focus (Perception), Toughness, Weapon Focus (bite) Skills Acrobatics +7 (+3 when jumping), Climb +20, Perception +10, Stealth +4, Swim +16 SQ tricks (attack [any creature], come, defend, down, guard) BADGER Effective Druid Level N Medium animal 9 Init +4; Senses low-light vision, scent; Perception +15 DEFENSE AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural) hp 76 (8d8+40) Fort +10, Ref +10, Will +3; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 30 ft., burrow 10 ft., climb 10 ft. Melee bite +11/+6 (1d6+4), 2 claws +11 (1d4+4) Special Attacks rage (as barbarian for 6 rounds per day) STATISTICS Str 18, Dex 18, Con 18, Int 2, Wis 12, Cha 10 Base Atk +6; CMB +10; CMD 24 (28 vs. trip) Feats Skill Focus (Perception), Toughness, Weapon Focus (bite), Weapon Focus (claws) Skills Climb +12, Perception +15 302 302 APPENDICES SQ tricks (attack [all creatures], come, defend, down, fetch, guard, heel, seek, stay) Note: The badger’s stat block does not include the adjustments from its rage ability. PONY Effective Druid Level N Medium animal 9 Init +3; Senses low-light vision, scent; Perception +11 DEFENSE AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural) hp 52 (8d8+16) Fort +8, Ref +9, Will +2; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 40 ft. Melee hoof +11/+6/+11 (1d3+5) STATISTICS Str 20, Dex 16, Con 14, Int 2, Wis 11, Cha 4 Base Atk +6; CMB +11; CMD 24 (28 vs. trip) Feats Endurance, Power Attack, Run, Skill Focus (Perception) Skills Acrobatics +8 (+12 when jumping), Perception +11, Swim +9 SQ combat trained, tricks (attack [any creature], come, defend, down, guard, heel, seek, stay, work) DOG Effective Druid Level N Medium animal 10–11 Init +4; Senses low-light vision, scent; Perception +11 DEFENSE AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural) hp 85 (9d8+45) Fort +10, Ref +10, Will +4; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 40 ft. Melee bite +12/+7 (1d6+7) STATISTICS Str 21, Dex 18, Con 18, Int 2, Wis 12, Cha 6 Base Atk +6; CMB +11; CMD 25 (29 vs. trip) Feats Run, Skill Focus (Perception, Survival), Toughness, Weapon Focus (bite) Skills Perception +11, Survival +8, Swim +9 SQ tricks (attack [any creature], come, defend, down, fetch, guard, heel, stay, track) HORSE Effective Druid Level N Large animal 10–11 Init +3; Senses low-light vision, scent; Perception +13 DEFENSE AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size) hp 67 (9d8+27) Fort +9, Ref +9, Will +4; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 50 ft. Melee bite +11 (1d4+6), 2 hooves +9 (1d6+3) Space 10 ft.; Reach 5 ft. STATISTICS Str 22, Dex 17, Con 17, Int 2, Wis 12, Cha 6 Base Atk +6; CMB +13 (+15 overrun); CMD 26 (28 vs. overrun, 30 vs. trip) Feats Endurance, Improved Overrun, Multiattack, Power Attack, Run, Skill Focus (Perception) Skills Acrobatics +8 (+16 when jumping), Perception +13, Swim +10 SQ combat trained, tricks (attack [any creature], come, defend, down, guard, heel, seek, stay, work) VIPER SNAKE Effective Druid Level N Medium animal 10–11 Init +4; Senses low-light vision, scent; Perception +10 DEFENSE AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural) hp 67 (9d8+27) Fort +8, Ref +10, Will +4; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 20 ft., climb 20 ft., swim 20 ft. Melee bite +11/+6 (1d6+4 plus poison) STATISTICS Str 16, Dex 18, Con 14, Int 1, Wis 12, Cha 2 Base Atk +6; CMB +9; CMD 23 (can’t be tripped) Feats Improved Natural Attack (bite), Skill Focus (Perception), Toughness, Weapon Finesse, Weapon Focus (bite) Skills Acrobatics +9 (+5 when jumping), Climb +15, Perception +10, Stealth +10, Swim +11 SQ tricks (attack [any creature], come, defend, down, guard, seek) SPECIAL ABILITIES Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save. WOLF Effective Druid Level N Medium animal 10–11 Init +3; Senses low-light vision, scent; Perception +10 DEFENSE AC 23, touch 13, flat-footed 19 (+3 Dex, +1 dodge, +10 natural, –1 size) hp 85 (9d8+45) Fort +11, Ref +9, Will +4; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 50 ft. Melee bite +13/+8 (1d8+10 plus trip) Space 10 ft.; Reach 5 ft. 303 303 STATISTICS Str 25, Dex 16, Con 20, Int 2, Wis 12, Cha 6 Base Atk +6; CMB +14; CMD 28 (32 vs. trip) Feats Blind-Fight, Dodge, Run, Skill Focus (Perception), Weapon Focus (bite) Skills Perception +10, Stealth +5, Survival +4 SQ tricks (attack [any creature], come, defend, fetch, guard, heel, seek, stay, track) BOAR* Effective Druid Level N Medium animal 12 Init +2; Senses low-light vision, scent; Perception +12 DEFENSE AC 26, touch 12, flat-footed 24 (+2 Dex, +14 natural) hp 95 (10d8+50) Fort +11, Ref +9, Will +4; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 40 ft. Melee gore +14/+9 (1d8+9) Special Attacks ferocity STATISTICS Str 22, Dex 14, Con 18, Int 2, Wis 13, Cha 4 Base Atk +7; CMB +13; CMD 25 (29 vs. trip) Feats Improved Bull Rush, Power Attack, Skill Focus (Perception), Toughness, Weapon Focus (gore) Skills Perception +12, Survival +3, Swim +12 SQ tricks (attack [any creature], come, defend, down, guard, heel, perform, seek, stay, track) SMALL CAT Effective Druid Level N Medium animal 12 Init +7; Senses low-light vision, scent; Perception +7 DEFENSE AC 26, touch 17, flat-footed 19 (+7 Dex, +9 natural) hp 85 (10d8+40) Fort +10, Ref +14, Will +4; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 50 ft. Melee bite +14/+9 (1d6+5 plus trip), 2 claws +15 (1d3+5) STATISTICS Str 20, Dex 24, Con 16, Int 2, Wis 12, Cha 6 Base Atk +7; CMB +12; CMD 29 (33 vs. trip) Feats Blind-Fight, Skill Focus (Stealth), Toughness, Weapon Finesse, Weapon Focus (claws) Skills Acrobatics +12 (+20 when jumping), Climb +11, Perception +7, Stealth +15 SQ sprint, tricks (attack [all creatures], come, defend, down, fetch, guard, heel, perform, seek, stay) BEAR* Effective Druid Level N Medium animal 13 Init +3; Senses low-light vision, scent; Perception +12 DEFENSE AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural) hp 82 (11d8+33) Fort +10, Ref +10, Will +4; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 40 ft. Melee bite +15/+10 (1d6+7), 2 claws +15 (1d4+7) STATISTICS Str 24, Dex 17, Con 16, Int 2, Wis 12, Cha 6 Base Atk +8; CMB +15; CMD 28 (32 vs. trip) Feats Endurance, Improved Bull Rush, Power Attack, Run, Skill Focus (Perception, Survival) Skills Climb +11, Perception +12, Survival +6, Swim +13 SQ tricks (attack [any creature], come, defend, down, guard, heel, perform, seek, stay, track) CAMEL Effective Druid Level N Large animal 13 Init +5; Senses low-light vision, scent; Perception +14 DEFENSE AC 23, touch 14, flat-footed 18 (+5 Dex, +9 natural, –1 size) 304 304 APPENDICES hp 93 (11d8+44) Fort +10, Ref +12, Will +3; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 50 ft. Melee bite +16/+11 (1d4+12) Ranged spit +12 ranged touch (sickened for 1d4 rounds) Space 10 ft.; Reach 10 ft. STATISTICS Str 26, Dex 20, Con 16, Int 2, Wis 11, Cha 4 Base Atk +8; CMB +17; CMD 32 (36 vs. trip) Feats Blind-Fight, Endurance, Power Attack, Run, Toughness, Weapon Focus (bite) Skills Perception +14 SQ tricks (attack [all creatures], come, defend, down, fetch, guard, heel, perform, stay, work) BADGER Effective Druid Level N Medium animal 14 Init +4; Senses low-light vision, scent; Perception +22 DEFENSE AC 25, touch 15, flat-footed 20 (+4 Dex, +1 dodge, +10 natural) hp 114 (12d8+60) Fort +12, Ref +12, Will +5; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 30 ft., burrow 10 ft., climb 10 ft. Melee bite +15/+10 (1d6+5), 2 claws +15 (1d4+5) Special Attacks rage (as barbarian for 6 rounds per day) STATISTICS Str 20, Dex 19, Con 18, Int 2, Wis 12, Cha 10 Base Atk +9; CMB +14; CMD 29 (33 vs. trip) Feats Blind-Fight, Dodge, Skill Focus (Perception), Toughness, Weapon Focus (bite, claws) Skills Climb +13, Perception +22 SQ tricks (attack [any creature], come, defend, down, fetch, guard, heel, seek, stay, work) Note: The badger’s stat block does not include the adjustments from its rage ability. BIRD Effective Druid Level N Small animal 14 Init +5; Senses low-light vision; Perception +14 DEFENSE AC 26, touch 17, flat-footed 20 (+5 Dex, +1 dodge, +9 natural, +1 size) hp 90 (12d8+36) Fort +10, Ref +13, Will +6; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 10 ft., fly 80 ft. (average) Melee bite +16/+11 (1d4+4), 2 talons +16 (1d4+4) STATISTICS Str 18, Dex 20, Con 14, Int 2, Wis 14, Cha 6 Base Atk +9; CMB +12; CMD 28 Feats Dodge, Power Attack, Toughness, Weapon Finesse, Weapon Focus (talons, bite) Skills Fly +13, Perception +14 SQ tricks (attack [all creatures], come, defend, down, fetch, guard, heel, perform, seek, stay) CROCODILE* Effective Druid Level N Medium animal 14 Init +3; Senses low-light vision; Perception +15 DEFENSE AC 26, touch 14, flat-footed 22 (+3 Dex, +1 dodge, +12 natural) hp 102 (12d8+48) Fort +12, Ref +11, Will +5; +4 on Will saves vs. enchantments Defensive Abilities evasion OFFENSE Speed 20 ft., swim 30 ft. Melee bite +16/+11 (2d6+10) or tail slap +16 (1d12+10) Special Attacks death roll, grab, sprint STATISTICS Str 25, Dex 16, Con 18, Int 1, Wis 12, Cha 2 Base Atk +9; CMB +16 (+20 grapple); CMD 30 (34 vs. trip) Feats Dodge, Improved Natural Attack (bite), Power Attack, Run, Skill Focus (Perception, Stealth) Skills Perception +15, Stealth +13, Swim +15 SQ hold breath, tricks (attack [any creature], come, defend, down, guard, seek, stay) DOG Effective Druid Level N Medium animal 15 Init +5; Senses low-light vision, scent; Perception +12 DEFENSE AC 27, touch 15, flat-footed 22 (+5 Dex, +12 natural) hp 114 (12d8+60) Fort +12, Ref +13, Will +5; +4 on Will saves vs. enchantments Defensive Abilities improved evasion OFFENSE Speed 40 ft. Melee bite +17/+12 (1d6+10) STATISTICS Str 24, Dex 20, Con 18, Int 2, Wis 12, Cha 6 Base Atk +9; CMB +16; CMD 31 (35 vs. trip) Feats Intimidating Prowess, Run, Skill Focus (Perception, Survival), Toughness, Weapon Focus (bite) Skills Intimidate +6, Perception +12, Survival +9, Swim +11 SQ tricks (attack [all creatures], come, defend, down, fetch, guard, heel, seek, stay, track, work) 305 305 SHARK Effective Druid Level N Medium animal 15 Init +4; Senses blindsense, low-light vision, scent; Perception +22 DEFENSE AC 29, touch 15, flat-footed 24 (+4 Dex, +1 dodge, +14 natural) hp 102 (12d8+48) Fort +14, Ref +14, Will +5; +4 on Will saves vs. enchantments Defensive Abilities improved evasion OFFENSE Speed 0 ft., swim 60 ft. Melee bite +17/+12 (1d8+10) STATISTICS Str 24, Dex 18, Con 18, Int 1, Wis 12, Cha 2 Base Atk +9; CMB +16; CMD 31 Feats Dodge, Great Fortitude, Improved Natural Attack (bite), Lightning Reflexes, Skill Focus (Perception), Weapon Focus (bite) Skills Perception +22, Swim +15 SQ tricks (attack [any creature], defend, down, guard, heel, seek, stay, track) BIG CAT* Effective Druid Level N Large animal 16 Init +5; Senses low-light vision, scent; Perception +12 DEFENSE AC 28, touch 15, flat-footed 22 (+5 Dex, +1 dodge, +13 natural, –1 size) hp 110 (13d8+52) Fort +12, Ref +13, Will +6; +4 on Will saves vs. enchantments Defensive Abilities improved evasion OFFENSE Speed 40 ft. Melee bite +18/+13 (1d8+9), 2 claws +18 (1d6+9) Space 10 ft.; Reach 5 ft. Special Attacks grab, pounce, rake (2 claws +18, 1d6+9) STATISTICS Str 28, Dex 20, Con 18, Int 2, Wis 15, Cha 10 Base Atk +9; CMB +19; CMD 35 (39 vs. trip) Feats Dodge, Power Attack, Run, Skill Focus (Perception, Stealth), Weapon Focus (bite, claws) Skills Acrobatics +9 (+13 when jumping), Perception +12, Stealth +13, Swim +14 SQ tricks (attack [any creature], come, defend, down, fetch, guard, heel, perform, seek, stay, track) HORSE Effective Druid Level N Large animal 16 Init +5; Senses low-light vision, scent; Perception +15 DEFENSE AC 29, touch 15, flat-footed 23 (+5 Dex, +1 dodge, +14 natural, –1 size) hp 110 (13d8+52) Fort +11, Ref +13, Will +5; +4 on Will saves vs. enchantments Defensive Abilities improved evasion OFFENSE Speed 50 ft. Melee bite +15 (1d4+7), 2 hooves +13 (1d6+3) Space 10 ft.; Reach 5 ft. STATISTICS Str 24, Dex 20, Con 17, Int 2, Wis 12, Cha 6 Base Atk +9; CMB +17 (+19 overrun); CMD 33 (35 vs. overrun, 37 vs. trip) Feats Dodge, Endurance, Improved Overrun, MultiattackB, Power Attack, Run, Skill Focus (Perception), Toughness Skills Acrobatics +12 (+20 when jumping), Perception +15, Swim +11 SQ combat trained, tricks (attack [all creatures], come, defend, down, fetch, guard, heel, perform, seek, stay, work) CONSTRICTOR SNAKE Effective Druid Level N Large animal 17 Init +5; Senses low-light vision, scent; Perception +13 DEFENSE AC 28, touch 15, flat-footed 22 (+5 Dex, +1 dodge, +13 natural, –1 size) hp 133 (14d8+70) Fort +13, Ref +14, Will +5; +4 on Will saves vs. enchantments Defensive Abilities improved evasion OFFENSE Speed 20 ft., climb 20 ft., swim 20 ft. Melee bite +20/+15 (1d6+15 plus grab) Space 10 ft.; Reach 10 ft. Special Attacks constrict (1d4+15) STATISTICS Str 30, Dex 20, Con 18, Int 1, Wis 12, Cha 2 Base Atk +10; CMB +21 (+25 grapple); CMD 37 (can’t be tripped) Feats Blind-Fight, Diehard, Dodge, Improved Natural Attack (bite), Skill Focus (Perception), Toughness, Weapon Focus (bite) Skills Acrobatics +9 (+5 when jumping), Climb +22, Perception +13, Stealth +10, Swim +18 SQ tricks (attack [any creature], come, defend, down, guard, heel, seek, stay) DINOSAUR* Effective Druid Level N Medium animal 18–19 Init +6; Senses low-light vision, scent; Perception +13 DEFENSE AC 32, touch 17, flat-footed 25 (+6 Dex, +1 dodge, +15 natural) hp 142 (15d8+75) Fort +14, Ref +15, Will +6; +4 on Will saves vs. enchantments Defensive Abilities improved evasion OFFENSE Speed 60 ft. 306 306 APPENDICES Melee bite +17/+12 (1d6+6), 2 claws +17 (1d4+6), 2 talons +18 (2d6+6) Special Attacks pounce STATISTICS Str 22, Dex 22, Con 20, Int 2, Wis 12, Cha 14 Base Atk +11; CMB +17; CMD 34 Feats Diehard, Dodge, Endurance, Improved Natural Attack (talons), Mobility, Run, Skill Focus (Perception), Weapon Focus (talons) Skills Acrobatics +14 (+26 when jumping), Perception +13, Stealth +13 SQ tricks (attack [any creature], come, defend, down, fetch, guard, heel, perform, seek, stay, track, work) VIPER SNAKE Effective Druid Level N Medium animal 18–19 Init +5; Senses low-light vision, scent; Perception +13 DEFENSE AC 30, touch 16, flat-footed 24 (+5 Dex, +1 dodge, +14 natural) hp 112 (15d8+45) Fort +11, Ref +14, Will +6; +4 on Will saves vs. enchantments Defensive Abilities improved evasion OFFENSE Speed 20 ft., climb 20 ft., swim 20 ft. Melee bite +17/+12 (1d6+7 plus poison) STATISTICS Str 20, Dex 21, Con 14, Int 1, Wis 12, Cha 2 Base Atk +11; CMB +16; CMD 32 (can’t be tripped) Feats Dodge, Improved Natural Attack (bite), Mobility, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Weapon Finesse, Weapon Focus (bite) Skills Acrobatics +10 (+6 when jumping), Climb +17, Perception +13, Stealth +17, Swim +13 SQ tricks (attack [any creature], come, defend, down, fetch, guard, heel, seek, stay) SPECIAL ABILITIES Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save. WOLF Effective Druid Level N Large animal 18–19 Init +5; Senses low-light vision, scent; Perception +13 DEFENSE AC 31, touch 15, flat-footed 25 (+5 Dex, +1 dodge, +16 natural, –1 size) hp 157 (15d8+90) Fort +14, Ref +14, Will +6; +4 on Will saves vs. enchantments Defensive Abilities improved evasion OFFENSE Speed 50 ft. Melee bite +20/+15 (2d6+13 plus trip) Space 10 ft.; Reach 5 ft. STATISTICS Str 28, Dex 20, Con 20, Int 2, Wis 12, Cha 6 Base Atk +11; CMB +21; CMD 37 (41 vs. trip) Feats Blind-Fight, Dodge, Improved Natural Attack (bite), Mobility, Run, Skill Focus (Perception), Toughness, Weapon Focus (bite) Skills Perception +13, Stealth +10, Survival +4 SQ tricks (attack [any creature], come, defend, down, fetch, guard, heel, perform, seek, stay, track, work) APE* Effective Druid Level N Large animal 20 Init +6; Senses low-light vision, scent; Perception +12 DEFENSE AC 30, touch 15, flat-footed 24 (+6 Dex, +15 natural, –1 size) hp 120 (16d8+48) Fort +14, Ref +16, Will +6; +4 on Will saves vs. enchantments Defensive Abilities improved evasion OFFENSE Speed 30 ft., climb 30 ft. Melee bite +22/+17 (1d6+10), 2 claws +22 (1d6+10) Space 10 ft.; Reach 10 ft. STATISTICS Str 30, Dex 22, Con 14, Int 2, Wis 12, Cha 7 Base Atk +12; CMB +23; CMD 39 Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved Bull Rush, Skill Focus (Perception), Toughness, Weapon Focus (bite, claws) Skills Acrobatics +14, Climb +18, Perception +12, Stealth +11 SQ tricks (attack [any creature], come, defend, down, fetch, guard, heel, perform, seek, stay, track, work) SMALL CAT Effective Druid Level N Medium animal 20 Init +8; Senses low-light vision, scent; Perception +13 DEFENSE AC 32, touch 19, flat-footed 23 (+8 Dex, +1 dodge, +13 natural) hp 136 (16d8+64) Fort +13, Ref +18, Will +6; +4 on Will saves vs. enchantments Defensive Abilities improved evasion OFFENSE Speed 50 ft. Melee bite +21/+16 (1d6+7 plus trip), 2 claws +21 (1d3+7) STATISTICS Str 24, Dex 26, Con 16, Int 2, Wis 12, Cha 6 Base Atk +12; CMB +19; CMD 38 (42 vs. trip) Feats Blind-Fight, Dodge, Mobility, Skill Focus (Stealth), Toughness, Weapon Finesse, Weapon Focus (bite, claws) Skills Acrobatics +13 (+21 when jumping), Climb +13, Perception +13, Stealth +16 SQ sprint, tricks (attack [all creatures], come, defend, down, fetch, guard, heel, perform, seek, stay, track, work) 307 307 APPENDIX 2: ENCOUNTER GROUPS By following the guidelines for building adventures and encounters in the Pathfinder RPG Core Rulebook (see pages 396–401), you can use the NPCs presented in this book to create a number of diverse and challenging encounters. If you’re in a hurry, this appendix provides a number of thematic encounters using the NPCs in this book. Every theme is split into low-level, mid-level, and high-level encounters, each with its Challenge Rating. These are followed by the NPCs in the encounters, along with their races, classes, and levels, as well as the page where you can find each NPC. ArcAne WArriors Not all masters of the arcane arts are wizened scholars poring over books of esoteric formulae. Some possess formidable powers forged in the heat of battle. Low-Level (CR 3) These two mages are not afraid to dive into melee when the need arises. 1 battle mage (elf wizard 3) Page 179 1 gem sorcerer (dwarf sorcerer 2) Page 160 Mid-Level (CR 8) This wandering pair doesn’t look for trouble, but doesn’t shrink from it either. 1 queen of staves (elf fighter 2/ Page 220 abjurer 5/eldritch knight 2) 1 storm prophet (dwarf sorcerer 7/ Page 212 dragon disciple 2) High-Level (CR 22) Tricky and dangerous, these arcane warriors stalk the land looking for challenges to overcome and evil to work. 1 chaos arrow (gnome rogue 6/sorcerer 4/ Page 203 arcane archer 10) 1 god stealer (elf rogue 3/enchanter 7/ Page 207 arcane trickster 10) 1 ice maiden (elf sorcerer 10/dragon disciple 10) Page 215 Archer BAnds Many warriors know that the best kind of offense is the kind made from a distance. These warriors deal death before their enemies can approach. Low-Level (CR 3) These stealthy archers fire off shots from hiding. 2 novice scouts (half-elf rangers 1) Page 128 1 skilled sniper (half-elf rogue 3) Page 145 Mid-Level (CR 11) These woodland scouts mix archery with magic and melee might. 1 fastidious sharpshooter (gnome fighter 8) Page 83 3 forest guardians (elf barbarians 6) Page 12 1 green warden (elf fighter 5/conjurer 2/ Page 200 arcane archer 2) High-Level (CR 18) These archers hunt down undead, but can also handle anyone else who gets in their way. 1 undead bane (ranger 9/sorcerer 1/ Page 202 arcane archer 7) 2 undead slayers (rangers 16) Page 139 AristocrAtic courts Though aristocrats often shun battle or get others to do their dirty work, they present different kinds of challenges to overcome—particularly social ones. Low-Level (CR 4) A princess and her paladin guard pass out coins to the poor. 6 beggars (half-elf commoners 1) Page 256 1 callous rake (human paladin of Iomedae 1) Page 112 1 princess (human aristocrat 2) Page 250 Mid-Level (CR 11) The local mayor is constantly surrounded by a group of lawyers and merchants vying for his favor. He is also protected by a pair of personal bodyguards. 3 cutthroat lawyers (half-elf experts 9) Page 264 2 expert bodyguards (human warriors 7) Page 269 1 mayor (human aristocrat 7) Page 253 2 successful merchants (human experts 7) Page 263 High-Level (CR 18) A cadre of paladins and a court historian serve in the retinue of this young king. 1 king (human aristocrat 10) Page 255 1 master historian (dwarf bard 10/loremaster 7) Page 226 1 mounted paragon (human paladin 16) Page 123 4 pious guards (human paladins of Iomedae 10) Page 117 BArBAriAn WArBAnds Barbarian warriors are the scourge of wilderness and the high seas; their actions are hard to predict and overcome. Low-Level (CR 3) These sea-going mercenaries can be found in a small boat or raiding a coastal settlement. 1 sail master (human druid 2) Page 62 2 savage mercenaries (human barbarians 1) Page 10 Mid-Level (CR 10) Dwarven barbarians sometimes recruit the aid of gnome spellcasters to empower their bands. 308 308 APPENDICES 1 cave stalker (dwarf rogue 6) Page 146 2 sundering axes (dwarf barbarians 7) Page 13 1 trickster mage (gnome sorcerer 8) Page 165 High-Level (CR 16) Charismatic tribal leaders are able to coax hidden powers from some of their tribe members. 1 acid terror (human sorcerer 9/dragon disciple 4) Page 213 2 savage riders (human barbarians 13) Page 18 1 tribal leader (human bard 13) Page 36 BArdic troupes Often these groups are content with entertaining the masses. Other times they have clandestine motivations. Low-Level (CR 2) Bards sometimes hire sorcerers or wizards to supplement their performances with flashy magic. 1 mercenary magician (human sorcerer 1) Page 160 2 tavern singers (half-elf bards 1) Page 26 Mid-Level (CR 11) Sometimes bards ply their trade while a thief skulks about, pickpocketing members of the crowd. 1 freelance thieves (human rogue 7) Page 147 1 seance medium (human bard 10) Page 33 1 street artist (elf bard 8) Page 31 High-Level (CR 16) The wandering troupes of circus performers who dazzle and entertain crowds also have many dangerous talents. 1 courtesan (human bard 12) Page 35 1 lion tamer (gnome bard 15) Page 38 2 poisonous performers (human monks 11) Page 102 1 prankster illusionist (gnome illusionist 10) Page 185 BurglArs These skilled thieves and adventurers are adept at breaking, entering, and larceny. Low-Level (CR 3) While the street performer distracts a crowd outside a building, two cutpurses pilfer the loot within. 2 cutpurses (human rogues 1) Page 144 1 street performer (human bard 2) Page 26 Mid-Level (CR 11) A pair of gnomes is backed up by a bit of muscle and a drunken cleric who is just along for the new experience. 1 blackstrike (human fighter 7/shadowdancer 2) Page 236 1 carousing champion (halfling cleric of Page 47 Cayden Cailean 6) 2 trapsmiths (gnome rogues 8) Page 147 High-Level (CR 19) A wealth of academic knowledge and a good sword arm can be useful during break-ins. 1 graceful slayer (elf barbarian 17) Page 22 1 master historian (dwarf bard 10/loremaster 7) Page 226 1 vaultbreaker (human rogue 6/transmuter 4/ Page 206 arcane trickster 7) cArAvAn defenders Tasked with making sure that traders and their goods reach their desired destination, many caravan defenders leap into action when danger approaches—though those who fight for gold may flee if death seems likely. Low-Level (CR 7) A daring merchant and a somewhat reluctant carpenter come to the aid of the caravan guards. 4 guards (human warriors 3) Page 267 1 journeyman carpenter (half-orc expert 4) Page 261 1 successful merchant (human expert 7) Page 263 Mid-Level (CR 12) A well-defended diplomat is traveling with this caravan. When threatened, she and her entourage take up the caravan’s defense. 4 cavalry soldiers (half-elf warriors 9) Page 270 1 diplomat (half-elf aristocrat 8) Page 253 1 griffon rider (elf fighter 10) Page 85 High-Level (CR 18) Traveling though the dangerous high desert, this rich caravan is defended by stalkers and spellcasters. 4 desert stalkers (half-orc rangers 14) Page 137 1 fury of flame (human druid 14) Page 73 1 natural arcanist (halfling sorcerer 16) Page 173 city defenders Civil peace and prosperity must often be defended with force of arms. These men and women defend the people of their settlement. Low-Level (CR 4) A veteran guard leads a cadre of raw recruits on a patrol through lower-class sections of the city to show them the ropes and toughen them up for future challenges. 1 guard (human warrior 3) Page 267 6 recruits (dwarf warriors 1) Page 266 Mid-Level (CR 11) A paladin leads a group of cavalry soldiers patrolling the lands just outside the city walls. 4 cavalry soldiers (half-elf warriors 9) Page 270 1 saintly knight (half-orc paladin of Iomedae 9) Page 116 309 309 High-Level (CR 20) When a city is threatened, its paladins rally to defend it. 1 mithral master (half-elf paladin of Abadar 19) Page 126 4 mounted paragons (human paladins 16) Page 123 divine crusAders Religious missionaries, driven by their fervor, often treat any resistance to their cause as heresy. Low-Level (CR 4) Dangers to the faithful can bring crusaders of different religious mind-sets together to fight for a common purpose. 1 haughty avenger (half-elf paladin 3) Page 113 1 initiate of flame (dwarf druid 1) Page 62 1 war priest (dwarf cleric of Gorum 2) Page 44 Mid-Level (CR 9) Not all religions help people. Some calls to divine action bring only slaughter. 4 axe warriors (half-orc barbarians 3) Page 11 1 axe dancer (half-orc monk 8) Page 99 1 wrath priest (half-orc cleric of Rovagug 8) Page 49 High-Level (CR 20) When dwarven holds are threatened, their holy defenders can rally truly awesome divine responses. 1 axe lord (dwarf paladin of Torag 17) Page 124 2 dwarven arbalesters (dwarf fighters 16) Page 91 1 holy battle mage (dwarf cleric of Torag 5/ Page 231 wizard 5/mystic theurge 10) drAconic rAvAgers Draconic blood often breeds arrogance and an intolerance for those seen as lesser creatures. Low-Level (CR 4) With a majesty to match her arrogance, this sorcerer always keeps her monastic bodyguard nearby. 1 vigilant bodyguard (human monk 3) Page 97 1 whiteclaw sorcerer (elf sorcerer 3) Page 161 Mid-Level (CR 14) These blackscale sorcerers revere their acid terror leader as a deity. 1 acid terror (human sorcerer 9/dragon disciple 4) Page 213 3 blackscale sorcerers (half-orc sorcerers 10) Page 167 High-Level (CR 19) In times of great danger, dragon chieftains rally the most powerful warriors from their tribes. 1 dragon chieftain (half-orc bard 10/dragon Page 214 disciple 7) 4 undead hunters (half-orc barbarians 16) Page 21 druid circles Protectors of sacred wilderness sites, these priests and their allies respond to threats with the wild savagery of nature. Low-Level (CR 7) Even druid circles filled with small folk can be deadly when roused. 1 evasive slip (halfling druid 6) Page 65 2 sylvan protectors (gnome druids 3) Page 63 1 town watcher (halfling ranger 2) Page 128 Mid-Level (CR 12) Being stranded on a remote island necessitates strange druidic fellowships with the indigenous population. 1 castaway (half-orc druid 12) Page 71 2 mud shamans (human druids 9) Page 68 High-Level (CR 18) Lone and dangerous druids often select champions from local barbarian tribes to serve them. 1 hateful scourge (half-elf druid 17) Page 76 2 life stealers (human barbarians 15) Page 20 guild AssociAtions Larger cities give rise to many guilds. Each is filled with specialists more interested in profit and their own self- interest than the well-being of others. Low-Level (CR 3) Human apprentice jewelers are lucky when they can learn the craft from a dwarven master. 3 apprentice jewelers (human experts 1) Page 260 1 gem sorcerer (dwarf sorcerer 2) Page 160 Mid-Level (CR 11) Members of the Solicitors’ Guild sometimes seek out academics to assist with important cases. 1 cruel instructor (human bard 9) Page 32 4 cutthroat lawyers (half-elf experts 9) Page 264 High-Level (CR 19) The Drama and Actors’ Guild hires a few adventurers to act in plays. Typically, a master storycrafter teaches them how to convert their talents into drama. 1 improvised hurler (dwarf monk 15) Page 106 1 masked lord (human rogue 17) Page 156 1 master storycrafter (half-elf sorcerer 10/ Page 234 Pathfinder chronicler 7) 1 spellsword (elf bard 16) Page 39 locAl Adventurers Most settlements support their own bands of adventurers who don’t look kindly on any form of competition. 310 310 APPENDICES Low-Level (CR 5) This group of misfits scours the countryside looking for threats to overcome and treasure to accumulate. 1 daring bravo (gnome fighter 2) Page 80 1 skilled sniper (half-elf rogue 3) Page 145 1 street magician (gnome enchanter 2) Page 178 1 war priest (dwarf cleric of Gorum 2) Page 44 Mid-Level (CR 9) Having adventured with each other for a number of seasons, the members of this group fight well together and have a few tricks up their collective sleeves. 1 adventuring blacksmith (half-elf fighter 6) Page 82 1 carousing champion (halfling cleric of Page 47 Cayden Cailean 6) 1 freelance thief (human rogue 7) Page 147 1 thunder wizard (halfling evoker 7) Page 182 High-Level (CR 18) These local champions are very protective of their community, and know each other’s tactics like the backs of their hands. 1 cruel conjurer (human conjurer 15) Page 190 1 dwarven arbalester (dwarf fighter 16) Page 91 1 elemental priest (halfling cleric of Gozreh 16) Page 57 1 mage slayer (half-orc rogue 16) Page 155 MonAstic BAnd Bands of monks roam the areas around their monastery to protect the people in their charge or to further their esoteric philosophies. Low-Level (CR 5) A cruel master shows initiates how to strike hard and go for the kill. 3 careful initiates (human monks 1) Page 96 1 cruel devotee (human monk 5) Page 98 Mid-Level (CR 10) These monks protect their sacred charge. 1 sacred sorcerer (human sorcerer 9) Page 166 3 spry ambushers (gnome monks 4) Page 97 1 steadfast defender (dwarf monk 9) Page 100 High-Level (CR 18) These strange fellows defend a cave sacred to their order. 2 improvised hurlers (dwarf monks 15) Page 106 1 warren chief (gnome monk 17) Page 108 Mysterious Adventurers Keeping their goals and motivations to themselves, these adventurers can serve as a foil to other groups, threatening to steal the PCs’ glory. Low-Level (CR 3) Just recently formed, this group is still learning how to work together effectively. 1 initiate of flame (dwarf druid 1) Page 62 1 mercenary magician (human sorcerer 1) Page 160 1 novice scout (half-elf ranger 1) Page 128 1 tavern singer (half-elf bard 1) Page 26 Mid-Level (CR 8) These ragtag adventurers care only about accumulating treasure, though they claim loftier goals when asked. 1 bramble sorcerer (half-elf sorcerer 5) Page 162 1 cavern defender (half-elf druid 5) Page 64 1 gambler (dwarf bard 7) Page 30 1 mounted archer (human ranger 5) Page 130 High-Level (CR 13) Searching for a group of artifacts for a mysterious master, this group goes to great lengths to guard its secrets. 1 blackscale sorcerer (half-orc sorcerer 10) Page 167 1 chameleon (half-orc bard 11) Page 34 1 giant killer (gnome ranger 11) Page 134 1 mistress of high places (half-elf druid 11) Page 70 pirAte creWs Roaming the open sea and river networks, these raiders care for little besides gold and their own preservation. Low-Level (CR 4) This small crew of novice pirates raids settlements nestled along riverbanks. 1 old sailor (elf expert 2) Page 260 1 sail master (human druid 2) Page 62 3 superstitious mercenaries (human fighters 1) Page 80 Mid-Level (CR 10) The terror of coastal communities, this crew is led by a daring woman who has claimed the rank of pirate queen. 1 bloodfire sorcerer (half-orc sorcerer 7) Page 164 1 pirate queen (human ranger 10) Page 133 6 veteran buccaneers (human warriors 4) Page 267 High-Level (CR 17) Raiding ships on the high seas, this seasoned crew is supported by a fire mage. 1 life stealer (human barbarian 15) Page 20 1 pirate king (half-elf fighter 15) Page 90 1 pyromaniac mage (human evoker 13) Page 188 4 scheming fencers (human fighters 11) Page 86 Questing pAlAdins Unyielding in their goals, a group of paladins on a sacred mission can be frustrating adversaries. 311311 Low-Level (CR 7) This group’s unorthodox tactics surprise the enemies of law and good. 1 holy archer (elf paladin of Erastil 6) Page 114 2 skirmishing crusaders (gnome paladins of Page 113 Erastil 4) Mid-Level (CR 10) A cadre of clerics follow around a paladin they consider a living saint. 4 noble crusaders (human clerics of Iomedae 5) Page 46 1 saintly knight (half-orc paladin of Iomedae 9) Page 116 High-Level (CR 20) This group is on a quest to purge the world of both demons and undead. 1 demon hunter (human paladin 20) Page 127 3 undead slayers (human rangers 16) Page 139 sAge circle Purveyors of knowledge are good at keeping secrets unless they are paid to share them. They may lord their magical abilities over their communities, or reside in hidden hermitages. Low-Level (CR 7) This sage has taken on a wizard who is too afraid to go adventuring, and is plagued by the endless pessimism- laced questions of the local doom prophet. 1 cautious mage (human wizard 1) Page 178 1 doom prophet (half-orc adept 4) Page 245 1 wise sage (human expert 8) Page 263 Mid-Level (CR 10) These sages are usually found in the back of one smoky tavern or another, arguing about minutiae and eager to acquire rare books from adventurers. 1 aloof scholar (elf bard 7/Pathfinder chronicler 2) Page 232 1 divine loremaster (halfling cleric of Abadar 7/ Page 224 loremaster 2) 1 wise sage (human expert 8) Page 263 High-Level (CR 18) Masters of dwarven lore, these sages share their vast knowledge only in return for payment made in fine gems, mithral items, and platinum coins. 1 deep marshal (dwarf abjurer 16) Page 191 1 master historian (dwarf bard 10/loremaster 7) Page 226 1 tunnel drummer (dwarf bard 14) Page 37 sellsWords Those plagued by pesky adventurers often hire skilled mercenaries to defend them. Low-Level (CR 6) Brigands often team up with rogues to bring down foes with deadly efficiency. 2 skulking brutes (half-orc rogues 2) Page 144 3 traitorous brigands (half-orc fighters 3) Page 81 Mid-Level (CR 12) This fencer keeps a couple of slingers to watch his back during a fight. 2 halfling slingers (halfling fighters 9) Page 84 1 scheming fencer (human fighter 11) Page 86 High-Level (CR 19) This unconventional duo defeats its foes with bold, even ostentatious flourishes. 1 failed disciple (half-orc fighter 18) Page 93 1 sword savant (elf monk 19) Page 110 slAyers When adventurers thwart their plans, governments, churches, and criminals have all been known to send hired killers out to take care of the problem, either quickly and quietly or in a spectacular show designed to stop any future rebellion. Low-Level (CR 3) This group specializes in bringing down marks in a fast and bloody fashion. 2 savage mercenaries (human barbarians 1) Page 10 1 skulking brute (half-orc rogue 2) Page 144 Mid-Level (CR 11) With unholy purpose, this group stalks its prey and leaves no one standing. 2 spell hunters (dwarf fighters 7) Page 83 1 death priest (human cleric of Urgathoa 9) Page 50 1 sacred killer (half-orc cleric of Norgorber 1/ Page 208 rogue 6/assassin 2) High-Level (CR 23) This fellowship of despicable villains will eventually turn on one another, but until then they are a danger to all they encounter. 1 fatal axe (dwarf rogue 10/assassin 10) Page 211 1 fire diabolist (human cleric of Asmodeus 20) Page 61 1 infernal champion (human fighter 20) Page 95 1 mithral wizard (human fighter 2/evoker 8/ Page 223 eldritch knight 10) sMAll rovers Never judge a book by its cover, and never underestimate enemies because of their diminutive stature. These halfling combatants take on full-sized foes with ease. 312 312 APPENDICES Low-Level (CR 6) Patrolling the areas around hidden settlements, these protective wardens make sure their communities stay secret and safe. 1 dog rider (halfling barbarian 4) Page 11 1 sylvan protector (gnome druid 3) Page 63 3 town watchers (halfling rangers 2) Page 128 Mid-Level (CR 12) These small raiders wander the coasts and rivers, looking for easy prey. 1 pirate queen (halfling ranger 10) Page 133 2 halfling slingers (fighters 9) Page 84 1 sea captain (halfling druid 8) Page 67 High-Level (CR 17) Mixing natural magic with natural attacks, these little folk pack a surprisingly hard punch. 2 little fists (halfling monks 14) Page 105 1 natural arcanist (halfling sorcerer 16) Page 173 sorcerer felloWships Sorcerers band together for mutual protection and to increase the amount of carnage they can create on the field of battle. Low-Level (CR 5) This pair ruthlessly patrols the land, unfailingly attacking all who trespass. 1 border guard (half-orc ranger 4) Page 129 1 bramble sorcerer (half-elf sorcerer 5) Page 162 Mid-Level (CR 11) A pair of monks wielding large and wicked blades protects this powerful sorcerer. 2 axe dancers (half-orc monks 8) Page 99 1 blackscale sorcerer (half-orc sorcerer 10) Page 167 High-Level (CR 15) With a mix of ice and lightning magic, this fellowship of sorcerers takes on all who threaten its members. 2 azure bolt sorcerers (human sorcerers 13) Page 170 1 ice mage (half-elf sorcerer 14) Page 171 sWAshBucklers With daring and panache, these warriors challenge others to duels just to increase their own reputations. Low-Level (CR 5) This pair of bumbling gnome swordfighters has attracted the attention of a poet wishing to lampoon their exploits. 1 court poet (human bard 5) Page 28 2 daring bravos (gnome fighters 2) Page 80 Mid-Level (CR 13) Their courtesan companion spurs on these swashbucklers to greater deeds of daring. 1 contract killer (elf rogue 11) Page 150 1 courtesan (human bard 12) Page 35 1 scheming fencer (human fighter 11) Page 86 High-Level (CR 18) This celebrated duelist of the dwarven people is supported by elemental might and a driving drumbeat to urge him on. 1 elemental priest (halfling cleric of Gozreh 16) Page 57 1 iron duelist (dwarf fighter 10/duelist 7) Page 218 1 tunnel drummer (dwarf bard 14) Page 37 thieves’ guild BrAvos Whether committing crimes or enforcing the will of their guild, these bravos are bold, daring, and not afraid of a fight. Leaving the actual thievery to others, they instead focus on causing distractions and eliminating those who might pose a threat to the guild’s livelihood. Low-Level (CR 5) A sniper often backs up a guild initiate during the first few missions of his career. 1 guild initiate (halfling rogue 5) Page 146 1 skilled sniper (half-elf rogue 3) Page 145 Mid-Level (CR 8) When a guild needs to make a show of strength, it sends in an impressive bruiser retained for just that purpose, with support from lesser guild members. 1 spell hunter (dwarf fighter 7) Page 83 3 guild initiates (halfling rogues 5) Page 146 High-Level (CR 14) When push comes to shove, guildmasters take matters into their own hands, perhaps with the support of necromancers, to ensure troublemakers stay eternally silent. 2 contract killers (elf rogues 11) Page 150 1 guildmaster (dwarf rogue 13) Page 152 1 undead creator (human necromancer 11) Page 186 unholy pilgriMs On nefarious quests for dark gods, these unholy travelers are a danger to all they encounter, caring little whom they sacrifice to their deities’ eternal hunger. Low-Level (CR 6) A group of initiates follows a doom prophet and his bodyguards to an unholy oracle site. 2 axe warriors (half-orc barbarians 3) Page 11 1 doom prophet (half-orc adept 4) Page 245 3 initiates (human adepts 3) Page 245 313 313 Mid-Level (CR 12) A pair of evil priests and their companions wander the byways spreading death. 1 cautious hunter (half-orc monk 10) Page 101 1 deadly spy (elf rogue 9) Page 148 2 death priests (human clerics of Urgathoa 9) Page 50 High-Level (CR 19) This deadly group escorts sacred relics to unholy sites with the goal of heralding the world’s end. 3 death initiates (human monks 9/assassins 4) Page 209 1 death master (half-elf cleric of Urgathoa 5/ Page 230 evoker 5/mystic theurge 7) 1 herald of armageddon (human cleric of Page 58 Rovagug 17) visiting Adventurers Entering new lands to make their names, adventurers often come into conflict with established champions. Low-Level (CR 7) A local celebrity has thrown in with the new adventuring band in town. 1 battle mage (elf wizard 3) Page 179 1 charlatan (human rogue 4) Page 145 1 local celebrity (human bard 3) Page 27 1 scholar priest (human cleric of Nethys 3) Page 45 1 traitorous brigand (half-orc fighter 3) Page 81 Mid-Level (CR 10) This ambitious group spies on other adventurers and attempts to beat them to adventuring sites. 1 spell hunter (dwarf fighter 7) Page 83 1 cave stalker (dwarf rogue 6) Page 146 1 con artist (half-elf bard 6) Page 29 1 tribal seer (half-orc diviner 6) Page 181 1 vivisectionist cleric (human cleric of Page 48 Zon-Kuthon 7) High-Level (CR 21) Working toward nothing less than overthrow of the status quo, this group attempts to thwart other adventuring groups whenever possible. 1 dagger master (halfling rogue 18) Page 157 1 failed disciple (half-orc fighter 18) Page 93 1 grand necromancer (human necromancer 18) Page 193 1 rival explorer (half-orc bard 18) Page 41 1 shadow cleric (elf cleric of Norgorber 18) Page 59 Wilderness hunters Sometimes stalking game, sometimes pursuing those who dare enter their domain, hunters can be more dangerous than monsters. Low-Level (CR 4) A poacher takes a trio of apprentice hunters to steal game from the local nobility. 3 novice scouts (half-elf rangers 1) Page 128 1 poacher (human ranger 3) Page 129 Mid-Level (CR 11) Stalking the mire, these hunters do not take kindly to any interference or competition. 1 mud shaman (human druid 9) Page 68 2 swampwalkers (half-elf rangers 9) Page 132 High-Level (CR 14) This unlikely trio stalks the hills and mountains to rid the land of giants and their thralls. 2 giant-killers (gnome rangers 11) Page 134 1 monastic sniper (elf monk 13) Page 104 WizArds’ guild Agents Arcane spellcasters are often the masterminds behind seats of power, and defend their positions ruthlessly. Low-Level (CR 5) When the guild investigates, it typically sends a pair of battle mages for support. 2 battle mages (elf wizards 3) Page 179 1 investigator wizard (human diviner 4) Page 179 Mid-Level (CR 10) Sometimes guild business requires a subtle hand. These agents find solutions to guild problems with quiet finesse. 1 con artist (half-elf bard 6) Page 29 1 deadly spy (elf rogue 9) Page 148 1 seductive enchanter (elf enchanter 8) Page 183 High-Level (CR 17) When threatened, a guild is quick to respond with powerful casters and melee support. 1 arcane pretender (halfling fighter 14) Page 89 1 cruel conjurer (human conjurer 15) Page 190 2 pyromaniac mages (human evokers 13) Page 188 APPENDIX 3: CLASS FEATURES The following table indicates the page in the Core Rulebook where each class feature can be located. Class Feature Page A thousand faces 51 Abundant step 59 Acrobatic charge 383 Advanced talents 69 Angel of death 380 314 314 APPENDICES Arcane bond 78 Armor mastery 56 Armor training 55 Arrow of death 376 Aura 39 Aura of courage 61 Aura of faith 63 Aura of good 60 Aura of justice 63 Aura of resolve 63 Aura of righteousness 63 Bardic knowledge 35 Bardic performance 35 Blindsense 382 Blood of dragons 381 Bloodline 71 Bravery 55 Breath weapon 382 Call down the legends 391 Camouflage 67 Channel energy 40 Channel positive energy (paladin) 62 Code of conduct 63 Combat reflexes 383 Combined spells 388 Crippling critical 384 Death attack 378 Deep pockets 389 Defensive roll 393 Defensive training 21, 23 Deflect arrows 384 Detect evil 60 Diamond body 59 Diamond soul 59 Diverse training 385 Divine bond 63 Divine grace 61 Divine health 61 Domains 40 Dragon bite 382 Dragon form 382 Elaborate defense 384 Elf blood 24 Empty body 60 Enhance arrows (aligned) 375 Enhance arrows (distance) 375 Enhance arrows (elemental) 375 Enhance arrows (elemental burst) 375 Enhance arrows (magic) 375 Enhanced mobility 383 Epic tales 390 Eschew materials 71 Evasion 59 Favored enemy 64 Favored terrain 65 Flurry of blows 57 Grace 383 Greater epic tales 391 Greater lore 386 Greater rage 34 Hail of arrows 376 Hidden weapons 379 Hide in plain sight 67, 392 High jump 59 Holy champion 63 Hunter’s bond 66 Imbue arrow 376 Impromptu sneak attack 377 Improved aid 390 Improved evasion 59 Improved quarry 67 Improved reaction 383 Improved uncanny dodge 34 Indomitable will 34 Inspire action 391 Invisible thief 378 Jack-of-all-trades 38 Ki pool 59 Lay of the exalted dead 391 Lay on hands 61 Live to tell the tale 390 Lore master 38 Master hunter 67 Master scribe 390 Master strike 70 Mercy 61 Mighty rage 34 Nature bond 50 Nature sense 50 No retreat 384 Orc ferocity 25 Parry 383 Pathfinding 390 Perfect self 60 Phase arrow 376 Poison use 379 Precise strike 383 Purity of body 59 Quarry 67 Quiet death 380 Quivering palm 60 Rage 32 Rage powers 32 Ranged legerdemain 377 Resist nature’s lure 51 Riposte 383 315 315 Rogue talents 68, 392 Secret 386 Seeker arrow 376 Shadow call 393 Shadow illusion 392 Shadow jump 393 Shadow master 393 Shadow power 393 Slippery mind 393 Slow fall 59 Smite evil 61 Sneak attack 68 Spell synthesis 388 Still mind 59 Stunning fist 59 Summon shadow 392 Surprise spells 378 Swift death 380 Swift tracker 67 Timeless body (druid) 51 Timeless body (monk) 60 Tireless rage 34 Track 64 Trackless step 51 Trap sense 34, 69 Trapfinding 68 Tricky spells 378 True death 379 True lore 386 Uncanny dodge 34 Venom immunity 51 Weapon familiarity 21, 22, 23, 25, 26 Weapon mastery 56 Weapon training 56 Whispering campaign 390 Wholeness of body 59 Wild empathy 50 Wild shape 51 Wings 382 Woodland stride 51 accomplished angler (commoner 4) 256 acid terror (dragon disciple 4) 213 acolyte (adept 1) 244 adept (1–10) 244–249 adventuring blacksmith (fighter 6) 82 ageless master (monk 20) 111 aloof archer (warrior 8) 269 aloof scholar (Pathfinder 232 chronicler 2) Amiri 276–277 angel slayer (ranger 15) 138 animal companions 298–307 apprentice jeweler (expert 1) 260 arcane archer 200–203 arcane experimenter (barbarian 14) 19 arcane pretender (fighter 14) 89 arcane trickster 204–207 arcanothief (arcane trickster 4) 205 arisen sorcerer (sorcerer 20) 177 aristocrat (1–10) 250–255 assassin 208–211 axe lord (paladin 17) 124 axe warrior (barbarian 3) 11 axe dancer (monk 8) 99 azure bolt sorcerer (sorcerer 13) 170 barbarian (1–20) 10–25 bard (1–20) 26–43 barmaid (commoner 5) 257 battle mage (wizard 3) 179 beggar (commoner 1) 256 spell hunter (fighter 7) 83 black ice (shadowdancer 7) 238 blackscale sorcerer (sorcerer 10) 167 blackstrike (shadowdancer 2) 236 blade lord (rogue 20) 159 bloodfire sorcerer (sorcerer 7) 164 border guard (ranger 4) 129 bounty hunter (ranger 12) 135 bramble sorcerer (sorcerer 5) 162 brigand (warrior 2) 266 brutal warlord (fighter 13) 88 bullying brawler (monk 2) 96 glaive rager (barbarian 8) 13 callous rake (paladin 1) 112 cannibalistic hunter (barbarian 10) 15 careful initiate (monk 1) 96 carousing champion (cleric 6) 47 castaway (druid 12) 71 cautious archer (fighter 5) 82 cautious hunter (monk 10) 101 cautious mage (wizard 1) 178 cavalry soldier (warrior 9) 270 cave stalker (rogue 6) 146 cave wizard (wizard 9) 184 cavern defender (druid 5) 64 celestial theurge 228 (mystic theurge 2) chain mauler (rogue 14) 153 chameleon (bard 11) 34 champion of magic (eldritch knight 4) 221 chaos arrow (arcane archer 10) 203 charlatan (rogue 4) 145 class features 314–316 cleric (1–20) 44–61 commoner (1–10) 256–259 con artist (bard 6) 29 constable (commoner 9) 259 contract killer (rogue 11) 150 mercenary healer (cleric 1) 44 court poet (bard 5) 28 courtesan (bard 12) 35 creeping death (druid 15) 74 crime lord (fighter 19) 94 cruel conjurer (wizard 15) 190 cruel devotee (monk 5) 98 cruel instructor (bard 9) 32 cultist (adept 10) 249 cutpurse (rogue 1) 144 cutthroat lawyer (expert 9) 264 dagger master (rogue 18) 157 dancing dervish (rogue 10) 149 daredevil hunter (ranger 17) 140 daring bravo (fighter 2) 80 dark nature priest (druid 18) 77 darkstar (shadowdancer 10) 239 deadly spy (rogue 9) 148 death dealer (barbarian 19) 24 death initiate (assassin 4) 209 death master (mystic theurge 7) 230 death priest (cleric 9) 50 death whisperer (rogue 19) 158 deep marshal (wizard 16) 191 demon hunter (paladin 20) 127 demon-blooded sorcerer (sorcerer 18) 175 demonologist (loremaster 10) 227 desert protector (paladin 8) 115 desert stalker (ranger 14) 137 diabolical charmer (sorcerer 15) 172 dilettante (rogue 12) 151 diplomat (aristocrat 8) 253 divine loremaster (loremaster 2) 224 dog rider (barbarian 4) 11 dog rider knight (paladin 7) 115 doom prophet (adept 4) 245 doomsayer (bard 20) 43 double axe fury (barbarian 11) 16 dragon chieftain (dragon disciple 7) 214 dragon disciple 212–215 dragon smiter (paladin 13) 120 druid (1–20) 62–79 duelist 216–219 INDEX 316 316 APPENDICES dwarven arbalester (fighter 16) 91 dwarven rager (barbarian 2) 10 earthfather (druid 20) 79 eldritch knight 220–223 elemental priest (cleric 16) 57 elven honorblade (paladin 11) 118 elven recluse (fighter 17) 92 encounter groups 308–314 enforcer (adept 5) 246 evasive slip (druid 6) 65 expert (1–10) 260–265 expert blacksmith (expert 6) 262 expert bodyguard (warrior 7) 269 Ezren 296–297 failed disciple (fighter 18) 93 falconer (aristocrat 5) 252 fastidious sharpshooter (fighter 8) 83 fatal axe (assassin 10) 211 fate-bound mage (sorcerer 19) 176 feisty hotspur (duelist 4) 217 fey enchantress (sorcerer 12) 169 fey friend (druid 13) 72 fiendslayer (ranger 13) 136 fiery dragonkin (sorcerer 17) 174 fighter (1–20) 80–95 fire cleric (cleric 11) 52 fire diabolist (cleric 20) 61 forest guardian (barbarian 6) 12 forge rider (paladin 12) 119 freelance thief (rogue 7) 147 furious crusader (paladin 18) 125 fury of flame (druid 14) 73 gambler (bard 7) 30 gem sorcerer (sorcerer 2) 160 giant hunter (paladin 15) 122 giant slayer (barbarian 12) 17 giant killer (ranger 11) 134 gladiator champion (warrior 10) 271 god stealer (arcane trickster 10) 207 golem-breaker (ranger 18) 141 graceful slayer (barbarian 17) 22 grand necromancer (wizard 18) 193 green warden (arcane archer 2) 200 griffon rider (fighter 10) 85 grizzled mercenary (warrior 6) 268 grove guardian (monk 18) 109 guard (warrior 3) 267 guild initiate (rogue 5) 146 guildmaster (rogue 13) 152 guru (adept 6) 246 halfling slinger (fighter 9) 84 hammer of justice (paladin 5) 114 harrying brute (monk 7) 99 Harsk 290–291 hateful scourge (druid 17) 76 haughty avenger (paladin 3) 113 healer (adept 9) 248 heir apparent (aristocrat 4) 251 herald of armageddon (cleric 17) 58 heretic (adept 8) 247 hermit (adept 7) 247 holy archer (paladin 6) 114 holy battle mage (mystic theurge 10) 231 honorable outcast (paladin 2) 112 horse monk (monk 16) 107 ice mage (sorcerer 14) 171 ice maiden (dragon disciple 10) 215 improvised hurler (monk 15) 106 infernal champion (fighter 20) 95 initiate (adept 3) 245 initiate of flame (druid 1) 62 investigator wizard (wizard 4) 179 iron duelist (duelist 7) 218 island defender (druid 7) 66 journeyman carpenter (expert 4) 261 jungle wizard (wizard 5) 180 king (aristocrat 10) 255 knight (aristocrat 9) 254 Kyra 280–281 Lem 278–279 life stealer (barbarian 15) 20 Lini 282–283 lion tamer (bard 15) 38 little fist (monk 14) 105 local celebrity (bard 3) 27 loremaster 224–227 lucky mage (sorcerer 11) 168 mad prophet (Pathfinder 233 chronicler 4) mage hunter (ranger 19) 142 mage slayer (rogue 16) 155 mage sniper (wizard 14) 189 mage spy (wizard 17) 192 masked lord (rogue 17) 156 master duelist (duelist 10) 219 master entertainer (expert 10) 265 master historian (loremaster 7) 226 master of undeath (cleric 15) 56 master spy (bard 19) 42 master storycrafter 234 (Pathfinder chronicler 7) master universalist (wizard 20) 195 mayor (aristocrat 7) 253 mercenary magician (sorcerer 1) 160 Merisiel 292–293 midnight dancer (shadowdancer 4) 237 miner (commoner 3) 256 mistress of high places (druid 11) 70 mithral master (paladin 19) 126 mithral wizard (eldritch knight 10) 223 monastic sniper (monk 13) 104 monk (1–20) 96–111 mother of beasts (cleric 10) 51 mountaineer (ranger 7) 131 mounted archer (ranger 5) 130 mounted paragon (paladin 16) 123 mud shaman (druid 9) 68 murderous halfling (fighter 4) 81 murderous scythe (assassin 7) 210 mystic theurge 228–231 natural arcanist (sorcerer 16) 173 nature scholar (loremaster 4) 225 nimble shuriken thrower (monk 6) 98 noble crusader (cleric 5) 46 notorious foil (bard 17) 40 novice scout (ranger 1) 128 officer (aristocrat 6) 252 old sailor (expert 2) 260 orc slayer (ranger 8) 131 page (aristocrat 1) 250 paladin (1–20) 112–127 Pathfinder chronicler 232–235 pig farmer (commoner 2) 256 pious guard (paladin 10) 117 pirate king (fighter 15) 90 pirate queen (ranger 10) 133 poacher (ranger 3) 129 poisonous performer (monk 11) 102 prankster illusionist (wizard 10) 185 priest of oblivion (cleric 19) 60 princess (aristocrat 2) 250 profane general (cleric 13) 54 puppet master (wizard 19) 194 pyromaniac mage (wizard 13) 188 queen of staves (eldritch knight 2) 220 rage flame (druid 19) 78 raging swimmer (barbarian 9) 14 ranger (1–20) 128–143 recruit (warrior 1) 266 refined reaver (barbarian 18) 23 rider of the steppe (paladin 14) 121 rival explorer (bard 18) 41 rogue (1–20) 144–159 ruffian (commoner 7) 258 sacred guardian (cleric 14) 55 sacred killer (assassin 2) 208 sacred sorcerer (sorcerer 9) 166 sail master (druid 2) 62 saintly knight (paladin 9) 116 Sajan 286–287 sapper (expert 5) 262 savage mercenary (barbarian 1) 10 savage plant sage (druid 4) 63 savage rider (barbarian 13) 18 scarred wanderer (barbarian 20) 25 scheming fencer (fighter 11) 86 scholar priest (cleric 3) 45 sea captain (druid 8) 67 seance medium (bard 10) 33 seasoned trapper (expert 3) 261 seductive enchanter (wizard 8) 183 Seelah 288–289 Seoni 294–295 shadow cleric (cleric 18) 59 shadowdancer 236–239 shaman (adept 2) 244 shieldbreaker (fighter 12) 87 shopkeeper (commoner 6) 257 shoreline cleric (cleric 4) 45 skilled sniper (rogue 3) 145 skirmishing crusader (paladin 4) 113 skulking brute (rogue 2) 144 sorcerer (1–20) 160–177 sound warrior (mystic theurge 4) 229 spellsword (bard 16) 39 spirit avenger (eldritch knight 7) 222 spry ambusher (monk 4) 97 squire (aristocrat 3) 251 stage magician (arcane trickster 2) 204 steadfast defender (monk 9) 100 storm prophet (dragon disciple 2) 212 storm sorcerer (sorcerer 6) 163 317 317 street artist (bard 8) 31 street magician (wizard 2) 178 street performer (bard 2) 26 successful merchant (expert 7) 263 sundering axe (barbarian 7) 13 superstitious mercenary (fighter 1) 80 supreme hunter (ranger 20) 143 swampwalker (ranger 9) 132 swift brawler (monk 12) 103 sword savant (monk 19) 110 sylvan protector (druid 3) 63 taiga stalker (druid 16) 75 tainted sorcerer (sorcerer 4) 161 taunting comedian (bard 4) 27 tavern champion (warrior 5) 268 tavern singer (bard 1) 26 thunder wizard (wizard 7) 182 toothy transmuter (wizard 12) 187 tournament champion 201 (arcane archer 4) town watcher (ranger 2) 128 traitor (commoner 10) 259 traitorous brigand (fighter 3) 81 trapsmith (rogue 8) 147 tribal champion (duelist 2) 216 tribal leader (bard 13) 36 tribal seer (wizard 6) 181 trickster mage (sorcerer 8) 165 trickster priest (cleric 12) 53 tunnel drummer (bard 14) 37 tunnel rat (ranger 6) 130 undead bane (arcane archer 7) 202 undead creator (wizard 11) 186 undead hunter (barbarian 16) 21 undead slayer (ranger 16) 139 unseen archer (rogue 15) 154 Valeros 284–285 battle skald (Pathfinder chronicler 10) 235 vaultbreaker (arcane trickster 7) 206 veteran buccaneer (warrior 4) 267 vigilant bodyguard (monk 3) 97 village elder (commoner 8) 258 vivisectionist cleric (cleric 7) 48 war priest (cleric 2) 44 warren chief (monk 17) 108 warrior (1–10) 266–271 water merchant (druid 10) 69 whiteclaw sorcerer 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Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE 318 318 paizo.com/pathfi nder Paizo, Paizo Publishing, LLC, the Paizo golem logo, and Pathfi nder are registered trademarks of Paizo Publishing, LLC, and the Pathfi nder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2012 Paizo Publishing, LLC. The Runelords Rise Again! The Runelords The Runelords Rise Again! Rise Again! The Runelords Rise Again! A NNIVE RSARY EDIT ION The very fi rst Pathfi nder Adventure Path returns with a vengeance in the Rise of the Runelords Anniversary Edition, a hardcover collection of the legendary original campaign that launched Pathfi nder 5 years ago! Newly updated to the Pathfi nder RPG rules with expanded encounters, new monsters, and tons of new art, this amazing book sets the scene for one of the most beloved fantasy campaigns ever published! AVAILABLE NOW! PZO1002 • $59.99 • 978-1-60125-436-8 paizo.com Paizo Publishing, LLC, the Paizo golem logo, and Pathfi nder are registered trademarks of Paizo Publishing, LLC, and the Pathfi nder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2012 Paizo Publishing, LLC. E xplore your character’s origins with the Advanced Race Guide, the exciting new sourcebook for the smash-hit Pathfi nder Roleplaying Game! Try out new archetypes, feats, spells, gear, and racial traits for all seven “core” races, as well as expanded options for every single player-character-appropriate race ever introduced for the Pathfi nder RPG, or use the book’s extensive race creation rules to create your own unique race! At last, goblins, ratfolk, orcs, kobolds, and the rest stand toe-to-toe with elves, dwarves, and humans in this option-packed 256-page hardcover rulebook! Available Now! Delve Deeper! E new archetypes, feats, spells, gear, and racial traits for all seven “core” races, as well as expanded options for every single player-character-appropriate race ever introduced for the Pathfi nder RPG, or use the book’s extensive race creation rules to create your own unique race! At last, goblins, ratfolk, orcs, kobolds, and the rest stand toe-to-toe with elves, dwarves, and humans in this option-packed 256-page hardcover rulebook! ® ™ advaNced Race GUide advaNced Race GUide advaNced Race GUide I t’s happened to every Game Master. You spend hours setting up the perfect encounter, your players are out for blood, the swords are drawn—and then you realize that you’ve forgotten to build statistics for the enemy characters. Or perhaps your players go left when you expect them to go right, leaving you without any encounters prepared. Such problems are a thing of the past with the NPC Codex. Inside this tome, you’ll find hundreds of ready-made stat blocks for nonplayer characters of every level, from a lowly forest poacher to the most majestic knight or ancient spellcaster. Whether you’re planning out future adventures or throwing together encounters right at the table, this book does the work so you can focus on playing the game. Pathfinder RPG NPC Codex is a must-have companion volume to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium. Pathfinder RPG NPC Codex includes: ► Statistics for more than 300 characters, including at least one for every level of every class in the Pathfinder RPG Core Rulebook. ► Tactical suggestions for every character, ensuring that you get the most out of each individual’s gear and abilities in a fight. ► Tons of flavorful names and backgrounds to give characters personality, plus ideas for using them in both combat and roleplaying situations. ► Statistics for characters with lower-powered NPC classes to help populate your world with ordinary people, as well as characters with specialized prestige classes. ► Animal companion statistics for druids and rangers, from level 1 through level 20. ► Multiple versions of each Pathfinder iconic character, perfect for pregenerated player characters. ► Encounter groups for conveniently crafting battles on the fly. ► AND MUCH, MUCH MORE! ALLIES AND ENEMIES Printed in China. PZO1124 paizo.com/pathfinder ™ ®
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THE GUIDE TO HERBS FOR RPGS 5th Edition By Shaun Hately Ambulant In Fabulam 1 LEGAL NOTICE This guide is © Shaun Hately 1997, except where copyright is already owned by someone else. Portions of this guide are © Druann Pagliasotti 1996 and © Maya Deva Kniese 1996, and are used with permission. These sections are indicated and no challenge is made to their copyright status. All Rights are reserved on this guide. However permission is granted to distribute this guide in any way or form (on paper, on disk, via the internet etc) provided the following conditions are met. 1) no profit is made from the guide. A charge for materials, such as paper is permitted, but no profit is to be made. 2) the guide is distributed in its entirety. In particular this legal notice is attached, and the list of contributors is left intact. The guide should also be unedited, except for formatting which can be changed if necessary for purposes of presentation etc. This guide may be copied freely subject to the conditions above. It may be altered freely for use in peoples own games. However such altered copies should not be distributed (except within your own game group) without the permission of the creator, Shaun Hately. Obviously, I have no way of enforcing these conditions, but I have put a lot of work into this guide and I believe it is only fair that other contributors and myself get the credit (or the abuse!) we deserve. This guide has been inspired by games systems owned and copyrighted by others, most notably ‘Dungeons & Dragons’, and ‘Advanced Dungeons and Dragons’ owned by TSR Inc, ‘Middle-Earth Role-Playing’ owned by ICE, ‘Maelstrom’ written by Alexander Scott and published by Penguin, ‘Dragon Warriors’ written by Dave Morris and Oliver Johnson, and published by Corgi, and ‘Tunnels and Trolls’ by Ken St Andre. The author of this guide acknowledges this inspiration but does not believe that this guide infringes on their copyright. No challenge is made to the copyright status or ownership of any work. The author of this guide affirms his support of copyright laws, and the efforts of game companies and others to protect their rights and intellectual property. This is the opinion of the author of this guide, (Shaun Hately) only, and is not necessarily the opinion of other contributors to this guide, or of those people who are kind enough to host it on their websites. The author asserts his moral right to be known as the creator and compiler of this guide, and the moral rights of all contributors to this guide to have their contributions recognised. ‘Dungeons & Dragons’, ‘Advanced Dungeons & Dragons’, ‘D&D’, and ‘AD&D’ are trademarks of TSR Inc. ‘Middle-Earth Role Playing’, and ‘MERP’ are trademarks of Tolkien Enterprises, a division of Elan Merchandising Inc. The use of these and other trademarks is, in no way, intended as a challenge to their trademark status. The lack of symbols denoting their trademark status is, in no way, intended as a challenge to their trademark status. The author and contributors to this guide are in no way responsible for misuse of any of the substances contained in this guide. Certain portions of this guide contain material of a mildly adult nature. In the case of younger players, parental discretion is advised. 2 CONTENTS Section Page Special Thanks 3 Introduction 3 How To Use This Guide 5 Notes On The Use of Herbs by Druann Pagliasotti and Shaun Hately 7 How Many Herbs Do I Know? 8 Notes on Climatic Zones 8 Notes on Locales 9 Caveat 10 The Herbal 11 APPENDIX A: The Revised Herbalism Skill by Maya Kniese 65 APPENDIX B: Addiction Effects 66 APPENDIX C: General Information on Herbs 71 APPENDIX D: Herbs by Season 75 APPENDIX E: Herbs by Locale 79 APPENDIX F: Herbs by Climatic Zone 83 APPENDIX G: Conditions and Herbs For Treatment 86 APPENDIX H: Real World and Fantastic Herbs 88 APPENDIX I: Adventure Ideas 91 References 93 Acknowledgments 96 3 SPECIAL THANKS There is an acknowledgments section at the end of this guide where you can find a list (unfortunately, it may be incomplete) of the people who have helped to make this guide, possible, through such tasks as editing, playtesting, and contributing herbs. If you like this guide, the credit must go to all these people. I believe that there are three people however who are worthy of my special thanks, and I would like to mention them here (in no particular order). The first of these is Ezra Van Everbroek. Ezra produced a hypertext version of the fourth edition of this guide, and also hosted it. This document allowed people to jump from place to place in the guide, and to find information easily. This website appears to be the place that those who found out about the guide through the web, most often obtained their information from. Creating such a large hypertext document can’t have been an easy task and I salute and thank Ezra for undertaking such a task. The second person is Druann Pagliasotti. Shortly after the third edition of this guide went out over e-mail, Druann sent a list of new herbs adapted to the guides format to the ADND-L list. I contacted Druann and was kindly given permission to include these herbs in the fourth edition of the guide. Furthermore, Druann sent me a list of suggestions and clarifications to many of the herbs that I had already included in the guide, and suggestions on the long term storage and availability of herbs for purchase. There would have been a fourth edition of the guide without Druann’s contributions, but it would have been a shadow of what it became. Last, but by no means least, I would also like to single out Maya Deva Kniese for special thanks. Maya contributed some herbs to this edition of the guide, but more importantly contributed a number of ideas, the most significant of which is the revised Herbalism proficiency (see Appendix A). Again, without Maya’s contribution, I would have done a 5th edition, but there is no way it would have been as complete or as (I hope) good. These special thanks are not intended to diminish the contributions of other people to this guide. Everyone who is listed in the acknowledgments section contributed and deserves their place there. I simply feel that the three people listed above were worthy of special recognition. All these contributors share the responsibility and the credit for anything you like about this guide. Any criticisms, errors or dislikes that you have are solely my responsibility. INTRODUCTION “Anything green that grew out of the mould Was an excellent herb to our fathers of old.” - Rudyard Kipling Welcome to the fifth edition of “The Guide to Herbs for RPGs”, the third edition of this guide to be distributed by e-mail and across the Internet. Herbs have been a staple of fantasy literature for many years. Striders use of Athelas in “The Lord of the Rings” to cure Frodo, and Polgara’s herb lore in “The Belgariad” and “The Mallorean”, and Raistlin’s use of herbal teas to calm his cough in “Dragonlance” are two examples that come to mind. The first edition of this guide was written in response to a request by one of my players for more detailed use of the Herbalism proficiency than that supplied in the core AD&D rules, and also to provide a general system which can be converted to other rules systems fairly easily. This was in 1990 or 1991 and that edition was nothing more than an adaptation of the herbs contained in Alexander Scott’s Maelstrom RPG adapted to AD&D rules, a description of each herb, the chance of finding it, its preparation time, and its cost. This guide was quite useful, though several problems were found with it. The guide was used for a few years and my printed copy (done on a Commodore 64 and a 9 pin 4 began GMing a new campaign and I decided to rewrite my herbal on my new 486. This second edition contained the same herbs as the first edition but with the addition of clearer descriptions, the addition of the Locale in which each herb could be found, and an Ability Check roll required to use each herb successfully. This herbal was much more useful than the previous one. In mid 1995, I gained net access for the first time, and discovered the phenomena of NetBooks, and unofficial supplements to various role playing games. I downloaded these and began to use them in my games. As a student I can not afford to buy all the commercially produced supplements for use in my games, and so these unofficial (and free!) supplements were a gift from the Gods. In December 1995 and January 1996, I revised my Herbal once again, incorporating herbs from the RPG Middle-Earth Role Playing (MERP), and on returning to University at the start of March, subscribed to the ADND-L e-mail list, and offered the Herbal to the inhabitants of that list. I received over 300 requests for the Herbal, and was informed that there was interest in Herbalism on the REALMS mailing list. I subscribed to this list as well, and offered the Herbal once again. I received more requests from this list. At the start of July, I released a fourth edition of the guide which for the first time included herbs submitted by other people, as well as herbs that I had designed through research outside gaming materials. In particular, special mention must go to Druann Pagliasotti whose assistance in compiling the fourth edition was considerable. Druann contributed new herbs, as well as sending me a list of suggested clarifications, and amendments to over forty of the herbs that I had designed. Since that time I have received more e-mail (both praise and criticism) from many of the people who are using my herbal, and this has once again encouraged me to put together a new revised edition. This edition includes even more herbs that other people have added to my rules, and some new herbs that I have developed, in total over 50 new herbs. It also includes more detailed physical descriptions of some of the herbs from previous editions where I have been able to find them. Most notably, it includes a revised Herbalism proficiency, which was largely developed by Maya Deva Kniese, whose contribution to this fifth edition was considerable. I welcome the contributions I have received to this guide, but as always all responsibility for any errors and discrepancies is mine and mine alone, although other contributors deserve full credit for whatever you like. The fifth edition also divides the ‘Locale’ field of the descriptions into two separate fields, ‘Climate’ and ‘Locale’. This was a commonly requested change, and I saw no reason why it could not be made. I welcome contributions, criticisms and comment on my guide, and will try to incorporate these in any future editions of the guide. Some people may have noticed that the title of the guide has changed from “The AD&D Guide to Herbs” (the title of the 1st-3rd Editions) to “The Guide to Herbs for RPGs” (4th and 5th Editions). This occurred because of advice that the original title was not compatible with the guides status as unofficial. Also the guide is no longer AD&D specific but designed to be used in other RPG rule systems. Please feel free to distribute this guide in unedited form in any format that you desire. I only ask that my contribution and that of other people is acknowledged and that the guide is distributed free of charge. NOTE: In my guide I have used the term “Autumn” instead of “Fall” to describe the season between Summer and Winter. I have also used the correct Australian English spelling for words. I have altered contributions received from other people for the sake of consistency. I have received e-mail criticising me for this, saying “you should use the American conventions, because most AD&D players are American.” (By the way, this was not intended as a flame, but was part of some useful constructive criticism.) I have been taught English as it is spoken and written in my native country, and I will write and speak in that way. There are several reasons for this. 1) If I was attempting to write for a specific country, I would use their own conventions. I am not. I am writing this guide for everyone who requests it. I have received requests for the third and fourth editions of this guide from the United States, the United Kingdom, Ireland, Canada, Spain, France, Belgium, Germany, Australia, Mexico, Peru, New Zealand, Holland, South Africa, Argentina, Chile, Colombia, Croatia and Zaire and possibly from other countries as well. 2) If I decided to write this guide in ‘correct’ English, I would be faced with the problem of what is ‘correct’. Is it American English, that of the largest English speaking country on Earth or British English, the source of the language. 5 3) I believe that the differences in English from country to country are so minor that all English speaking people on Earth will be able to read my guide with no problems. 4) Finally, it is simply easier for me to write this guide in the form of English with which I am most familiar. I should note here that this herbal is not always ‘accurate’ in terms of the real use of herbs in our world. This is because my skills in Herbalism are very limited. I am not a professional herbalist just someone with an interest in the topic (especially from a gaming point of view). I have endeavoured to be as accurate as possible in terms of descriptions, but sometimes I am trying to describe a herb after seeing a black and white drawing. I have tried to be accurate in terms of naming the herbs, but some herbs have many different names. Bilberry for example is also known as Huckleberry, Whortleberry, Hurtleberry, Whin-berry, Wimberry, Black Heart, Hurts, and may even have other names that I am not familiar with. I have also ascribed to some herbs powers that do not exist in the real world. For example there is no herb that bestows infravision on a person in our world (as least I assume there isn’t!) but such herbs do exist in the guide. This is because the guide has been written for a fantasy game, and I felt that the powers ascribed to these herbs in legend and tradition could actually exist in fantasy worlds. I would also like to apologise for the fact that some of the herbs contained within have no physical descriptions. This is because I have adapted them from other game systems and I can’t find any physical descriptions in the original source material. This is especially true for those herbs adapted from MERP. If anyone feels that I have made mistakes in identifying herbs, or their curative properties, they should feel free to contact me, either by e-mail or by mail. For anyone who wants to find accurate books on Herbalism and its real life applications, please refer to the books in the reference section. Please do not assume this guide is accurate. Experimenting with plants can be very dangerous, and I accept no responsibility for any misuse. HOW TO USE THIS GUIDE This guide was written in order to allow a more detailed method of using the Herbalism Non Weapon Proficiency than that provided in the PHB. It may be used only by characters with the Herbalism proficiency. A revised Herbalism proficiency which can be used in FRPGs, appears below. The description of each herb contains the following information: NAME: This is what the herb is called. In brackets after each name is the name of the person who developed the herb for the guide, and the source of the herb if applicable. Available: This is the time of year when the herb is available, and the percentage chance for a person who searches for the herb for one day finding it. Climatic Zone: This describes the climatic zone or zones in which the herb can be found. Locale: This describes the region or regions in which the herb can be found. Preparation: This describes how long a herb needs to be prepared before it can be used. Cost: The cost before the / is the cost of the herb in raw form. The cost after the / is the cost of buying the herb ready to use. Uses: The number of uses indicates how much of the herb can be found at any one time. Ability Check: The ability check is the value that must be rolled under on a d20 for the use of the herb to be successful. If the ability check is listed as ‘?’ it means that the herb may or may not have the powers attributed to it. If the ability check is listed as ‘-’ then no ability check is needed for success. The GM should decide what effects these herbs have if any. Description: This section describes what the herb can do. The GM who uses or allows this guide in their games should examine it carefully before use, and remove or modify any herbs that they wish. This is particularly true for those herbs that have quite major powers. It will be noted that very few poisons are listed in this guide. This is for two reasons. 1. I believe that a Herbalist should not use their art for nefarious purposes. 2. I believe that allowing players access to too many poisons can severely effect game 6 Any GM who wishes to have detailed poisons in their games is referred to the “Netbook: Poisons of the Realm”, (author unknown to me) which I find to be excellent for the purpose. If you can find it, the rules for poisons sent to the GMAST-L list by Ron Knight (Modar) in late October of this year (1996) is also very good. The NetBook of Poisons, revised and expanded by Adrienne Mills, and based on the “Netbook: Poisons of the Realm” (mentioned in previous editions of this guide) is also very good and very detailed in its treatments of poisons. It should also be noted that I have tried not to include herbs that could be classed as “Drugs” with the connotation of illicit use. This is because I do not and do not wish to be seen to be supporting illicit drug use. Having said that, for anyone who wishes to use drugs in their games, I refer them to ‘Appendix A: Drugs for Fantasy Role Playing Games’, from the ‘Complete Guide to Alcohol for Fantasy Role Playing Games’ which has excellent rules on all aspects of drug use including addiction and its effects. The drugs contained within it could be converted to my system fairly easily, although the system contained in that guide is already excellent for the purpose. Finally, a note and a request. It has come to my attention, that people create and develop new herbs for their games and add them into this guide. I, of course, have no objection to this. However, I would appreciate it if you sent me a copy of these herbs. If they work in your games, they would probably work in other peoples, and should be included in any new edition of the guide (with full credit to you, of course). Again, people make changes to the guide, because they find mistakes, or discrepancies, or just things they don’t like. That’s fine, but please let me know. If you noticed something wrong, I would like a chance to fix it. What you do with the guide in your own game is up to you. You can change and edit it in any way that you like. But please, if you distribute the guide, make sure that you distribute it in unedited form. If you have made any changes or additions, list them separately from the main guide. My name is on this guide, and while I’m perfectly happy to take the flak for any errors in it, I only want to be blamed for my own errors or for those of contributors, which slipped past me. I have been sent an e-mail from someone who thought a herb was too powerful. It was, because someone else had edited the guide and made it more powerful. It wasn’t a major problem, but it was annoying. Furthermore, I own the copyright on this guide (except where I have indicated that it is owned by someone else, and I have their permission to include the information). I have gone to a lot of trouble to try and ensure that I don’t violate other peoples copyright, in order to avoid legal problems. If you add information into my guide, I may end up being legally responsible for information that I didn’t want to be. I don’t want that to happen. Having said that, if I have inadvertently violated anyone’s copyright, please inform me and I will remove the material in question. Finally leave my name, and the name of other contributors on the guide. A person was distributing the 3rd Edition of my guide under their name as if it was their work. They have since apologised to me, and I consider the matter closed, so I won’t mention their name. The guide costs you nothing, but it represents a large amount of work on my part and on the parts of the other contributors. I think we deserve the credit for our work. I receive no payment for this guide. It is simply a labour of love. But I would like to hear what you think of it, any praise or criticisms that you might have. Hundreds of hours of work have gone into this guide over the years, and I really like to know what people think, whether it is good or bad. Please e-mail me with comments at: [email protected] A special note: I have referred to a variety of diseases in this work. Some of my descriptions may be inaccurate and for that I apologise. I have no medical training, and the guide is intended only for games. It is also possible that some of my descriptions of 7 diseases may offend some people. Again, I apologise. I have no intention of causing offence. If you do find any of this guide offensive, let me know so I can fix the problem. ONCE AGAIN, THIS IS A GUIDE FOR GAME PURPOSES ONLY. DO NOT UNDER ANY CIRCUMSTANCES, USE ANY OF THE HERBS CONTAINED IN THIS GUIDE FOR ANY REAL LIFE PURPOSE WITHOUT CONSULTATION WITH AN EXPERT ON HERBS AND THEIR EFFECTS. Shaun Hately, 11th February, 1997 NOTE ON THE USE OF THE AD&D “LOCATE ANIMALS OR PLANTS” SPELL: Players with access to the 1st level Priest Spell “Locate Animals or Plants” will try to use it to locate specific herbs. If this occurs I would suggest that the Dungeon Master uses the percentage score given under “Available” in each herbs description as the chance that the herb will be detected each round, subject to the local environment and season. However I would remind the GM that according to the PHB, the results of this spell are always determined by the GM. If the GM does not want the herb to be found, it should not be found. NOTES ON THE USE OF HERBS by Druann Pagliasotti and Shaun Hately Unless otherwise indicated in text, any cut herbs and preparations of herbs only have a shelf life of 3d6 weeks. Dried herbs have a shelf life of 1d4 years if kept in a sealed container away from moisture (but not all of these herbs can be used in a dried form). Potions, on the other hand, have an indefinite lifespan - which is why they're more expensive yet still desirable. A rule of thumb for purchasing is that the chance of purchasing an herb in a large city WITHIN its native region is equal to the chance of finding it in the wild (and the price will remain the same); the chance of purchasing an herb in a large city OUTSIDE of its native region is equal to half the chance of finding it in the wild (and the price will be half again as much); and the chance of purchasing an herb in a large city OPPOSITE of its native region (eg., artic vs. desert) is one quarter of the chance of finding it in the wild (and the price will be doubled or tripled). The GM of an individual campaign must rule on the use of this guide. They must decide whether or not they wish it to be used at all, and they must modify it to fit their campaign. Some of the herbs contained in this guide are extremely powerful, and if they are overused they will unbalance the game. The prices given for herbs are only guidelines and must be treated with common sense. In plague years, for example the cost of herbs that protect against plague will increase incredibly. And if the characters stumble into a herbalist while supporting a friend who is on the verge of death from snakebite, the herbalist may decide to charge well above the going rate. Some apothecarists are nothing but charlatans and will sell anything while saying it is a wondrous herb. Once again, I must point out that this guide is intended for use in games only. Do not use it as a guide to herbal medication. Many plants are highly poisonous and experimenting can be extremely dangerous. I accept no responsibility for any misuse arising from any edition of this guide. HOW MANY HERBS DO I KNOW? The first two editions of this guide contained only about 40 herbs and so we never considered the need to limit the amount of herbs that a PC with Herbalism proficiency knew. Now there are a lot more herbs and such a rule does seem necessary. If PCs knowing of all these herbs does not cause a problem in your games, then just assume they do know 8 following. Once again I assume that you games uses a 3d6 Intelligence score similar to that used in D&D, AD&D, Dragon Warriors, and Tunnels and Trolls. The PC herbalist starts with knowledge of 3 x INT x Level of Herbalism Skill herbs. That is a PC with a herbalism skill of 1 and an Intelligence of 12 will know of 36 herbs. A PC with a herbalism skill of 2 and an Intelligence of 9 will know of 54 herbs. Which herbs are known, should be decided by the GM with reference to the climate and terrain type in which the PC grew up. NOTES ON CLIMATIC ZONES In this new edition of the herbal, a new field has been added to the description of each herb. This is the Climatic Zone section. A normal world can be assumed to be divided into five climatic zones :- Tropical, Subtropical, Temperate, Cold and Polar. A few notes are below in order to help the GM determine which zone a given section of their world will fall into: Tropical: the tropical regions are those located close to the equator. They typically have an average annual and monthly temperature of around of over 20°C (68°F). They also have a tendency to have wet summers and drier winters, as you get towards their boundaries. On Earth the Tropical region may be considered to be approximately 12° north and south of the equator. Papua New Guinea and Peru have tropical climates. Subtropical: the subtropics typically have anywhere from 4 - 11 months with temperatures of over 20°C (68°F) with the balance of the year having temperatures of between 10 - 20 °C (50 - 68 °F). It extends roughly between latitudes 12 - 25°. Northern Australia and the Florida Peninsula both fall into this area. Temperate: the temperate regions are anywhere which has 4 - 12 months with temperatures between 10 - 20 °C (50 - 68 °F) and the rest of the year is colder. For convenience they can be considered to lie between latitudes of 25 - 45°. Southern Europe, the USA and Australia generally fall into this zone. Cold: A cold region has 1 - 4 months with a temperature of between 10 - 20 °C (50 - 68 °F) with the rest of the year being colder. It can be considered to fall between 45 - 65° latitude. Canada, the southern half of Alaska and Scandinavia all fall into this region. Polar: The polar regions have a year round average temperature of less than 10 °C (50 °F). They lie above latitudes of 65°. Greenland, Antarctica, and the most northern reaches of Canada, Russia, and Scandinavia all lie in this zone. The above is a guide for game purposes only and is not absolutely accurate, geographically speaking. It must also be remembered that other factors, such as elevation above sea level, the location of rain shadows, ocean currents etc, also effect climate. Also, I have limited the number of climatic zones to the ones above, and there are many others. Some of the herbs may be found in a ‘tropical desert’. Under those circumstances it should be inferred that the herb is found in hot deserts, not that these deserts have ‘wet summers’. NOTES ON LOCALES One of the more important pieces of information contained in the description of each herb is the locale where it is found. A brief description of what I mean by each locale is outlined below in order to help you determine into which locale each area of your gameworld fits. Coastal: These are the regions that lie near the sea, oceans, or possibly near large inland salt-water lakes. As a rule of thumb, I assume that the coastal regions can extend up to five miles inland, although this may vary from place to place. Desert: Most people assume deserts to be very hot places, such as the Sahara, the Australian Desert, or Death Valley, and indeed many deserts are very hot, but there are also cool deserts. A desert is normally defined as any area that receives, on average, less 9 than 10 inches of rain a year, but for game purposes may be assumed to be any area that is very dry, without recourse to such official formulae. Forest: A forest is any area that is heavily covered with trees. There are both large forests, which may cover vast areas, or small forests. In medieval times, forests covered a much larger area of the world than they do today. Grassland: These areas, while mostly untouched by agriculture contain very few large tress. Instead they are mostly covered with grass, hence their name. The American prairies are a good example of grasslands. Hills: A hill is a relatively small raised area of land. They are often found at the foot of mountains, but may exist in their own right, separate from the surrounding landscape. Jungle: Similar to a forest, but normally thicker in nature, and found in more tropical environments. The Amazon is a perfect example of a jungle environment. Mountains: Very large, raised areas of land, often found at the borders of continental shelves. A notable feature of mountains is that they are, due to their height, often much colder than the surrounding land. Another feature is the rain shadow phenomena. It may rain very heavily on one side of a mountain, but not at all on the other. The Himalayas, the Alps, and the Rockies are all examples of mountain chains. Rivers: A river is a flowing stream of (normally) fresh water which runs to the sea. Rivers can be large (like the Mississippi, or Amazon) or very small, local creeks. Rural: This describes farmland, land that has been turned over to agriculture, but is only sparsely settled. Special: Where this is listed as the locale, read the description of the herb for more details. Swamp: Areas of very moist soil. The Florida Everglades are a good example of a swamp. Underworld: By Underworld, I refer to large underground complexes, ie the Underdark of Advanced Dungeons & Dragons, the Mac Mordain Cadal from the works of Raymond E Feist, Ulgo from the works of David Eddings, or the Mines of Moria from Tolkien. It might also be assumed that the herbs may grow in smaller complexes, but I do not recommend it. Urban: Any area that is widely settled, such as towns, villages or cities. Volcanoes: When a herb is said to grow in this locale, it may grow actually within the mouth of the volcano, or merely on its sides (GMs discretion, unless the description makes it clear). Wasteland: This is the hardest area to describe. A wasteland may have once been any type of land, but has now been rendered totally inhospitable perhaps by some great disaster. Much of France after World War I fulfilled this criteria, as did Tunguska after the 1908 explosion. Hiroshima and Nagasaki, or Chernobyl also fulfilled this criteria. In essence, any area of your gameworld where some great disaster rendered the land uninhabitable, may fit into this locale. 10 CAVEAT Some of the herbs contained in this guide have very powerful game effects, and have the potential to severely unbalance a campaign. The GM should ensure that they check each of the herbs thoroughly and modify or disallow it, if they feel it will unbalance their campaign. As always, the GM is the final arbiter in their campaign. What they say goes, no matter what this guide says. Remember that. 11 THE HERBAL ADDER’S TONGUE (Shaun Hately) Available: Spring 10% Climatic Zone: Temperate Locale: Rural Preparation: 3 days Cost: 5 gp/ 15 gp Uses: 1 Ability Check: Intelligence -2 The herb has one leaf which grows from a stalk about three inches from the ground. It’s appearance gives it its name. The leaf must be boiled in olive oil and set in the sun for three days. At the end of that time the infusion can be used as a balm for wounds. In the event that the wound is infected the balm will draw out the infection within one day. However for that one day the damage caused by the infection will be twice as severe. If the wound is not infected the balm will increase the rate of healing by 1 hp for that day. ADGANA (Sean Snyder from Joe Devers ‘Lone Wolf’ series) Available: Spring 10% Climatic Zone: Temperate Locale: Rural Preparation: 1 week Cost: 10 gp/ 500 gp Uses: 1 Ability Check: Intelligence The leaves of this plant must be dried. They may then be crushed and eaten. It’s effects diminish with constant use. The first time and second time Adgana is used it adds 2 to the user's Strength, Dexterity and Constitution for 2d4+4 minutes. The third time it is used it adds 1 to Strength and Dexterity for the same amount of time, the 4th time +1 is added to Strength only, and after that no benefit is ever gained. In addition to this, the herb is also highly addictive. AGRIMONY (Shaun Hately) Available: Summer 30% Climatic Zone: Temperate Locale: Forest Preparation: 1 week Cost: 2 gp/ 8 gp Uses: 3 Ability Check: Intelligence Agrimony reaches a height of 1 to 2 feet. It has leaves up to seven inches long, which are serrated, green on top and white underneath. It has yellow flowers with five petals which are arranged in a spike on top of the stem. Its dried leaves must be boiled in a pint of red wine for five minutes, and then left to stand for an hour. It should then be used on sprains and bruises in a compress. A successful application will cure sprains and bruises in half the normal time. Agrimony was also believed to produce very heavy sleep if placed beneath a persons head, so deep that the person could not be woken until it was removed. At the GMs discretion agrimony may have this effect, but I would suggest the potential victim gets a save vs poison with a very large (8-10) bonus. ‘If It is leyed under mann’s head, He shal sleepyn as he were dead; He shall never drede na wakyn Till fro under his head it be taken’ Traditional English Rhyme ALDAKA (Shaun Hately from ICEs “MERP” RPG) Available: Winter 5% Climatic Zone: Cold Locale: Mountains Preparation: 1 week 12 Uses: 1 Ability Check: Intelligence The roots of this plant must be brewed over a low fire for one week, and the resulting distillation drunk. If used successfully, sight will be restored to the recipient provided the eye remains. ALETHER (Sean Snyder from Joe Devers ‘Lone Wolf’ series) Available: Spring, Summer 5% Climatic Zone: Temperate Locale: Rural Preparation: 1 day (for potion) Cost: 10 gp/ 100 gp (for potion) Uses: 1 Ability Check: Intelligence -5 Eating a handful of these orange berries will add +1 to both a characters chance to hit, and to their damage rolls for 2d6 minutes. The berries can be brewed in white wine to produce a drink that will add +2 to the recipients chance to hit, and temporarily give them 2d4 hp. This effect lasts for 2d12 minutes, and ends with the characters total collapse for 1d3 days unless they successfully save against poison. This brew will only be useful for one month after manufacture and then loses its potency. ALKANET (Shaun Hately) Available: Summer 30% Climatic Zone: Temperate Locale: Rural Preparation: none Cost: 2 gp/ 2 gp Uses: 1 Ability Check: Intelligence -4 This plant has a thick red root, narrow hairy leaves, and small red or blue flowers. The root can be eaten directly upon being drawn out of the ground but will only keep for a week or so. The herb allows a +1 bonus to any saving throw vs ingested poisons for 1d8 hours after eating. ALL-HEALE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Autumn 75% Climatic Zone: Temperate Locale: Forest Preparation: 2 weeks Cost: 2 gp/ 10 gp Uses: 7 Ability Check: Intelligence +1 When All-heale is mixed in a pint of olive oil and applied to a wound, (one application per day), the recipient will heal even if still working as normal. With rest, the recipient will heal at three times the normal rate. 13 ALOE (Shaun Hately from ICEs “MERP” RPG) Available: Autumn, Winter 55% Climatic Zone: Temperate Locale: Grassland Preparation: none Cost: 5 cp/ 5 cp Uses: 2 Ability Check: Intelligence The leaf of Aloe applied to a wound, will double the natural healing rate of burns and minor cuts. AMRANS (Druann Pagliasotti) Available: Spring 40% Climatic Zone: Temperate Locale: Rivers, Rural Preparation: 3 days/ 1 week Cost: 50 gp/ 50 gp Uses: 1 Ability Check: Intelligence -2 The lilac flowers can be prepared into a potion that rapidly cures wounds (3d6 if properly prepared (for 1 week), 1d4 if poorly prepared (for 3 days)) ANGELICA (Shaun Hately) Available: Summer 30% Climatic Zone: Temperate Locale: Mountains Preparation: 1 hour Cost: 5 sp/ 1 gp Uses: 2 Ability Check: Intelligence -3 Angelica’s root should be boiled in water for an hour and then drunk in order to relieve coughs. The plant can grow to a height of eight feet. It has a hollow stem and has large, broad pointed leaves at the base of the stem. It has a cluster of white or pink flowers at the top of the stem. The herbs does not in any way act as a cure for any disease causing a cough, it merely reduces the amount of coughing. ANISE (Shaun Hately) Available: Summer 25% Climatic Zone: Temperate Locale: Rural Preparation: 10 minutes Cost: 1 gp/ 1 gp Uses: 5 Ability Check: Intelligence -6 Anise grows to height of about two feet, and is distinguished by its unusual leaf formation. At its base, the leaves are heart shaped and toothed, but as we progress up the stalk they are small and feathery. It has delicate white flowers which ripen in summer to produce small ridged seeds. These seeds should be crushed and left to stew for ten minutes in boiling water. The resultant mixture should then be strained and drunk as desired (it will keep for up to 3 months). A successful application will relieve hiccups. 14 ANSERKE (Shaun Hately from ICEs “MERP” RPG) Available: Summer 30% Climatic Zone: Tropical Locale: Coastal Preparation: none Cost: 75 gp/ 75 gp Uses: 1 Ability Check: Intelligence -4 The root must be applied to a bleeding wound. Within three rounds it will have stopped the bleeding. The recipient must not move for one turn or risk the wound reopening. ARCHANGELICA (Druann Pagliasotti) Available: Summer 30% Climatic Zone: Temperate Locale: Swamp Preparation: none Cost: 5 sp/ 5 sp Uses: 1 Ability Check: Intelligence -2 This white flowering plant has black seeds and roots with a sharp taste. The root, when brewed, makes a hot, peppery decoction that helps alleviate common colds, flu and congestions (doubles recovery time, adds +2 to Constitution rolls to prevent colds in bad weather). ARFANDAS (Shaun Hately from ICEs “MERP” RPG) Available: Autumn, Winter 50% Climatic Zone: Cold Locale: Rivers Preparation: 1 day Cost: 2 sp/ 3 sp Uses: 4 Ability Check: Intelligence -6 If the stem of Arfandas is bound up in the dressing of a fracture, it will double the rate of healing for that fracture. ARKASU (Shaun Hately from ICEs “MERP” RPG) Available: Autumn 55% Climatic Zone: Temperate Locale: Grassland Preparation: none Cost: 12 gp/ 12 gp Uses: 3 Ability Check: Intelligence -3 When the sap of the Arkasu plant is applied to wounds, it doubles the rate of healing. The effect is not cumulative. ARLAN (Shaun Hately from ICEs “MERP” RPG) Available: Autumn 60% Climatic Zone: Cold Locale: Grassland Preparation: none Cost: 20 sp/ 20 sp Uses: 1 Ability Check: Intelligence -5 The leaf of Arlan when applied to a wound will heal 1 hp of damage if it is used within 5 rounds. Arlan will also speed a persons recovery from respiratory illness by five times. ARNICA (Shaun Hately) Available: Summer 25% Climatic Zone: Temperate, Cold 15 Preparation: none Cost: 1 gp/ 1 gp Uses: 1 Ability Check: Intelligence - 6 This plant grows to a height of 1 to 2 feet. It has a hairy stem on which its leaves are arranged in pairs. It has orange flowers. These flowers should be plucked and dried, and then boiled in a litre of beer. This should be applied to a compress which is wrapped around a bruise. A successful application will cause the bruise to fade within one day. The pollen of the flowers if inhaled will cause uncontrollable sneezing. A phial of arnica carried in a persons pocket is also reputed to help a person quit smoking. ARNUMINAS (Shaun Hately from ICEs “MERP” RPG) Available: Autumn 70% Climatic Zone: Temperate Locale: Grassland Preparation: none Cost: 6 gp/ 6 gp Uses: 5 Ability Check: Intelligence -1 The leaf of this plant should be applied to the site of ligament, cartilage, or muscle damage. If used successfully, it will double the speed of healing of such damage. ARPUSAR (Shaun Hately from ICEs “MERP” RPG) Available: Autumn 40% Climatic Zone: Cold Locale: Rivers Preparation: 1 week Cost: 7 gp/ 30 gp Uses: 2 Ability Check: Intelligence -7 The stalks of this plant must be brewed for one week in fresh water at the end of which time it may be drunk. If it is successful, it will heal any damage to a persons muscles that are capable of healing naturally within one day. ASARABACCA (Shaun Hately) Available: Spring 10% Climatic Zone: Temperate Locale: Forest Preparation: 1 day Cost: 3 gp/ 7 gp Uses: 2 Ability Check: Intelligence -6 Asarabacca is a creeping vine with many small leaves each on their own small stalk. It also has small purple flowers. These flowers must be brewed up on a fire and left to stand. When administered successfully to someone, they must save vs poison or be rendered docile, and incapable of violence for 3d8 hours. The brew has a distinctive purple colour, and bitter taste, so to be given secretly in food, the food must be able to hide these attributes. 16 ASH (Shaun Hately) Available: Spring 50% Climatic Zone: Temperate Locale: Forest Preparation: 1 day Cost: 5 gp/ 8 gp Uses: 3 Ability Check: Intelligence -4 The bark of the ash tree must be stripped from its branches and boiled in clear water for one day. It should then be drunk as a cure for fevers, especially those caused by diseases such as malaria. It does not cure the cause of the fever but merely brings it under control within 2d6 hours. The ash tree is sacred to worshipers of Thor, who use its wood to make spears. The wood of the ash tree could possibly be used as an essential item in the manufacture of magical spears. Ash leaves should be boiled in water and drunk as a cure for the poison of viper bites (cures poison in 2d6 turns, any damage already incurred remains). The ash tree has ash grey bark, and black buds. Its flowers have no petals. Ash trees are also by tradition used to make stakes for the purposes of killing vampires. This belief stems from Roman times, when Pliny the Elder wrote that all evil things feared Ashwood. ASHLINE (Seth Klein from Fantasy Star IV) Available: Winter, Spring 5% Climatic Zone: Temperate Locale: Mountains Preparation: 1 week Cost: 50 gp/ 500 gp Uses: 16 Ability Check: Intelligence -3 Ashline is a small red flower, with very pale green leaves. The entire plant must be mashed and boiled in fine red wine for one week and the resultant mixture mixed with olive oil. When this liquid is poured over a petrified person it will, on a successful roll, restore them to their normal state. ATHELAS (Shaun Hately from ICEs “MERP” RPG) Available: Autumn 45% Climatic Zone: Temperate Locale: Forest Preparation: none Cost: 200 gp/ 200 gp Uses: 4 Ability Check: ? Also known as “Kingsfoil”. It appears as a vine with dark green leaves divided into four parts. According to legend, the leaves of Athelas when crushed by the hands of a King over the afflicted person are capable of curing anything. “When the black breath blows and death’s shadow grows and all lights pass, come athelas! come athelas! Life to the dying In the King’s hand lying!” from “The Return of The King” 17 ATIGAX (Shaun Hately from ICEs “MERP” RPG) Available: Winter 40% Climatic Zone: Temperate Locale: Grassland Preparation: 1 day Cost: 40 gp/ 70 gp Uses: 5 Ability Check: Intelligence The roots of this plant must be brewed over a low fire for one day, and the resulting distillation drunk. If used successfully, sight will be protected from glare or blinding light for a period of nine hours. This herb can thus be used to limit the ill effects suffered by subterranean creatures (such as drow) in full sunlight. ATTANAR (Shaun Hately from ICEs “MERP” RPG) Available: Autumn, Winter 45% Climatic Zone: Temperate Locale: Rivers Preparation: none Cost: 8 gp/ 8 gp Uses: 2 Ability Check: Intelligence -6 Attanar is a moss, which when applied to the forehead of a stricken person, will cure fevers. It takes effect 2d6 hours after it is successfully administered. BALM (Shaun Hately) Available: Summer 20% Climatic Zone: Subtropical Locale: Forest Preparation: 1 hour Cost: 3 gp/ 5 gp Uses: 4 Ability Check: Intelligence -4 Balm is a plant about 2 to 3 feet tall with squarish stems. It has oval, serrated leaves. It has small flowers which can be any shade from white to blue, which form small clusters at the base of the leaves. The herb should be boiled and given to women suffering menstrual pains (hey, someone has gone to the trouble of writing “A Guide to AD&D Sex” so this might be useful!) It also reputedly has properties of bestowing longevity, and so could be used as an ingredient in “Potions of Longevity” and the like. BARBERRY (Shaun Hately) Available: Summer 20% Climatic Zone: Temperate Locale: Rural Preparation: 3 hours Cost: 4 gp/ 9 gp Uses: 2 Ability Check: Intelligence -11 The Barberry plant has sharp thorns on its twigs. It can obtain a height in excess of eight feet. It has roughly oval shaped leaves, which are smooth with toothed edges. It has pale yellow flowers which produce oval red berries, with a small black dot at their tip. Barberries should be ground up in cold water and be left to stand in cold water, and then boiled quickly. This mixture should be drunk as a cure for liver disorders such as jaundice. If successfully administered the cure should take effect within two weeks. However three failed applications mean that there is never any hope of cure by this method. BASE MULLEIN (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Always 90% Climatic Zone: Temperate Locale: Rural 18 Cost: 10 sp/ 10 sp Uses: 1 Ability Check: Intelligence Base Mullein is very easily found due to the fact that its flower stalks often obtain a height of 8 feet or more. Its clear yellow flowers cover about 3 feet of the top of the stalk, and form a long funnel about an inch or two in diameter. If the leaves of this herb are applied to a burn within one hour, it will reduce the damage taken from the burn, by half. BASIL (Shaun Hately) Available: Summer 30% Climatic Zone: Temperate Locale: Rural Preparation: none Cost: 3 sp/ 3 sp Uses: 1 Ability Check: Intelligence -3 Basil must be used almost immediately on being picked. The leaves should be applied to the bite of a venomous creature, and it will then have the effect of drawing out the poison. It will give a bonus of +4 to the saving throw vs poison, or if the save has already been made and failed, it will allow a second saving throw at normal values. Any damage already sustained will remain. The herb has one upright stalk, and small white flowers. BASTIT (Druann Pagliasotti) Available: Always 20% Climatic Zone:: Temperate Locale: All Preparation: none Cost: 3 sp/ 3 sp Uses: 1 Ability Check: Intelligence +2 A small succulent that, when crushed, tends to repel parasitic insects, including mosquitoes and the like. It has a pungent but not unpleasant odour. (Lasts 1d6 hours but can be washed or sweated off. Easily noticed by tracking animals.) BELAN (Shaun Hately from ICEs “MERP” RPG) Available: Summer 35% Climatic Zone: Tropical Locale: Coastal Preparation: none Cost: 40 gp/ 40 gp Uses: 3 Ability Check: Intelligence -6 The nut must be eaten to stop bleeding (including internal bleeding). Within two hours it will have stopped the bleeding. The recipient must not move for one additional hour or risk the bleeding restarting. 19 BELRAMBA (Shaun Hately from ICEs “MERP” RPG) Available: Summer 30% Climatic Zone: Temperate Locale: Forest Preparation: 3 days Cost: 60 gp/ 180 gp Uses: 1 Ability Check: Intelligence -3 Belramba is a lichen. It must be brewed in water, and then drunk three days later. If used successfully, all nerve damage capable of healing naturally will be healed, at three times the normal rate. BILBERRY (Shaun Hately) Available: Spring 1% Climatic Zone: Temperate Locale: Forest Preparation: 15 days Cost: 500 gp/ 3000 gp Uses: 1 Ability Check: Intelligence -13 Bilberries are small black berries. They must be mixed with pure alcohol and left to stand for fifteen days, at the end of which time they must be drunk. A successful application will give a human the same infravision ability as half elves, but a failed application may lead to the death (save penalty -4) of the person who drinks it, as if they had drunk a class J poison (Death/ 20 hit points, onset 1d4 minutes). BIRTHNOT (Druann Pagliasotti) Available: Always 30% Climatic Zone: Temperate Locale: Hills Preparation: 3 days Cost: 2 cp/ 2 cp Uses: 1 Ability Check: Intelligence Birthnot is a dark-leaved, flowerless vine. The dried leaves can be used to create a contraceptive tea effective on most humans, demihumans and humanoids, male or female. Must be ingested between 1 hour - 30 minutes before properties invoked. (70% effective; causes mild impotence in males 15% of the time.) BISHOP’S WEED (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 45% Climatic Zone: Temperate Locale: Rural Preparation: 3 weeks Cost: 4 gp/ 10 gp Uses: 3 Ability Check: Intelligence -6 Bishop’s weed is a small plant with pale blue flowers, and small pale green leaves. This herb will protect people from Plague (+5 bonus to saves vs disease). It is drunk in wine, and is effective for one week. In plague years, its price increases rapidly. 20 BITTERMOURN (Druann Pagliasotti) Available: Winter 5% Climatic Zone: Polar Locale: All Preparation: 2 hours Cost: 1000 gp and up Uses: 1 Ability Check: Intelligence -14 A rare, colourless lichen that grows on rocks beneath year-round ice. When crushed and strained, it creates a clear gel at freezing temperatures that melts into liquid when warmer. Imbibing a pint slows the aging process and grants a lifespan of twice normal length. BLACKBERRY (Shaun Hately) Available: Spring 65% Climatic Zone: Temperate Locale: Rural Preparation: none Cost: 1 gp/ 1 gp Uses: 1 Ability Check: Intelligence -2 The leaves of these small black berries should be crushed and applied to small wounds, where they can stop minor bleeding very quickly (within one round). BLACKROOT (Druann Pagliasotti) Available: Summer 30% Climatic Zone: Temperate Locale: All Preparation: none Cost: 4 gp/ 4 gp Uses: 1 Ability Check: Intelligence -2 A tall plant with small, bell-shaped violet flowers and complex roots that are black on the outside and white on the inside. Blackroot's roots can be applied to fresh wounds in order to promote quick healing (applied immediately, gives 1d4 back to character at once). BLACK ROSE (Druann Pagliasotti) Available: Spring, Summer 5% Climatic Zone: Temperate Locale: All Preparation: none Cost: 100 gp/ 100 gp Uses: 1 Ability Check: Intelligence -2 This rare rose is easily identified by its black, velvety flower and long white thorns. The thorns are hollow and absorb liquids at a rate of a pint every 5 minutes. The liquid is stored in the plant's fibrous roots. The black rose's roots are often used to draw poison from wounds or, placed under the tongue, to absorb alcohol and prevent intoxication. Sometimes victims are tied down and pierced with the thorns to cause prolonged and painful exsanguination. 21 BLOODKEEP (Druann Pagliasotti) Available: Spring 20% Climatic Zone: Temperate Locale: Coastal Preparation: none Cost: 4 sp/ 4 sp Uses: 1 Ability Check: Intelligence Tall stalks with jagged leaves and purple-red flowers, bloodkeep's fresh leaves can be bound to a wound to stop bleeding at once and quicken coagulation (apply within 2 rounds of injury to stop bleeding; character regains 20% - rounded down - of lost hit points at once). BORAGE (Shaun Hately) Available: Spring 30% Climatic Zone: Temperate Locale: Forest Preparation: 5 days Cost: 1 gp/ 10 gp Uses: 1 Ability Check: Intelligence -3 This plant has hollow, hairy cylindrical stalks which grow to a height of 1 to 2 feet. It has drooping flowers, red or blue in colour, which are shaped as a five pointed star at the top of the stem. The dried herb should be boiled in water and the infusion drunk. It is used to cure minor fevers such as those caused by chills, and influenza. It will relieve the fever in 1d3 hours. BRELDIAR (Shaun Hately from ICEs “MERP” RPG) Available: Spring 35% Climatic Zones: Temperate Locale: Volcanoes Preparation: none Cost: 50 gp/ 50 gp Uses: 1 Ability Check: Intelligence -2 This flower, when eaten, alters the way a person judges distance for a period of one hour. While under the influence of the flower, a person can add a bonus of two to ranged combat attacks, while subtracting two from melee attacks. BULL-RUSH (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Always 55% Climatic Zone: Temperate, Subtropical Locale: Swamp Preparation: 3 days Cost: 2 sp/ 3 sp Uses: 2 Ability Check: Intelligence +3 Bull-rushes are tall straight stemmed plants with many small flowers at the top of the stalk. These flowers must be ground into an ointment which is applied to a persons eyes or tongue. This herb will put someone to sleep for 3d12 hours. A roll of 1 on the ability check will put the person into a coma. 22 BURDOCK (Shaun Hately) Available: Spring 35% Climatic Zone: Temperate Locale: Rural Preparation: 1 day Cost: 10 gp/ 30 gp Uses: 1 Ability Check: Intelligence -6 This plant grows to about 3 feet tall. It has huge leaves with a whitish underside, and purple flours. Its root must be boiled in water and then the root eaten and the water drunk as a cure for syphilis. The person will be cured within a week. ‘They are Burrs, I can tell you, they’ll stick where they are thrown.’ William Shakespeare ‘Troilus and Cressida’ BURSTHELAS (Shaun Hately from ICEs “MERP” RPG) Available: Summer 5% Climatic Zone: Temperate Locale: Grassland Preparation: 1 week Cost: 110 gp/ 1000 gp Uses: 2 Ability Check: Intelligence Bursthelas must be brewed for one week in fine red wine before it can be used. It must then be drunk within one month or spoil. A successful draft will heal any fractured bones within the body within one to three days. CAFFAR (Druann Pagliasotti) Available: Summer, Autumn 5% Climatic Zone: Tropical Locale: Desert Preparation: 1 hour Cost: 10 gp/ 10 gp Uses: 1 Ability Check: Intelligence Caffar is made of the small caffar nut that is ground into a powder and brewed into a dark, sweet-smelling beverage, traditionally with a goat's milk base. Like kaffe or black tea, caffar can be used to delay sleep, but it has the side effect of making the ingester more psychically sensitive; psionicists' skills are greatly enhanced and even the unpsyighted are more sensitive to nuances in the environment and in others' manners, sometimes even to the point of detecting “auras” around certain objects. (Raises Wisdom [Intuition] by 1 for every 2 cups imbibed, to maximum of 19. Drinking 3-4 cups in one day causes jumpiness that increases as more is imbibed. Those who drink 5 or more cups in one day become slightly physically addicted to the substance and suffer headaches and mild stomach pains when their usage is cut back.) CALAMUS (Shaun Hately) Available: Spring, Summer 15% Climatic Zone: Temperate Locale: Swamp Preparation: 1 day Cost: 5 gp/ 15 gp Uses: 1 Ability Check: Intelligence -14 This rush grows in small grassy clumps. It can grow from about 2 to 6 feet in height and has very small yellow green flowers that jut out from the stem. The leaves are long, thin and light green in colour and smells faintly sweet. The root is white with a red brown peel. The root must be peeled and boiled in fresh water within a day of being picked, and should 23 the person hearing organs, the herb may restore some small measure of hearing to a totally deaf person, perhaps 10% of normal hearing. In addition the herb has been reported to have aphrodisiac qualities (GMs discretion) and was used by certain Native American peoples to make their dogs fierce. CALCENA MUSHROOM (Sean Snyder from Joe Devers ‘Lone Wolf’ series) Available: Always 2% Climatic Zone: Any Locale: Underworld Preparation: 2 week (for potion) Cost: 100 gp/ 1000 gp (for potion) Uses: 1 Ability Check: - Anyone who breathes in the spoors of one of these pink mushrooms incurs a -3 penalty on all saves vs illusions for 2d12 hours. The mushroom may be brewed into a potion by brewing tea and leaving the mushroom to stand in the tea for 2 weeks. The resultant concoction when drunk is a powerful hallucinogen. Anyone under the influence of it will see whatever the GM wants them to see. This effect also lasts 2d12 hours. CALLIN (Druann Pagliasotti) Available: Autumn 30% Climatic Zone: Tropical Locale: Jungle Preparation: 1 week Cost: 5 gp/ 25 gp Uses: 1 Ability Check: Intelligence -2 A dark nut that grows on the Callin tree in tropical jungles. When the husk is dried, ground and ingested, it thins the blood and strengthens internal organs, helping to prevent heart attacks. (If taken regularly, prevents heart attacks except under extreme duress. Addictive; causes nausea, dizziness and an increased chance of cardiac arrest if quit under unsupervised conditions after repeated use.) CAT’S TAIL (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 75% Climatic Zone: Temperate Locale: Forest Preparation: 1 week Cost: 1 gp/ 3 gp Uses: 1 Ability Check: Intelligence -6 Cat’s tail is a small plant with long thin spear shaped leaves rising from its base, and a single long, thin, soft flower at the top of the stalk. This herb when made into a salve, will heal all damage to a person’s heel. 24 CEPHALOPHAGE (Druann Pagliasotti, from Gene Wolfe’s “Torturer” series.) Available: Always 5% Climatic Zone: Temperate Locale: Special (see below) Preparation: none (if growing in correct area) Cost: 100 gp/ 100 gp Uses: 1 Ability Check: Intelligence -4 A pale, fleshy fungus with a tough, rubbery consistency that is commonly found growing near carnivorous plants. The fungus grows upon corpses, absorbing the cadaver's life memories and personality; up to 10 different minds have been found absorbed by one cephalophage mushroom. Eating cephalophage will transfer those memories and personality quirks to the eater. (Effects last 1d3 hours and while they last the eater can access all of the dead person's mind. After the effects wear off, the eater may still succumb on occasion to “flashbacks” or personality instability; save vs. Intelligence when under intense stress or in a situation liable to cause such flashbacks.) This plant is condemned by some religions as unholy, believed to prevent a soul/spirit from attaining the afterlife. (from Gene Wolfe's Torturer series) CHAMOMILE (Shaun Hately) Available: Spring, Summer 30% Climatic Zone: Temperate Locale: Rural Preparation: Negligible Cost: 2 gp/ 3 gp Uses: 1 Ability Check: Intelligence -3 This plant can grow up to 2 feet tall, and has a branched stem. It has few leaves, and these are finely divided. The flower heads have yellow centres which are domed in shape with a hollow at their very centre. The petals of this plant bend backwards towards the stem. The flowers from a single plant must be immersed in boiling water and the resultant drink consumed. This drink is very bitter and is normally mixed with honey but this is unnecessary. The drink will last for approximately 2 months after manufacture, while the leaves can be dried, and will then keep for up to three years. A successful use of this herb will have a calming effect on the consumer. CHERVIL (Shaun Hately) Available: Always 10% Climatic Zone: Temperate Locale: Forest Preparation: none Cost: 10 gp/ 10 gp Uses: 1 Ability Check: Intelligence -5 Chervil is used to dissolve blood clots, which can help to prevent complications caused by injury. The clots are dissolved within 1d3 turns. CINQUEFOIL (Shaun Hately) Available: Summer 10% Climatic Zone: Temperate Locale: Rural Preparation: 1 hour Cost: 10 gp/ 15 gp Uses: 1 Ability Check: Intelligence -5 This plant creeps along the ground on long slender stringlike stalks. It has five or seven part leaves, and small yellow flowers. The stalks must be boiled in white wine or vinegar and then drunk. The herb will then act as an aphrodisiac, and increase the recipients Charisma [Appearance] by 1 for 1d4 hours. 25 COLEWORT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Spring, Summer 70% Climatic Zone: Temperate Locale: Forest Preparation: none Cost: 6 sp/ 6 sp Uses: 1 Ability Check: Intelligence -4 Colewort is a small plant with a single large glossy leaf, and small white flowers with four petals. Anyone who chews on the flowers before drinking will remain sober for the entire evening. Its effects protect only against alcohol, and not against any other drug or toxin. COLTSFOOT (Shaun Hately) Available: Spring, Summer 25% Climatic Zone: Temperate Locale: Mountains Preparation: 1 hour Cost: 2 gp/ 4 gp Uses: 1 Ability Check: Intelligence -5 The plant has a single golden yellow flower borne at the top of a six inch tall stem with long pinkish woolly scales. These flowers are crushed and mixed with honey, and applied as a poultice to infected wounds in a effort to draw out the infection. It does not cure any damage. COMFREY (Shaun Hately) Available: Spring 50% Climatic Zone: Temperate Locale: Rural Preparation: 1 day Cost: 4 gp/ 10 gp Uses: 1 Ability Check: Intelligence -5 Comfrey grows to a height of up to 3 feet. It has stiff, angular and hollow stalks which are covered with rough hairs. It has pink, mauve white or cream flowers. Its thick black root is the portion used in Herbalism. It should be boiled and wrapped in a poultice which is then wrapped around a broken limb and increases the speed of healing by fifty percent. It can also be used in a bath by women in order to give the impression that they are virgins on their wedding nights. COW PARSNIP (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Always 45% Climatic Zone: Temperate Locale: Forest Preparation: 6 weeks Cost: 3 gp/ 10 gp Uses: 7 Ability Check: Intelligence -6 Cow parsnip has small leaves covered with tiny hairs. These hairs must be made into a salve. Cow parsnip will cure madness for a short period (a few hours). Repeated application over a two week period may (GMs discretion) cure insanity altogether. 26 COW-WHEAT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 50% Climatic Zone: Temperate Locale: Grassland Preparation: 1 week Cost: 2 gp/ 3 gp Uses: 2 Ability Check: Intelligence Cow wheat is a small straight stemmed yellow-green plant. Its pale yellow flowers produce a white powder when crushed, between two hands. If this powder is placed into food or drink it will cause a person to act as if drunk. For those who desire game mechanics to deal with drunkenness, please consult the Intoxication Table in the 1st Edition AD&D DMG, page 82. Each dose of this herb successfully administered will increase the level of drunkenness by one step. CULKAS (Shaun Hately from ICEs “MERP” RPG) Available: Always 40% Locale: Desert Climatic Zone: Tropical Preparation: none Cost: 35 gp/ 35 gp Uses: 10 Ability Check: Intelligence Each application of Culkas will cure one square foot of sunburn. DAGMATHER (Shaun Hately from ICEs “MERP” RPG) Available: Summer 40% Climatic Zone: Temperate Locale: Grassland Preparation: 1 week Cost: 6 gp/ 28 gp Uses: 2 Ability Check: Intelligence -7 The spine of this plant must be brewed for one week in fresh water at the end of which time it may be drunk. If it is successful, it will heal any damage to a persons cartilage that are capable of healing naturally. DAINABERRY (Maya Kniese) Available: Autumn 20% Climatic Zone: Temperate Locale: Rivers Preparation: None (or 3 weeks) Cost: 2 gp/ 8 gp Uses: 3d10 Ability Check: Intelligence -3 The Dainabush or Sleepberry is a creeping, thorny vine, much like a bramble. Young vines are about 5 mm thick, with 2 mm long thorns. Older vines can become as thick as 10 cm, with curved thorns up to 5 cm long, although this requires many years of growth. Young vines are light green, with 3 lobed green leaves. Older vines grow reddish brown, darkening to black, with leaves, such as there are, dark green in colour. The vines flower in early summer, with light blue, bell shaped flowers. In autumn, it carries dark blue or purple berries, which are fleshy, almost crunchy rather than juicy. The berries are slightly sweet and quite tasty, but have a strong effect on mammals: those who eat them fall asleep. The berries have this effect on mammals only, but a single berry is enough to bring down any man sized or smaller mammal, and given enough berries, even the greatest mammal will fall asleep. There is no saving throw, although the sleep caused is quite normal, and a sleeping creature can simply be awakened. Although the berries can simply be eaten to cause the effect, it is also possible to dry them carefully, and grind them into powder. This powder is weaker (save vs poison to avoid), but will keep a long time. The powder can be 27 DARNELL (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Autumn 40% Climatic Zone: Temperate Locale: Forest Preparation: 2 weeks Cost: 3 gp/ 7 gp Uses: 1 Ability Check: Intelligence -2 These tiny yellow flowers will, if eaten, cause dimness of the sight for several hours. This dimness means that in full light the character will see as if on a moonlit night. This herb does effect those with infravision or ultravision. DARSURION (Shaun Hately from ICEs “MERP” RPG) Available: Winter 50% Climatic Zone: Cold Locale: Mountains Preparation: none Cost: 3 sp/ 3 sp Uses: 1 Ability Check: Intelligence -6 The leaves of Darsurion when applied to a wound will heal 1 hp of damage if used within 3 rounds. The effect is not cumulative. DEADLY-NIGHTSHADE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 75% Climatic Zone: Temperate Locale: Forest Preparation: 1 week Cost: 4 gp/ 8 gp Uses: 4 Ability Check: Intelligence +3 This plant can grow up to five feet tall. It has soft green spreading leaves, and purple flowers and berries. The berries must be left to stand in water for a week and the distillation drunk. Deadly nightshade will put someone to sleep for 4d8 hours. They cannot be woken. A roll of 1 will kill them, a roll of 20 will render them insane. DEGIIK (Shaun Hately from ICEs “MERP” RPG) Available: Summer 25% Climatic Zone: Tropical Locale: Coastal Preparation: none Cost: 100 gp/ 100 gp Uses: 3 Ability Check: Intelligence -2 Degiik leaves must be given to someone at the point of death (at -10 hp and not losing any more hit points). They will keep the person alive for one day. 28 DELREAN (Shaun Hately from ICEs “MERP” RPG) Available: Winter 80% Climatic Zone: Temperate Locale: Forest Preparation: 1 hour Cost: 3 sp/ 3 sp Uses: 4 Ability Check: - The bark of Delrean should be boiled into a paste and then smeared on the skin. It will then repel any insect from coming near the recipient, but the foul stench will reduce their Charisma (Appearance) by 1d2. It is effective for 5d6 hours. DITTANY (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer, Autumn 55% Climatic Zone: Temperate Locale: Rivers Preparation: 2 weeks Cost: 1 gp/ 5 gp Uses: 3 Ability Check: Intelligence This herb grows six or eight inches high with square stalks and sort round leaves. The leaves must be dried for two weeks and then be boiled in ale or wine. It is then applied as a lotion. Dittany can be used to draw splinter and bone fragments from a wound. It is also an effective antiseptic for cleaning wounds, and can therefore prevent infections caused by dirty water etc. DOG ROSE (Shaun Hately) Available: Summer, Autumn 70% Climatic Zone: Temperate Locale: Rural, Urban Preparation: 2 weeks Cost: 1 sp/ 10 sp Uses: 10 Ability Check: Intelligence The dog rose grows to about ten feet in height and has very sharp thorns. In spring and early summer it has pale pick flowers which turn into vivid orange seed pods at the end of summer. These pods must be dried and then eaten at the rate of one per three days to avoid scurvy in environments where this disease is common (ie, on long ocean voyages.) Certain ancient and medieval cultures believed that placing a dog rose in a coffin would prevent the body within from rising as undead. DRAAF (Shaun Hately from ICEs “MERP” RPG) Available: Spring 60% Climatic Zone: Subtropical Locale: Coastal Preparation: none Cost: 5 sp/ 5 sp Uses: 1 Ability Check: Intelligence -4 The leaves of Draaf must be eaten in order to restore 1d3 hit points, as long as they are eaten within 10 minutes of the damage being inflicted. 29 DRAGONTEARS (Druann Pagliasotti) Available: Spring 10% Climatic Zone: Temperate Locale: Desert Preparation: 2 weeks Cost: 100 gp/ 100 gp Uses: 1 Ability Check: Intelligence -2 This rare, small, translucent succulent grows primarily in the low desert. When crushed, it exudes a sweet, milky white substance with numbing properties. Properly prepared, dragontears promotes rapid healing and prevents scarring from wounds. Drinking dragontears can be fatal, as its numbing properties can cause choking or heart failure. (Cures 1d8 hp, always prevents scarring.) DRAGONWORT (Shaun Hately) Available: Spring 25% Climatic Zone: Cold Locale: Mountains Preparation: 3 days Cost: 100 gp/ 300 gp Uses: 1 Ability Check: Intelligence This plant has a gnarled, erect and cylindrical stem. It has wavy leaves, dark green on top, bluish green underneath. It has pink flowers that cluster in a spike at the top of the stem. The root of this herb should be boiled over a low heat for three days, and the infusion drunk by people with smallpox and the plague in order to effect a cure. The value of this herb increases greatly in times of plague. DWARF MALLOW (Shaun Hately) Available: Spring 10% Climatic Zone: Temperate Locale: Swamp Preparation: none Cost: 1 gp/ 3 gp Uses: 1 Ability Check: Intelligence -2 This small plant has a single primary stem from which other, shorter stems ending either with leaves or with small pick flowers. These flowers when crushed and mixed with honey and salt into a poultice will relieve the pain of bee stings on a successful application. In addition the crushed flower may be mixed with oil and smothered onto the body in which case, no bees will approach for 1d4 + 2 hours. At the GMs discretion, this effect may extend to other small insects. EBUR (Shaun Hately from ICEs “MERP” RPG) Available: Spring 45% Climatic Zone: Temperate Locale: Coastal Preparation: none Cost: 22 gp/ 22 gp Uses: 5 Ability Check: Intelligence -2 The flowers of Ebur must be eaten each day. If the treatment is successful the rate of healing for a sprain will be doubled for that day. 30 EDRAM (Shaun Hately from ICEs “MERP” RPG) Available: Winter 15% Climatic Zone: Cold Locale: Rivers Preparation: none Cost: 30 gp/ 30 gp Uses: 4 Ability Check: Intelligence -10 Edram is a moss which when eaten will cause bones to heal at one and a half times their normal rate. ELDAAS (Druann Pagliasotti) Available: Spring, Summer 5% Climatic Zone: Temperate Locale: Coastal Preparation: 2 days Cost: 2 gp/ 4 gp Uses: 1 Ability Check: Intelligence -1 This tall, blue-flowered plant with spike-shaped leaves is the base for medicines against nausea, usually taken in the form of a bitter-smelling and -tasting herbal tea. Eldaas is used to counteract the nausea associated with hangovers, motion sickness, morning sickness, and more common illnesses. (Adds + 2 to saves versus Constitution for each level of potency the herb is brewed at, to a maximum of + 6 - however, at this strength eldaas can cause dry mouth and constipation. Lasts 1d6 hours regardless of potency level.) ELECAMPANE (Shaun Hately) Available: Winter, Spring 15% Climatic Zone: Temperate Locale: Rural Preparation: none Cost: 1 sp/ 1 sp Uses: 1 Ability Check: Intelligence This plant has a thick root, with leaves that are white on the bottom and green on top, as well as showy yellow flowers. The root may be eaten in which case it will cause the recipient to vomit. This effect, while useful in removing ingested poisons from the system, will leave the recipient weak (- 1d4 to Constitution for 2d6 hours). For this reason it may be used as a mildly debilitating poison. ELVISH GALINGALE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Spring, Summer 35% Temperate: Polar Locale: Forest Preparation: 1 week Cost: 1 gp/ 2 gp Uses: 5 Ability Check: Intelligence -4 Elvish Galingale grows to about four feet in height. It has a triangular stem on which grows a tuft of grass like flowers. The roots are boiled and left to stand for a week and the resulting decoction is then drunk. This herb increases the flow of blood. This is very useful when a person is cold. However if a person is bleeding, either internally or externally, or is wounded it will double the speed of loss of blood. Its effect lasts 1d6+1 hours. 31 ENTRISTE (Druann Pagliasotti) Available: Summer 30% Climatic Zone: Subtropical Locale: Desert Preparation: none Cost: 25 gp/ 25 gp Uses: 1 Ability Check: Intelligence -3 A small-leafed ivy that hugs the ground. Entriste's leaves absorb liquid and, when crushed, may be used to draw poison from a wound. (1 leaf absorbs a quarter-pint of liquid. Causes 1d4 damage but draws 100% of poison from a wound if applied within 5 rounds of insinuative poisoning, -25% for each round thereafter. Does not work against gases or “instant-death” poisons. Most poison effects are weakened if the poison is at least partially removed.) FALSIFAL (Druann Pagliasotti) Available: Spring 30% Climatic Zone: Temperate Locale: Swamp Preparation: 1 hour or less Cost: 3 gp/ 3 gp Uses: 2 Ability Check: Intelligence -2 A wide-leafed plant with large pink flowers and thick roots containing a slimy gel. When the root is pulped, mixed with water and used as a poultice, it is effective against fresh burns, aiding rapid healing. The root-gel can also be thinned and drunk as a thick tea to counter the effects of blood loss. (On burns, add 2 hp/day for each of the first 3 days of rest the character takes. Used to counter blood loss, victim regains 1d3 hp/day instead of 1.) FEBFENDU (Shaun Hately from ICEs “MERP” RPG) Available: Winter 5% Climatic Zone: Cold Locale: Coastal, Rivers Preparation: 1 week Cost: 90 gp/ 900 gp Uses: 1 Ability Check: Intelligence The roots of this plant must be brewed over a low fire for one week, and the resulting distillation drunk. If used successfully, hearing will be restored to the recipient. FELMATHER (Shaun Hately from ICEs “MERP” RPG) Available: Spring 30% Climatic Zone: Temperate Locale: Coastal Preparation: none Cost: 10 gp/ 10 gp Uses: 3 Ability Check: Intelligence -7 The leaves of this plant should be placed under the tongue of a person in a coma. If successful, the person will awake in 1d6 hours. If a roll of 20 is made, the persons mind will be destroyed. 32 FENNEL (Shaun Hately) Available: Autumn 20% Climatic Zone: Temperate Locale: Rural Preparation: 2 weeks Cost: 5 sp/ 1 gp Uses: 1 Ability Check: Intelligence Fennel has thick stems, and bright green, lacy leaves and routinely grows to about five feet in height. (There is a rare form which has a bronze stem. In terms of its use, it is identical to the common fennel). In summer it has golden, yellow flowers. These flowers turn to seed in early Autumn. The seed heads must be harvested and left until the seeds separate from them. The seeds may then be mixed with boiling water to make a tea. This tea has the effect of relieving hunger pains in the recipient for 2d8 hours, However it does not in anyway act as a substitute for food, and any damage due to starvation will still occur. FETHERFEW (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 65% Climatic Zone: Temperate, Subtropical Locale: Forest Preparation: 3 weeks Cost: 2 gp/ 4 gp Uses: 3 Ability Check: Intelligence +3 This herb grows to about 18 inches in height. It has many small white flowers. The flowers must be dried and then boiled in white wine. The resulting mixture must be drunk. This herb will remove the effects of vertigo from a person for up to twelve hours. It does this by stabilising the persons inner ear. FIRE-FLOWER (Shaun Hately from C.S. Lewis’ ‘Chronicles of Narnia’) Available: Summer 1% Climatic Zone: Subtropical, Tropical Locale: Mountains Preparation: 10 years Cost: 1000 gp/ 100000 gp Uses: 100 Ability Check: - It is suggested that this herb be found in one location on an entire world, ideally in a Mountain range in a tropical or subtropical region (The Mountains of the Sun). This is a small bush which has one pale golden flower and small red berries with the appearance of a live coal. The flowers of the bush must be taken and crushed into a diamond vial, and left to cure for ten years. This is also the amount of time needed for a single flower to bloom. A single drop of this elixir will heal any illness or injury, but will not allow limbs or other appendages to grow back. This is an incredibly powerful herb, and is likely to only exist in the hands of powerful lords and kings. 33 FLOURE-DE-LUCE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Always 60% Climatic Zone: Temperate Locale: Grassland Preparation: 3 weeks Cost: 3 gp/ 10 gp Uses: 2 Ability Check: Intelligence The Floure-De-Luce is also known as the Blue Flag. It has broad and flat leaves shaped rather like a sword. The flowers are purplish blue and the roots which tend to stretch themselves along the surface of the ground are reddish brown on the outside. The root must be mashed and boiled in water and left to stand for at least twenty days before drinking. This herb removes bruises from a body very quickly (within 1d4 hours). FOOTLEAF (Maya Kniese) Available: Spring, Summer, Autumn 10% Climatic Zone: Temperate Locale: Rural Preparation: None Cost: 10 sp/ 10 sp Uses: 1 Ability Check: Intelligence -4 This 30 cm high plant has 3 thick, fleshy leaves, dark green and covered with soft hairs. The leaves form a rosette, lying on the ground, and form the actual plant. The light green blades that account for its hight are actually sheathes from which flower stalks grow during the summer. From each of the sheathes (there can be as many as 30 to a plant), a single flower stalk grows with tiny purple flowers. The thick leaves, which can become as large as 20 cm across, can be torn loose and put inside your boots (One leaf to a boot), enabling you to walk all day without tiring or even getting footsore. FUMITORE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Spring, Summer 80% Climatic Zone: Cold, Temperate Locale: Coastal Preparation: 2 weeks Cost: 3 gp/ 6 gp Uses: 1 Ability Check: Intelligence The stems of fumitore are angular and branching, and grow to a height of about 1 foot. It has grey-green divided leaves, and small pinkish-white flowers with purple tips. This herb prevents hair growing on a characters eyelids. (SEE: MOUNTAIN SETWALL) GALLOWBRUSH (Sean Snyder from Joe Devers ‘Lone Wolf’ series) Available: Winter 5% Climatic Zone: Temperate Locale: Rural Preparation: 1 day (for potion) Cost: 10 gp/ 50 gp (for potion) Uses: 1 Ability Check: Intelligence -3 This briar is red in colour with bright crimson thorns. Any mammal pricked with these thorns must make a save vs poison with a +1 bonus or fall asleep for 1d4+2 x 10 minutes. Even if they save the victim still feels drowsy. The thorns can also be brewed into a drink when mixed with water. Anyone drinking this must save vs. poison with a -4 penalty or fall asleep for 1d6 hours. GARDEN FLAX (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Spring, Summer 55% Climatic Zone: Temperate Locale: Forest 34 Cost: 3 gp/ 6 gp Uses: 5 Ability Check: Intelligence +3 The brown seeds of this herb (which has deep blue flowers) if chewed remove all pain from a characters wounds. It will also prevent a character from feeling anything. He could walk through a fire and feel no pain. There is a 10% chance per hour that a character moving normally will suffer 1d2 hp damage, while under the influence of this herb. This occurs because the character doe not notice minor bruises or scratches. It was widely believed in medieval times that if the seeds of this plant were strewn across a vampires path the vampire would be unable to proceed further, until it had counted every seed. At the GMs discretion this may be a use for this herb in FRP campaigns. GARIIG (Shaun Hately from ICEs “MERP” RPG) Available: Summer 60% Climatic Zone: Tropical Locale: Desert Preparation: 1 day Cost: 55 gp/ 70 gp Uses: 1 Ability Check: Intelligence -10 Gariig is a small cactus. It will restore all hit points to a wounded person if eaten within two days of being harvested. GEFNUL (Shaun Hately from ICEs “MERP” RPG) Available: Summer 60% Climatic Zone: Polar Locale: Volcanoes Preparation: 1 day Cost: 200 gp/ 500 gp Uses: 1 Ability Check: Intelligence -6 Gefnul will totally cure and heal the recipient if eaten within one week of harvesting. A roll of over the Herbalists intelligence will kill the recipient, a roll of twenty will kill the recipient beyond the ability of a raise dead spell to revive him. GOAT’S RUE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 60% Climatic Zone: Temperate Locale: Forest Preparation: 2 weeks Cost: 6 gp/ 15 gp Uses: 1 Ability Check: Intelligence -10 This herb will cure poison if ingested within one hour of the poisoning. Any damage already taken, including death, remains. Goat’s Rue grows to about 3 feet tall. It has hollow branches and pale whitish blue flowers that hang down in spikes. The flowers must be dried before use. 35 GOLDEN CROWN (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy) Available: Spring 10% Climatic Zone: Subtropical Locale: Rural Preparation: 1 hour Cost: 1 gp/ 2 gp Uses: 2 Ability Check: Intelligence -3 The golden flowers of this small yellow-green plant may be made into a poultice that is used to stop bleeding. One successful application will normally stop minor bleeding, or staunch the flow of major bleeding until it only minor (a second application will stop the bleeding altogether). This herb is often used by midwives to staunch the flow of vaginal bleeding after birth. GOLDEN LUNGWORT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 80% Climatic Zone: Temperate, Subtropical Locale: Forest Preparation: 1 week Cost: 1 gp/ 2 gp Uses: 6 Ability Check: Intelligence -3 Golden lungwort has large oval leaves, covered with small hairs, and small pale blotches. It grows to a height of about 1 foot, and has small bell shaped flowers with five petals which change colour from pink, to mauve to blue. Flowers of different colours are often found on the same plant. This herb heals the ears of all aches and pains. GUARDSEYE (Maya Kniese) Available: Always 5% Climatic Zone: Cold Locale: Grassland Preparation: 20 minutes Cost: 100 gp/ 100 gp Uses: 1d4 Ability Check: Intelligence -3 This 40 cm high perennial has smooth, dark blue leaves and a woody stem. It has white, cuplike flowers, with purple flecks on the inside. In autumn, the plant dies except for a thick root than can be up to 50 cm long, but even dead, it does not shed its leaves. Thus the all year availability, for it is the leaves that are important. When cooked in water, the resulting tea will grant the drinker the ability to detect all life forms within 500 m. This includes hidden, invisible, phased, ethereal and similarly affected creatures. The effect last for fully 6 hours. GYLVIR (Shaun Hately from ICEs “MERP” RPG) Available: Autumn 10% Climatic Zone: Temperate Locale: Coastal Preparation: none Cost: 100 gp/ 100 gp Uses: 1 Ability Check: Intelligence-2 This is an algae. When eaten it allows a person to breathe underwater (and only underwater!) for a period of four hours. 36 HARE’S EARS (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 55% Climatic Zone: Temperate Locale: Mountains Preparation: 2 weeks Cost: 2 gp/ 5 gp Uses: 3 Ability Check: Intelligence -6 This herb cures skin diseases. HARFY (Shaun Hately from ICEs “MERP” RPG) Available: Summer 10% Climatic Zone: Temperate Locale: Grassland Preparation: 1 week Cost: 150 gp/ 150 gp Uses: 1 Ability Check: Intelligence The resin of this herb must be applied to a bleeding wound. It will immediately stop any bleeding. HART’S TONGUE (Shaun Hately) Available: Always 10% Climatic Zone: Temperate Locale: Forest Preparation: none Cost: 2 gp/ 2 gp Uses: 1 Ability Check: Intelligence -2 This fern resembles a deer’s tongue, hence its name. When a single frond is eaten, it serves to immediately decrease the recipients libido for 2d4 days. For this reason it is often of value to those undertaking a vow of celibacy, or who must be away from their loved ones. It does not diminish performance in any way, merely desire. HAWKWEED (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Always 75% Climatic Zone: Temperate Locale: Forest Preparation: 2 weeks Cost: 4 gp/ 6 gp Uses: 2 Ability Check: Intelligence This herb increases a character eyesight for 1d4 turns. They can see twice as far, and when in missile combat, all ranges are treated as if one less. Hawkweed has oval leaves, covered with small hairs on the underside, and green on the top. These leaves surround the plant at the base of the stem, and small yellow flowers tinged with red at the tips. 37 HEALWELL (Druann Pagliasotti) Available: Summer 30% Climatic Zone: Temperate Locale: All Preparation: none Cost: 1 sp/ 1 sp Uses: 1 Ability Check: Intelligence A common enough herb to make it into most gardens, healwell is a small flowering plant with bright yellow flowers. Its pale green leaves secrete an oil that can be rubbed on small injuries. (Cures 1 hp/oz of oil, 1 round/oz to apply; not useful on wounds over 2 hp.) HENBANE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer, Autumn 90% Climatic Zone: Temperate Locale: Rural Preparation: 1 week Cost: 1 gp/ 3 gp Uses: 3 Ability Check: Intelligence This herb will reduce the effects of poison weapons, but only if taken before the weapon strikes. In the case of non fatal poisons the effect is completely nullified, but in the case of fatal poisons, the only benefit is a +3 to Saving Throws. Henbane has large, thick, soft woolly leaves, and thick stalks about 2 to 3 feet tall. It has hollow pale yellow flowers at the top of the stalk. Either the seed or the flowers must be dried and then eaten. The effect last 1d8 hours. HOREHOUND (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 90% Climatic Zone: Temperate Locale: Coastal Preparation: 4 weeks Cost: 1 gp/ 5 gp Uses: 3 Ability Check: Intelligence -2 This plant has angular greyish stems and grows to a height of three feet. It has oval shaped tooth edged, ash green leaves. It has small creamy white flowers which group at the base of the leaves. This herb will cause the recipient to vomit up any poison in their system. It is effective only against ingested poisons. The person will be incapacitated by nausea for 1-3 days. In the case of an ‘instant death’ poison, the person can be saved if the herb is successfully administered within one round, but they will be incapacitated for the full three day period. HORSEWEED (Maya Kniese) Available: Spring, Summer, Autumn 10% Climatic Zone: Temperate Locale: Grassland Preparation: None Cost: 7 gp/ 7 gp Uses: 1 Ability Check: Intelligence -2 This 25 cm high plant has many broad, double sawed leaves growing in a rosette. It grows large, yellow composite flowers, which will quickly grow hairy seeds that will fly far on the wind. The plant often has flowers and seed simultaneously. If a generous amount of the leaves is fed to a horse or similar creature, it will be able to travel all day without tiring, even if moving at a gallop. IRONHARD (Maya Kniese) Available: Summer, Autumn 10% 38 Locale: Hills Preparation: None Cost: 15 gp/ 15 gp Uses: 1 Ability Check: Intelligence -4 This 2 foot high plant has dark blue leaves with a thick white hair growth on the underside. It grows all summer and the first half of autumn, and has many small yellow 6 leaved flowers. The plant has a milky white sap, which can be rubbed onto the skin, hardening it and granting a 1 bonus on armour-class for one hour. JAFFRAY (Druann Pagliasotti) Available: Summer 10% Climatic Zone: Tropical Locale: Desert Preparation: 2 days Cost: 10 gp/ 15 gp Uses: 2 Ability Check: Intelligence -2 A clove-like herb that is normally ground up and sprinkled into other dishes or drinks as flavouring, Jaffray also acts as a mild aphrodisiac, increasing sexual interest and general sensitivity to the surroundings. Face flushes, pupils dilate, breathing quickens, and skin becomes preternaturally sensitive. The herb has a mildly cinnamon-like flavour and its potency is not affected by being cooked. The herb is also sometimes used to counteract suspected poisoning, since it increases resistance to poison yet is so common as to be inoffensive if added to a meal. (Wisdom -2, Constitution +2, causes mild, pleasant sense of intoxication. Effects last 1d4 hours. Regular usage will build the user's tolerance to the drug, requiring greater amounts to achieve the same effects. Immunity is possible.) JINAB (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy) Available: Always 10% Climatic Zone: Subtropical Locale: Rural Preparation: 1 hour Cost: 5 gp/ 7 gp Uses: 2 Ability Check: Intelligence -4 The dark chocolate brown bark of this small fast growing tree, may be eaten in order to allow a person to remain awake for one whole week, without the need for sleep. At the end of this period, they will collapse, absolutely exhausted for four days, and will capable of only half movement for a further week after that. JOJOJOPO (Shaun Hately from ICEs “MERP” RPG) Available: Autumn 60% Climatic Zone: Polar Locale: Mountains Preparation: none Cost: 9 sp/ 9 sp Uses: 1 Ability Check: Intelligence -5 The leaf of this herb, when applied to frostbite will cure 2d6 points of frostbite damage. 39 JUNIPER (Shaun Hately) Available: Summer 20% Climatic Zone: Temperate, Subtropical Locale: Mountains Preparation: Negligible Cost: 4 gp/ 4 gp Uses: 10 Ability Check: Intelligence -8 The Juniper tree can grow up to ten feet in height. It is an evergreen, which has prickly stiff foliage. The berries appear in early summer, but take three years to ripen to the stage where they are useful. Unripe berries are green, ripe ones are bluish-black in colour. Because of this rather long period of ripening, it is wise to never denude a tree of berries. A normal sized tree will have between 100 and 200 ripe berries. 15 of these berries should be crushed and mixed with boiling water. When the liquid has cooled, the infusion should then be drunk in order to relieve muscle pains for 3d4 hours. This liquid will only keep for a month under normal conditions, but can be mixed with an alcoholic spirit to increase its lifespan indefinitely. According to some gipsy traditions, a sprig of juniper kept in a house would protect the inhabitants from vampire attacks. This may actually work at the GMs discretion. KATHKUSA (Shaun Hately from ICEs “MERP” RPG) Available: Winter 30% Climatic Zone: Polar Locale: Wasteland Preparation: none Cost: 50 gp/ 50 gp Uses: 1 Ability Check: Intelligence This plant is found only in the most inhospitable regions. When a leaf of the plant is eaten, it will (if used successfully) raise a persons strength +2 (or 20 percentage points in the case of exceptional strength) for 1d10 rounds. However if the Intelligence check is failed by more than three, the person will collapse into unconsciousness for one hour. KELVENTARI (Shaun Hately from ICEs “MERP” RPG) Available: Always 50% Climatic Zone: Temperate Locale: Forest Preparation: none Cost: 19 gp/ 19 gp Uses: 1 Ability Check: Intelligence -6 If the crushed Kelventari berries are applied to a burn within one turn on its infliction it will heal 1d3 quarters of all damage caused by the burn, no matter how much damage was taken. KILMAKUR (Shaun Hately from ICEs “MERP” RPG) Available: Summer 45% Climatic Zone: Temperate Locale: Grassland Preparation: 1 week Cost: 65 gp/ 300 gp Uses: 1 Ability Check: Intelligence -3 The roots of this plant must be brewed over a low fire for one week, and the resulting distillation drunk. If used successfully, the recipient will gain a bonus of +2 to all saving throws versus fire based attacks for 1d10 hours. KLAGUL (Shaun Hately from ICEs “MERP” RPG) Available: Summer 60% 40 Locale: Grassland Preparation: 1 day Cost: 30 gp/ 50 gp Uses: 3 Ability Check: Intelligence -2 The buds of this plant must be boiled for a day and then eaten. After boiling they will keep for six weeks. When eaten, they will if successful give the recipient infravision for six hours. KYLATHAR (Maya Kniese) Available: Summer, Autumn 10% Climatic Zone: Subtropical Locale: Forest Preparation: None Cost: 20 gp / 20 gp Uses: 1 Ability Check: None The Kylathar or Changeberry is a strange plant indeed. Anyone who eats the yellow, soft, plum sized fruits instantly has two random stats exchanged; Strength with Constitution, Wisdom with Dexterity; anything is possible (the GM should determine which statistics are exchanged).There is no saving throw, and no cure (no easy one anyway; if you as DM want one, make it up). Eating more of the berries will simply cause more stats to be randomly exchanged. Short of magical storage, the fruits will spoil and rot within 2 days after plucking. The bush itself grows about 2 metres high, with long, dusty green leaves, which are slightly sawed. The flowers grow in groups of 4 to 8, and are yellowish white with orange edges. The flowers grow in late spring, the fruits are ripe in autumn. LAISHABERRIES (Maya Kniese) Available: Summer, Autumn 10% Climatic Zone: Cold Locale: Forest Preparation: None (1 day for jelly) Cost: 20 gp each/ 40 gp for jelly Uses: 3d20 Ability Check: Intelligence -3 Laishaberries, also known as fruit of silence, grow on dark green, knee-high bushes. The leaves of the bushes are hard and waxy, and stay on long into autumn, sometimes even into winter. Concealed under the leaves, the red, cherry sized berries grow. In spring and early summer, the bush grows small, fragrant, wax blue flowers. The berries, which are equally fragrant, begin as hard white fruits, turning soft, red, and juicy as they ripen. The berries taste quite bland themselves, although they can be used to add a special taste to all kinds of jellies. When ripe, the berries can be eaten raw, and will each heal 2 hp of damage, or speed the recovery from most diseases. However, they will also render the eater mute for 20 minutes for each berry eaten. Also, if more than 5 or 6 berries are eaten at a time, a saving throw vs poison is required to avoid severe stomach cramps. A jelly made from the berries themselves loses both the healing and silencing powers (and the danger of cramps) of the fresh berries, but the curative effects for most diseases is doubled; fresh berries reduce the recovery time by one day for each berry eaten, the jelly halves the time. 41 LAND CALTROPS (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 60% Climatic Zone: Tropical Locale: Forest Preparation: 2 weeks Cost: 2 gp/ 5 gp Uses: 1 Ability Check: Intelligence -1 If applied to a snake bite within one turn, it will draw out the poison. Some very venomous snakes give bites that are incurable by this method, and so the herb has no effect against ‘instant death’ poisons. It may (at the GMs discretion) provide protection against other, non-fatal animal poisons.) LARNURMA (Sean Snyder from Joe Devers ‘Lone Wolf’ series) Available: Spring 3% Climatic Zone: Temperate Locale: Rural Preparation: 1 week (for oil) Cost: 10 gp/ 100 gp (for oil) Uses: 3 Ability Check: Intelligence -3 This tree has round purple fruit, which are about the size and consistency of plums When eaten this fruit will heal 2 hp per fruit. These fruits cannot be dried and will rot within two weeks of picking. However the juice of three fruits can be mixed with olive (or other vegetable) oil, and left to stand for a week. This oil has an almost unlimited life. Rubbing this oil into the recipients skin will ease muscle pains, and also restore 1d4 hit points. LAUMSPUR (Sean Snyder from Joe Devers ‘Lone Wolf’ series) Available: Spring 10% Climatic Zone: Temperate Locale: Forest Preparation: 4 days (for potion) Cost: 100 gp/ 500 gp (for potion) Uses: 1 Ability Check: Intelligence -2 This is a green plant with small red flower, which are renowned for their healing properties. These flowers can be eaten fresh or dried for later use. If not dried they will become useless within 1 week. The flowers can also be brewed over a very low heat in fresh water to produce a ‘potion’, which cane be drunk for its healing effect. When consumed, the herb will, on a successful herbalism check, heal 6 hp damage with fresh leaves, 4 hp using dry leaves, and 6 - 8 hp using the brew. LEOPARD’S BANE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 25% Climatic Zone: Temperate Locale: Grassland Preparation: none Cost: 5 gp/ 5 gp Uses: 3 Ability Check: Intelligence This is a poison that kills animals (but not monsters) that eat it, but has no effect on humanoids, demi-humans or humans. 42 LESSER CENTAURY (Shaun Hately) Available: Summer 25% Climatic Zone: Temperate, Cold Locale: Mountains Preparation: none Cost: 5 gp/ 5 gp Uses: 1 Ability Check: Intelligence -3 This plant has rosy-pink flowers, which are splayed out like a five pointed star. These flowers if eaten within one day of being picked will cause the recipient to vomit up any ingested poison within their body. The person will remain very weak for 1d3 days, can only move with great difficulty and is totally able to perform any useful actions. LUNGWORT (Shaun Hately) Available: Spring 10% Climatic Zone: Temperate Locale: Rural Preparation: 1 day Cost: 1 gp/ 3 gp Uses: 3 Ability Check: Intelligence -9 This plant has broad leaves covered with dark spots, resembling diseased lungs. It is used in the treatment of diseased lungs, by boiling the leaves and drinking the infusion. The effect of a successful treatment is to render breathing easier and to clear fluids from the lungs caused by a whole array of diseases - pneumonia and tuberculosis to name but two. It does not actually cure the disease, but merely relieves this symptoms. With some diseases that alone can be the difference between life and death. MAKEBATE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Always 35% Climatic Zone: Tropical, Subtropical Locale: Desert Preparation: 2 weeks Cost: 1 gp/2 gp Uses: 2 Ability Check: Intelligence -3 This herb will counteract the poison of scorpions if taken within 2 turns of the bite. Any damage, including death, already taken will remain. MANDRAKE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Spring 40% Climatic Zone: Temperate Locale: Forest Preparation: 4 weeks Cost: 3 gp/ 5 gp Uses: 3 Ability Check: Intelligence +1 This root of this herb sends the recipient to sleep. The sleep will last five hours, during which time the person cannot be woken except by a neutralise poison spell or potion. The root is said to bear a resemblance to the naked male form, hence its name. The plant has several dark green leaves which are about 1 foot long. The purple flowers of the plant are bell shaped. The root of the plant must be boiled on the night of a full moon and left to sit for an entire month before use. According to Ancient Egyptian legend, the sun god, Ra, sent Mathor to earth to punish mankind. Mathor’s slaughter was so intense, that Ra took pity on man, and forced Mathor to drink the blood of his victims mixed with Mandrake root. He fell asleep and when he awoke was unable to remember why he had come to earth, and so the slaughter was ended. MARIGOLD (Shaun Hately) 43 Climatic Zone: Temperate Locale: Rural, Urban Preparation: 2 weeks Cost: 2 gp/ 10 gp Uses: 4 Ability Check: Intelligence -4 Marigold can grow to a height of two feet and has rows of flat orange and yellow petals around a central disc. These flowers must be dried and then mixed with olive or other vegetable oil to produce a soothing balm which will soothe and clean small wounds, in order to prevent infection. MARJEROME (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Always 35% Climatic Zone: Temperate Locale: Grassland Preparation: 6 weeks Cost: 2 gp/ 6 gp Uses: 1 Ability Check: Intelligence -2 This herb removes the colour from the skin of a person who has had yellow jaundice. The herb has angular stems which grow to a height of 1 to 2 feet, which are reddish in colour and are covered in small hairs. It has ovate shaped leaves which surround the stem and grow smaller and smaller towards the top of the plant. It is topped by pale pink flowers. MARSH MALLOW (Shaun Hately) Available: Always 20% Climatic Zone: Temperate Locale: Coastal Preparation: 1 day Cost: 5 gp/ 8 gp Uses: 3 Ability Check: Intelligence -7 This plant has a green fleshy stem and broad egg shaped leaves, both of which are covered with downy hairs. It has five petalled, pale pink flowers which sit at the base of the leaves. The root must be boiled and the resultant distillation applied to burns. If used successfully the herb will double the rate of healing for the burn. MARUERA (Seth Klein) Available: Spring, Summer 1% Climatic Zone: Subtropical and Tropical Locale: Mountains Preparation: none (or 1 week) Cost: 50 gp (each)/ 50 gp (each) or 100 gp for gum Uses: see description Ability Check: - In appearance this tree looks much like any other. It can be identified by its vivid green leaves. These leaves when chewed produce large amounts of oxygen from the carbon dioxide already in the persons breath. One leaf may chewed for up to ten minutes, before its properties are exhausted. The leaves are often boiled and the resultant infusion added to other substances to produce a gum. A piece of this gum will allow the recipient to survive without oxygen for 2d4 x 10 minutes, provided they are conscious and able to chew. The herbs main use is in allowing the recipient to survive in oxygen poor or free environments such as underground. When a tree is found it will normally have 3d100 leaves. Taking too many leaves can harm the tree. The tree has a chance of dying equal to the percentage of the leaves taken. For example if 30% of the leaves are taken the tree has a 30% chance of dying, if 50% are taken it has a 50% chance of dying. The leaves are also said to have a calming effect when chewed (GMs discretion). MASTERWORT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) 44 Climatic Zone: Temperate Locale: Rural Preparation: 3 weeks Cost: 2 gp/ 7 gp Uses: 7 Ability Check: Intelligence -15 Masterwort grows to be about three feet tall and bears umbels of white flowers. It has winged dark green leaves like those of a maple tree. The leaves must be boiled and left to stand for at least twenty days before use. This herb is used as a protection from plague, giving a +2 bonus to any saves vs disease. MEGILLOS (Shaun Hately from ICEs “MERP” RPG) Available: Winter 75% Climatic Zone: Cold Locale: Mountains Preparation: none Cost: 1 gp/ 3 gp Uses: 1 Ability Check: Intelligence The leaves of this herb increases a character eyesight for 1 turn. They can see twice as far, and when in missile combat, all ranges are treated as if one less. MELANDER (Shaun Hately from ICEs “MERP” RPG) Available: Winter 65% Climatic Zone: Cold Locale: Rivers Preparation: 1 day Cost: 12 sp/ 20 sp Uses: 4 Ability Check: Intelligence Melander is a moss that must be brewed in clear water. The resultant distillation must then be drunk. It will then add +1 to all saving throws vs disease for a period of 1d10 days. MILKWORTE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Spring, Summer 95% Climatic Zone: Temperate Locale: Rural Preparation: 2 weeks Cost: 4 gp/ 8 gp Uses: 1 Ability Check: Intelligence -16 This herb protects from (for 1d4 days) and treats cholera (cures cholera in 1d4 days). 45 MIRENNA (Shaun Hately from ICEs “MERP” RPG) Available: Winter 60% Climatic Zone: Cold Locale: Mountains Preparation: none Cost: 10 gp/ 10 gp Uses: 1 Ability Check: Intelligence -2 The berries of Mirenna will heal 1d2 hp when eaten. MOUNTAIN GARLICK (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Always 30% Climatic Zone: Temperate, Cold Locale: Mountains Preparation: 1 day Cost: 8 gp/ 9 gp Uses: 2 Ability Check: ? This herb is said to repel evil spirits. MOUNTAIN SETWALL (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Always 40% Climatic Zone: Temperate Locale: Mountains Preparation: 3 weeks Cost: 1 gp/ 3 gp Uses: 2 Ability Check: Intelligence -7 This herb cause hair to grow on a characters eyelids. (SEE: FUMITORE) MUGWORT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 55% Climatic Zone: Temperate Locale: Rural Preparation: 2 weeks Cost: 2 gp/ 4 gp Uses: 2 Ability Check: Intelligence -7 The effects of this herb last for two hours. During this time the character can function at negative hit points, or beyond the point of exhaustion. Mugwort can grow to be taller than a man. It has a stiff and angular stem, reddish brown in colour. It has deeply incised smooth leaves which are dark green on top and silvery white underneath. It has small, yellow-green or yellow-red flowers arranged in long spikes at the top of the stem. THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE. NAPWEED (Shaun Hately) Available: Spring 40% Climatic Zone: Temperate Locale: Rural Preparation: 1 week Cost: 1 gp/ 1 gp Uses: 1 Ability Check: Intelligence -11 This plant has a single main stem with small fern like leaves, and small pink flowers growing from it. These flowers must be dried, powdered, and mixed into wine and then drunk to counter the effect of injected poisons. A successful application means that only half normal damage is taken from the poison. In addition to this use, the flower is often counted as a symbol of faith between lovers and is used to decorate and garnish foods at weddings. According to Greek mythology, this plant was used by the centaur, who 46 wounded by Hercules with an arrow poisoned with the Hydra’s blood, treated himself with it. NAVEW (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Winter 60% Climatic Zone: Subtropical, Tropical Locale: Rivers Preparation: 5 weeks Cost: 4 gp/ 12 gp Uses: 3 Ability Check: 50% The seeds of Navew dropped in a drinks or on to food before it is eaten acts as counteragent to ingested poisons. It prevents the death of a person poisoned in that meal, though they may still be very ill. NIGHTCALL (Druann Pagliasotti) Available: Summer 10% Climatic Zone: Tropical Locale: Desert Preparation: 2 days Cost: 50 gp/ 50 gp Uses: 1 Ability Check: Intelligence -2 A blue-grey herb smelling faintly of nutmeg that heightens the user's senses. Overdosage or prolonged usage causes photosensitivity, distraction and nervousness; on the other hand, prolonged usage can also make the effects permanent. Nightcall gradually dyes the long-term user's hair, teeth, nails, horns, or scales midnight blue. (The minimum dose of 1 tsp gives the eater +100' sight range, +10% hearing, and +1 to Wisdom/Intuition and Dexterity scores. The effects increase proportionately to the dosage, to no more than +400/40/+4. Dosages over 1 tsp, or 1 tsp taken several days in a row, will cause addiction.) OEDE (Sean Snyder from Joe Devers ‘Lone Wolf’ series) Available: Spring 1% Climatic Zone: Temperate Locale: Rural Preparation: 2 weeks (to dry) Cost: 1000 gp/ 10000 gp Uses: 1 Ability Check: ? One of the most valuable and prized of all plants, this bush has laves that are almost golden in colour. These leaves can be dried, but if they are not will last only two weeks. This means the drying process must be begun within an hour of the leaves being picked. These leaves can according to legend cure any disease. Whether or not the leaves have this power is up to the individual GM. 47 OIOLOSSE (Shaun Hately from ICEs “MERP” RPG) Available: Winter 1% Climatic Zone: Polar Locale: Elven Forest Preparation: none Cost: 1200 gp/ 1200 gp Uses: 1 Ability Check: Intelligence -10 This herb will restore an Elf to life if given within seven days of death. OLUS VERITIS (Shaun Hately) Available: Winter 15% Climatic Zone: Temperate, Cold Locale: Rivers Preparation: 1 hour Cost: 5 gp/ 10 gp Uses: 4 Ability Check: Intelligence -2 Olus veritis is pale green in colour and grows right on the edge of rivers. The leaves are rough in texture, and have tiny thorns all along their edges. A leaf should be baked in an oven for one hour and then dragged across the skin of the recipient, cutting their flesh very slightly. The recipient, must save vs poison or be compelled to answer all questions, absolutely truthfully for the next 1d6 x 10 minutes. Up to three uses of the herb can be made in a 24 hour period. If any more than this are made the recipient will die within 3 hours of the third dose, or instantly if five or more doses are administered. OLVAR (Shaun Hately from ICEs “MERP” RPG) Available: Winter 30% Climatic Zone: Polar Locale: Coastal Preparation: none Cost: 300 gp/ 300 gp Uses: 1 Ability Check: Intelligence -8 The flower of the Olvar bush must be given to a person on the point of death (at -10 hp, and not losing any more). It will then keep them alive for 2d10 days. ORACH (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 45% Climatic Zone: Temperate Locale: Forest Preparation: 6 weeks Cost: 2 gp/ 10 gp Uses: 1 Ability Check: Intelligence -2 Orach grows to about 3 or 4 feet in height. It has a whitish stalk, pale green leaves and greenish-white flowers. The seeds must be gathered, bruised and left to stand in pure alcohol for six weeks. The mixture must then be drunk, one spoonful a day for a week. The herb will cure yellow jaundice. It leaves a yellow colour in the skin. 48 PALLAST (compound) (Druann Pagliasotti) Available: Summer 30% Climatic Zone: Temperate Locale: Swamp Preparation: 2 hours Cost: 5 sp/ 1 gp Uses: 1 Ability Check: Intelligence -2 “Pallast” is a compound made of the pale, papery bark from willows and the roots of marshmallows. When ground together and imbibed, pallast cures minor aches and pains, especially headaches and pain from abscessed teeth, sore muscles, and so forth. Pallast itself is a very bitter pale powder, and is usually served in a heavily sweetened tea. (Relieves minor pains but does not restore lost hit points.) PALMA ELDATH (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Always 60% Climatic Zone: Cold, Polar Locale: Mountains Preparation: none Cost: 3 gp/ 3 gp Uses: 3 Ability Check: Intelligence -3 This herb keeps a person warm for one night or one day, and prevents them suffering from exposure. This can mean the difference between life and death. PARGEN (Shaun Hately from Alexander ICEs “MERP” RPG) Available: Summer 1% Climatic Zone: Tropical Locale: Jungle Preparation: none Cost: 2000 gp/ 2000 gp Uses: 1 Ability Check: Intelligence -15 A single berry from the Pargen Tree will restore a person to life (-1 point of Constitution) if given within 4 days. PATTRAN (Druann Pagliasotti) Available: Summer 20% Climatic Zone: Temperate Locale: Forest Preparation: 3 days Cost: 10 gp/ 10 gp Uses: 1 Ability Check: Intelligence -2 The root of a small, shrub-like plant with dark green, shiny leaves and thorns, Pattran is used to relax the muscles and encourage sleep. In mild dosages, Pattran causes a general feeling of relaxation, eases sore, strained or sprained muscles, and similar aches. In larger doses, Pattran causes sleepiness. Pattran tastes like a combination of mint and rich soil. (For sleep dosages, user may voluntarily choose to sleep well or, if resisting, save versus poison at +3. Effects last 2d4 hours; if asleep, the user will sleep and awaken normally.) 49 PENNYROYAL (Shaun Hately) Available: Spring 25% Climatic Zone: Temperate Locale: Rural, Urban Preparation: none Cost: 3 gp/ 3 gp Uses: 1 Ability Check: Intelligence -4 Pennyroyal is a low creeping herb with a squarish stem and small dark green leaves which grow in pairs. The flowers grow in round clusters which are mauve in hue. The leaves should be plucked and while fresh be thrown into a persons bath water. They may then have an aphrodisiac effect on anyone the recipient attempts to influence in the next 1d4 days (assume that 1 is added to the recipients Charisma for this period). In addition, if dried (takes two weeks), the leaves may be sprinkled among books, and will then act as an insect repellent. These make the leaves highly prized among mages and sages who will normally pay 12 gp for the dried leaves. PEONY (Shaun Hately) Available: Spring 5% Climatic Zone: Temperate Locale: Rural Preparation: 1 hour Cost: 1 gp/ 2 gp Uses: 1 Ability Check: Intelligence -2 This plant with its delicate pink flowers may be boiled into a powerful healing draught, capable of stoping all bleeding, internal and external immediately. However a roll of 1 on the Herbalism check by the herbalist, will kill the recipient in 1d4 minutes, as they suffer a massive heart attack. The herb can be deliberately used as a poison by using five times the normal dosage. PERIWINKLE (Shaun Hately) Available: Spring 45% Climatic Zone: Temperate Locale: Rural Preparation: 1 hour Cost: 1 gp/ 10 gp Uses: 1 Ability Check: Intelligence -8 The plant is a creeping vine with dark, green shiny leaves and pale blue flowers. The flours must be crushed into a powder and administered orally. If used successfully the herb will stop all bleeding, both internal and external in one turn. The recipient must not move for one hour or risk reopening the wounds. PETIVERIA (Shaun Hately) Available: Summer 20% Climatic Zone: Subtropical, Tropical Locale: Rural Preparation: 1 day Cost: 1 gp/ 3 gp Uses: 1 Ability Check: Intelligence -3 This plant has a single stem with dark green, shiny leaves growing from it. It is topped by very thin, yellow flowers. The petals of these flowers should be tied into a poultice, where they will, on a successful application act to bring down swelling and bruise over the course of a one day period. PRINCE’S FEATHER (Shaun Hately) Available: Summer, Autumn 45% Climatic Zone: Temperate 50 Preparation: 1 hour Cost: 1 gp/ 2 gp Uses: 1 Ability Check: Intelligence -6 This herb has red-green leaves and long pink flowers. The flowers must be beaten into powder and eaten by the recipient. If successful, the herb will halve the rate of internal bleeding within 1 turn. RAMPALT (Druann Pagliasotti) Available: Summer 20% Climatic Zone: Temperate Locale: Forest Preparation: 1 day Cost: 5 cp/ 5 cp Uses: 1 Ability Check: Intelligence This dark-colored root grows on a plant distinguished by its waxy dark green leaves. When the root is boiled down, it turns into a thick, strong-smelling greyish liquid that cures congestion when boiled in water and inhaled. (Relieves stuffy head, opens sinuses, for as long as the steam is breathed + 2d6x10 rounds.) REWK (Shaun Hately from ICEs “MERP” RPG) Available: Autumn 60% Climatic Zone: Temperate Locale: Rural Preparation: 1 day Cost: 9 sp/ 1 gp Uses: 4 Ability Check: Intelligence -7 The nodules of the stem of Rewk must be brewed in clear water for one whole day before drinking. It will then cure 1d3 points of damage. RIBWORT PLANTAIN (Shaun Hately) Available: Spring 30% Climatic Zone: Temperate, Subtropical Locale: Urban Preparation: none Cost: 1 gp/ 1 gp Uses: 2 Ability Check: Intelligence -3 This plant has a cluster of dark green leaves, with marked parallel veins at its base, a single stem topped by a cluster of tiny, pale orange flowers. The chopped leaves are applied to the flesh to reduce bruising. A successful application will remove slight bruises altogether within an hour, more severe bruises will take 1d4 days. 51 ROSE CAMPION (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 80% Climatic Zone: Temperate Locale: Forest Preparation: 3 weeks Cost: 1 gp/ 3 gp Uses: 6 Ability Check: Intelligence -7 This herb will protect against scorpion stings for three days. It will protect against only one sting. It will protect against ‘instant death’ venom. RUE (Shaun Hately) Available: Summer 25% Climatic Zone: Temperate Locale: Rural Preparation: None Cost: 1 gp/ 1 gp Uses: 4 Ability Check: Intelligence -2 Rue is a small rounded bush which grows to about three feet in height. It has yellow, scoop like flowers. The leaves are shaped like spades, and are blue grey in colour. It has seedpods which resemble a small green orange. The seedpods should be consumed as an antidote to ingested poisons. Provided it is taken within 10 minutes, of the poison being ingested, and the poison has not already had its effect, it will neutralise the poison in 1d4 minutes, on a successful herbalism check. It is also mixed with wormwood to create a very effective antiseptic. See Wormwood for details. SABITO (Sean Snyder from Joe Devers ‘Lone Wolf’ series) Available: Summer 2% Climatic Zone: Tropical Locale: Coastal Preparation: 1 week Cost: 100 gp/ 500 gp Uses: 3 Ability Check: Intelligence -2 This plant has leaves which are bluish in tinge, and is found growing in the sands of coastal dunes. The root is dark blue in colour and may be made into small pills. Consuming one of these pills will allow the recipient to breathe underwater for 10 minutes, by allowing them to absorb the oxygen in the water directly into their skin through osmosis. Their skin has a translucent appearance for these ten minutes. SADDILIA (Maya Kniese) Available: Summer, Autumn 1% Climatic Zone: Temperate Locale: Grassland Preparation: 1 hour Cost: 100 gp/ 300 gp Uses: Varies Ability Check: Intelligence -5 This rare tree can grow up to 20 m tall, and can become quite old. It has dark red wood, and equally dark blue leaves. The flowers, which grow in small bunches, are startling white, almost radiant. Its nuts have a very special property; each nut raises the Intelligence or Wisdom (determine randomly) of the eater by 0.1 point (20 max). The effect lasts for a whole week, after which it fades again, although there is a 10% chance the effect is permanent. Around the tree there are often animals (squirrels, salmon) who eat the nuts on a regular basis, and are therefore quite intelligent, often possessing speech or even (GMs discretion) spellcasting abilities. The number of nuts available varies greatly, depending on the age of the tree, the amount of creatures aware of its existence, etc, and mainly of course on the GMs wishes. Basically, the GM should determine how many of 52 the players you wish to profit from it, multiply by ten, and make up an explanation as to why there are no more nuts. SAFFRON (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Autumn, Winter 60% Climatic Zone: Temperate Locale: Forest Preparation: 1 week Cost: 20 gp/ 100 gp Uses: 2 Ability Check: Intelligence The plant has a tuberous root, and large purplish flowers with yellow-red centres. The pistils of the flower must be pounded into a paste which is left to dry for a week. The resulting powder is taken as snuff. This herb raises all attribute scores by one for one hour. NOTE: THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE. SANICLE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer, Autumn, Winter 90% Climatic Zone: Temperate Locale: Forest Preparation: 2 weeks Cost: 5 gp/ 30 gp Uses: 4 Ability Check: Intelligence +2 Sanicle leaves should be crushed and left in white wine, the strained through a cloth and drunk. It has the effect of binding wounds so that they are not reopened by action. It is a small plant with glossy green leaves, with long leaf stalks which are divided into three or five lobes. It has small white or pink flowers which sit at the top of a slender stalk. SARACEN’S CONFOUND (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 80% Climatic Zone: Temperate Locale: Rural Preparation: 11 weeks Cost: 1 gp/ 20 gp Uses: 4 Ability Check: Intelligence +3 This herb cures fevers within 1d4-1 turns. SCENTED MAYWEED (Shaun Hately) Available: Summer 40% Climatic Zone: Temperate Locale: Forest Preparation: 1 day Cost: 8 gp/ 15 gp Uses: 1 Ability Check: Intelligence -3 Scented mayweed grows to a height of about 2 feet. It has erect and branching stems. It has small leaves, white flowers with a yellow centre. The flowers must be crushed, emitting a pungent odour and should then be applied to the eyes in order to heal damage to them caused by acid. If used within a day of the injury, they can prevent blindness. SERAPIAS TURBITH (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Spring, Summer 45% Climatic Zone: Temperate Locale: Grassland Preparation: 4 weeks Cost: 4 gp/ 7 gp Uses: 3 53 This herb will place the recipient into a deep sleep for one day. The recipient CANNOT be woken. At the end of the day, all wounds will be healed. It does not, of course, resurrect a dead person, or regenerate lost limbs. SESSALI (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy) Available: Autumn, Spring, Summer 10% Climatic Zone: Subtropical Locale: Coastal Preparation: 2 hours Cost: 1 gp/ 4 gp Uses: 7 Ability Check: Intelligence -3 A rugged thorny plant found by the sea. The leaves must be boiled for two hours in salt water, and the resultant mix sweetened with honey. This mixture will act as a cure for certain types of ingested poisons (GMs discretion, as to which ones). The recipient must be made to drink one dose immediately the mixture is ready, and then a further dose every twelve hours for three days (7 doses in all). If the number of successful applications is four or more, the patient will recover. SHEPHERD’S PURSE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Always 85% Climatic Zone: Temperate Locale: Grassland Preparation: 1 week Cost: 5 gp/ 12 gp Uses: 4 Ability Check: Intelligence +2 This herb rarely grows to a height of more than one and a half feet. It has small greyish green leaves, growing smaller towards the summit of the plant. It has small four petalled dirty-white flowers at its peak. If applied to wounds it will stop their bleeding for one hour, and temporarily removes the need to bandage. SILVERTHORN (Shaun Hately from Raymond E. Feist’s ‘Silverthorn’) Available: Always 1% Climatic Zone: Temperate Locale: Mountains Preparation: 12 hours Cost: 1000 gp/ 10000 gp Uses: 1 Ability Check: Intelligence Silverthorn is a small thorny plant, white in colour with red berries and silver thorns. Called aelebera by the elves, this herb can function either as a poison or as an antidote to itself. It is found only by one lake located high in the mountains. For use as a poison the thorns must be crushed and boiled in oil over the course of a night, at which point, the resultant mixture may be smeared on the end of a weapon. When the weapon pierces its target, the poison will take effect killing the victim within 2d6 hours. There is no save and no cure, except for the antidote outlined below. Not even the most powerful magic can cure this poison. The only cure for this poison, is also made from the Silverthorn plant. The berries must be boiled in absolutely pure water, contained in a pure silver vessel, and the resultant mixture stored in a vial of absolutely pure glass until use. The liquid must be placed on the dying victims lips, where within 1d20 minutes, they will recover from the poisoning. SINQUOI (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy) Available: Summer 15% Climatic Zone: Subtropical Locale: Rural Preparation: 1 hour Cost: 2 gp/ 3 gp 54 Ability Check: Intelligence -2 The red leaves of this unusually twisted tree should be burned and the smoke inhaled. This will have the effect of ‘dilating’ time (making it appear to pass slower.) For every minute experienced outside the influence of the herb, only thirty seconds will pass. A single dose is effective for 1d6 hours. Normally used by torturers to prolong agony, the leaves may also be used by people who must think quickly. It does not increase the speed at which a person moves (Under it’s influence all movement will seem sluggish), and does not impart any bonuses in combat for this reason, (you may see the blow coming more easily, but you will still be unable to avoid it.) SNAKESPIKE (Druann Pagliasotti) Available: Spring 15% Climatic Zone: Temperate Locale: Coastal Preparation: 1 hour/ 3 hours Cost: 5 gp/ 7 gp Uses: 2 Ability Check: Intelligence A thin stalk covered with yellow-green flowers. The leaves can be steeped in water to make a tea that, when imbibed 3 times a day, reduces inflammation and restores strength; when made into an ointment, snakespike soothes and promotes rapid healing. (Tea gives 1d3 hp/day instead of 1; ointment restores 1d2 hp immediately per application but can only be administered to the same character once a day.) SPANISH NUT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Always 80% Climatic Zone: Temperate, Subtropical Locale: Forest Preparation: 25 weeks Cost: 10 gp/ 100 gp Uses: 1 Ability Check: Intelligence -2 This herb is a powerful aphrodisiac. If successfully administered I would suggest that the GM or player roleplays the recipient accordingly. However if a method of using dice to simulate its effect is wanted, I suggest that anyone who attempts to seduce the recipient should have a bonus of 1d4 to their Charisma (Appearance) for a period of 2d10 turns. 55 SPIDERWORT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Spring, Summer 50% Climatic Zone: Temperate Locale: Special (see below) Preparation: 2 weeks Cost: 4 gp/ 10 gp Uses: 3 Ability Check: Intelligence This herb will cure spider poison if applied within 2 rounds. Any damage already incurred, including death remains. This plant may be found anywhere in temperate regions where there is chalky soil. SPRING ADONIS (Shaun Hately) Available: Spring 40% Climatic Zone: Cold Locale: Mountains Preparation: 2 weeks Cost: 3 gp/ 8 gp Uses: 4 Ability Check: Intelligence -2 This plant has small green leaves, and wide round yellow flowers. These flowers may be dried, and then eaten. They will then reduce the chance of a heart attack by half each day they are eaten. They may (at the GMs discretion) also help to strengthen the heart of a person, who through age, injury, or other cause, has a weak heart. Eaten ten or more of these flowers at a time will temporarily raise the Constitution and Strength scores of a person by 1 for 2d12 hours, while reducing their Dexterity by 2 for the same period. In addition to this reduction such person also has a (50 - Constitution) % chance of suffering a fatal heart attack 3d12 hours after taking such a massive dose. Certain tribes of barbarians in the mountain regions where this herb is found, use it in order to help them go berserk in battle. These tribes, due to constant dosing from birth have only a (20 - Constitution) % chance of suffering the heart attack. According to legend, the Greek goddess Aphrodite changed her beloved Adonis, the son of King Cinyras, into this flower, just before he died after being wounded by a wild boar. STRAWBERRY (Shaun Hately) Available: Summer 40% Climatic Zone: Temperate Locale: Rural Preparation: negligible Cost: 2 gp/ 2gp Uses: 3 Ability Check: Intelligence -12 These small red berries grow on very small bushes with pale green rounded leaves. Five berries should be bound into a bandage, which should then be applied to a lepers sores. If the application is successful, that sore will deteriorate no further. 56 SUAEYSIT (Druann Pagliasotti) Available: Autumn 20% Climatic Zone: Cold Locale: Forest Preparation: none / 1 week Cost: 10 gp/ 50 gp Uses: 1 Ability Check: Intelligence -4 A dark black mushroom with greyish markings along the undersides, this fungus grows in shadowed forests in cool to cold climes. Suaeysit mushrooms can be eaten directly or dried and ground into tinctures or otherwise prepared. The mushrooms give the imbiber a rush of energy, clearing the mind and raising the spirits. However, they are highly addictive, and care must be taken when preparing and prescribing dosages. Often used to counteract shock in emergency situations. (Temporarily adds +1 to all statistics - no top limit to natural statistics, but it does not add to magically enhanced statistics - and saving throws, and relieves effects of fatigue. This effect lasts for 1d4 hours, after which the user operates at -1 to all statistics and saving throws, and feels even more fatigued. The negative effects of "coming down" can, of course, be counteracted by taking more the drug, with resultant addictive effects.) SWEET TREFOILE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Spring, Summer 60% Climatic Zone: Temperate Locale: Forest Preparation: 2 weeks Cost: 1 gp/ 3 gp Uses: 6 Ability Check: Intelligence -4 This herb will halve falling damage if applied within one turn of the fall. TAI-GI (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy) Available: Summer 10% Climatic Zone: Subtropical Locale: Rural Preparation: 1 hour Cost: 2 gp/ 3 gp Uses: 3 Ability Check: Intelligence -4 The ground and powdered root of this small, almost flat plant will, if eaten, increase the efficiency of all a persons five senses by 5 times for a period of 2d6 hours. They will be able to see five times as far, and things five times as small, track by scent alone, hear the smallest sounds, and even taste many poisons on their tongues. A side effect is that they are also five times as susceptible to pain (for each hit point of damage the person must save vs Constitution with a penalty of the amount of damage, ie a person with a Constitution of 15 take 6 points of damage. He musts roll 9 or under on d20 or collapse in agony. If the person ever takes more damage than their Constitution score while under the influence of this herb, they have a 95% (19 in 20) chance of instant death, just from the pain. 57 TAMARINDES (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Always 85% Climatic Zone: Tropical Locale: Forest Preparation: 4 weeks Cost: 1 gp/ 2 gp Uses: 7 Ability Check: Intelligence This herb will quench the thirst. However it does not replace the water in their system. A person can still die of thirst, they just won’t feel thirsty. Because of this fact, its use can be dangerous. TAMARISKE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Always 20% Climatic Zone: Temperate Locale: Rural Preparation: 2 weeks Cost: 5 gp/ 7 gp Uses: 3 Ability Check: Intelligence This herb will cleanse wounds, removing all infection. It does not cure lost hit points. TATEESHA (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy) Available: Always 20% Climatic Zone: Subtropical Locale: Swamp Preparation: (none for nuts, 1 week for silks) Cost: 1 sp/ 1 sp for nuts, 5 gp/ 10gp for silks Uses: 2 Ability Check: Intelligence -5 The tateen bush is a low lying shrub with long thin leaves and small brown nuts. These nuts may be chewed to provide a short lived feeling of euphoria, and are mildly addictive. They have the side effect of staining the teeth, making it easy to find a tateen addict. The flowers, called silks bloom only in spring, and if gathered and dried for one week form a powerful narcotic which may be smoked. For 2d10 minutes after smoking the persons insight is increased (+1 to Intelligence), but for 1d4 hours after this, a state of distortion ensues and the recipient Intelligence and Wisdom drop by 2 from their normal levels. Prolonged use causes the user to collapse into an almost dreamlike trance. THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE. TEMPIN (Druann Pagliasotti) Available: Summer 20% Climatic Zone: Temperate Locale: Forest Preparation: none Cost: 5 gp/ 5 gp Uses: 1 Ability Check: Intelligence -2 A bushy climbing vine with tubular yellow flowers, the leaves and flowers of tempin can be boiled and made into a poultice that will draw out poisons from bites and stings and allow the wound to heal cleanly and without complications. (When poultice is applied promptly, gives an additional +2 save vs. poison, once on any particular poison attack. Also gives back 1 extra hp/day for the first 2 days after poultice is applied.) 58 TEPHROSIA (Shaun Hately) Available: Spring, Summer, Autumn 30% Climatic Zone: Tropical Locale: Coastal Preparation: 1 hour Cost: 2 gp/ 3gp Uses: 3 Ability Check: Intelligence -2 / Intelligence -3 (for seedpods) Tephrosia consists of a small woody stem, with fern like leaves along its length, and topped by several small flowers (or in summer seedpods). Either the flowers or the seeds may be boiled in water and then drunk to calm the recipient. This is very useful when a person is delirious, or otherwise insane. It also has a mild pain relieving effect and may be given to the wounded or injured. The seedpods are more effective than the flowers (hence the different ability checks) and may also be dried. This herb is mildly addictive and should be used with care. TERBAS (Shaun Hately from ICEs “MERP” RPG) Available: Spring 75% Climatic Zone: Temperate Locale: Forest Preparation: none Cost: 2 gp/ 2 gp Uses: 1 Ability Check: Intelligence -5 The leaf of this plant must be applied to the site of nerve damage. If successful, the rate of healing for such damage will be doubled on each day of use. TERIKO WEED (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy) Available: Spring, Summer 5% Climatic Zone: Subtropical Locale: Rural Preparation: 1 hour Cost: 2 gp/ 3 gp Uses: 3 Ability Check: Intelligence -3 This small dark green weed is prized as a contraceptive. It must be boiled for one hour into an elixir, and drunk by the woman. A successful application will prevent 98% of pregnancies for a period of 1d3+1 weeks. THORN APPLE (Frank Shears) Available: Spring, Summer 20% Climatic Zone: Temperate, Subtropical Locale: Rural Preparation: none Cost: 1 gp/ 1 gp Uses: 4 Ability Check: Intelligence This is a small ground hugging plant. Its seeds are about a quarter of an inch in diameter, and are covered in small thorns. A single seed is very effective as a minor pain reliever. It will ease small pains, such as headaches or minor muscular pains for 3d4 hours. The pain relief is almost instantaneous. 59 THROW-WAXE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Spring, Summer 45% Climatic Zone: Temperate Locale: Forest Preparation: 7 weeks Cost: 2 gp/ 3 gp Uses: 8 Ability Check: Intelligence -4 This herb will heal any scars in a year if applied every week. THURL (Shaun Hately from ICEs “MERP” RPG) Available: Autumn 90% climatic Zone: Temperate Locale: Forest Preparation: 1 day Cost: 1 sp/ 2 sp Uses: 4 Ability Check: Intelligence The clove of Thurl must be brewed for one whole day. When the mixture is drunk it will restore 1 hp of damage. THYME (Shaun Hately) Available: Spring 15% Climatic Zone: Temperate, Cold Locale: Rural Preparation: 2 weeks Cost: 2 gp/ 5 gp Uses: 3 Ability Check: Intelligence -9 Thyme can grow up to a foot in height. It has tiny dark green leaves, and is an evergreen. In spring it has many sweet scented mauve flowers. The smell is so strong that the herb is often smelt before it is seen. These flowers must be dried and then mixed with fresh, clear water. To produce an antiseptic lotion. This lotion should be applied to infected wounds. A successful application will destroy the infection, although any damage already sustained will remain. UR (Shaun Hately from ICEs “MERP” RPG) Available: Winter 70% Climatic Zone: Temperate Locale: Grassland Preparation: none Cost: 3 gp/ 3 gp Uses: 4 Ability Check: Intelligence Ur can be used as a substitute for one days food. It cannot be used for more than three days or a character will begin to suffer -2 to all statistics. When any statistic is less than 3 the character become comatose, when any statistic reaches 0 they die. A character will regain 1 statistic point per day with food and medical care, but will remain incapacitated until all statistics reach normal levels. 60 VALERIAN (Shaun Hately) Available: Spring 20% Climatic Zone: Temperate Locale: Grassland Preparation: 1 hour Cost: 1 gp/ 2 gp Uses: 1 Ability Check: Intelligence -2 Valerian grows to a height of about 3 feet, and has one hollow furrowed stem. It has large, pale green, serrated leaves along the length of this stalk which slits into flowers stems with small pink flowers at its top. The root is the useful part of this plant and should be grated into boiling water and the resulting infusion drunk in order to ease the spasms of somebody who is subject to fits. A successful application will stop all fits for 1d12 hours. The scent of the bruised or cut root also can be used to attract rats. According to some versions of the legend, the Pied Piper of Hamlin used this herb to lead the rats from the town. VINUK (Shaun Hately from ICEs “MERP” RPG) Available: Summer 30% Climatic Zone: Temperate Locale: Grassland Preparation: 1 hour Cost: 8 sp/ 8 sp Uses: 1 Ability Check: Intelligence If this herb is given to an unconscious person, it will immediately awaken the person. It will only wake up a person who is unconscious due to alcohol or fainting etc, not that caused by physical damage. And just because the person is conscious does not mean that they are coherent. WHITE BRYONY (Shaun Hately) Available: Autumn 30% Climatic Zone: Temperate Locale: Forest Preparation: 1 hour Cost: 1 gp/ 2 gp Uses: 1 Ability Check: Intelligence -5 This climbing vine has greenish white star shaped flowers, each bearing five petals, and has green berries which turn red when ripe. It has a root, something like a huge turnip, and this root should be ground up and boiled in water and drunk as a cure for pneumonia. WHITECANDLE (Druann Pagliasotti) Available: Autumn 30% Climatic Zone: Temperate, Subtropical Locale: Forest Preparation: 1 hour Cost: 5 gp/ 5 gp Uses: 1 Ability Check: Intelligence -2 A tall, flowered plant with silvery-green leaves. When the flowers are mixed with water or wine and applied directly to a wound, they act as a painkiller. (Restores 1d4 immediately, but these points are lost as the effect wears off in 2 hours Further applications before the previous one has worn off are ineffective.) 61 WILLOW-HERB (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 60% Climatic Zone: Temperate Locale: Forest Preparation: none Cost: 5 gp/ 5 gp Uses: 4 Ability Check: Intelligence -2 The plant grows to about three feet in height. It has long hairy leaves and large purplish- pink flowers. The smoke of this herb will keep away snakes. One dose burns for about five minutes. WINCLAMIT (Shaun Hately from ICEs “MERP” RPG) Available: Spring 1% Climatic Zone: Temperate Locale: Forest Preparation: none Cost: 100 gp/ 100 gp Uses: 1 Ability Check: Intelligence Each Winclamit tree bears but one fruit per year. When this fruit is eaten it will restore 1d100 hp to the recipient. The fruit can be stored for up to 2 months in a dry sealed container. WOLFSBANE (Maya Kniese) Available: Summer, Autumn 10% Climatic Zone: Temperate Locale: Hills Preparation: None (2 days for pills) Cost: 20 gp each/ 40 gp for jelly Uses: 3 Ability Check: Intelligence This small (15 cm) plant has black green leaves, sawed deeply several times, and three flower stalks with tiny white flowers and brown seed pods. The seeds are fine as dust, and are therefore usually worked into pills, although, in a pinch, it is possible to simply pluck a stalk and eat it whole. In both cases, the seeds have the effect of granting a +2 on a saving throw vs poison to avoid lycanthropy. The protection lasts for 2d4 x 10 minutes. WOLFSBANE (WHOLESOME) (Shaun Hately) Available: Summer 25% Climatic Zone: Temperate Locale: Rural Preparation: 1 day Cost: 5 gp/ 10 gp Uses: 2 Ability Check: Intelligence - 7 This is a small plant, about 1 foot tall with pale, divided green leaves and hooded yellow flowers. The stem if rather hairy. The root must be boiled in water and then applied to a bite from a venomous creature within 5 rounds of the bite. If used successfully, the damage caused by the venom will be reduced by half. 62 WOODROSE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer 60% Climatic Zone: Temperate Locale: Rivers Preparation: none Cost: 1 gp/ 1 gp Uses: 3 Ability Check: Intelligence If drunk in wine, this herb cause people to become very merry. Anyone who wishes to resist its effect can do so, if they save vs poison (+2 bonus). WOOD SORREL (Shaun Hately from Alexander Scott’s “Maelstrom” RPG) Available: Summer, Autumn 80% Climatic Zone: Tropical Locale: Desert Preparation: 2 weeks Cost: 2 gp/ 4 gp Uses: 2 Ability Check: Intelligence This is a small plant with leaves in three parts, like a shamrock. The flowers are bell shaped and are white with a dash of blue. The leaves must be crushed and dried for two weeks before use. This herb keeps people cool. It is obviously invaluable in desert regions. It doubles the persons ability to endure heat effects, but does not counteract dehydration, etc. WORMWOOD (Shaun Hately) Available: Spring 5% Climatic Zone: Temperate Locale: Rural Preparation: none Cost: 2 gp/ 2 gp Uses: 1 Ability Check: Intelligence -2 The effects of this herb last for two hours. During this time the character can function at negative hit points, or beyond the point of exhaustion. Wormwood normally grows to about four feet in height. It has a stiff and angular stem, reddish brown in colour. It has deeply incised smooth leaves which are silvery white with a slight tinge of green. It has small, yellow-green flowers arranged in long spikes at the top of the stem. The herbs is also a rather effective insect repellent and is often left with clothing to keep fleas away. It also makes a very effective antiseptic when mixed with rue (Intelligence check to remove all infection from a wound within 5d6 hours). In addition to its above effects wormwood is also a prime ingredient in a very dangerous, very addictive drink called Absinthe which is milky green in colour. I will not outline the manufacture of this drink as it is highly dangerous, and often illegal. THIS HERB IN ANY FORM IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE. ‘While Wormwood hath seed get a handful or twaine To save against march, to make flea to feraine: Wherre chamber is sweeped and Wormwood is strowne, No flea for his life dare abide to be known Whate save is better (if physik be true) For places infected than Wormwood and Rue? It is a comfort for hart and the braine, And therefore to have it is not in vaine’ Thomas Tusser (1527-1580) 63 YARAN (Shaun Hately from ICEs “MERP” RPG) Available: Autumn 80% Climatic Zone: Temperate Locale: Grassland Preparation: none Cost: 8 sp/ 8 sp Uses: 2 Ability Check: Intelligence The pollen of this flower must be inhaled. A successful roll means that a persons sense of smell and of taste are doubled for one hour. The herb must still be growing or have been cut in the last 10 minutes. YARROW (Shaun Hately) Available: Summer 30% Climatic Zone: Temperate Locale: Rural Preparation: none Cost: 10 gp/ 10 gp Uses: 3 Ability Check: Intelligence The small white flowers of this herb, which cluster at the top of its one to two feet tall straight stem, should be crushed and applied to wounds. If successfully used it will stop minor bleeding, and reduce major bleeding to the minor level. A second application can then be used to stop the minor bleeding. According to legend Achilles used yarrow to treat wounded Greek troops during the Trojan War. YAVETHALION (Shaun Hately from ICEs “MERP” RPG) Available: Autumn 40% Climatic Zone: Temperate Locale: Coastal Preparation: none Cost: 45 gp/ 45 gp Uses: 1 Ability Check: Intelligence When the fruit is eaten, it will restore 1d3 hp to the recipient. Yavethalion keeps for only two weeks. YOUNG LAD’S LOVE (Shaun Hately) Available: Summer, Autumn 30% Climatic Zone: Temperate, Subtropical Locale: Forest Preparation: None Cost: 1 gp/ 1 gp Uses: 5 Ability Check: Intelligence -5 Young lad’s love is a 3 to five foot tall shrub with many branches that resemble small trees. It has small yellow-white flowers, and green feathery leaves, which smell of lemon. These leaves turn a rich orange-brown in late autumn. The flowers should be crushed and placed into a poultice, to be used. A successful application will cure one small area of frostbite, such as a foot or hand, in 2d8 hours. 64 ZULSENDRA (Shaun Hately from ICEs “MERP” RPG) Available: Summer 30% Climatic Zone: Tropical Locale: Underworld Preparation: none Cost: 70 gp/ 70 gp Uses: 2 Ability Check: Intelligence When this mushroom is eaten, it doubles a persons rate of movement, and rate of attack for three rounds. At the end of that time the person must save versus poison or collapse in exhaustion for 1d6 turns. ZUR (Shaun Hately from ICEs “MERP” RPG) Available: Winter 60% Climatic Zone: Cold Locale: Underworld Preparation: 6 hours Cost: 12 gp/ 50 gp Uses: 2 Ability Check: Intelligence This fungus must be brewed for six hours. A successful roll means that a persons senses of smell and of hearing are doubled for one hour. 65 Appendix A: The Revised Herbalism Skill by Maya Kniese The revised herbalism skill that appears below is largely the work of Maya Kniese and is © 1996 Maya Kniese and is used with permission. I have edited her original document for greater clarity. Note, the following skill assumes (as does the entire guide) that Intelligence is measured as a score from 3-18, as appears in D&D, AD&D, Dragon Warriors, and Tunnels & Trolls FRPGs. If a different system is used, in your game it is necessary to revise the skill accordingly. The following system is totally optional of course, and you should feel free to use your own system, or that contained in your games systems rulebooks. Herbalism, as a skill or a proficiency, is the ability to first of all find and then to prepare a certain herb in order to use its special properties (normally curative). To use this skill, simply tell the GM that you intend to look for a certain plant. The GM will decide, based on the information contained in the Guide for each herb, and on the fact whether or not he wants the herb to be found if the plant exists in the area. If the herb does exist in the area, the GM will then roll 1d10 to determine the rarity of the plant in that area. This number must be multiplied by 10 and added to your intelligence score, in order to give the percentage chance that the herb will be found in each hour of searching. If the PC has two skill or proficiency levels in herbalism, then twice intelligence is added to the d10 x 10 roll, if the PC has three skill or proficiency points, three times Intelligence must be added. The GM must add modifiers to this chance of finding the herb, based on common sense, etc. For example an eight feet tall plant in the middle of an open field is going to be very easy to see, and consequently to find. If the PC has a survival skill or proficiency in the type of terrain that they are searching in, 5% should be added to this roll. If the PCs is in an area, that he or she is familiar with, for example their own village, 10% is added to the chance. These additions are cumulative. Finally once the herb is found, the Ability Check must be rolled in order to determine whether or not the herb is prepared correctly and functions as desired. 66 Appendix B: Addiction Effects Reading through the guide, it may have been noticed that certain of the herbs contained within are addictive. In previous editions of this guide, I have not included any information on the effects of addiction, overdose, or withdrawal symptoms etc. This was because I do not wish to be seen as supporting or condoning drug use in any way, shape or form. For the record, I do not condone the administration, or use of any drug except on the basis of competent medical advice. However I have decided to include this appendix in the new edition of the guide, after many requests from users of previous editions of the guide. All information contained in this appendix is completely optional, even more so than any other information contained within the guide. It is useful in a game environment by tending to limit the effectiveness of certain powerful herbs. The undesirable effects of overuse will discourage PCs from becoming habitual users. However, I caution all GMs that forcing a player to play an addicted PC may be very distressing for the player. No player likes losing control of their character, and that may be an effect of addiction. Always remember the first priority of any game is to be fun. A second warning. Drug use is a very contentious issue among certain people and groups. Don’t let this fact get in the way of your games. Also the mention of drug use and addiction in games may distress some people. Please be careful. Thirdly, a personal plea. Please never use any drug or herb unless prescribed by a medical practitioner, or a trained and skilled herbalist. A transient high, or a quick fix is not worth your life or your health. If you have any type of substance abuse problem seek help. The suggested addiction effects contained in the appendix have been created for game purposes. They may or may not be accurate in a real world environment. This appendix is organised alphabetically, by the name of the herb. I have only considered powerfully addictive herbs. Those which are described as mildly addictive (such as Caffar, Callin or Tephrosia) should be role played by the GM and player, or ignored as the GM sees fit. ADGANA Chance of Overdose Each time this herb is used, there is a 1 in 10 chance of Overdose occurring. An overdose causes the recipients heart to race at five times the normal speed for 1d12 minutes. At the end of this time the recipient will die of massive internal bleeding. During this time the recipient may be treated for ingested poison with a successful treatment allowing their survival. Addiction and Withdrawal Whenever this herb is used the recipient must save vs Constitution or become addicted. For every time after the first time the herb is used, a cumulative penalty of 1 applies to this save. An addict is unable to gain any benefit from the herb, but craves it nonetheless. They will undertake any risk and do anything to get the herb. They will kill anyone who stands between them and the herb. This is undisputable and unavoidable. Recovery from Addiction It is almost impossible to recover once addicted to Adgana. The only method is to go totally cold turkey for six months. During this time, the addict will take any and all opportunities to get hold of the herb. They will neglect everything else such is their fanaticism. They will be prone to severe depression and may be suicidal. After six months they will no longer crave the herb with such intensity, but will still do anything to get hold of it, if they see it. They will also suffer a permanent 1 point penalty to all attributes. 67 MUGWORT Chance Of Overdose An overdose may occur if this herb is administered three or more times in any given 24 hour period. If this occurs, the PC must make a save vs poison with a -2 penalty. Each time the herb is administered after the third time in the 24 hour period, an additional cumulative penalty of -1 is applied to the save. For example if it has been used for the 5th time in 24 hours, the total penalty will be -4. If overdose occurs the PCs metabolism will go out of control. The PC must role under the Constitution on d20, or they will suffer heart failure and die within 2d10 minutes. Poison curing magic or the administration of a Navew nut has a 50% chance of saving the PCs life. Even if the PC survives they will be all but incapacitated for 1d4 days. There is also a (30-Constitution) % chance of the permanent loss of 1 CON point. Addiction And Withdrawal If this herb is used more than 3 times in a week (7 days) there is a 10% chance of addiction, with any additional use of this herb in that week raises the chance of addiction by a further 5%. This addition is cumulative. An addicted character must make a Constitution check each morning. If this is failed the PC is unable to function without a dose of Mugwort, and will suffer the loss of 1 point of Constitution. If the characters Constitution ever reaches 0, they will die. One dose of Mugwort will restore their Constitution score back to normal levels. Once addicted the PC will require double the normal dose of Mugwort for it to have any normal effect, but the normal 3 dose rule for overdose still applies. It should be noted that the gradual loss of Constitution will cause the PC to take on a wasted appearance. Recovery From Addiction The PC must manage to abstain from the herb for 10+1d4 days. Each day they must make the above Constitution check. If they fail this check, they will lose a point of Constitution as described above. On a day when this occurs, if the PC has any chance to get hold of the herb, they will do so, no matter what, unless they pass a Wisdom check with a penalty of 5. The GM may allow a bonus to this check, if the PC would have to do something totally out of character, for example, a Paladin having to mug someone to get it, but the roll should never be better than a base Wisdom check. If the PC manages to survive the 10+1d4 day period, they are no longer addicted, and will gain any lost Constitution points (except those caused by overdose) back at the rate of one per day. However if they ever use the herb again, they will instantly become re-addicted. NIGHTCALL Chance of Overdose If more than 1 teaspoons (1 dose) is ever taken in a 24 hour period, the recipient has a (10% x number of doses) chance of overdosing. They will become extremely sensitive to light, causing pain and combat penalties (-2 penalty to combat in full light) for a period of 3d12 hours. They will be unable to concentrate properly for the same period of time, giving a 10% chance of miscasting spells. Addiction and Withdrawal Taking more than one dose of Nightcall at a time, or for more than three consecutive days will cause addiction. An addict must have one dose a day or suffer detrimental effects to both sight and hearing (each lose approximately half their effectiveness. The addict cannot hear all sound, and see everything as if it were dusk, even in full sunlight.) 68 Recovery from Addiction If the addict goes three weeks without a dose, they can be considered to have recovered from their addiction, but they can become addicted again, if the exceed the one teaspoon dose. SAFFRON Chance Of Overdose This herb is incredibly powerful. If the herb is used more than once in a three day period, the PC must make a save vs poison with a -5 penalty or die immediately from a massive brain haemorrhage. A third usage in that period will automatically kill the character. Addiction and Withdrawal Addiction automatically occurs if this herb is used more than once in a week. An addicted character will lose one point a day from two randomly determined attributes, unless they have a dose of this herb. Any addicted PC who has a chance to get the herb, will take it no matter what. The following effects will occur if the respective attribute scores ever falls to 0. Attribute Effect Strength The character becomes totally unable to move a muscle - absolute paralysis of all voluntary bodily functions. Dexterity The PC can move but only with spasms. They cannot move faster than a shuffle and tend to fall at least once per round. Intelligence The PC loses all knowledge and is functionally in a vegetative state. Wisdom The PC goes totally insane Charisma The characters face begins to collapse. The eyes, nose, ears and mouth become indistinguishable. Their hands become gnarled and useless. They lose control of their bodily functions and stink from perspiration and other factors. Constitution The PC dies. The loss of Constitution, Strength and Charisma points all serve to alter the characters physical appearance. Recovery From Addiction The only cure for this addiction is powerful healing magic, although lesser magic will restore the PCs scores back to their normal levels. If the character is cured of their addiction their scores will remain at their current levels, until some form of restoration magic is used. If a once addicted character ever has Saffron again, they become addicted with no chance of being cured. However this is unlikely to occur, because such a character develops an almost pathological hatred of the herb, and is likely to attack anyone in possession of it, and destroy it whenever they see it. (This is up to the player and the GM, but allows a lot of good campaign ideas.) SUAEYSIT Chance Of Overdose If a roll of 20 is made by the herbalist when administering this herb the PC will suffer a +4 bonus to all scores for a period of 1d10 minutes and must make a save vs Constitution or die. If they don't die they will collapse for 1d4 hours. When they awake all their scores will be at -4 for 1d6 days. Addiction and Withdrawal The addiction is psychological in nature. The PC can choose not to take the herb any time they wish, but many will not due to the consequences. As Druann (the herbs creator) says taking the herb increase all the PCs attributes for 1d4 hours. I suggest that after this period has elapsed all the PCs scores, and their saving rolls will drop by -1 for an equivalent number of days. The way to counteract this is to take another dose and raise 69 days again. In other words say a PC has, at the end of each 'up' period, lasting say an average of 2.5 hours, another dose of the herb in order to keep the scores up. If they do this 10 times in succession, thus giving them 20.5 hours of 'up' periods, they must then put up with 20.5 days of 'down' time. They can quit if they like, and suffer no more disadvantage than lower scores for 3 weeks or they can continue taking the herb. Recovery From Addiction As described above, all that is necessary to recover from addiction to this herb is a desire to quit, and a willingness to accept the consequences. TATEESHA For the purposes of this appendix, I will only consider the addictive effects of the silks. The mildly addictive qualities of tateen nuts will not be considered here. Chance of Overdose If a 20 is rolled on the ability check when administering this herb, the recipient will overdose. Overdoes will also occur if Tateesha silks are smoked more than once in a 24 hour period. Overdose of this herb will cause the recipient to lose touch with reality for between 10 and 30 minutes. They will hallucinate, normally that they are being attacked, and they will treat any approach by a person as an attack. During this period of hallucination, they will fight with a -3 penalty to any attack rolls, are incapable of using spells of any sort (although they are quite likely to think that any spells they cast have been effective.) They will also be able to endure wounds that would normally cause unconsciousness. After the initial effects described above, the recipient will collapse into a coma for 3d6 hours. They will awaken with a severe headache, and no recollection of the events following their overdose. There is a 1 in 20 chance that they will suffer a stroke during this coma, which may (10% chance) kill them, or (20% chance) leave them paralysed down one side. Addiction and Withdrawal Addiction may occur if Tateesha silks are smoked more than once in a two week period. The chance of addiction begins at one in six, but increases by a further one in six each time the herb is used during that two week period. A Tateesha addict is extremely lethargic, and finds it very hard to get excited or involved about anything, except another dose of the herb. Their Intelligence and Wisdom scores are 1 point lower than normal unless they have smoked Tateesha in the previous two days. An addict experiencing withdrawal will smoke the herb at any opportunity, unless they make a save vs poison. A successful save allows them to suppress the craving for 2d6 hours, although they still suffer the Intelligence and Wisdom penalties. Recovery From Addiction A Tateesha addict who manages to do without the herb for more than a month will no longer suffer the Intelligence and Wisdom penalties, although they will still use the herb at any opportunity unless they make their save vs poison. At this stage, though, a successful save will suppress the craving for 1d4 days. If an addict manages to go an additional 2 months (a total of 3 months) without the herb they will no longer experience this craving. Any use of the herb, after being addicted will instantly readdict the person. WORMWOOD I have had grave concerns about including this information on addiction in the guide, and as Absinthe is so dangerous, as compared to other substance contained, I will not provide game rules. I suggest that the GM not allow the use of Absinthe in his games. It is only mentioned in the guide for the sake of completeness in the section on Wormwood. While Wormwood is a herb, like the others in this appendix. Absinthe is a dangerous drug of dependency with NO beneficial effects, and is therefore outside the purpose of this guide. The author of this guide (Shaun Hately) wishes to make clear that he is absolutely opposed to any misuse of drugs, and accepts no responsibility for any 70 purposes only. It does not seek, in any way, shape or form to advocate or encourage the misuse of any substance, natural or manufactured. 71 Appendix C: General Information on Herbs NAME TIME ZONE LOCALE COST PURPOSE Adder’s Tongue Sp Te Ru 5gp/15gp anti-infection Adgana Sp Te Ru 10gp/500gp raises attributes Agrimony Su Te Fo 2gp/8gp bruises, sprains Aldaka Wi Cd Mo 100gp/1000gp blindness Alether Sp/Su Te Ru 10gp/100gp combat skills Alkanet Su Te Ru 2gp/2gp antidote All-Heale Au Te Fo 2gp/10gp healing Aloe Au/Wi Te Gr 5cp/5cp healing, burns Amrans Sp Te Ri/Ru 50gp/50gp healing Angelica Su Te Mo 5sp/1gp coughing Anise Su Te Ru 1gp/1gp cures hiccups Anserke Su Tr Co 75gp/75gp bleeding Archangelica Su Te Sw 5sp/5sp colds, flu Arfandas Au/Wi Cd Ri 2sp/3sp fractures Arkasu Au Te Gr 12gp/12gp healing Arlan Au Cd Gr 20sp/20sp healing Arnica Su Te/Cd Mo 1gp/1gp bruising Arnuminas Au Te Gr 6gp/6gp tissue damage Arpusar Au Cd Ri 7gp/30gp muscle damage Asarabacca Sp Te Fo 3gp/7gp renders docile Ash Sp Te Fo 5gp/8gp fevers, snakebite Ashline Wi/Sp Te Mo 50gp/500gp petrification Athelas Au Te Fo 200gp/200gp ??? Atigax Wi Te Gr 40gp/70gp protects eyesight Attanar Au/Wi Te Gr 8gp/8gp fevers Balm Su St Fo 3gp/5gp menstrual pains Barberry Su Te Ru 4gp/9gp liver disorders Base Mullein Al Te Ru 10sp/10sp burns Basil Su Te Ru 3sp/3sp antidote Bastit Al Te All 3sp/3sp repels insects Belan Su Tr Co 40gp/40gp bleeding Belramba Su Te Fo 60gp/180gp nerve damage Bilberry Sp Te Fo 500gp/3000gp infravision Birthnot Al Te Hi 2cp/2cp contraceptive Bishop’s Weed Su Te Ru 4gp/10gp plague Bittermourn Wi Po All 1000gp and up longevity Blackberry Sp Te Ru 1gp/1gp bleeding Blackroot Su Te All 4gp/4gp healing Black Rose Sp/Su Te All 100gp/100gp liquid absorption Bloodkeep Sp Te Co 4sp/4sp bleeding Borage Sp Te Fo 1gp/10gp fever Breldiar Sp Te Vo 50 gp/50gp alters perception Bull-Rush Al Te/St Sw 2sp/3sp sleep Burdock Sp Te Ru 10gp/30gp syphilis Bursthelas Su Te Gr 110gp/1000gp fractures Caffar Su/Au Tr De 10gp/10gp psi enhancement Calamus Sp/Su Te Sw 5gp/15gp restores hearing Calcena Mushroom Al All Un 100gp/1000gp hallucinogenic Callin Au Te Ju 5gp/25gp heart attacks Cat’s Tail Su Te Fo 1gp/3gp heals heels Cephalophage Al Te Sp 100gp/100gp see description Chamomile Sp/Su Te Ru 2gp/3gp calming effect Chervil Al Te Fo 10gp/10gp dissolve clots Cinquefoil Su Te Ru 10gp/15gp aphrodisiac NAME TIME ZONE LOCALE COST PURPOSE Colewort Sp/Su Te Fo 6sp/6sp sobriety Coltsfoot Sp/Su Te Mo 2gp/4gp anti-infection 72 Cow Parsnip Al Te Fo 3gp/10gp madness Cow-Wheat Su Te Gr 2gp/3gp intoxication Culkas Al Tr De 35gp/35gp sunburn Dagmather Su Te Gr 6gp/28gp tissue damage Dainaberry Au Te Ri 2gp/8gp induces sleep Darnell Au Te Fo 3gp/7gp dims sight Darsurion Wi Cd Mo 3sp/3sp healing Deadly-Nightshade Su Te Fo 4gp/8gp sleep Degiik Su Tr Co 100gp/100gp maintains life Delrean Wi Te Fo 3sp/3sp repels insects Dittany Su/Au Te Ri 1gp/5gp anti-infection Dog Rose Su/Au Te Ru/Ur 1sp/10sp prevents scurvy Draaf Sp St Co 5sp/5sp healing Dragontears Sp Te De 100gp/100gp healing Dragonwort Sp Cd Mo 100gp/300gp smallpox, plague Dwarf Mallow Sp Te Sw 1gp/3gp relieves beestings Ebur Sp Te Co 22gp/22gp healing Edram Wi Cd Ri 30gp/30gp fractures Eldaas Sp/Su Te Co 2gp/4gp nausea Elecampane Wi/Sp Te Ru 1sp/1sp induces vomiting Elvish Galingale Sp/Su Po Fo 1gp/2gp raise bloodflow Entriste Su St De 25gp/25gp antidote Falsifal Sp Te Sw 3gp/3gp burns, blood loss Febfendu Wi Cd Ri/Co 90gp/900gp deafness Felmather Sp Te Co 10gp/10gp awaken Fennel Au Te Ru 5sp/1gp relieves hunger Fetherfew Su Te/St Fo 2gp/4gp vertigo Fire-Flower Su St/Tr Mo 1000gp/1000000gp healing Floure-De-Luce Al Te Gr 3gp/10gp bruises Footleaf Sp/Su/Au Te Ru 10sp/10sp protects feet Fumitore Sp/Su Cd/Te Co 3gp/6gp hair prevention Gallowbrush Wi Te Ru 10gp/50gp induces sleep Garden Flax Sp/Su Te Fo 3gp/6gp pain removal Gariig Su Tr De 55gp/70gp healing Gefnul Su Po Vo 200gp/500gp healing Goat’s Rue Su Te Fo 6gp/15gp antidote Golden Crown Sp St Ru 1gp/2gp stops bleeding Golden Lungwort Su Te/St Fo 1gp/2gp heals ears Guardseye Al Cd Gr 100gp/100gp detect life Gylvir Au Te Co 100gp/100gp breathe water Hare’s Ears Su Te Mo 2gp/5gp skin disease Harfy Su Te Gr 150gp/150gp bleeding Hart’s Tongue Al Te Fo 2gp/2gp lowers libido Hawkweed Al Te Fo 4gp/6gp improves eyesight Healwell Su Te All 1sp/1sp healing Henbane Su/Au Te Ru 1gp/3gp antidote Horehound Su Te Co 1gp/5gp antidote Horseweed Sp/Su/Au Te Gr 7gp/7gp strengthen horse Ironhard Su/Au Te Hi 15gp/15gp hardens skin Jaffray Su Tr De 10gp/15gp antidote Jinab Al St Ru 5gp/7gp keeps awake Jojojopo Au Po Mo 9sp/9sp frostbite Juniper Su Te/St Mo 4gp/4gp relieve muscles NAME TIME ZONE LOCALE COST PURPOSE Kathkusa Wi Po Wa 50gp/50gp raise strength Kelventari Al Te Fo 19gp/19gp burn Kilmakur Su Te Gr 65gp/300gp fire protection Klagul Su Te Gr 30gp/50gp infravision Kylathar Su/Au St Fo 20gp/20gp alters attributes 73 Land Caltrops Su Tr Fo 2gp/5gp snakebite Larnurma Sp Te Ru 10gp/100gp ease pain/ heal Laumspur Sp Te Fo 100gp/500gp heal Leopard’s Bane Su Te Gr 5gp/5gp poison to animals Lesser Centaury Su Te/Cd Mo 5gp/5gp antidote Lungwort Sp Te Ru 1gp/3gp relieves lungs Makebate Al Tr/St De 1gp/2gp scorpion stings Mandrake Sp Te Fo 3gp/5gp sleep Marigold Sp/Su Te Ru/Ur 2gp/10gp antiseptic Marjerome Al Te Gr 2gp/6gp jaundice Marsh Mallow Al Te Co 5gp/8gp burns Maruera Sp/Su St/Tr Mo 50gp/100gp breathing Masterwort Su Te Ru 2gp/7gp plague Megillos Wi Cd Mo 1gp/3gp improves eyesight Melander Wi Cd Ri 12sp/20sp disease resistance Milkworte Sp/Su Te Ru 4gp/8gp cholera Mirenna Wi Cd Mo 10gp/10gp healing Mountain Garlick Al Te/Cd Mo 8gp/9gp repels evil spirits? Mountain Setwall Al Te Mo 1gp/3gp hair growth Mugwort Su Te Ru 2gp/4gp prevents collapse Napweed Sp Te Ru 1gp/1gp poison protection Navew Wi St/Tr Ri 4gp/12gp antidote Nightcall Su Tr De 50gp/50gp enhances senses Oede Sp Te Ru 1000gp/1000gp ??? Oiolosse Wi Po Fo 1200gp/1200gp see description Olus Veritis Wi Te/Cd Ri 5gp/10gp compels truth Olvar Wi Po Co 300gp/300gp prevents death Orach Su Te Fo 2gp/10gp jaundice Pallast Su Te Sw 5sp/1gp pain relief Palma Eldath Al Cd/Po Mo 3gp/3gp warmth Pargen Su Tr Ju 2000gp/2000gp resurrection Pattran Su Te Fo 10gp/10gp sleep Pennyroyal Sp Te Ru/Ur 3gp/3gp insect repellent Peony Sp Te Ru 1gp/2gp healing Periwinkle Sp Te Ru 1gp/10gp bleeding Petiveria Su St/Tr Ru 1gp/3gp swelling/bruising Prince’s Feather Su/Au Te Ru 1gp/2gp bleeding Rampalt Su Te Fo 5cp/5cp congestion Rewk Au Te Ru 9sp/1gp healing Ribwort Plantain Sp Te/St Ur 1gp/1gp bruising Rose Campion Su Te Fo 1gp/3gp scorpion stings Rue Su Te Ru 1gp/1gp antidote/antiseptic Sabito Su Tr Co 100gp/500gp breathing Saddilia Su/Au Te Gr 100gp/300gp raises attributes Saffron Au/Wi Te Fo 20gp/100gp raises attributes Sanicle Au/Su/Wi Te Fo 5gp/30gp bleeding Saracen Confound Su Te Ru 1gp/20gp fevers Scented Mayweed Su Te Fo 8gp/15gp blindness Serapias Turbith Sp/Su Te Gr 4gp/7gp healing Sessali Au/Sp/Su St Co 1gp/4gp antidote NAME TIME ZONE LOCALE COST PURPOSE Shepherd’s Purse Al Te Gr 5gp/12gp bleeding Silverthorn Al Te Mo 1000gp/10000gp antidote Sinquoi Su St Ru 2gp/3gp dilates time Snakespike Sp Te Co 5gp/7gp inflammation Spanish Nut Al Te/St Fo 10gp/100gp aphrodisiac Spiderwort Sp/Su Te Sp 4gp/10gp spider bites Spring Adonis Sp Cd Mo 3gp/8gp relieves heart Strawberry Su Te Ru 2gp/2gp leprosy 74 Sweet Trefoile Sp/Su Te Fo 1gp/3gp falling damage Tai-Gi Su St Ru 2gp/3gp enhances senses Tamarindes Al Tr Fo 1gp/2gp quenches thirst Tamariske Al Te Ru 5gp/7gp anti-infection Tateesha Al St Sw 1sp/10gp raises intelligence Tempin Su Te Fo 5gp/5gp antidote Tephrosia Sp/Su/Au Tr Co 2gp/3gp calming effect Terbas Sp Te Fo 2gp/2gp nerve damage Teriko Weed Sp/Su St Ru 2gp/3gp contraceptive Thorn Apple Sp/Su Te/St Ru 1gp/1gp pain relief Throw-Waxe Sp/Su Te Fo 2gp/3gp scarring Thurl Au Te Fo 1sp/2sp healing Thyme Sp Te/Cd Ru 2gp/5gp antiseptic Ur Wi Te Gr 3gp/3gp food substitute Valerian Sp Te Gr 1gp/2gp eases fits Vinuk Su Te Gr 8sp/8sp awaken White Bryony Au Te Fo 1gp/2gp pneumonia Whitecandle Au Te/St Fo 5gp/5gp pain relief Willow-Herb Su Te Fo 5gp/5gp snake repellent Winclamit Sp Te Fo 100gp/100gp healing Wolfsbane Su/Au Te Hi 20gp/40gp lycanthropy Wolfsbane (whole) Su Te Fo 100gp/100gp antidote Woodrose Su Te Ri 1gp/1gp makes merry Wood Sorrel Su/Au Tr De 2gp/4gp cools Wormwood Sp Te Ru 2gp/2gp antiseptic Yaran Au Te Gr 8sp/8sp enhances senses Yarrow Su Te Ru 10gp/10gp bleeding Yavethalion Au Te Co 45gp/45gp healing Young Lad’s Love Su/Au Te/St Fo 1gp/1gp frostbite Zulsendra Su Tr Un 70gp/70gp increase move Zur Wi Cd Un 12gp/50gp enhances senses ABBREVIATIONS CONTAINED IN APPENDIX C Sp Spring Gr Grassland Su Summer Hi Hills Wi Winter Ju Jungle Au Autumn Mo Mountains Al Always Ri Rivers Tr Tropical Ru Rural St Subtropical Sp Special Te Temperate Sw Swamp Cd Cold Un Underworld Po Polar Ur Urban Co Coastal Vo Volcanoes De Desert Wa Wasteland Fo Forest All All Appendix D: Herbs By Season Summer Agrimony Alether Alkanet Angelica Anise Anserke Archangelica Arnica Balm Barberry Base Mullein Basil Bastit Belan Belramba Birthnot Bishop’s Weed Black Rose Blackroot Bull-Rush 75 Calamus Calcena Mushroom Cat’s Tail Cephalophage Chamomile Chervil Cinquefoil Colewort Coltsfoot Cow Parsnip Cow-Wheat Culkas Dagmather Dainaberry Deadly-Nightshade Degiik Dittany Eldaas Elvish Galingale Entriste Fetherfew Fire-Flower Floure-De-Luce Footleaf Fumitore Garden Flax Gariig Gefnul Goat’s Rue Golden Lungwort Guardseye Hare’s Ears Harfy Hart’s Tongue Hawkweed Healwell Henbane Horehound Horseweed Ironhard Jaffray Jinab Juniper Kelventari Kilmakur Klagul Laishaberries Land Caltrops Leopard’s Bane Lesser Centaury Makebate Marigold Marjerome Marsh Mallow Maruera Masterwort Milkworte Mountain Garlick Mountain Setwall Mugwort Nightcall Orach Pallast Palma Eldath Pargen Pattran Petiveria Prince’s Feather Rampalt Rose Campion Rue Sabito Saddilia Sanicle Saracen’s Confound Scented Mayweed Serapias Turbith Sessali Shepherd’s Purse Silverthorn Spanish Nut Spiderwort Strawberry Sweet Trefoile Tai-Gi Tamarindes Tamariske Tateesha Tempin Tephrosia Teriko Weed Thorn Apple Throw-Waxe Vinuk Willow-Herb Wolfsbane Wolfsbane (wholesome) Wood Sorrel Woodrose Yarrow Young Lad’s Love Zulsendra Autumn All-Heale Aloe Arfandas Arkasu Arlan Arnuminas Arpusar Athelas Attanar Base Mullein Bastit Birthnot 76 Cephalophage Chervil Cow Parsnip Culkas Dainaberry Darnell Dittany Dog Rose Fennel Flour-De-Luce Footleaf Guardseye Gylvir Hart’s Tongue Hawkweed Henbane Horseweed Ironhard Jinab Jojojopo Kelventari Laishaberries Makebate Marjerome Marsh Mallow Mountain Garlick Mountain Setwall Palma Eldath Prince’s Feather Rewk Saddilia Saffron Sanicle Sessali Shepherd’s Purse Silverthorn Spanish Nut Suaeysit Tamarindes Tamariske Tateesha Tephrosia Thurl White Bryony Whitecandle Wolfsbane Wood Sorrel Yaran Yavethalion Young Lad’s Love Winter Aldaka Aloe Arfandas Ashline Atigax Attanar Base Mullein Bastit Birthnot Bittermourn Bull-Rush Calcena Mushroom Cephalophage Chervil Cow Parsnip Culkas Darsurion Delrean Edram Elecampane Febfendu Floure-De-Luce Gallowbrush Guardseye Hart’s Tongue Hawkweed Jinab Kathkusa Kelventari Makebate Marjerome Marsh Mallow Megillos Melander Mirenna Mountain Garlick Mountain Setwall Navew Oiolosse Olus Veritis Olvar Palma Eldath Saffron Sanicle Shepherd’s Purse Silverthorn Spanish Nut Tamarindes Tamariske Tateesha Ur Zur Spring Adder’s Tongue Adgana Alether Amrans Asarabacca Ash Ashline Base Mullein 77 Birthnot Black Rose Blackberry Bloodkeep Borage Breldiar Bull-Rush Burdock Calamus Calcena Mushroom Cephalophage Chamomile Chervil Colewort Coltsfoot Comfrey Cow Parsnip Culkas Draaf Dragontears Dragonwort Dwarf Mallow Ebur Eldaas Elecampane Elvish Galingale Falsifal Felmather Floure-De-Luce Footleaf Fumitore Garden Flax Golden Crown Guardseye Hart’s Tongue Hawkweed Horseweed Jinab Kelventari Larnurma Laumspur Lungwort Makebate Mandrake Marigold Marjerome Marsh Mallow Maruera Milkworte Mountain Garlick Mountain Setwall Napweed Oede Palma Eldath Pennyroyal Peony Periwinkle Ribwort Plantain Serapias Turbith Sessali Shepherd’s Purse Silverthorn Snakespike Spanish Nut Spiderwort Spring Adonis Sweet Trefoile Tamarindes Tamariske Tateesha Tephrosia Terbas Teriko Weed Thorn Apple Throw-Waxe Thyme Valerian Winclamit Wolfsbane Wormwood 78 Appendix E: Herbs By Locale Coastal Anserke Bastit Belan Bittermourn Black Root Black Rose Bloodkeep Cephalophage Degiik Draaf Ebur Eldaas Febfendu Felmather Fumitore Gylvir Healwell Horehound Marsh Mallow Olvar Sabito Sessali Snakespike Tephrosia Whitecandle Yavethalion Desert Bastit Bittermourn Black Rose Blackroot Caffar Cephalophage Culkas Dragontears Entriste Gariig Healwell Makebate Nightcall Whitecandle Wood Sorrel Forest Agrimony All-Heale Asarabacca Ash Athelas Balm Bastit Belramba Bilberry Bittermourn Black Rose Blackroot Borage Cat’s Tail Chervil Colewort Cow Parsnip Darnell Deadly-Nightshade Delrean Elvish Galingale Fetherfew Garden Flax Goat’s Rue Golden Lungwort Hart’s Tongue Hawkweed Healwell Kelventari Laishaberries Land Caltrops Laumspur Mandrake Oiolosse Orach Rampalt Rose Campion Saffron Sanicle Scented Mayweed Spanish Nut Suaeysit Sweet Trefoile Tamarindes Tempin Terbas Throw-Waxe Thurl White Bryony Willow-Herb Winclamit Wolfsbane (wholesome) Young Lad’s Love Grassland Aloe Arkasu Arlan Arnuminas 79 Bastit Bittermourn Black Rose Blackroot Bursthelas Cephalophage Cow-Wheat Dagmather Floure-De-Luce Guardseye Harfy Healwell Horseweed Kilmakur Klagul Leopard’s Bane Marjerome Saddilia Serapias Turbith Shepherd’s Purse Ur Valerian Vinuk Whitecandle Yaran Hills Bastit Birthnot Bittermourn Black Rose Blackroot Cephalophage Healwell Ironhard Whitecandle Wolfsbane Jungle Bastit Blackroot Black Rose Callin Healwell Pargen Whitecandle Mountains Aldaka Angelica Arnica Ashline Bastit Bittermourn Black Rose Blackroot Cephalophage Coltsfoot Darsurion Dragonwort Fire-Flower Hare’s Ears Healwell Jojojopo Juniper Lesser Centaury Maruera Megillos Mirenna Mountain Garlick Mountain Setwall Palma Eldath Silverthorn Spring Adonis Whitecandle Rivers Amrans Arfandas Arpusar Bastit Bittermourn Black Rose Blackroot Dainaberry Dittany Edram Febfendu Healwell Melander Navew Olus Veritis Woodrose Rural Adder’s Tongue Adgana Alether Alkanet Amrans Anise Barberry Base Mullein Basil Bastit 80 Black Rose Blackberry Blackroot Burdock Cephalophage Chamomile Cinquefoil Comfrey Dog Rose Elecampane Fennel Footleaf Gallowbrush Golden Crown Healwell Henbane Jinab Larnurma Lungwort Marigold Masterwort Milkworte Mugwort Napweed Oede Pennyroyal Peony Periwinkle Petiveria Prince’s Feather Rewk Rue Saracen’s Confound Sinquoi Strawberry Tai-Gi Tamariske Teriko Weed Thorn Apple Thyme Whitecandle Wormwood Yarrow Special Cephalophage Spiderwort Swamp Archangelica Bastit Bittermourn Black Rose Blackroot Bull-Rush Calamus Cephalophage Dwarf Mallow Falsifal Tateesha Whitecandle Underworld Bittermourn Calcena Mushroom Zulsendra Zur Urban Dog Rose Marigold Pennyroyal Ribwort Plantain Volcanoes Bittermourn Breldiar Gefnul Wasteland Bittermourn Kathkusa 81 Appendix F: Herbs By Climatic Zone Tropical Anserke Belan Caffar Calcena Mushroom Culkas Degiik Fire-Flower Gariig Jaffray Land Caltrops Makebate Maruera Navew Nightcall Pargen Petiveria Sabito Tamarindes Tephrosia Wood Sorrel Zulsendra Subtropical Balm Bull-Rush Calcena Mushroom Draaf Entriste Fetherfew Fire-Flower Golden Crown Golden Lungwort Jinab Kylathar Makebate Maruera Navew Petiveria Ribwort Plantain Sessali Spanish Nut Tai-Gi Tateesha Teriko Weed Thorn Apple Whitecandle Young Lad’s Love Temperate Adder’s Tongue Adgana Agrimony Alether Alkanet All-Heale Aloe Amrans Angelica Anise Archangelica Arkasu Arnica Arnuminas Asarabacca Ash Ashline Athelas Atigax Attanar Barberry Base Mullein Basil Bastit Belramba Bilberry Birthnot Bishop’s Weed Blackberry Blackroot Black Rose Bloodkeep Borage Breldiar Bull-Rush Burdock Bursthelas Calamus Calcena Mushroom Callin Cat’s Tail Cephalophage Chamomile Chervil Cinquefoil Colewort Coltsfoot Comfrey Cow Parsnip Cow-Wheat Dagmather Dainaberry Darnell Deadly-Nightshade Delrean Dittany Dog Rose Dragontears 82 Eldaas Elecampane Falsifal Felmather Fennel Fetherfew Floure-De-Luce Footleaf Fumitore Gallowbrush Garden Flax Goat’s Rue Golden Lungwort Gylvir Hare’s Ears Harfy Hart’s Tongue Hawkweed Healwell Henbane Horehound Horseweed Ironhard Juniper Kelventari Kilmakur Klagul Larnurma Laumspur Leopard’s Bane Lesser Centaury Lungwort Mandrake Marigold Marjerome Marsh Mallow Masterwort Milkworte Mountain Garlick Mountain Setwall Mugwort Napweed Oede Olus Veritis Orach Pallast Pattran Pennyroyal Peony Periwinkle Prince’s Feather Rampalt Rewk Ribwort Plantain Rose Campion Rue Saddilia Saffron Sanicle Saracen’s Confound Scented Mayweed Serapias Turbith Shepherd’s Purse Silverthorn Snakespike Spanish Nut Spiderwort Strawberry Sweet Trefoile Tamariske Tempin Terbas Thorn Apple Throw-Waxe Thurl Thyme Ur Valerian Vinuk White Bryony Whitecandle Willow-Herb Winclamit Wolfsbane Wolfsbane (wholesome) Woodrose Wormwood Yaran Yarrow Yavethalion Young Lad’s Love Cold Aldaka Arfandas Arlan Arnica Arpusar Calcena Mushroom Darsurion Dragonwort Edram Febfendu Fumitore Guardseye Laishaberries Lesser Centaury Megillos Melander Mirenna Mountain Garlick 83 Spring Adonis Suaeysit Thyme Zur Polar Bittermourn Calcena Mushroom Elvish Galingale Gefnul Jojojopo Kathkusa Oiolosse Palma Eldath 84 Appendix G: Conditions And Herbs For Treatment CONDITION HERBS Aphrodisiac Calamus, Cinquefoil, Jaffray, Pennyroyal, Spanish Nut Arouse Felmather, Vinuk Attribute, enhancement Adgana, Saffron, Spring Adonis Bleeding Anserke, Belan, Blackberry, Bloodkeep, Falsifal, Golden Crown, Harfy, Peony, Periwinkle, Prince’s Feather, Sanicle, Shepherd’s Purse, Yarrow Blindness Aldaka, Scented Mayweed Blood Clots Chervil Breathe without oxygen Gylvir, Maruera, Sabito Broken Bones SEE FRACTURES Bruising Agrimony, Arnica, Floure-De-Luce, Petiveria, Ribwort Plantain Burns Aloe, Base Mullein, Culkas, Falsifal, Kelventari, Marsh Mallow Calming Chamomile, Dainaberry, Gallowbrush, Tephrosia Cartilage Damage Arnuminas, Dagmather Collapse, prevention Mugwort Cholera Milkworte Combat, enhancement Alether Congestion Archangelica, Rampalt, White Bryony Contraceptive Birthnot, Teriko Weed Cools Wood Sorrel Coughing Angelica Deafness Calamus, Febfendu Death, prevention Olvar Disease Resistance Melander Disease, cure Oede Distance Perception Breldiar Energy Horseweed, Jinab, Suaeysit, Wormwood Eyesight, improvement Hawkweed, Megillos Falling Sweet Trefoile Fevers Ash, Attanar, Borage, Saracen’s Confound Fire, protection from Kilmakur Fits Valerian Fractures Arfandas, Bursthelas, Comfrey, Edram Frostbite Jojojopo, Young Lad’s Love Hair, growth Mountain Setwall Hair, prevention of Fumitore Healing All-Heale, Aloe, Amrans, Arkasu, Arlan, Blackroot, Cat’s Tail, Darsurion, Draaf, Dragontears, Ebur, Fire-Flower, Gariig, Gefnul, Golden Lungwort, Healwell, Laishaberries, Larnurma, Laumspur, Mirenna, Rewk, Serapias Turbith, Thurl, Winclamit, Yavethalion Heart Attacks Callin, Spring Adonis Hiccups Anise Hunger Fennel, Ur Infected Wounds Adder’s Tongue, Coltsfoot, Dittany, Marigold, Rue, Tamariske, Thyme, Wormwood Inflammation Snakespike Infravision Bilberry, Klagul Insanity Cow Parsnip Insect Repellent Bastit, Delrean, Dwarf Mallow, Pennyroyal, Wormwood Intelligence, enhance Saddilia 85 Leprosy Strawberry Libido, reduction Hart’s Tongue Life, detection Guardseye Life Maintenance Degiik Ligament Damage Arnuminas Lung conditions Lungwort Lycanthropy Wolfsbane Movement, increase Zulsendra Menstrual Pain Balm Muscle Damage Arnuminas, Arpusar Nausea Eldaas Nerve Damage Belramba, Terbas Pain, prevention Footleaf Pain Relief Garden Flax, Juniper, Larnurma, Pallast, Thorn Apple, Whitecandle Petrification Ashline Plague Bishop’s Weed, Dragonwort, Masterwort Pneumonia White Bryony Poisoning Goat’s Rue, Napweed Poisoning, bite Basil, Black Rose, Entriste, Land Caltrops, Makebate, Rose Campion, Spiderwort, Tempin, Wolfsbane (Wholesome) Poisoning, ingested Alkanet, Elecampane, Horehound, Jaffray, Lesser Centaury, Navew, Rue, Sessali, Silverthorn Poisoning, weapons Henbane Psionic Enhancement Caffar Respiratory Illness Arlan, Lungwort Scarring Throw-Waxe Scurvy Dog Rose Sedation Asarabacca, Bull-Rush, Deadly-Nightshade, Mandrake, Pattran Sensory, enhancement Nightcall, Tai-Gi, Yaran, Zur Sight Protection Atigax, Darnell Skin Conditions Hare’s Ears Skin, strengthen Ironhard Smallpox Dragonwort Snake, repellent Willow-Herb Sobriety Colewort Sprains Agrimony Stings, bee Dwarf Mallow Strength Enhancement Kathkusa Syphilis Burdock Thirst Tamarindes Time, dilation Sinquoi Truth, compulsion Olus Veritis Underwater Breathing Gylvir, Maruera, Sabito Vertigo Fetherfew Warmth Elvish Galingale, Palma Eldath Wisdom, enhance Saddilia 86 Appendix H: Real World Herbs And Fantastic Herbs The following table identifies which herbs exist in this world, and which only exist in fantasy worlds. I have made every effort to be accurate, but it is possible that the table may contain some errors. The herbs that do exist in our world do not necessarily have the powers ascribed to them in this guide. Real World Adder’s Tongue Agrimony Alkanet All-Heale Aloe Angelica Anise Arnica Asarabacca Ash Balm Barberry Base Mullein Basil Bilberry Bishop’s Weed Blackberry Borage Bull-Rush Burdock Calamus Cat’s Tail Chamomile Chervil Cinquefoil Colewort Coltsfoot Comfrey Cow Parsnip Cow-Wheat Darnell Deadly-Nightshade Dittany Dog Rose Dragonwort Dwarf Mallow Elecampane Elvish Galingale (English Galingale) Fennel Fetherfew Floure-De-Luce Footleaf (Artemisia Vulgaris) Fumitore Garden Flax Goat’s Rue Golden Lungwort Hare’s Ears Hart’s Tongue Hawkweed Henbane Horehound Ironhard (Verbena Officinalis) Juniper Land Caltrops Leopard’s Bane Lesser Centaury Lungwort Makebate Mandrake Marigold Marjerome Marsh mallow Masterwort Milkworte Mountain Garlick Mountain Setwall Mugwort Napweed Navew Orach Palma Eldath (Palma Christi) Pennyroyal Peony Periwinkle Prince’s Feather Ribwort Plantain Rose Campion Rue Saddilia (Hazel Tree) Saffron Sanicle Saracen’s Confound Scented Mayweed Serapias Turbith Shepherd’s Purse Spanish Nut Spiderwort Spring Adonis Strawberry Sweet Trefoile Tamarindes Tamariske Tephrosia Throw-Waxe Thyme Valerian White Bryony Willow-Herb Wolfsbane Wolfsbane (wholesome) Wood Sorrel Woodrose 87 Young Lad’s Love Fantasy Adgana Aldaka Alether Amrans Anserke Archangelica Arfandas Arkasu Arlan Arnuminas Arpusar Ashline Athelas Atigax Attanar Bastit Belan Belramba Birthnot Bittermourn Black Rose Blackroot Bloodkeep Breldiar Bursthelas Caffar Calcena Mushroom Callin Cephalophage Culkas Dagmather Dainaberry Darsurion Degiik Delrean Draaf Dragontears Ebur Edram Eldaas Entriste Falsifal Febfendu Felmather Fire-Flower Gallowbrush Gariig Gefnul Golden Crown Guardseye Gylvir Harfy Healwell Horseweed Jaffray Jinab Jojojopo Kathkusa Kelventari Kilmakur Klagul Laishaberries Larnurma Laumspur Maruera Megillos Melander Mirenna Nightcall Oede Oiolosse Olus Veritis Olvar Pallast Pargen Pattran Rampalt Rewk Sabito Sessali Silverthorn Snakespike Suaeysit Tai-Gi Tateesha Tempin Terbas Teriko Weed Thurl Ur Vinuk Whitecandle Winclamit Yaran Yarrow Yavethalion Zulsendra Zur 88 Appendix I: Adventure Ideas It is totally up to you, as a GM, as to how you use these herbs in your own RPG campaign. Many people use them as just another form of healing. This is fine, but I feel that this means missing out on a lot of potential adventure ideas, and opportunities. In Europe, herbalism was a major science of the Middle Ages, and the Renaissance, and like many such sciences was not well understood. Many people ascribed the efficacy of herbal remedies to all sorts of magical influences. Certain herbs could only be cut by moonlight, others were associated with all sorts of traditions. Many herbs had their uses dictated by their appearance. As an example, Lungwort was held to be good for the lungs simply because the herb looks vaguely lung like. Sometimes through sheer fluke, this ‘Doctrine of Signatures’ was accurate, which only served to increase the mystical connections in the yes of the general populace. The middle ages, where most fantasy campaigns are set, were a time of great diseases, like the Black Death, and a time where many died young. A man or woman who could heal these diseases was revered. Some were seen as holy men, others as servants of evil. As an example, Nostradamus, the famous French seer, was a medical doctor, who first came to the attention of prominent people because of his success in treating the plague. This same success also brought him to the attention of the Inquisition, who investigated him as a witch. According to some legends, he was saved from the stake because he treated and saved the Chief Inquisitor. A more mundane example is that many of the unfortunate women burned or hanged for witchcraft were nothing more than herbalists, albeit sometimes very mystical ones. This leads to interesting role-playing opportunities for PCs. Perhaps the local lords daughter lies dying of the plague, and they must save her or suffer the consequences of their ‘witchcraft’. It may be dangerous to be a herbalist in some communities. A PC herbalist is also likely to have an interest in the other pseudo-sciences of Medieval times, like astrology, or later, phrenology, which is likely to increase this prejudice. Herbs were incredibly prized in Medieval times, normally for their food value, rather than their medicinal uses. Many of the great journey’s of the middle ages and renaissance, many of the great Voyages of Discovery were undertaken in order to find new routes to Asia, and its vast resources of herbs and spices. Marco Polo’s journeys, the Voyages of Columbus, the discovery by Europeans of both the Americas and Australia, were all inspired, at least in part by herbs. When Columbus reached the Carribean, he observed the Arawak Indians smoking tobacco. When Captain James Cook explored the east coast of Australia, he brought with him a botanist, Joseph Banks, for the purpose of identifying plants and their uses. In a fantasy campaign, these reasons are just as likely to be valid. Great journeys, great Voyages of Exploration, the stuff of adventures, can all occur if the GM wishes. For much of history, herbs were incredibly valuable. According to Christian tradition, the three kings brought Gold, Frankincense, and Myrrh to honour the new king, Jesus. Frankincense and Myrrh are both gum resins of trees. These ‘herbs’ were so valuable as to be considered kingly gifts. Herbs were so valuable that wars were fought for their control. Aloe was so prized by the Ancient Greeks, that Alexander the Great is reported to have been asked by Aristotle, to conquer the island of Socotra, the only known source of the plant in order to ensure a constant supply. India was occupied by the British East India Company, and later by Britain itself, partly because of its vast supplies of herbs. Colonial America built much of its industry around the propagation and transport of herbs from place to place. Tea was so prized, that it served as the spark that ignited the United States War of Independence, when a tax was placed upon its import - the Boston Tea Party. So herbs were, in several ways, responsible for the rise and fall of great nations. Great trade routes operated between Europe and Asia, for the purpose of transporting herbs and spices, and these trade routes became the basis of much piracy, and also of much travel. The need for fast transport of herbs and spices lead to ever faster ships, being built, 89 rise of the merchant class, and the fall of the feudal system. Governments sought to control the import of herbs and spices, by creating monopolies and by heavy taxes. Smuggling was rampant as people tried to avoid these duties. These are just a few examples of the use of herbs in our world, and their effects on history. They may help GMs to come up with adventures or even campaign ideas. If you do use herbalism as a source for adventures or campaign ideas, I would love to hear about them. 90 REFERENCES Abercrombie, Thomas J. “Arabia’s Frankincense Trail”. National Geographic. Vol 168 No 4, October 1985, p474-513. Aikman, Lonnelle. “Herbs For All Seasons”. National Geographic. Vol 163 No 3, March 1983, p386-409. Alleau, René. History of Occult Sciences. English Language Edition. London, Leisure Arts Ltd. 1966. Binder, Pearl. Magic Symbols Of The World. London, Hamlyn Publishing Group Limited, 1972. Bishop, Allen. “Fancy a Quick Snifter, Old Chap?”. Games Master International. No 3, October 1990, p52-53. Blunt, Wilfrid & Raphael, Sandra. The Illustrated Herbal. London, Frances Lincoln Publishers Ltd, 1979. Bondi, Herman et al. The Story of Medicine. London, Marshall Cavendish Books Limited, 1969. Boxer, Arabella & Back, Philippa. The Herb Book. London, Octopus Books Ltd, 1980. Boxer, Arabella et al. The Encyclopedia of Herbs, Spices and Flavourings. London, Octopus Books Ltd, 1984. Brooks, Terry. The Elfstones of Shannara. London, Futura Publications, 1982. Brown, John P. “The Deadliest Perfume”. Dragon. Issue 121, May 1987, p26,28,30. Bryant, Lee et al. Jacaranda Atlas Program: Atlas 3. Queensland, The Jacaranda Press, 1985. Bunson, Matthew. Vampire: The Encyclopedia. London, Thomas and Hudson Ltd, 1993. Campion, Kitty. A Woman’s Herbal. London, Leopard Books, 1995. Cheetham, Erika (ed). The Prophecies of Nostradamus. Great Britain, Neville Spearman Limited, 1974. Clark, Alan M. “The Druid Gets A Life”. Dragon Magazine. Issue 193, May 1993, p65- 69. Cook, David “Zeb”. Advanced Dungeon & Dragons: Dungeon Master’s Guide. 2nd Edition. Lake Geneva WI, TSR Inc. 1989. Cook, David “Zeb”. Advanced Dungeon & Dragons: Player’s Handbook. 2nd Edition. Lake Geneva WI, TSR Inc. 1989. Cook, David “Zeb”. Advanced Dungeons & Dragons: Tome of Magic. Lake Geneva WI, TSR Inc. 1991. Crane, Jack. “The Legacy of Hortus”. Dragon. Issue 87, July 1984, p31-35. Day, David. A Tolkien Bestiary. New York, Ballantine Books, 1979. Day, David. Tolkien: The Illustrated Encyclopedia. London, Reed International Books Ltd, 1993. de Bairacli Levy, Juliette. The Illustrated Herbal Handbook. London, Faber and Faber Ltd, 1974. Dever, Joe & Chalk, Gary. The Magnamund Companion. London, Arrow Books Ltd. 1986. English, Scott. “Poisons and Venoms of the Forgotten Realms”. Australian Realms. Issue 18, July/August 1994, p34-36. Fairbridge, Rhodes W. “Climate”. Funk & Wagnalls New Encyclopedia. Volume 6, p365- 367, United States of America, 1990. Feist, Raymond E. The King’s Buccaneer. London, HarperCollins Publishers, 1992. Feist, Raymond E. Magician. Great Britain, Granada Publishing, 1983. Feist, Raymond E. Silverthorn. London, Granada Publishing, 1985. Feist, Raymond E. & Wurts Janny. Mistress of the Empire. London, HarperCollins Publishers, 1992. Feist, Raymond E. & Wurts, Janny. Servant of the Empire. London, Grafton Books, 1990. Ford, Paul F. Companion To Narnia. 4th Edition. New York. HarperCollins Publishers, 1994 91 Garcia, Vince. “Can You Swim? Juggle? At The Same Time?”. Dragon Magazine. Issue 156, April 1990, p37-41. Granato, Larry. “Courts & Courtiers”. Dragon Magazine. Issue 184, August 1992, p10-14. Gygax, E Gary. Advanced Dungeons & Dragons: Dungeon Masters Guide. 1st Edition, Lake Geneva WI, TSR Games, 1979. Gygax, E Gary. Advanced Dungeons & Dragons: Oriental Adventures. Lake Geneva WI, TSR Inc. 1985. Gygax, E Gary. Advanced Dungeons & Dragons: Players Handbook. 1st Edition, Lake Geneva WI, TSR Hobbies Inc. 1978. Jaquays, Paul. Central Casting: Heroes of Legend. California, Task Force Games, 1988. Johnson, Lady Bird. “Texas In Bloom”. National Geographic. Vol 173 No 4, April 1988, p492-499. Johnson, Oliver. Dragon Warriors: Book Three: The Elven Crystals. Great Britain, Corgi Books, 1985. Johnson, Oliver. Dragon Warriors: Book Five: The Power of Darkness. Great Britain, Corgi Books, 1986. Lewis, C.S. The Horse and His Boy. London, Geoffrey Bles, 1954. Lewis, C.S. The Last Battle. London, The Bodley Head Ltd, 1956. Lewis, C.S. The Lion, The Witch, and The Wardrobe. London, Geoffrey Bles, 1950. Lewis, C.S. The Magician’s Nephew. London, The Bodley Head, 1955. Lewis, C.S. Prince Caspian. London, Geoffrey Bles, 1951. Lewis, C.S. The Silver Chair London, Geoffrey Bles, 1953. Lewis, C.S. The Voyage of the Dawntreader. London, Geoffrey Bles, 1955. Kay, Ann. The Pocket Factfinder. London, Kingfisher Books Ltd, 1987. Ket, Gregory Ah. Herbal Treatment for Common Ailments. Victoria, Australia, 1983. Keville, Kathi. The Illustrated Herb Encyclopedia. Sydney, Simon & Schuster Australia, 1991. Kidd, D.A. Latin Dictionary. Great Britain, William Collins Sons & Co. Ltd, 1957. Long, Michael E. & Unruh, Jack. “Wildflowers Across America”. National Geographic. Vol 173 No 4, April 1988, p500-511. Manniche, Lise. An Ancient Egyptian Herbal. 2nd Impression, London, British Museum Press, 1993. Maple, Eric. Witchcraft. London, Octopus Books Limited, 1973. Martin, B.W. The Dictionary Of The Occult. Melbourne, Hutchinson Group (Australia) Pty Ltd, 1979. Menzies, Gordon R. “Learn Something New Every Day”. Dragon Magazine. Issue 169, May 1991, p20-22. Middle-Earth Role Playing (MERP). 2nd US Edition, Charlotteville VA, Iron Crown Enterprises Inc, 1986. Morris, Dave. Dragon Warriors: Book One: Dragon Warriors. Great Britain, Corgi Books, 1985. Morris, Dave. Dragon Warriors: Book Two: The Way of Wizardry. Great Britain, Corgi Books, 1985. Morris, Dave. Dragon Warriors: Book Four: Out of the Shadows. Great Britain, Corgi Books, 1986. Morris, Dave. Dragon Warriors: Book Six: The Lands of Legend. Great Britain, Corgi Books, 1986. Nephew, John et al. Advanced Dungeons & Dragons: The Complete Thieves Handbook. Lake Geneva WI, TSR Inc. 1991. Niles, Douglas & Donovan, Dale. Advanced Dungeons & Dragons: Player’s Option: Skills & Powers Book. Lake Geneva WI, TSR Inc. 1995. Palaiseul, Jean. Grandmother’s Secrets: Her Green Guide To Health From Plants. English Language Edition. Middlesex, Penguin Books Ltd, 1973. Palmer, Robin. Demons, Monsters & Abodes of the Dead. New York, Scholastic Book Services, 1975? Pehr, Ronald. “Another Look At Witches And Witchcraft In D&D”. The Dragon. Issue 92 Peplow, Elizabeth. The Herb Book: An A-Z of Useful Plants. London, W.H. Allen & Co. Ltd, 1982. Perry, Chris. “Defenders Of The Hearth”. Dragon Magazine. Issue 177, January 1992, p82-84,86,88. Perry, Chris. “Fungi Of The Underdark”. Dragon Magazine. Issue 211, November 1994, p24-26. Potterton, David (ed). Culpepper’s Colour Herbal. London, W. Foulsham & Co. Ltd, 1983. Pulver, David. Advanced Dungeons & Dragons 2nd Edition: The Complete Druid’s Handbook. Lake Geneva WI, TSR Inc, 1994. Purchon, Nerys. Herbcraft: A Complete Guide to the Cultivation and Use of Herbs. Sydney, Hodder Headline Australia Pty Limited, 1995. Quennel, Marjorie & Quennel, C.H.B. A History of Everyday Things In England: Volume 2 (1500-1799). London, B.T. Batsford Ltd, 1919. Rein-Hagen, Mark. The Players Guide: The Complete Source Book for Players of Vampire. California, 1991. Rein-Hagen, Mark. Vampire: The Masquerade. 2nd Edition. California. White Wolf Game Studio. 1992. Rowland-Entwistle, Theodore & Cooke, Jean. Fact File. London, Grisewood & Dempsey Ltd, 1989. Scott, Alexander. Maelstrom. Middlesex, Penguin Books Ltd. 1984. Shakespeare, William. The Complete Works of William Shakespeare. Atlantis Edition. London, Ottenheimer Publishers Inc. 1980. Shomshak, Dean. “A Ghastly Grimoire”. Dragon. Issue 126, October 1987, p52-54. Smith, Keith Vincent. The Illustrated Earth Garden Herbal: A Herbal Companion. Revised Edition. Port Melbourne Victoria, Thomas C Lothian Pty Ltd, 1994. St Andre, Ken. The Tunnels and Trolls Rule Book. Corgi Edition. London, Transworld Publishers Ltd. 1986. Swan, Rick. Advanced Dungeons & Dragons 2nd Edition: The Complete Wizard’s Handbook. Lake Geneva WI, TSR Inc, 1990. Thomson, William A.R. (ed). Healing Plants: A Modern Herbal. London, MacMillan London Ltd, 1978. Tolkien, JRR. The Return of the King. Revised Second Edition, London, George Allen & Unwin (Publishers) Ltd, 1966. Tolkien, JRR. The Silmarillion. 1st Edition, London, George Allen & Unwin (Publishers) Ltd, 1977. Trew, Christoph Jakob (Count Palatine of the Holy Roman Empire). The Herbal of the Count Palatine: An Eighteenth Century Herbal. International Edition. London, Harrap Limited, 1985. Turner, George W. (ed). The Australian Concise Oxford Dictionary of Current English. Melbourne, Oxford University Press, 1987. Weis, Margaret & Hickman, Tracy. Darksword Adventures. Toronto, Bantam Books, 1988. White, Peter T. “The Poppy”. National Geographic. Vol 167 No 2, February 1985, p142-189. 93 ACKNOWLEDGMENTS ‘Furthermore I desire, that none would rashly censure me for that which I have here done; but that they know in what time I did it.’ Thomas Johnson, ‘To The Reader’, Gerard’s Herball, second edition, 1633 The credit for this Guide to Herbs is shared with the people listed below. However any criticisms or dislikes that you have, or any errors that appear in the guide are my responsibility alone. Special thanks are owed to Druann Pagliasotti who contributed a number of herbs to the fourth edition of this guide (which are included in this 5th edition), as well as making extensive notes on the herbs contained in previous editions and notes on the storage and availability of herbs. Special thanks also to Maya Deva Kniese who contributed the document that formed the basis of the section on the Herbalism proficiency that appears as Appendix A of this edition of the guide, for her notes on climate as well as contributing a number of herbs to the guide. Thanks to Sean Snyder, Seth Klein, and Frank Shears who all contributed herbs to this new edition of the Guide. Thanks are also owed to Michael Bertalan who compiled a table of Name/ Region and Time/ Cost/ Result based on the third edition of this guide. This table has formed the basis for Appendix C: General Information on Herbs. Thanks also to Paul Mathews who compiled a set of tables for the third edition of this Herbal. These tables formed the basis for some of the tables contained in this fifth edition, most notably Appendices D and E. Thanks to Andrew Hately for access to his books. Thanks to Raymond E. Feist for generously answering my question on the use of herbs in the world of Midkemia. I would also like to thank many other people for their comments, criticisms and encouragement concerning my guide. I would like to mention them all by name, but unfortunately my computer ate my list. Special thanks however go to Viola Krings, Beth Larabee, Heidi Cole (Chalindra), and Michael Isherwood for their comments and suggestions. Ezra Van Everbroek produced a marvellous hypertext version of the fourth edition of the guide. I am deeply indebted for this. Runar Magnusson (Doc), Erik Trimble, Christopher A. Brooks, Alex Forst-Rakoczy, and Ole A. Ringdal have also hosted or host a copy of the guide or a link to it on their webpages. I know other people have done so as well, and I’d like to thank them all as well, but these are the only ones that I know of personally. If I left you out please let me know. I would like to thank all of the people I have gamed with over the last fifteen years, in particular the members of the Ambulant In Fabulam RPGamers Society, the original inspiration behind this guide, and in particular, Toni Barber, the archivist for the society, and Antoinette Vasey, the societies secretary. This guide was originally based in large part on Appendix 1 of Alexander Scott’s MAELSTROM roleplaying game, published by Penguin in 1984, and worth getting just for this section. No challenge is made to any copyright status held on this work. This guide was partly inspired by the game ADVANCED DUNGEONS & DRAGONS™, © 1977-1996 TSR Inc and DUNGEONS & DRAGONS™ © 1974-1996 TSR Inc. No 94 This guide was partly inspired by the game MIDDLE-EARTH ROLE PLAYING™, © 1986 Tolkien Enterprises. No challenge is made to any copyright status held on this work. This guide was also partly inspired by the DRAGON WARRIORS game by Dave Morris and Oliver Johnson which was published by Corgi Books, from 1983-1986. No challenge is made to any copyright status held on these assorted works. I would like to thank Daniel Mayes for his playtesting the first edition of this guide, Paul Mathews for playtesting the second edition of the guide, David Gillet for playtesting the third edition, Antoinette Vasey, Daniel Fields, David Gillet, Paul Fields, Emma Belantyne, JP Forster, and Linda Makepeace for playtesting the fourth edition of the guide, and Antoinette Vasey, Daniel Fields, Paul Fields, Emma Belantyne, Peter Creighton, Toni Barber, and Simon Loyd for playtesting the fifth edition of this guide. I used for background information a document called ‘The Great Net Herb Pamphlet.’ I have been unable to identify the author(s) of this pamphlet. Whoever they were, they deserve my thanks. I would like to thank the denizens of the e-mail lists ADND-L, REALMS, GMAST-L, TAOGM-L, NETBOOKS-L, members of the IRPS, contributors to the usenet groups, AUS.GAMES.ROLEPLAY, REC.GAMES.FRP.DND, and REC.GAMES.FRP.MISC, for their comments, criticisms and advice concerning this herbal and their discussions on many aspects of role playing. I would also like to thank the contributors to the usenet group, ALT.FOLKLORE.HERBS for their valuable discussions on herbalism, herbs, and their uses. I would like to thank all people who have written or contributed to official or unofficial rules supplements on the Net and elsewhere for their inspiration in particular Gary Gygax and Dave Arneson, authors and originators of “Dungeons & Dragons”, Ed Greenwood, the creator of “The Forgotten Realms”, Dave Morris and Oliver Johnson, the co-creators of the “Dragon Warriors” FRPG, the authors of “The Complete Guide to Alcohol for Fantasy Role Playing Games” for their appendix on drug use, Hank Driskill and John Gavigan for their unofficial “Highlander” rules which got me interested in Netbooks, the author(s) of the “Netbook: Poisons of the Realm”, who I have been unable to identify, but who did a sterling job in providing rules for hundreds of poisons. Adrienne Mills used this work as a foundation for her “Net Book of Poisons” which is very detailed and I recommend to anyone. Finally Ron Knight (Modar) who also produced an excellent list of poisons and rules for using them. The above list may, unfortunately, be incomplete. If I left you out, I apologise. Please let me know, so I can rectify the omission. Finally, I would like to thank the GeoCities (http://www.geocities.com) organisation for providing me with free web space which allows me to make my guide easily available on the Internet. If you need web space, GeoCities is a great place to get it. I welcome criticisms about this guide and contributions to future editions. Any contributions that I incorporate will be acknowledged in the guide. I can be e-mailed at: [email protected] or [email protected] (the first address is better). or by normal mail: Mr Shaun Hately 45 Moreton St Frankston North 95 AUSTRALIA The most up to date version of this guide should be available on my webpage at: http://www.geocities.com/hollywood/8017/frp.htm
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Powerplay The Petaybee Trilogy 03 Anne McCaffrey & Elizabeth Ann Scarborough CONTENTS Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9 Chapter 10 Chapter 11 Chapter 12 Chapter 13 Chapter 14 Chapter 15 Chapter 16 Chapter 17 Chapter 18 Chapter 19 Chapter 20 Chapter 21 Chapter 22 Chapter 23 Chapter 24 Chapter 25 Epilogue This book is merrily dedicated to Maureen Beirne Good Friend Staunch Ally Cheerful Companion Experienced Tour Guide for many kindnesses for many years 1 Outside Kilcoole Contents - Next Yanaba Maddock and Sean Shongili held hands in a darkness illuminated only by the glowing eyes of hundreds of animals and the flames of hundreds of candles. The drumming had stopped now, replaced by the sweet lapping of sliding water, the beat of many hearts and the breathing of many creatures. One pulse was louder than all the drums had been, one breath a wind that guttered and flared the candles with each respiration. ‘So how do we do it here?’ Yana whispered nervously to her love and the father of her unborn children. ‘Does the planet give me away or what?’ Sean smiled and winked, ‘No-one has that right but you, love. Let's just say that the planet acts as witness and honorary best being.’ ‘…best being,’ an echo sang from the cavern walls, ‘best being…’ He stopped walking and she stopped beside him. All she knew was that they were getting married, Petaybean-style. She'd been so busy with her new duties as Petaybee's administrator over the last two months that she hadn't had enough time to enquire as fully as she would have liked into the rite or folkways of the Petaybean marriage ceremony before it was upon her. Sean's niece, Bunny Rourke, one of Yana's chief informants on matters Petaybean, had told her that it was a special sort of latchkay with a night chant at the hotsprings. Yana had attended the break-up latchkay when she first arrived. This occasion differed in that the night chant was at the beginning of the latchkay instead of at the end. As at all latchkays, there would be much singing, although probably more at this particular one. Both Sean and Yana were to prepare a song for each other. Songs were how Petaybeans celebrated or commemorated all their most noteworthy experiences. The mode was mostly either a rhyme scheme to some ancient Irish air or a free-verse poem chanted Inuit style to the accompaniment of a drum. Yana, whose heart was full but whose mind was too crowded with administrative details while her body was having to make physical accommodations to her pregnancy, had finally created her song. Other than that, she simply hoped that things would go well and allowed herself to be led through the proceedings by the people she had trusted more than once with her life. Two hours earlier Kilcoole's premiere couturiere, Aisling Senungatuck, had arrived with the gown she had created for Yana - rabbit hides crocheted together with woollen yarn in a long, panelled design with a flared skirt, scooped neck and long sleeves. The crocheted lace inserts were heavily decorated with beads made from scavenged wire and the little Petaybean pebbles found in certain streams. Tumbled, polished, and drilled, the stones were lovely and translucent. The gown was yellow, the Petaybean wedding colour, Aisling explained, &lsquot;Because most of the plants make yellow dye.&rsquot; The rabbits were contributed from the collecting places of all the village hunters. Sean's vest was a darker shade of the yellow, trimmed with beaver fur and blue and white beads. Now the motes of light formed a circle around the two, and Clodagh Senungatuck, Aisling's sister and village healer, stepped into the centre with Sean and Yana. Yana noted with some amusement that as many of Clodagh's orange striped cats as could crowd around her feet did so, their eyes eerie and iridescent in the candleglow. ‘Sean Shongili and Yanaba Maddock, we've come here because we understand you got somethin' to say to all of your friends and kin here where the planet hears you best, is that right?’ ‘It is,&rlquo; Sean said. ’I have a song to sing for you all.’ ‘Sing for us,' soft voices said from the shadows, accompanied by an underlying rumble of throaty feline purrs, the whicker of the curly-coats, and the affirmative yips of the dogs. ‘Sing,' the echo said. Yana had no idea how many bodies were clustered into the cave that day. The line seemed to stretch clear back to the village and included every man, woman and child, horse, cat, the larger track cats, everybody's dog teams. She could have sworn that she saw wild game emerge from the brush and join in the procession just before Clodagh led them into the darkness of the cave behind the hotsprings waterfall. Sean cleared his throat. The candleflame shadowed the chiselled planes of his face and softened the outline of his mouth as he began speaking. ‘Yanaba, she met the enemy Coming to us, she met friends as well And honoured them. She met me, and I met love. Aijaiji. ‘With her friends, here around her With her lover, I who take her hand, For these people and this world embracing us She met the enemy again and again. It is in her name to do so. Aijaija. ‘Yanaba, who knows my aspects Yanaba, who has my heart Yanaba, who honours my world and my people Yanaba, who carries our future in her body Yanaba, you are already part of my life Yanaba, you already possess my heart I tell you this here, with our world as witness, I want you with me for ever. Ajai.’ Yana's mouth went suddenly dry. Something soft and furry rubbed against her bare ankles. Her stomach gave a heave and she wondered could the baby be moving so soon, pushing her to speak. She took Sean's hands as much for support as encouragement and clung to them so tightly that she was afraid she'd leave bruises, except that he returned the strong grip. That gave her the courage she needed. She felt suddenly light-headed and needed to hold on to him to keep from floating to the top of the cave. ‘Sean Shongili, my truest friend and love. Here I am, a woman whose only song Was of war and death. How can I sing what I feel for you? You gave me life when I was dying, A home when I had known none in Many years of wandering, A family when all of mine is dead, A life to bear When I thought I could give only death. You showed me a new world and Invited me to make it my own. ‘And I do. In old songs by better singers They say, "You are all the world to me." I say so too. Sean Shongili, you are all the world to me And the world to me is you. I love you. Take me as I take you. As they used to say on Earth, "I do." Sean took her in his arms then, and kissed her, letting his body rest against her belly which, although firm and a bit fuller and rounder than usual, wasn't that noticeable yet. Then Clodagh clapped her hands and everyone dispersed leaving Yana and Sean alone in the cave but not in darkness. As the candles departed, a warm soft glow pulsed throughout the cavern and he eased her to the rock which seemed to melt into a comfortable bed as she and Sean made love. They always enjoyed that occupation but here, now, in the cave, where the planet was also part of this communion, she felt as if she had never before been so consumed by the passion that always fired up between them in the act of love. Sean felt it too, for his hands were tender, possessive in a fashion she would once have resented, exciting in ways she had never experienced. The climax was so extraordinary that she wept and knew, from the wetness of the cheek he pressed hard against hers, that he also had been rocked by the intensity of their consummation. For a moment, she thought she had died. This time they did not sleep afterwards or dress as they left the cave to join the throng waiting outside at the thermal pools. Cheers and laughter greeted them from the people and animals in the springs' three pools. Overhead the stars and moons, real and man-made, lit the sky while the candles planted along the sides of the pool garlanded it with ribbons of light. The big cats sported rather clumsily in the water while the dogs fetched various things thrown by their masters. The smaller cats sat disdainfully on the edge of the pool. Yana laughed when one of the curly-coats took a running jump and dived into the pool making a whale-sized wave that swamped the shore and wet several disgusted felines who began furiously to lick themselves dry. Then Sean pushed her in and a moment later, a seal appeared among the splashing, laughing, naked company. This activity continued till daylight and was the merriest, raunchiest festivity she had ever attended. Periodically, someone would hoist themselves out of the water and run bare-assed to the baskets beyond the candles to fetch something to cram into their mouths before diving back into a pool. Fortunately, all the food had been prepared in bite-sized portions, was easily chewed and swallowed, or was fruit that wouldn't be harmed if it got wet. At daylight, everyone went ashore and dressed and walked limply home except Sean and Yana, who rode double on one of the curlies while Bunny led the village girls who spread flower petals and seeds on the path before them. ‘I'm starving,' Yana muttered up into Sean's chin. He nuzzled the top of her head. 'Good, you'll like this part then. The feast was prepared before we left. But don't eat so much or you'll be too full to dance with me afterwards.’ ‘Dance? You have to be joking! My legs feel like noodles. Umm, noodles. Do you suppose Clodagh made hers? The ones with the smoked fish and dried tomato sauce?’ ‘I have it on good authority that she did. Is all you think of your stomach?’ ‘I'm eating for two!’ ‘So you are. Forgive me,' he said, lifting her down from the curly-coat's back. During the feasting, she had ample chances to rest and gaze into Sean's eyes and messily feed him and receive food from him, also part of the wedding protocol. The food was arrayed in the middle of the meeting house, and Sean and Yana as well as the other adults sat on benches along the wall while Bunny led the youngsters of Kilcoole in offering them food. Meanwhile, everyone occupied themselves by singing the songs they had written for Sean and Yana. Bunny sang of her first meeting with Yana and their wild ride down the river. Sean's sister, Sinead, told how she knew Yana would be one of them from the time she went on her first hunt. Adak sang of the hiding of Sean in the snocle shed with Yana, and making frequent clandestine trips which the powers that be did not know anything about. Even Steve Margolies, now residing in Kilcoole with his partner, Frank Metaxos, and Diego, sang of how Yana and Sean had reunited him with his family. And Yana's neighbour across the street had a hilarious pantomime song about Yana throwing Colonel Giancarlo out of her cabin with the burned fish. That was one of the few songs rhymed and sung to an old Irish air instead of chanted to drums. Clodagh said she believed the tune went originally to a song called 'The Charladies' Ball'. As the other young people began to clear away the empty serving plates, Diego took his newly crafted guitar and joined the drummers, Old Man Mulligan on his whistle, and Mary Yulipilik on her handmade concertina. All together, they wheezed up a quite respectable dance tune. Sean took Yana's hands in his, led her out onto the floor and then swung himself opposite her at the top of the cleared hall. Two by two came Dr Whittaker Fiske, who had returned especially to dance at the wedding, partnering Clodagh, followed by Sinead with Aisling, Moira and Seamus, Bunny and her sister Cita, Frank Metaxos and Steve Margolies, Liam Maloney and Bunny's cousin Nula to form a complete reel line. Captain Johnny Greene, who had extended his shore leave for the occasion, had Captain Neva-Marie Rhys-Hall from SpaceBase as his partner for the dance in another reel line while his fellow copter pilot, Rick O'Shay, gallantly led old Kitty Intiak on to the floor. Orange cats tiptoed daintily to the food which had been put on the side for them, while the dogs went home to their kennels to eagerly await scraps from the feast. Track cats lounged by the doors and on top of the roof and the curlies grazed in the last of the green fields left by the unusually long, warm summer, now turning to fall. Somewhere in the middle of the third dance, Terce, who was minding the snocle shed, tapped Adak on the shoulder and he in turn tapped Johnny on the shoulder and whispered something in his ear. The two men left, accompanied by Captain Rhys-Hall, and returned in time to rescue Yana from a fifth dance. Marmion de Revers Algemeine and two Company corpsmen in dress white uniforms were with them. Yana and Sean stopped dancing to greet their friend, elegant as usual in a royal blue tunic with a purple underdress, the top heavily embroidered in jade and silver, matching Marmie's earrings and rings. ‘Marmie! How wonderful that you could come!' Yana cried and Marmion kissed both her cheeks, then Sean's. ‘Yes, and in addition to your wedding present, I'm afraid I've come to take you away from all this. The CIS court is reconvening a week from now and your testimony will be necessary to augment Commissioner Phon Tho Anaciliact's decision on Petaybee. I thought you'd want to do it yourself, since going off-planet would be lethal to native Petaybeans.' She glanced down briefly at Yana's middle and a look of consternation flowed over her classic features. 'Oh, my. Time flies, doesn't it?’ Yana smiled. 'It does indeed. But I see no reason…’ ‘I don't think it's wise for you to go off-planet this far into your pregnancy, Yana,' Sean said, his hand on her shoulder tightening protectively. Others in the room had joined them by now. Clodagh and Whit Fiske also greeted Marmie with kisses on the cheeks and Bunny pushed her way through to them, trailed closely by Diego, who had stopped playing and slung his guitar across his back as soon as he saw the newcomers arrive. ‘How long does she need to be gone, Marmie?' Clodagh asked. ‘Not long, I should think. Counting the journey, two weeks your time, three at the most.’ ‘Huh,' Clodagh said. 'I'd never last that long. Sean neither.’ ‘I mean to be there too, Yana, though as an Intergal board member,' Marmion said, 'my testimony is assumed to be biased and self-serving in one of those peculiarly bureaucratic fashions that people can't really explain anyhow. It's too bad there's no qualified native Petaybean to testify.’ ‘I qualify and I think I could go too,' Bunny said, pulling at her sleeve. 'I'm young enough to go off-planet without any ill effects and I know everything that's happened. I could sing them the song I made about it. Though Diego's songs are better.’ ‘If you're going, I'm going,' Diego said. 'Now's my chance to show you all those technical things you keep telling me couldn't possibly work! Besides, I wouldn't want your head getting turned by all those guys in uniform. And I could see my mom,' he added with a glance at Marmion, as if the more conventional reason might sway her where his desire to be with Bunny might not. ‘We need Colonel Maddock - or is it Shongili now?' Marmie asked with a twinkle. ‘I think for courtroom purposes I'd better remain Maddock for the time being,' Yana said. ‘Yana, you're four months pregnant,' Sean said. 'With my child.' The emphasis, Yana knew, was not merely possessive. Because of Sean's dual nature as man and seal, he was concerned just how many of his traits his children would inherit and how deeply an off-planet experience would affect them. ‘Matty women are on duty right up until delivery now, Sean,' she said, dropping her hand to his arm and giving it a reassuring squeeze. 'And you heard Marmie, it will only be three weeks. If I have Bunny along…’ Clodagh touched Sean's hand. 'It should be OK that long, Sean. And Petaybee needs her to do this.’ ‘I suppose so. I only wish I could accompany her.’ ‘I'd take good care of her, Uncle Sean. You know I would,' Bunny said, throwing her arms around his waist. ‘And I'd take care of both of them, Dr Shongili,' Diego said, with a challenging look at Marmion. Marmion smiled at him and said, 'With you as adult guardian, I see no problem in Bunny and Diego accompanying you, Yana. In fact, I'm sure CIS Anaciliact would appreciate all the support he can get. I don't suppose little Cita…?’ But Sean denied that choice with a firm shake of his head. 'After all she's been through she's much too fragile in my opinion. Cita stays here. Besides, Coaxtl frets herself into moulting mountains of hair if the girl is out of sight for any extended period.’ ‘I can tell what needs to be told, to anyone who asks,' Bunny said at her staunchest. ‘Sean,' Yana said, turning to look into his dear, worried face. 'Duty does have a way of calling regardless of personal convenience, love.’ ‘I wouldn't stop you from doing what you think you need to do, even if I thought I could get away with it, Yana.' His grin was slightly strained and anxious and so were his eyes. She understood his concern, and maybe more than just 'understood' after their union in the cave. 'But be careful.’ Two hours later they were ready to depart, though Yana deeply regretted the necessity of leaving her new husband so precipitously. She consoled herself with the knowledge that what they had between them would keep, on the ice and in the heat, come what may. Clodagh gave each of them an almost ritualistic kiss and embrace, putting a little leather bag on a thong around their necks. As she hung Yana's around her neck, Yana asked, 'What's this?’ ‘It's dirt,' Clodagh said simply. ‘Dirt?’ ‘Yes. Petaybee wants you to have something to remember it by. The dirt's from the cave.’ Not long before, Yana would have been stymied how to receive such a statement, but now she squeezed Clodagh warmly in an embrace of her own. 'This makes me feel a lot better.’ Then Sean clasped her in a farewell embrace and she, Bunny and Diego boarded the Company shuttle that would take them to Marmion's executive space-liner, waiting in orbit. In Yana's carryall was Sean's wedding vest, to sleep with, and a hastily made town recording to Petaybean relatives in Company service. Bunny carried a frozen fish for her cousin Charlie from his parents and a basket of pemmican from the wedding feast for homesick Petaybeans. Diego carried letters from his father to his mother and a basket of his favourite Petaybean foods plus nutrients to keep himself and Bunny healthy on the journey. Once aboard the spaceliner, Sally Point-Jefferson, Marmion's aide, tenderly placed Charlie's fish in the freezer. Bunny remained glued to the viewscreen, watching Petaybee shrink into a tiny point of light in the vastness of black space. She bent and unbent her fingers against the port in farewell as her home disappeared altogether. 2 Shipside Contents - Prev/Next Bunny turned away from the window, a little gasp of dismay escaping her throat, her eyes misty with suppressed tears. ‘I never thought I'd see the last of Petaybee,' she said in such a mournful tone that Diego immediately took her into a warm embrace, murmuring reassurances and some of the silly names that he had created for her. ‘Now, gatita,' he said, the name meaning 'little cat' or 'kitten', 'it's not as if you won't be coming back, or anything. It's only for a little while. And I bet that no-one from Kilcoole has ever seen Petaybee from space like you just did. Looks like one of those stones Aisling polishes up, the bluey ones with the white bands.’ ‘Yes, I guess it does at that,' Bunny said, sniffling until Marmion handed her a tissue. 'Oh, sorry. Didn't bring anything to blow into.’ ‘What the well-appointed vessel has in quantity - things you don't remember to bring with you,' Marmion said kindly. 'I forget how hard it is to leave a place you love. Only think how excited you'll be to see it in the viewscreen on your way back. The better view!’ Marmion then organized everyone into doing things: like settling into their cubicles, getting food, getting comfortable. 'I've had Sally acquire clothing for you or you'll all be over-warmly dressed where we're going. It's also very important, I think, that we choose garments that will seem appropriate to our mission.’ ‘What's wrong with what we're wearing?' Bunny wanted to know for she was wearing the beautiful Gather Blouse Aisling had made out of the material Yana had gifted her with. The blouse made her feel very elegant and adult, and Diego said it was the nicest thing he'd seen her in. ‘I'm not suggesting you change your style, dear,' Marmion said in a conciliatory tone, 'and that blouse is certainly lovely but you can't appear every day in it. So Sally and I scrounged around to see what would be you as well as ah… not too conspicuously different. Oh,' and she gave an exasperated sigh as she saw the defiant look on Bunny's face, 'for all I'm supposed to be so diplomatic, I'm not putting this in the right words, am I? But then, where we're going, one is not often judged by what they are, but what they seem to be. You know what I'm talking about, Colonel Yana dear, don't you?' And Marmion appealed to Yana on more than the one count she was trying to explain. ‘I do, indeed, Marmion…' Yana tried to pull a fold over her belly from the material of her one-piece suit and failed with a laugh. Til need a size larger, I know.’ ‘Oh, you're easy to do, Yana,' Marmion said. 'Wasn't she, Sally?’ The aide laughed and nodded. 'With trouser pleats for expansion,' she said. 'And a tunic tailored just that little bit fuller across the… ah… hips.’ ‘It isn't my hips that worry me,' Yana said with a grin, hoping to clear Bunny's troubled expression. ‘Diego, we've ordered you the very latest,' Marmion went on and then giggled in one of those displays of amusement which charmed her friends. 'In fact, the whole operation was a great deal of fun. Why don't you and Bunny go see what's in your wardrobes? We'll still have time to discard what you really can't possibly be seen in before you have to be seen in it.’ Diego escorted Bunny firmly to the cabins they'd been assigned. Only when the panel had slid shut behind them did Marmion's expression alter to one of concern. ‘You do know what I mean, Yana?’ ‘Oh, yes, Marmion. I know precisely what you're trying to do and so does Diego. He knows the drills. So do I. So, now what? Or do we wait for the others to return before you tell us the bad news?’ ‘How ever did you know there is some?’ ‘Because you're taking such especial pains to make us seem normal, look normal and yet different enough so we'll still be "original" as well as acceptable.’ Marmion, hands loosely clasped in her lap, considered that. 'It will not be smooth sailing, although I have every confidence that common sense, at least this once, will prevail. Intergal, as well as other holding companies that have vast numbers of star systems held in fief as Petaybee is, will be watching. The scientifically acute are fascinated by the idea of a sentient planet. You must know that, with all the paper that's flooded your desk since they got a name to send messages to.’ Yana nodded ruefully. 'No kidding. There's been so much of it I haven't even begun to read it all, much less answer it. Sean's been doing a lot of the footwork, I suppose you'd call it, and that leaves Diego as the only other literate person in the north, other than his father and Steve Margolies, who are busy enough with their own work. Loncie Ondelacy is able to do some in the South. Diego's been teaching Bunny to read and write but, fast as she is, she can't learn enough in a couple of months to do more than help with alphabetical filing. Most of the letters seem to be from people who want to come to Petaybee for some reason or other - I can't believe there's so many out there all of a sudden when the planet's been so quiet for years. 'We've had several enquiries from drug companies too and I have no idea how Clodagh's cures can be reproduced at this point. Even with a good growing season this year, the planet so far has provided just about enough to keep native Petaybeans supplied - if we're actually going to try to farm some of Clodagh's plants and produce her cures for a wider population we'll have to do it in some way that doesn't overtax Petaybee. Clodagh's not even sure, at this point, if some of the ingredients can live off-planet. I knew this was going to take a lot of work, but it seems to me that someone's been broadcasting outside the committee a lot of what ought to be classified information about the planet's sentient nature. It's pushing us to go much faster than we're equipped to do at present.’ Marmion said, 'I understand your concern, and discretion certainly has been urged on all parties where Petaybee is concerned. I'm afraid what you're dealing with now is only, if you'll pardon the expression, the tip of the iceberg. Some of our board members are expressing concern that other colonized worlds might try to claim similar status. They're worried that Petaybee will set a precedent. If there were some way to reassure them that this is a one-off case of planetary sentience…' and she cocked her head hopefully at Yana. ‘You expect me to be able to answer that, Marmion? I can barely cope with the knowledge that there's one . . .’ ‘And that's exactly the attitude you ought to take, if I may make such a suggestion. Reaffirming it whenever asked just as you did to me now.’ ‘But suppose Petaybee isn't a one-off…' Yana liked to know she was telling the truth, inadvertently or otherwise. Marmion sighed. 'All the more reason, from the board's standpoint, for keeping information about Petaybee hush-hush. They'd just as soon not give inhabitants of other terraformed planets any ideas but, at the same time, I expect CIS is going to want some sort of poll to try to determine if other worlds formerly considered habitats are indeed sentient beings.’ She gave a gusty sigh. 'It all seemed so easy back there,' and she flicked her fingers in the general spatial direction of Petaybee. 'Lots of things seemed easy back there.’ ‘Mostly because there weren't so many things to cloud perceptions,' Yana said. ‘Well, that's item one, Yana,' Marmion went on briskly. 'We have no way of knowing if there are more sentient planets so we'll pretend Petaybee's an exception. As such, it will make our job that much easier. I think.’ ‘What's item two?’ ‘Matthew Luzon is recovering from his injuries and…’ ‘Determined to somehow make us all pay for the indignities he suffered?' Yana supplied when Marmion hesitated. ‘Yes, not to refine too much on it. That's why I've put some precautions in train. Sally…' and she gestured to her aide who immediately handed Yana a slim device which had a variety of depressible keys. 'This is precaution number one. Carry it with you at all times and as inconspicuously as possible. It'll fit nicely in your brassiere. Put it on the left, depression side up and memorize the positions of the various function keys so you can just…" and she placed a casual hand over her left breast '… signal what's needed.' She grinned. 'As you'll see, it's got a sensitive recorder and a few off-stage tricks that can be implemented. Rather handy.’ ‘Have you needed such a device?' Yana examined it, noting the icons as well as the abbreviations like REC and MAY which were self-explanatory. ‘Not "needed" precisely,' Marmion allowed, 'but I always felt more… secure… when I was in unknown space as it were, with that gadget in place. Then I've also appointed you "assistants",' and now she did look slightly embarrassed. ‘Assistants?' Yana cocked her head at Marmion. ‘Yes, well, everyone who is anyone has them…’ ‘And I must appear to be "everyone" or "anyone"… And who's my assistant?’ ‘You have three, Sally and Millard Ephasios for show, and someone you don't need to have named as undercover guardian,' Marmion explained, finishing with her charmingly ingenuous smile immediately counteracted by a sly wink. 'And you won't know who that is.’ ‘Hmm. All these subversive measures’ ‘Discreet, my dear Yana,' Marmion corrected her. ‘Are necessary, you feel?’ ‘I don't like the weather report,' Marmion said. ‘Have you minders for Diego and Bunny?’ ‘I do and I know they'll suit right down to the ground.’ ‘Are you giving Bunny one of these?' Yana held up the slim device, which was no more than two fingers long and two knuckles wide. 'She loves gadgetry.’ ‘No, their bracelets should be adequate. As I'm sure you noticed, Bunny's unsettled enough about the venturing forth. I don't want to upset her further. She's naturally shrewd anyway and what she doesn't know about human nature, Diego knows about space-faring ways.’ ‘This trip will do her understanding of the galaxy a world of good,' Yana remarked and, when Marmion gave her a startled look and started to laugh at her choice of words, she joined in. 'Where's the galley on this boat? You'd think the way I eat, I hadn't seen food since break-up!’ ‘You go with Sally to see your wardrobe and I'll just fix a little something to tide you over to dinner time,' Marmion said. ‘You? Cook?' Yana said. Marmion smiled a trifle archly. 'Actually I'm rather good, aren't I, Sally?' And when her aide nodded affirmatively, 'But I only do it for very special people.’ ‘So you get to bear-lead me, huh, Sally?' Yana said as she followed Sally to her cabin. They passed the ones assigned to Diego and Bunny and heard the spirited discussions within. ‘And people wear things like this? I'd freeze…’ ‘You're not going to be on Petaybee and it's a great colour for you, gatita…’ ‘Well, I dunno about the way it clings…’ ‘Trust me,' Diego said, 'it's terrific.’ Yana grinned to Sally as they passed. The selection made for Yana quite took her breath away. She'd never had many occasions to dress up and the extent of the apparel displayed for her approval ranged from severely tailored to rich formal attire. ‘Whenever would I wear something like this?' she asked Sally, holding out a gore of the garnet synthi-silk full skirt, even as she was mentally trying it on. Then she noticed the decorations - copying Petaybean designs - on the neck and sleeve bands. ‘There will be one or two formal occasions when you'll need to be extra elegant,' said Sally, taking another fold and holding it up to Yana's face. 'Yes, I thought this would be a good colour for you.’ ‘I've never had anything so… so soft and…' She couldn't resist stroking the fine fabric against her cheek. ‘Feminine?' asked Sally. 'About time, then.' Then she went to the more tailored semi-uniform garments. 'You'll have more use of these and’ ‘Oh,' and Yana's wondering fingers caught at the Petaybean designs discreetly worked into the pocket flaps. ‘Marmion was so taken with the Petaybean designs when we first arrived on the planet that we asked Aisling to do us some treatments. Subtle but noticeable and definitely smart. That woman has an excellent clothes sense. Too bad it's been limited to rabbit skins and handwovens, not that' - and Sally hastily corrected the impression that she might be disparaging -'those haven't been handsome fabrics - just more… ah… practical than you'd need on Station.’ ‘Which are we going to, by the way? Marmion didn't say.’ ‘Oh,' and Sally tossed out this bombshell as nonchalantly as she could, 'Gal-Three, of course.’ Yana gulped and her mind raced from one consideration to another: it was the largest of the Space Cities, certainly in this sector of inhabited space, the headquarters of half a dozen of the more massive and prominent diversified enterprises as well as CIS, Gallegal, Gal-naval and other galactic agencies. It was immense and was constantly updating its facilities with state-of-the-art technologies. Bunny would be totally overwhelmed and Yana understood why Marmion was going to such lengths to dress them - clothes can give you confidence just as uniforms can bestow anonymity at times - and why they would need hidden alert devices and 'assistants'. Yana hoped that Diego knew something about Gal-3 - at least its reputation. ‘Baptism into civilization by total immersion?' she quipped at Sally to cover her uneasy chagrin. ‘She'll be well protected, Yana.' Sally was deadly serious. ‘Then who've you got riding herd on her?’ ‘Riding herd? Oh, yes. Good term.' Sally grinned. 'Marmion has roped -' Sally grinned to ease Yana's tension, '- a pair of her young relatives… not too young, though, and very knowledgeable… to help out. And a very competent person as the discreet guard. She'll have fun, too. This is going to be quite a learning experience.’ ‘Not just for her,' Yana said with a sigh. ‘Well, do you approve?' Marmion asked, coming in to the cabin with a loaded tray. ‘I'll never be as well dressed again,' Yana said, on the end of a sigh. 'Oh, that smells divine…’ ‘Good natural foods always do. This is earth chook.’ 'Chicken?' ‘Prepared from a much coveted family recipe known to The famille de Revers as the Colonel's Southern Fried Chicken,' said Marmion, snatching off the cover of the main dish with a dramatic gesture. 'The colonel was my many-greats ancestor who fought in some sort of early war on Earth.’ ‘Ohhh,' and Yana, sniffing deeply, made no more concessions to courtesy but sank down on the chair by the table and served herself from the large platter. ‘What smells so good?' Bunny asked, Diego right behind her, sniffing with his not so small proboscis. ‘Yummy!’ ‘There's enough for all and more that can be hotted up if anyone has an appetite,' Marmion said with understandable pride as the young people pulled chairs up to the table. Marmion and Sally exchanged glances at the success of their agenda. 3 SpaceBase Contents - Prev/Next Sean forced himself back to work after seeing Yana off. He had hoped that they would have had a little time to spend together. He'd arranged his investigations in the south so that they could. Damn CIS. But he had to trust Marmion de Revers Algemeine. She was awake on every count and more than able to handle whatever the ungood Captain Torkel Fiske and ex-chairperson Dr Matthew Luzon could be up to. Sean did not doubt for a moment that they had plans underway to discredit Marmion, Yana, Bunny and Diego, perhaps even to discredit Anaciliact - though he would be the hardest person to compromise of the lot of them that had gone so bravely forth today. Sean just didn't see either Torkel Fiske or Matthew Luzon forgetting the indignities both had suffered on Petaybee, well deserved though they had been. Luzon may have broken legs but with new healing techniques those injuries wouldn't put him out of action much longer. And nothing had broken his brains any more than they already were or altered the sense of outrage the man had sustained when all his calculations had backfired. Of course, he had lost credibility with Farringer Ball, the secretary general of Intergal, but that would only make him more anxious to retaliate. The Company too, was retaliating, apparently intent on drowning the newly appointed interim joint governors of affairs Petaybean, himself and Yana, under a mountain of paperwork. At SpaceBase, most of the several tons of paper that was stacked ceiling high in Yana's little cabin would have been electronically transmitted. So far Kilcoole had no electrical power, nor did it want to acquire any in the near future. The generator which ran Adak's radio was inadequate for the volume of communication the Company suddenly found necessary to transmit. The battery-powered comunits weren't up to the job either. So couriers were sent several times a day via two of the hovershuttles that had been sent down to aid in the repair of SpaceBase. Three weeks after the planet had destroyed the landing fields and many of the surrounding buildings by extruding massed rock up through the centre of the facility, SpaceBase had been all but evacuated. Meanwhile, troops were busily relocating buildings around the old cleared perimeter and salvaging what they could until small shuttles could ferry enough material to build a new landing pad. Before the first shipment could arrive, however, the planet gave the Company another demonstration of its power. Sean and Yana were riding the curlies towards SpaceBase and were just in sight of the standing stones the planet had made of the landing field. Suddenly both curlies shied and whinnied. About the same time, the trees began to shimmy, the river alongside the trail churned as if stirred by millions of giant fish, and the ground shuddered. Both curlies abruptly sat down, Sean and Yana still astride them. ‘Earthquake!' Yana yelled but Sean had found himself grinning back at her and pointing. For the standing stones were tumbling. The planet, with a mighty swallow followed by several small sips, was retrieving the stones and earth with which it had made such an impression on Intergal's principal Petaybean outpost. Yana grinned back at him through the cloud of gritty dust and the grinding roar and slam of the planet's machinations. ‘Well, isn't that something?' she said when the tremors subsided. The curlies rose to their feet. The soldiers working around the edge of the base crept back to survey the damage done when the structures the planet had hoisted aloft suddenly settled back to ground level again, though not exactly in their former places or conformation. 'And what, do you suppose, was that all about?’ ‘Scientifically, I suppose this subsidence probably has something to do with the volcanic and seismic activity happening near the equator - since it's busy building up layers in the sea there. Maybe it needed this bit elsewhere. What it looks like, however, is in light of the Company's agreement to be sensible, Petaybee is showing that it's willing to let bygones be bygones.’ Now he was wishing his planet was not so forgiving. Though repairs and replacements had only brought SpaceBase back to about a fourth of its former capacity, it seemed to have plenty of power to generate the damned paperwork which only Sean and Yana were available or able to handle. Frank Metaxos and Steve Margolies, though literate and willing to be helpful, were still Company employees and as such kept far too busy with their own work to assist in administrative chores. ,' really must get a literacy programme going as soon as possible, he reflected ruefully. Until now he hadn't really been aware of the volume of work, since he had been out canvassing the planet, trying to find out which needs the people wanted met, how they perceived the planet's wishes in their areas, what sort of interaction they desired with the Company. He also assisted Clodagh in finding new areas where the plants for her cures grew and generally tried to obtain a feeling for what was needed beyond Kilcoole. Fortunately, Lonciana Ondelacy, a former Company Corpswoman, was also literate and she was able to do much of the work in the South. Unfortunately, all of the paperwork still had to be processed at SpaceBase before that destined for the South could be sent to Loncie. Portage, the southern continent's landing base, wasn't equipped for a large volume of traffic or anything much larger than a shuttle. Whittaker Fiske had been helping transfer relevant documents to Loncie by loaning Petaybee's new administration the services and copter of his personal pilot, Johnny Greene. Now Sean picked up a piece of paper, this one from the Ambassador of someplace called Petra 6. 'To whom it may concern,' it began. We have recently been apprised of information leading us to believe that relatives of some of our settlers reside on Planet Terraform B. Our people would like to know how to comply with the visa process on your world in order to be reunited with their estranged family members. Yrs Truly, Alphonsina Torunsdotter, Ambassador. Before he could think of a reply, the door to the cabin banged open and a pair of battered men, bound tightly with sinew rope and each wearing a dead animal around his neck, fell into the room. They were closely followed by the fuming form of Sean's sister, Sinead, who slammed the door shut. ‘You won't believe what I caught these two, these two murderers doing, Sean!' Sinead said. ‘I believe exhibits A and B might already be tied around their necks, Sis,' Sean said mildly. ‘Yes, but they didn't claim this fox or this wolf from any of the culling places. They went into the woods and using their so-called civilized weapons -' she slapped two laser rifles atop a tottering pile of papers, causing an avalanche which all but buried the prisoners '- simply slaughtered these perfectly healthy creatures without so much as a by-your-leave or a thank-you!’ ‘MMMhmmm,' Sean said, eyeing the prisoners. 'And what do you have to say for yourselves?’ ‘Well,' the bearded one began, 'we did ask weeks ago how to apply for a hunting licence on Petaybee, after some Corps buddies of ours told us about all the game here, but we never got an answer so we figured, backwater planet, wide open, anything goes.’ Sinead grabbed him by the hair and pulled his face back so that he could only see her cross-eyed glare. 'You figured wrong, wormbreath.’ ‘You should', Sean told the men, 'have been patient. How did you get here anyway? SpaceBase is only transporting official personnel these days.’ ‘We - uh - we caught the shuttle.’ ‘What shuttle?’ ‘The PTS shuttle our soldier buddies told us about.’ ‘Excuse me,' Sinead said. ‘Stands for Petaybean Tourist Service,' the man whose hair she had hold of said quickly. 'Looks like it's brand new - arrived on MoonBase a few hours before we did.’ The other man said, 'I demand that you and this -this amazon of yours’ ‘The lady', Sean said, 'is my sister.’ ‘That you and your sister untie us and inform us of what laws we have broken and notify our Ambassador at once. I am Dr Vincent de Peugh, vice-president in charge of resource utilization for Intergal's Terra Section Delta and this is my colleague, Dr Raymond Ersol, vice-president in charge of air quality control. We do not intend to spend our vacations being victimized by your government on some trumped-up charges.’ Sean rose from behind the paperwork, lifted several sheets from the head and shoulders of Dr Ersol and neatly replaced them on the desk, which he then leaned against, ankles and arms crossed. ‘Well, gentlemen, I can see that you've been misled. You've broken no written law, as such, since we have yet to write any. Quite simply, the people who live here know that one hunts only to live on Petaybee and one takes only the game which offers itself. What I would like to see from you is your authorization to be here at all. As far as I know, at this time, only official personnel and designated settlers approved and transported by Intergal are allowed to be here - not off-world employees looking for what you consider recreation. What we, as Sinead has so tactfully explained, consider wanton murder of an allied species. You see, and as a resource manager, Dr Peugh, I'm sure you'll understand this, we of Petaybee, people, animals, plants and planet, have a system and we all depend on each other. You've just gone and upset that system something terrible. Now then, Sinead will be glad to release you after you've accompanied her to make due restitution to those you've offended.’ ‘And our property?' Ersol nodded to the rifles. ‘We'll return it to you on Earth, if you'd care to leave a forwarding address. Might take a while though. Backwater place like Petaybee, the postal service is atrocious. No doubt that's why I never received your request, or if I did,' and he gestured to the piles of paper, 'I haven't got around to answering it yet. Sinead, I think maybe you might get Liam to accompany you and maybe Dinah. She's been driving Liam nuts since Diego left. And you could loosen the hobbles on these gentlemen so you don't have to carry them outside again.’ Sinead gave him a mock salute and hauled her prisoners back outside again. Sean sighed. It didn't look like he was going to be bored while Yana was shipside anyway. Now he'd better see if he could enlist Whit Fiske to help him find out about this Petaybean Tourist Service shuttle business. Shipside Yana, Bunny, Diego and Marmion were all together in the forward viewing lounge as the great sprawling array of interlocking circles that was Gal-3 grew from a glittering spot of light to its real majestic splendour. The circles were stacked five deep 'horizontally' and, in places, nine in'vertical' alignment. There were two more thick, squat circles at nadir and zenith of the complex which housed its defensive equipment. Yana stared in fascination. She'd never had such a view of the facility: both of her trips here had been made in the belly of a troop transport. She rather thought they'd been docked on one of the nadirward circles. Diego was explaining the various levels to a goggle-eyed Bunny: the upper level was for executives and company chairpersons, the next level was general for the Gal-3 resident population, housing recreation and mercantile areas, the middle one was probably all accommodation, transients and residents, while the fourth was devoted to repair, environmental controls, and so on, and the fifth storage, while the blobs on top and bottom were restricted to Federation personnel, defence and administration. ‘Wait a min, Diego.' Bunny finally got her awe under control. 'People live all their lives on this… thing?’ ‘Sure. I haven't lived that long on a planetary surface, you know,' he replied. Her look was clearly 'you poor deprived kid' but he didn't notice it, for he was waxing verbose on the entertainment and catering treats that were in store for her. ‘Oh, and I have just the right couple to be sure you don't miss the right places,' Marmion said cheerfully. 'My nephew and niece… or rather, my late husband Henri Algemeine's nephew and niece but they are such charming youngsters that I know you won't object to their company.’ Yana could see Diego wincing and Bunny's blink of astonishment. ‘They really do know their way around,' Marmion went on firmly to squelch incipient rebellion. 'Bailey Algemeine's sixteen’ ‘Eighteen, Marmion,' Sally corrected her. ‘Remember, he graduated from Aldebaran Tech last month.’ ‘Aldebaran Tech?' Diego breathed respectfully. ‘Time does fly, doesn't it. Yes, and I do believe he got both patents on his escape pod projects.’ ‘Escape pods?' Diego was impressed. ‘But he's free for a while and waiting for just the right opportunity. So it's fortunate he's on Gal-Three right now, isn't it?' Marmion's bright smile for such serendipity was irresistible. ‘Your niece?' Bunny asked with a sideways, and slightly proprietary, glance at Diego. ‘Charmion's finished her course in neural deprivation… she's a Pultney-Gabbison, you know,' Marmion bubbled on. 'So she came with Bailey for a visit. He's been showing her around Gal-Three, too. She's nineteen. Almost too athletic for a girl in her social position.' Marmion sighed and, having delivered her message, turned to watch the docking. Now, smoothly aiming at the second horizontal group of circles, the far from insignificantly sized spacelaunch became a mote as it was received into the small docking area which catered to the vessels of people of rank similar to hers. Yana began to agree with Sally, that proper clothes would lend confidence: not much else would. A melodious chime rang through the launch and so did the verbal announcement that all docking procedures had been completed and the passengers might now disembark. A cluster of people stood politely awaiting their arrival. 'Bots, attached to grav floats, scurried on board to collect luggage - Bunny followed their progress with round eyes. Yana noticed her hands twitching at her sides as if she wanted to take one apart and see what its innards were like. Bailey and Charmion were easy to pick out of the group: they were the youngest: the boy with long black hair in a clever clip and the girl with a head of very blond curls that framed a face appropriately enough as 'charming' as her name. They were also a very good-looking pair, fashionably clad in some of the very colours that Bunny had protested about. They also looked intelligent and welcoming, with no trace of the stylish boredom so many young aristocrats affected. Charmion was obviously fond of her aunt and called out a stream of greetings as Marmion disembarked her launch. Beyond Charmion and tall Bailey, Yana saw the imposing figure of Millard Ephasios, one of the aides Marmion had had with her on Petaybee, and decided that the tall, attractive, grey-haired gentleman with the patient expression on his face was one of Marmion's suitors and the older woman her social secretary. The woman was impeccably dressed and had an organizational air about her, like a rear echelon officer. Rentnor Bavistock was her secretary and Cynthia Grace was Marmion's financial adviser. Marmion murmured that Cynthia would be a good person to talk to on how to set up small businesses on Petaybee so that people like Clodagh, who'd be gathering and processing Petay-bee's pharmaceutical wealth, could set themselves up properly. Yana sighed, not really wanting to impose 'modern' anything on her friends. She also discovered that things weren't really what they appeared to be on Gal-3. Residence permits, in the form of metal bracelets'to be worn at all times' said Rentnor firmly, were immediately clamped around each wrist. ‘Don't even take them off when you shower,’ Marmion added, taking hers from Rentnor and noting that Sally was already wearing one. 'Loss can cause the most remarkable problems in getting about the facility.’ ‘You wouldn't believe!' Bailey said, rolling his eyes and grinning at Bunny and Diego. The last member of the welcoming committee wore an official-looking outfit, tailored to his spare figure, with collar tabs Yana didn't recognize but which were sufficiently intricate to denote high rank. He was swarthy, with a close-shaven pate of black hair, an oddly asymmetrical countenance which made his large nose seem to divide the disparate sides. His black eyes were patient and he had a slight lift to one corner of a wide mouth. Like a well-trained or very polite official, he waited until the initial exchange of introductions, news and urgent messages had been accomplished before he stepped forward to take and kiss the hand Marmion held out to him. ‘Oh, Commander, how good of you to take the time,' Marmion said and then introduced Commander Nal an Hon. 'I've told my friends to be very careful of their ID bracelets.’ ‘Indeed, a caution worth repeating frequently,' he said. Then, turning to the newcomers, 'While the bracelets will admit you to every level but Nadir and Zenith, you would be wise not to explore or you may find yourself missing a hand.’ Bunny gasped and protectively clasped her braceleted hand to her chest. ‘Now, Nal, I won't have you frightening my young friends simply because they're dirtfoots,' Marmion said with a little reassuring laugh. ‘It's because they're dirtfoots that I do,' he said with no apology and caught Yana's gaze, nodding to mean that his warning was for her as well. Yana raised an eyebrow at him. And to think, six months ago she might have said something similarly preposterous to someone like herself. 'Having said that, I would be happy to escort your friends into Zenith Ring for The Tour.’ ‘How kind of you, Nal. When we've had time to settle in, I'll take you up on that offer,' and Marmion twinkled flirtatiously at the Commander. ‘Then I shall await your call, madame,' he said and with a courteous bow withdrew. ‘And you will tell me what that was all about, won't you, Rentnor, Cynthia?' Marmion said in an undertone and with no single sparkle of amusement. ‘Hmmm. But it will take an hour or so, Marmie,' Cynthia said. 'Meanwhile, let's get to your suite.' She gave a little convulsive shudder. 'It's so open out here.’ Bailey and his cousin Charmion immediately moved to bracket Diego and Bunny. 'We'll lead on, Aunt Marmie,' Bailey said. And Yana had Sally on one side and Millard on the other while Rentnor and Cynthia partnered Marmion as they made their way out of the docking bay. When the lock doors closed with a satisfactory clank, Cynthia uttered a little sigh of relief. ‘Agoraphobic?' Yana asked Sally. ‘Definitely. Her launch only has a viewscreen in the pilot's compartment,' Sally said. 'It can take you like that, you know.’ ‘I thank the stars that I don't,' Yana replied. 'You've been well, Millard?’ ‘Tolerably, thank you, Colonel Maddock-Shongili.’ ‘I've been Yana to you before, Millard,' Yana said repressively. ‘I'm practising, Yana,' Millard said with a mischievous grin that seemed out of place on his serious face. ‘For what?’ ‘For making it very plain to even casual observers,' and Millard paused significantly,' that you are not just a transient or insignificant dirtfooter!’ ‘Oh?' Yana asked, amused that he too had noticed. 'And what do you suppose gives anyone that impression? The Colonel or the hyphenated surname?’ ‘Either,' replied Millard imperturbably, idly glancing at those passing them in the corridor. Taking a long step, he got on the walkway - the- four young people were well ahead of them now on that transportation -and turned to hold out a hand for Yana. She had a half-formed notion to remind him that she was scarcely infirm when a nudge from Sally behind her made her accept the proffer of courteous assistance. Feeling slightly regal, Yana accepted with a smile and a nod to Millard. ‘You're doing just great, Yana,' Sally murmured in her ear. ‘Will you be colonelling me, too?' Yana whispered back. ‘No, but I'm another woman and patently your companion, while Millard has been booted into the role of escort.’ ‘Oh!’ When they reached the main concourse, Yana was sorry that Bunny was in front of her. She would have liked to see the girl's expression when she beheld the mechanical and commercial splendours of the Second Level. Not only was there a ceiling monorail in operation but four levels of shops on this part of the concourse and belt steps at regular intervals to get you easily from one level to another. Some of the shops were blasting passersby with their sounds, smells, and sensual outputs… assaults to which the residents were now immune but which would stun Bunny as they did Yana, who had only heard about such concourses. The lower-level facilities she had infrequently patronized as an officer were considerably more primitive than these. ‘You will notice, Colonel,' Millard was saying,' that there are location diagrams at convenient intervals by the belt-lifts.' And he indicated the one they were passing. 'Your quarters are located at Interface Three, that's two circles right of our present position, Three-L-110. Please memorize that and record.’ Yana's hand was halfway to her belt for the recording device which had so often been part of her basic equipment when she remembered Marmion's gift. She had drilled herself on the position of the keys and now, with a brush of her hand, opened the recorder and spoke Three-L-110, Interface Three. ‘Handy gadget,' she murmured, turning her head over her shoulder to Sally. ‘They are.’ They continued to the turn, the panels sliding open at the wave of a wrist to admit them and closing behind them, shutting out the frenetic noise of the concourse. ‘The walkway is on the portside,' Millard said, 'or you can walk for the exercise.’ ‘I need the walk. Oh, is it safe?' Yana replied. ‘Safe enough, Colonel.’ ‘That's going to unnerve me,' Yana said between her teeth. ‘It's supposed to have the opposite effect,' Millard murmured back, and she saw the glint of mischief in his eyes. The living accommodations were on two levels, with belt-lifts again to take the upper-level residents to their doors. Obviously the second level was more secure. There was also an air of refined elegance in the floor covering, the discreet non-stimulating murals and decor. Brass territory, Yana thought to herself. And also thought she could stand a bit of this right now, especially with Petaybee's winter on its way when she returned to the planet. Marmion's quarters were on the upper level and seemed to take over one whole quadrant of the circle. Each wristband had to be presented before the panel would admit another body. Yana had lost track of the luggage 'bots, but when she arrived in her room everything was there, so she suspected a service access and wondered if the 'bots got their IDs checked, too. In a state of shocked bemusement, Bunny was peering around the sumptuous main lounge of Marmion's quadrant. And it was a quadrant, Sally told her with a grin. ‘Marmion rents four of the five levels to Gal-Three,' she added. ‘And the fifth?’ ‘That's environment and another company owns it and the equipment. Marmion does have a share in the company but only a small one.’ ‘Oh!’ ‘This way, Bunny, Diego,' she added, taking the newcomers on a small tour while Marmion went off with her business colleagues, and Bailey and Charmion deliberated exactly how to entertain Bunny and Diego when they returned to the lounge. ‘We're all on the guest side,' Sally explained. 'Marmion's got a complete office here so she can keep up with her investments.’ 4 Outside Kilcoole Contents - Prev/Next Youngling, you are troubled, the rumble of the clouded snow leopard's concern brushed soothingly against the painful thoughts and feelings attacking Cita's spirit. ‘Coaxtl,' the girl reached up and put her arm around the neck of the great cat, burying her face in fur. 'Oh, Coaxtl, I am nothing but trouble. I have been weak and foolish and now my new family, my sister and her mate and my beautiful new aunt, have left me behind and my kind uncle is so displeased with me he seldom speaks to me any more. I am indeed unworthy to be included in the activities here, too stupid to help, too needy, too…’ Too long dwelling in the false caves of men, Coaxtl said with a cough of disdain. Too long away from the clean cold snow. Come, let us go to the mountains together and chase each other's tracks and find a rabbit who wants to die. It will be like the old days, before the men brought you here. Goat-dung wailed and hugged the cat harder. 'Oh, poor, poor Coaxtl, I know you have stayed here away from your home just because I am too stupid to look after myself and you are a very kind cat…’ Hush that! And stop thinking of yourself as Goat-dung, Youngling. The others have given you good names - the name of your dam, Aoifa, and the name of your sire and your litter-mate, which is Rrrrrourrrrke! Coaxtl took great pleasure in roaring the name. Or they call you Cita, which is a better name than La Pobrecita, the poor little one, or Goat-dung. This one would drop all of those kitten names and simply call oneself Rrrrrourrrrke! ‘I wish I were your kitten, Coaxtl.’ Well, you aren't, but we can pretend. Come. Though you've gained some weight since you've been here, still you are not too large for one to carry on one's back pan-way. One smell's snow and one wants to rrrroll! Goat-dung, no, Cita, no, The Rrourrke Youngling, climbed on to the back of her friend, and together they bounded away from the river and the town, from all the bustling people, away from the memories of the terrors of the SpaceBase, and out into the forest with its showers of rust-coloured needles and bright golden leaves. Rabbits, squirrels and birds scattered before them as Coaxtl raced through the red underbrush, her paws crackling on the carpet of old leaves which sent up a delicious, spicy smell with the cat's every step. Before they reached the edge of the forest, Coaxtl suddenly laid down and rolled over. Youngling Rrourrke tumbled into the leaves and laughed as Coaxtl mock-pounced her, all four paws landing clear of the girl while the furry face gazed into hers. ‘Your breath smells like dead meat!' the girl cried. Yours smells like you've lived among men too long! Coaxtl answered. What are you lying there for, lazy Youngling? It's your turn to carry me! ‘And how should I do that, crazy cat?' she asked, scrambling out from under the creature's underbelly, where twigs and leaves dangled from the silky fur. The girl opened her mouth wide and pretended to go for the back of the cat's neck. 'Shall I carry you in my mouth, like a mama cat?’ Don't be impertinent! Coaxtl said, and bounded off into the brush. Bet you can't track me! Goat-dung ,' Pobrecita ,' Cita ,' Aoifa ,' Youngling Rrrrrourrke roared her name and plunged through the brush after her friend. Every time she paused, bewildered when the cat seemed to be nowhere around, she heard a laughing thought just ahead of her and saw the quiver of a bush or the flash of silver fur which was not awfully good camouflage in the brightly coloured forest, and she was on the trail once more. And then, without warning, she ran out of the forest onto the edge of the muskeg-humped plain, and there was no Coaxtl, not anywhere. Hsst, the cat's voice cautioned. Hide. A man-thing comes. ‘What? Where? Coaxtl, I can't find you. Where are you?' she asked, and rustled the brush trying to find sight of the cat. But while her back was turned, she suddenly smelt what must have alerted the cat long before, and saw a small flat vessel, not like the copters she had once known as Company Angels but what Bunny had referred to as a'shuttle'. It had letters on the side. Bunny had been showing her stupid sister letters before she left. She thought the names of those letters were P, like Petaybee or Pobrecita, which began with such a letter, and I - no, the table on top - that was it! Bunny had said that a 'I had a table on top -PT… S like snake or serpent - PTS. That was what it said on it. She was so proud of herself for puzzling this out that she didn't think to hide. She had become somewhat easier among people since her move to Kilcoole, and more accustomed to what Coaxtl called man-things. The Shepherd Howling had not cared much for such things unless they were bringing supplies, so machinery played little part in the terror of her life among the Flock before she met Coaxtl. So mostly she was curious and watched the shuttle land, despite many hissings from Coaxtl. She had no idea that such an important-looking craft or the people from it would take any notice of someone like her. One by one they climbed out and sank promptly into the squooshy hillocks of muskeg. Their lower clothing and legs and feet would be very wet, she knew. Some of them carried long metal sticks and some of them had long white skirts, others wore short skirts and high fur boots and leaned on the arms of companions. Still others wore shiny pants. All of them were much too warmly dressed in layers and layers of fur and down, mittens, boots, coats, mufflers, and hats. ‘Aha!' one of the ones in a skirt cried. 'There's one!’ ‘One what?' asked a woman's bored voice. ‘An aboriginal Petaybean.’ ‘There's no such thing,' another protested. ‘Ah, you sir, as a businessman, obviously do not understand the spiritual nature of the relationship between the Petaybean native and his or her Great Benefactor. It has been explained to me and my brethren, however, by an expert on the subject.' And without waiting for further argument, the man in the white skirt slogged forward, squooshing up to his knees with every step. 'You there?’ ‘Brethren.' He had said 'Brethren'. Shepherd Howling talked that way, and Dr Luzon. They were not very nice but she had learnt to mind them. Half of her wanted to shrink back into the brush but she stood as if rooted while the man approached and waited for him to demand that she do something she didn't want to. ‘Oh, little girl, yoo hoo!' another white skirt, this one a woman, called. ‘Yes, you!' the man said. 'You are an indigenous native of this glorious being upon which we stand?’ ‘Well,' the girl began. Youngling… Coaxtl's voice whispered. ‘Well, yes, I guess so.’ ‘Ah!' the man's nervous smile broadened into a wide grin and he beckoned to those waiting behind the shuttle. 'She is! Come along, it's all right then.’ The others surged forward as awkwardly as the first, carrying their bags and their metal sticks and baskets. The woman in the white skirt was the first to arrive. 'Brother Shale, you've been too hasty as usual and frightened her.' The woman pulled back her hood to reveal a shaven head, and took off her mitten to stick out a hand. 'Hello, honey. I'm Sister Igneous Rock. Take us to your leader.’ Ponopei II Torkel Fiske had disguised himself before leaving his shuttle. He didn't care to be recognized by any of his father's cronies. A dark colourwash and a quick weave altered his hairstyle to shaggily long with a parting instead of his usual cropped red cut. A false dark moustache which looked utterly convincing, a pair of dark glasses well suited to the climate of the resort moon Ponopei II, a white synlin suit and a Caribbe seascape-designed shirt that were unlike anything he ever wore anywhere else, woven sandals, no socks and the sort of jewellery he normally wouldn't be caught dead in at his wrists, fingers, neck and one ear completed his ensemble. He chemically altered his skin colour with the substance designed to keep shipsiders from feeling out of place where sun and sea worship were the norm. Running an allview holo to check his appearance, he didn't recognize himself. He looked like a pirate on vacation himself. Good. Onidi Louchard wouldn't take him for a rich, regimented fool then, a Company flunky who had risen to power on his father's reputation. More and more he was starting to feel that people around him did view him in that light and he hated it. Fortunately, he had had cause to disguise himself before on Company business. A little fiddling with the computers altered the identity codes to provide him with yet another persona. His shuttle was an Intergal rental registered to M'sser J. LaFitte, a gem dealer from Burroughs Canal, Mars. He had come to Ponopei II often enough that he knew his way around and was known, so he was gratified when none of the docking officials recognized him, nor the florist where he bought his leis, one for himself and one to seal the deal with Louchard. The maitre d' at his favourite restaurant failed to recognize him as well, but said, on consulting the reservation, 'Ah, M'sser LaFitte, your companion has not yet arrived, but your chamber is ready. This way, sir.’ Torkel spent the next fifteen minutes sizing up the people who entered after him, wondering which one could be Louchard. After watching three men in shorts and sandals, another in a yellow business suit similar to his own, five giggling young girls and one slightly older, petite, demure looker, dressed to kill - a society trophy wife, he guessed - he thought he had been stood up-Then the trophy wife in the soft lavender and blue sarong dress turned her snappy high-heeled sandals his way. Her legs were very nice, he noted. Pity women seldom showed them in public any more - except here, of course, where they showed everything. In taking in her appearance, he saw that she was somewhat older than he had assumed at first, her dark blond hair tufted at the ears and crown with silver. Then he realized she was wearing a blue frangi-pangi behind one ear. Louchard's communique had melodramatically mentioned a blue flower and that he was to bring leis. The woman with the blue flower smiled and extended a tiny, beringed hand. All the rings had gems that matched her dress except for a prodigious stack of gold ones on the ring finger of her right hand. He admitted her to the chamber, and shut out the sights and sounds of the soft pink sands of the beach, the lime-green waters, and the multicoloured gardens by closing the hatch of the privacy bubble behind her and drawing the beaded curtains. ‘It's Captain LaFitte, surely, isn't it?' the woman enquired, sliding neatly across from him. ‘It's Captain Fiske, as your organization was told,' he said. 'And I was told I would negotiate with Louchard.’ ‘Louchard couldn't make it,' the woman said with a charming show of teeth in a pink lipsticked mouth. 'I represent the organization. We understood you had business to discuss and I am the business manager, Dinah O'Neill.’ ‘I see,' he said, and he did. She was no more a business manager than he was Jean LaFitte. The appearance of Onidi Louchard was a carefully guarded secret, but he had heard that the pirate was female. And this lady's eyes were as cold and calculating a's he always fancied himself to be. They understood each other quite well already. 'The deal is simply this. I recently met some gentlemen in business with Louchard on the planet known to the locals as Petay-bee. It's a treacherous world that refuses to give up its secrets to outsiders, but seems to have a fondness for certain people who live there. Three of those people are now on Gal-Three. The one I'm concerned with is a former Company Corps officer, Yanaba Maddock. She and her paramour, a suspicious local named Shongili, have manoeuvred themselves into being named coadministrators of the governmental affairs of Terraform B. They're the ones who threw a monkey wrench in your operation on the planet and they're now the ones in charge of future resource use. Maddock is pregnant. Her husband is, for a variety of complicated reasons, unable to leave the planet. The teenagers accompanying her are a boy of no particular consequence and a girl who is the husband's niece. But the important one is Maddock.’ ‘I can see where holding her would give you a certain… leverage. But I fail to see where there's any profit in that for us,' said Dinah O'Neill. ‘I really should have spoken to your leader then,' Torkel said. 'He would have understood at once. Petaybean mineral wealth is still waiting to be mined. Captain Louchard has seen this…’ She shrugged. 'That is true. But it's also true, Captain, that there are many other worlds to mine. Petaybean ore and gems are top quality but are proving… costly to extract. In addition to losing four men and the supplies invested in their operation you now want us to kidnap some settlers? That planet doesn't yield its largesse to them either and they're all poor as dirt. Sounds to me like you've got a personal problem with these people, Captain. We're not terrorists, we're business people.’ ‘So is the woman who is hosting Yana Maddock and the children. I'm sure as a "business person" you'll be familiar with the name Marmion de Revers Algemeine?’ ‘Naturally, though regrettably she has never shown an inclination to avail herself of our services. If the parties you're interested in detaining are in her care, however, I must tell you that such an operation would be so difficult it would be no more cost-effective than your other proposal.’ ‘Even if detaining Algemeine as well as Maddock is possible? I would think that the lady would command an extremely high ransom.’ The woman shook her head and looked at him pityingly. 'So would the board of directors of Intergal, but we do know our limits, Captain.’ He leaned over and boldly took her hand. 'So do I - on my own. You don't think I'd suggest this unless I knew I could expedite access to the targets, do you? Just say yes and we can make this happen.’ She smiled and covered his hand with her other one. The rings bit into the back of his knuckles. 'I never could resist a smooth-talking man who wears more jewellery than I do. Expedite away, Captain, and have your people get in touch with our people. You know how.’ 5 Outside Kilcoole Contents - Prev/Next After asking to be taken to Cita's leader, whoever that was, the white-robed Sister Igneous Rock continued to look at Cita expectantly while the others chimed in. ‘A very good idea, oddly enough, considering the source,' one of the women in very short skirts said. 'Do take us to your leader. I'd like to speak to whoever is in charge. I represent BIEX, the galaxy's leading pharmaceutical concern and…’ ‘Come off it, Portia,' said one of the men in shiny pants. 'She's just a kid. Doesn't even look like she speaks English.’ ‘Petaybeans don't need to speak English,' Sister Igneous Rock told the man sternly. 'They communicate instinctively with the Beneficent Source. Please take us there, dear. Can you give us a name, perhaps?’ ‘This unworthy one has been called Goat-dung,' Cita began timorously, awed by the presence of such strange, if apparently ignorant, ones. ‘Not by me,' Sister Igneous Rock said indignantly, wrinkling her nose as if Cita smelled like her namesake. 'Really, dear, while natural names are pleasing to the Beneficence, I would not dream of calling the first actual denizen of Petaybee I meet by such a demeaning name as "Goat-dung".’ ‘Mostly I answer to Cita.’ Sister Igneous Rock nodded and seemed gratified but the rest once more began talking as if Cita was not there. ‘Coaxtl, what shall I do?' she asked softly, hoping the big cat could hear her, for she could no longer see her friend. 'Who is it they wish to see? It is too far to take them back to Uncle Sean before nightfall and the ones in the short clothes will freeze after dark…’ ‘I don't want to see any damned leader,' one of the men with the metal sticks was saying. 'They had plenty of time to answer our applications for hunting permits. That fellow I talked to said they had cats here big as horses with pelts that would fetch thousands, and unicorns that if you cut off their horns and drank them in a powder would let you do it as many times a night as you wanted.’ Do not tell them I am here, Youngling, Coaxtl said. ‘There's no need to bother this child at all,' an older woman said. 'Once we find my family, they can help us all sort out our problems. Honey, do you know a family named Monaghan? We got separated when the Company resettled us during the Troubles. I've been living on Coventry all these years and I just now heard that some of the folks from my village were settled here.’ Cita shook her head. The woman looked nice and Cita wanted to help her but this was all very confusing. 'I haven't lived in Kilcoole long, but we could ask my Uncle Sean, if he's not too busy. Or Clodagh. I guess they're leaders.’ ‘No, no, child,' Brother Shale said. 'We don't mean human leaders, we want to make the acquaintance of the Beneficence. We want to offer up our service and adoration…’ ‘In all due humility, of course,' added a third white-robed figure. Behind him was a fourth that Cita had not previously noticed. ‘Brothers Shale and Schist are correct,' this new person, a woman, added. 'We have no use for human leaders. I am Sister Agate, and I personally would like to state,' and as she said this, she turned about this way and that to shout over the heads of all of the people, including Cita,' that I am delighted to be here and will assist the Beneficent Entity in any way I possibly can.’ ‘Hush, Agate. We all will. It's not right to put yourself forward like that,' Sister Igneous Rock said. ‘I don't know about any Beni - whatsis,' Cita said, 'or that family either. But I'm very young and ignorant. They'd know in Kilcoole. Except it's almost night now and it'll be dark before we can get there and I'm afraid I'm too stupid to find my way in the dark.’ ‘That's where the Government is supposed to be,' the woman called Portia said. 'How far is it?’ ‘Many klicks,' Cita said after trying to figure out how to explain distances on Petaybee. ‘Coaxtl, where can I take them to spend the night?' she asked while they argued among themselves. But the big cat didn't answer. She was all alone with these strangers. Finally, she drew them into the woods, where they would not get snowed upon, and with the help of the white-robed ones, who could be most insistent, got them to bundle together beds of leaves and needles and lie close together, the most warmly dressed to the outside. ‘Ah, rocked to sleep by the breeze of the Beneficence,' Sister Agate said through chattering teeth, as she curled near Portia Porter-Prendergrass, who kicked her viciously. The men with the metal sticks refused to obey and sat with their backs to trees, shivering despite their winter clothing, holding their sticks menacingly in front of them. When they fell asleep, in spite of themselves, Cita crept over to them and took the sticks from their hands and buried them beneath bushes. Brother Schist muttered constantly under his breath and the man in the shiny pants tried to snuggle Sister Igneous Rock. Cita huddled alone in the dark, searching for a particular touch in her head, a particular pair of eyes kindling in the darkness. She had actually dropped off to sleep when she felt a familiar warmth against her side. Help comes, Coaxtl said simply. That was when Cita noticed that Coaxtl's warmth was joined by another, smaller purring bundle. An orange cat rubbed herself against Coaxtl who rumbled a low growly remark. Clodagh is on her way to us with the curly-coats. She will be here soon. Cita was so relieved she could almost cry. She was so incompetent and everyone was always helping her out of the problems she seemed to find. Do not bow your head, Youngling, Coaxtl rumbled. You have done exceedingly well, as the Clodagh person will tell you, even as her messenger does. You have saved the furred and feathered ones from the men with the metal sticks, and the men with the metal sticks from the wrath of the Home. You have also saved these puny others from wandering unguided in lands which are unfamiliar to them and which they are unfit to travel. Clodagh is pleased with you. Then Coaxtl sighed. Even if we must return to the false caves of men. ‘Oh, Coaxtl! And you are so miserable…’ How can one be miserable when there are warm places to lie, food to eat, snow to roll in, and a youngling to lick into shape? Coaxtl interrupted her. One may prefer the inner chambers but wherever one sets one's paws they touch the Home. Coaxtl raised her head and lapped at a snowflake, the first of several now drifting from the sky. Ah! See you, Youngling? The Home, knowing that we sought snow and were prevented from reaching it, sends it to us. We are rewarded. You have brought honour to the pride and snow to us both. This is a good thing, yes? Cita nodded, still uncertain. 'I can see that it's working out well. And it is a good thing to achieve honour even if I did it accidentally. Still, is it not better to achieve honour by being in the right place at the right time?’ Coaxtl blindsided her with a massive lick to her face. This is no time to ponder on the mysteries of life, Youngling. Now compose yourself for what sleep you may achieve with all this noise. The great clouded cat settled herself and curled about Cita's body when the girl obeyed. To Coaxtl's amusement, Cita slept, despite the snores that filled the air. Having delivered its message, the orange cat had already disappeared. When Cita opened her eyes again, the sky through the trees was ivory with snow and she was covered with a light coating of it. Coaxtl was not to be seen but her side where the cat had lain against her was still warm. The people from the shuttle stirred restlessly under a thin blanket of snow. One of the would-be huntsmen awoke with a start and reached for the weapon that wasn't there, and a moment later the head of a curly-coat appeared through the brush. ‘Clodagh!' Cita called with relief. And behind Clodagh were Uncle Seamus and three of the grown Rourke cousins, leading what looked like every curly-coat in the village. ‘Coaxtl tells us you've been hunting, Aoifa Rourke,' Clodagh said. 'I hope you caught game enough to feed all of these while you were at it.’ Watching the newcomers trying to mount the curlies made Cita feel as though she was not the only one who was ignorant and clumsy. The woman Portia had to leave her scantily clad legs open to the snow while her short skirt rode up to her waist as she mounted, a detail not lost on the male Rourke cousins. The men who came with metal sticks were angry when they found their sticks gone, especially when Coaxtl and Nanook appeared alongside the curlies to guide them. ‘I told you!' one of the men said to the other. 'Cats as big as horses! I told you. That's what that fellow said and it's true. Wouldn't that pelt make a magnificent rug?’ Coaxtl coughed and Clodagh said, 'No, Coaxtl, they're guests.’ ‘Did it talk to you?' the third man said. ‘Oh, yes. Coaxtl and Nanook and the other track cats can be very eloquent, but sometimes not very nice.’ ‘What did it say?' Brother Schist asked. Cita, who understood Coaxtl very well, thought that the cat had merely coughed. But Clodagh said to the hunter, 'Coaxtl says your pelt is too thin and hairless to be good for much of anything.’ It took a long time to return to Kilcoole, what with having to make sure everyone stayed mounted. Poor curlies! Cita thought. She'd have to go and gather some of the late carrots from everyone's gardens to give them a treat after this. ‘Are you the mayor or the governor or whatever of this town we're going to?' the man who didn't like Portia asked Clodagh. ‘I'm Clodagh.’ ‘Clodagh!' Portia stopped groaning. 'You're the one I wanted to speak to, then. The medicine woman, right?’ Clodagh shrugged. ‘Look, I'm prepared to make you an offer for your formulas and all the ingredients you can supply. That's just for now, of course, while we're in the development stage. Later on, when we've located the sources, we'll need to know the best places to set up our operations.’ ‘Are you sick?' Clodagh asked. ‘No, of course not, though I'm getting sick of being on this stupid horse but…’ ‘You are the planet's handmaiden!' Sister Igneous Rock screeched, interrupting Portia and scaring the horses. She jumped down from hers, and ran forward to Clodagh's curly-coat and grabbed Clodagh's hand in both of hers and began weeping over it. 'Oh, how I have longed to meet you since first we were given word of this miraculous place!’ ‘When was that?' Clodagh asked. ‘About six weeks ago,' Brother Shale said. 'And believe me, since then Sister Igneous Rock has worked wonders forming our order. Why, she came straight away and told me and the others and we all knew at once that Petaybee was just what we'd been looking for. We had a little study group before, you know, about the evils of the universe and how to get back to what was natural and real - we tried talking to Terra, but it wasn't very responsive. Then, when Brother Granite told us about the Beneficence and how it caused ruin to the abominations wrought upon it by the Unworthy, well, we had to come and see for ourselves.’ ‘When can we see the evidence of Petaybee's wrath, Mother Clodagh?' Brother Schist asked. ‘Scuse me,' Clodagh said with a snort. 'I don't have any kids.’ ‘Please pardon our brother,' Sister Igneous Rock said. 'We mean that you are the spiritual mother of our order. Brother Granite told us of your wondrous bond with the Beneficence.’ ‘What's that?’ ‘I think they mean the planet, Clodagh,' Cita offered. People called it so many different things. The Shepherd Howling had reviled the planet and called it The Great Beast and said it was a man-eating monster, Coaxtl simply called it The Home, and Uncle Sean and Clodagh called it Petaybee, for the initials Pee, Tee, Bee which also stood for Powers That Be, the local name for Intergal, the Company which first settled the planet. Cita thought that, of all of the names, Coaxtl's made the most sense. ‘Why didn't they say so, then?' Clodagh asked. At once, all the white robes dismounted, loudly apologising and begging forgiveness, prostrating themselves on the ground so that Clodagh's curly-coat almost stepped on them. They were coated with another layer of snow by the time the Rourke cousins got them to their feet and onto their ponies again. Clodagh just shook her head. 'Cheechakos,' she said. ‘What's that?' Cita asked. Her own Flock had many Spanish words and Asian words in their language, but here in Kilcoole, the people used some words in the old Irish tongue and some in the Inuit and Native American tongues of their ancestors. ‘A cheechako is a newcomer, child.’ ‘Like me?’ ‘No, because you're from Petaybee. You're used to the cold and all. A person is a cheechako until they've lived here from freeze-up to thaw. If they live through the winter, they know if they want to stay or go away.’ ‘But the Beneficence helps you get through winters, doesn't it, Moth - Clodagh?' Sister Agate asked, a tad anxiously. 'It surely doesn't kill anyone. From what Brother Granite said, it provides for all!’ Clodagh rolled her eyes and said to Cita, 'This could be a real long winter.’ Sean Shongili was tempted to say 'Look what the cat's dragged in,' when Clodagh, Cita and the Rourkes, with curlies and feline in escort of the most recently landed visitors, stopped in front of Yana's cabin that afternoon. The newcomers, when sorted, turned out to be representatives of two rival pharmaceutical firms whose requests for interviews were allegedly somewhere in the stack of paperwork, three more hunters, four members of what seemed to be a newly formed religious cult wishing, sight unseen, to worship Petaybee, and eleven other people who claimed to believe they had long-lost family members living on the planet somewhere. Sean sent Cita after Sinead, who came and took the hunters in tow to put them with the others she had previously captured. He told the drug representatives firmly that they would have to go through company channels for any patents on medicines. As Intergal had first terraformed and settled Petaybee, it had prior claim to any economic windfalls the planet might generate. Any credits, that is, left over from what Intergal might decide to charge the planet for what had already been done to 'improve' it up to Intergal standards - whatever they were. The religious cult and the so-called relatives required different handling. ‘There are Monaghans living over at Shannon-mouth,' Sean told the lady who had asked. 'I can send word to them that you're here and maybe they'll come to see you in a couple of weeks.’ ‘Two weeks! But I only have two weeks!' she said. 'I've already taken a week of my vacation getting here.’ Sean just told her he'd do what he could, and privately decided to have a word with Whit about having Johnny Greene stop off to leave word with the Monaghans the next time he was over Shannonmouth. But with the other relative seekers listening, he didn't want to make a promise aloud. ‘Just show us the way to the hotel and we'll find our own transportation tomorrow,' said the man who was looking for the Valdez family. ‘There's no hotel,' Sean said. ‘Well, then, where are we supposed to stay?' the drug representative, Portia Porter-Pendergrass, demanded. He took two deep breaths before answering. 'Don't you think you should have taken that up with the people who provided you transportation to the surface?’ She shrugged off what he considered a very pertinent question and answered with what he recognized as a bald-faced lie of convenience. 'They indicated there should be no problem. It's not as if we can't pay .’ ‘That's not the issue,' he told her and gestured grandly around the paper-engulfed cabin. 'This,' he said, 'is the governor's mansion, if you will. The other houses are no bigger. SpaceBase is still out of commission from the quake, or I'd send you there. I'm afraid no house in Kilcoole can accommodate more than two of you at a time, and even that's going to crowd folks. It's not too cold yet though, so there're probably extra blankets enough to go round and floor space by the fire.’ ‘Very well,' Portia said. Til stay with Clodagh.’ ‘Not so fast,' said Bill Guthrie, from the rival drug company. 'If you stay with her, so do I.’ ‘You will both stay where I tell you to,' Sean said severely. 'My niece, Buneka, isn't using her shack right now. You, Mr Guthrie, and you, Mr Valdez, can stay there. Seamus, if you wouldn't mind staying over at the Maloneys', I'll bunk Miss Porter-Pendergrass in with Moira and the kids.’ The male Rourke cousins looked very cheered at that. ‘You gentlemen', he nodded to the five men who claimed to be looking for relatives named Tsering, Romancita, Menendez, Furey and O'Dare respectively, 'can stay with Steve Margolies and Frank Metaxos. There's only the two of them with Diego gone and they've got more floor space than most because they haven't been here long enough to fill it up yet. As for you ladies,' he looked rather hopelessly into the apprehensive faces of the women who introduced themselves as Una Monaghan, Ilyana Salvatore, Dolma Chang, Susan Tsering and Furey's wife, Wild Star, 'I'll have to see.’ ‘Excuse me, Governor Shongili.' Una Monaghan stuck up her hand like a schoolchild. ‘Dama?’ ‘Well, it seems to me we're causing you a lot of trouble. I never meant to actually. It was just when that man suggested that I might find some of my people… Well, I'm an orphan, you see, and my family line on Terra D died out and, well, what I mean to say is, it looks like you could use help here and I am a file clerk and if it's going to be an awfully long wait well’ ‘Me too,' Susan Tsering said. 'I can file too. You look like you need help with this office.’ ‘I don't suppose any of you people are teachers?' Sean asked hopefully. ‘I am,' Wild Star Furey said. 'I've been company librarian on Minnehoma Station for the last nine years and I've helped Petaybean and other colonial recruits learn the basics when they come on active duty.’ Sean smiled for the first time. 'Then, ladies, I will find a place to stay myself and you may take over the gubernatorial mansion.’ There was a meow from the top of a stack of papers. 'With the help of the resident paperweight. This is Marduk. He lives here.’ ‘What a nice kitty!' Una Monaghan said. ‘But Governor Shongili, what of us? When shall we, how shall we, where shall we meet with the Beneficence?' asked Sister Igneous Rock. Sean had to hand it to the white robes. They had been very patient and quiet throughout the proceedings. ‘You're the ones who should stay with Clodagh,' he decided, knowing that he was probably going to regret it. 6 Contents - Prev/Next Brother Granite did not have to go far to find the believers he sought. Many people were already searching for something better, something they didn't have, something to lift them out of the ordinariness of their lives, to put them in touch with greatness. What could be greater than an all-knowing, all-powerful, all-embracing planet? Even Dr Luzon, who had been very difficult for Petaybee to convince, recognized that precept now. That was why Dr Luzon had sent him forth, to spread the news to those in need of hope. ‘Braddock, my boy, I was in error,' Dr Luzon had said from his hospital bed. 'That planet is indeed sentient. I mocked it and it rose up against me.’ ‘Oh, Doctor, I'm so glad you agree,' Braddock had said with considerable relief. 'I - er - came to the same conclusion.’ ‘Well, of course you did. You're a very perceptive fellow. That's why you have my trust. And you do have it, son. In fact, now that we know the truth about Petaybee, hallowed be its name, it occurs to me that our doubts may have been for a very special reason, that we may have been where we were, when we were, for a very special purpose.’ ‘Protecting the Company's interests…’ A look of annoyance momentarily crossed the doctor's high brow and ascetic mouth. His expression changed so quickly that Braddock felt that the doctor had probably suffered a twinge of pain. After all, he had been severely injured in the earthquake. 'No, my boy, I mean an even higher purpose. We were doubters and we were made to believe in the positive force of Petaybee. I see now that we were put on the spot as witnesses. It is our duty now to go forth among other worlds and spread this news to others. Indeed, it is up to us to make sure that others are able to contact Petaybee and Petaybee can expand its influence beyond those few insular settlers we met.’ ‘But, sir, I didn't get the impression that any more people were wanted.’ ‘Not by the settlers, perhaps. They wish to keep the wonder to themselves, to have Petaybee serve them alone. As for the planet, because its people are selfish, it has had little opportunity to expand its influence to others. That is our purpose.’ ‘Ours, sir?’ ‘As I have lain here, reviewing all that happened to us on Petaybee, I have reached some inescapable conclusions, besides those I have just imparted to you. One is that I must use my resources and facilities to help in as selfless a way as possible to expiate my sin to Petaybee. However, my physical condition', and he waved his hand at his legs, stretched before him on the bed, 'prevents me from taking as active a part as I would like. There is also the fact that my name and my connection with the Company might be construed as a conflict of interests in what I propose we do. Therefore, so that association does not stand in the path of my expiation, I must begin by firing you.’ ‘I'm afraid I don't quite understand, sir,' Braddock said cautiously. Normally, if the doctor was unhappy with him, he had no problem figuring out exactly how he had failed his employer. But the doctor had not given him any indication that would cause Braddock to think he was going to be fired. Why, even the beaming, kindly expression on his intelligent face did not look like the expression of someone who was firing someone else. ‘Only so that you will no longer be associated with me, of course,' Dr Luzon said hastily, noticing Braddock's confusion. 'In fact, I don't even want it known that I am setting you up in a business that will facilitate our mutual desire to help people discover the magic of Petaybee.’ Braddock gawked at his erstwhile employer. ‘You see, Braddock, I am going to set you up in business. The transport business. So that you can travel easily throughout this star system and all others controlled by the Company.’ ‘You are, sir?' Then, the light slowly dawned on him. 'Ah! So that I can tell others about the planet, sir?’ ‘That's it, Braddock. Absolutely correct. You will form a company which will enable you to help those searching for the nirvana which only Petaybee can provide to reach the planet. A transport company. Now then, I know a thing or two about how people's minds work, how to discreetly encourage them to do the right thing. Some people we will be able to attract simply by appealing to what interests them. The wealth of animal life on the planet, for instance, should appeal to sportsmen. And of course, there will be financiers hoping to benefit by the Company's necessary withdrawal. We are not playing favourites here. We'll carry anyone who can pay the fare. But there are others who will want to come because they have relatives there, from whom they were separated during the Company's relocation programmes following land purchases after the various Terran wars. But many, Braddock, will simply hunger for a greater truth, a higher purpose, than any they have known. They must have a leader they can follow. You, Braddock, will become that leader, but not as Braddock Makem…’ Thus the PTS transport company was conceived. Thus Brother Granite received his name and his instruction in the sort of language to use in bringing the truth about Petaybee to other worlds. And it was good. Gal-3 - Several days later This whole CIS thing wasn't working out the way Diego had thought it would, but he was glad he'd come along anyway, just to keep Bunny's head straight if nothing else. Marmie was a nice lady and all that, but he could have done without the niece and nephew. The nephew was way too nice to Bunny and the niece kept trying to get her to act and dress like shipside girls. Diego liked her the way she was already. He had looked forward to her reactions to the advanced gadgetry that was part of shipboard life and had imagined her repairing something she hadn't known existed until then, but every time he started pointing something out, Charmion got bored and suggested going to the fancy gymnasium where Bailey impressed Bunny and depressed Diego - who had never been a jock - with his gymnastic prowess. And he couldn't really say anything about it to Bunny. She was like some little kid who'd never seen candy before. He, of course, was already pretty familiar with all this stuff, though neither of his parents ever inhabited the same lofty circles as Marmion Algemeine. But Bunny, who couldn't imagine doing anything athletic in less than sixteen layers of down and fur, was easily swayed and tried very hard to learn what Bailey and Charmion had been doing all their lives. Meanwhile, Marmion and her crew were keeping the colonel entertained and as busy as possible, but Diego could tell that Yana was getting a little antsy when they'd been there a week and the CIS hearing still hadn't convened. Every day he got up thinking, today we'll do what we came here for. Yana will tell them how it is and Bunny will speak for the planet and maybe I'll sing them my song, then we'll go home. He should have known better. His dad was always complaining about how long it took the brass to move on anything significant. There was one delay after another. Anaciliact was away on another assignment and Farringer Ball, who represented the Company's interests, had been stricken with a mysterious illness that was sweeping through the upper echelons of the power structure on other stations. Ball normally inhabited Gal-3 but had been away conferring with the leaders of other terraformed colonies when the illness struck. That was the scuttlebutt anyway - the details were being kept fairly hush-hush. Not that Diego cared, except for the inconvenience it was causing him. While his father's recent illness made him pity anyone who was very sick, Farringer Ball had never seemed particularly human to him. Trust a bigwig to show his only signs of humanity just when it would royally screw it up for everyone else. Diego wondered what would happen next to detain them. The colonel was anxious, too, he could tell. One day she and Sally swung by to collect Bunny on the way to the doctor. Yana was getting checked for her pregnancy and she wanted to see if Bunny was having any problem being cut off from the planet. When she returned, Bunny was oddly quiet and fingered the little bag of Petaybean dirt that now looked so incongruous with her modern fuchsia and teal striped bodytight. ‘How'd it go, Bun?' he asked her. ‘OK,' she said. 'The doctor says my immune system should hold up a few more years and my brown fat deposit isn't large enough yet to make me uncomfortable off-planet. After I'm about twenty or so, though, I won't be able to leave for very long, ever, or I'll end up like Lavelle.’ ‘So what? You don't want to leave Petaybee anyway, do you?’ ‘Not for good, no, but Charmion asked me to come to her family's chalet in the Strigian Alps sometime to help her set up a dog team and ski. She showed me pictures and it's really beautiful there - all these beautiful houses and there's flowers all the time, even when the mountains are covered in snow. It's not that I want to leave Petaybee, really. It's just that I want to be able to if- you know, if I want to.’ ‘Not me,' he said, folding his arms across his chest. 'I've been lots of places and Petaybee is the best.’ ‘Sure it is,' she said. 'But at least you got to pick.’ ‘You'll get a chance to wear those formal clothes this evening,' Marmion said, emerging from her office to the main room where her guests were lounging. They had spent the morning exploring yet another level as well as making another visit to the extensive gymnasium which fascinated Bunny. Marmion was delighted with the way Bailey and Charmion were filling their days on Gal-3 and the youngsters all appeared to like each other, though young Diego seemed rather quiet at times and for the last day or two Bunny had been less bubbly than usual. Once Yana and Bunny had been assured by a visit to Marmion's personal physicians that their absence from Petaybee was causing harm to neither of them nor to Yana's unborn child, Yana had relaxed considerably. Afterwards, Sally had induced Yana to enjoy some of the beauty treatments available on Second Level. But, even with so much to do, the continual delays in convening the CIS hearing were irritating and nerve-racking. Distraction on a grander scale was needed, Marmion decided. Calling for the attention of her guests, she waved a sheaf of messages in her hand at them all. 'We could go to a party on every single level. How do they find out so quickly that I'm back?' The question was rhetorical. 'But I've chosen just the one for us,' she went on. 'A sort of welcome for a new executive in…' she peered down at the sheet in her hand, '… oh, Rothschild's. So everyone who is anybody on Gal-3 will come but that limits the attendance nicely.’ ‘It does?' Yana asked, raising her eyebrows in surprised amusement. ‘Certainly. There aren't that many "anybodies" on Gal-Three at the moment.' Marmion gave a trill of her delightful laughter. 'I already checked the guest list and most of them are the sort of people I'd like you to meet anyway while you're here. So that's settled. We'll leave at 2030 hours. All right? And everyone dressed in your finest.’ Bunny and Diego groaned while Bailey and Charmion looked quite pleased. ‘That'll be loads of fun,' Charmion said and turned to encourage Bunny and Diego. 'This'll be much nicer than you know. More like what you were describing as a latchkay, only Gal-Three style.’ ‘People sing?’ ‘The ones who are paid to,' Charmion said, 'but if you want to join in, no-one will object.’ ‘Could I see you a moment, Yana?' Marmion asked, gesturing politely for Yana to join her in her office. The social-lady side of Marmion dropped immediately the panel slid shut behind Yana. Marmion seated herself at a desk that was neatly piled with disks and vari-coloured flimsies while three screens behind her scrolled detailed reports, graphs, and tables of figures. ‘Too many people know I have just returned from Petaybee,' she said, rattling her fingers on the intricately inlaid wood of the desktop. 'Far, far too many people have been apprised of everything - everything - about Petaybee. Anaciliact holoed in from this emergency mission of his and when I told him what's been happening he was livid - if you can imagine that consummate diplomat in such a state.' Marmion rose and began pacing the room, head down, one arm across her chest supporting the other as she rubbed her forehead. 'I was right to give you that safety disk, and right to assign you guardians. All of you. I must remember to assign a few to myself,' she said with an impish grin,' though with the security available on Gal-Three, they might end up stumbling over each other while we're dragged off through a service hatch or something.' Her smile indicated how unlikely that was. ‘If you're concerned about Petaybee, Marmion, don't be,' Yana said, hoping to relieve her unusual anxiety. ‘I don't worry about Petaybee at all, Yana,' Marmion replied. 'It has proved well able to take care of itself. It's all the… the types that are homing in on it. There simply aren't the facilities to cope with them and I'm sure that's one of the reasons they've been sent.' She frowned. ‘You mean to discredit Sean's abilities as administrator?’ ‘Precisely.’ ‘Did you happen to hear how soon the meeting we're due at is going to convene?' Yana, too, didn't wish Sean inundated with problems when he had no-one trained to help. Even, and especially, Petaybee. ‘Not soon enough,' Marmion said in what was for her a harsh voice. She flung up her hands in frustration. 'I don't think it's all delaying tactics and, of course, Farringer Ball is quite legitimately ill, some sort of a virus he contracted, so we do have to wait on his return to good health.' She made a little moue of concern over that delay. 'However, Intergal has conceded - well, CIS has forced them to concede - that the planet has prior rights to its mineral and metal wealth and anything else that might be valuable. They're pulling out - as fast as they can.' She made a face. 'That's unlike them, too. But then, they've never had a planet to face as an opponent. Must make a difference. No bribery will work in this instance.’ ‘Must make it very difficult for Intergal to change its modus operandi.’ Marmion grinned and chuckled. 'If only you knew… But then,' she said more briskly, 'you probably do.’ ‘Not on the level you do, Marmion.’ ‘Now, tonight,' the financier went on,' there are certain people I'd like you to talk to.’ ‘You mean, show me off to?’ ‘Well, that, too,' and Marmion flicked her fingers at Yana's qualification. 'You're the best spokesperson Petaybee could have.’ ‘Not Bunny? When she's lived there all her life?’ ‘Her ingenuousness may be useful, to a degree, but you're a military person with experience on many planets and situations. Your remarks will carry more weight. Also, these are the people Petaybee should get to know for the clout they have in intergalactic research and development.' She added quickly when she saw Yana frown, 'The good kind, not the search-and-strip type of operation. It may well constitute a challenge to them, you see, and they need challenges.’ ‘"Life gets ted-jus, don't it?" ' Yana asked with a fake yawn. Marmion grinned. 'Precisely. Been there, done that, seen this.’ ‘Care to give me a briefing?’ ‘It's all here,' Marmion said, handing Yana a disk. 'I have compiled vital statistics on all my peers. Some of them are even nice.' Then she saw Yana's surprised expression and made a little moue. 'Well, they have them on me! Must keep track of the competition. Have a listen and then if you've any questions… Oh, blast it!' For her screen bleeped the urgent code. Yana waved at her and left the room, a departure she sensed Marmion would appreciate. When Yana entered with Marmion, she gasped at the splendour of their host's incredible lounge with its vaulting roof of clear plasglass opening on to the stars and all 'outdoors' as she thought of it. Behind her, she heard Bunny react to the place, but more with a trenchant disgust than amazement. She smiled to herself, thinking that Bunny would not be easily corrupted by the beauties of her new environment even if she was being more subtly wooed by its gadgetry and mechanics. Their hostess, so suavely elegant that Yana was more than relieved to be as well attired, undulated over to them, both hands held out to Marmion. They exchanged pecks to the air over their cheeks and then Yana was introduced to Pleasaunce Ferrari-Emool. ‘You might have heard of Ples's company, Yana, Nova Bene Drugs…’ Pleasaunce reacted more favourably to Yana than she did to her. ‘Only you, Marmie, could have stolen the march on that one,' cooed Pleasaunce eyeing Yana, her cold glance taking in every fold of the 'gown' and the single crystal pendant that Marmie had insisted Yana wear as the crowning touch to her costume. A delicately arched eyebrow twitched and Yana wondered just how much the bauble was worth. Plenty, to judge by the cold glint in the woman's eyes. 'And how deee-vine to welcome you in person, Colonel Maddock-Shongili.’ Another unexpected feature of the last few days was how easily all these Station folk seemed to pronounce double- and triple-barrelled names, giving just the right emphasis on the syllables so that the names flowed rather than stumbled out of their mouths. ‘How gracious of you to include us in your little party, Lady Ferrari-Emool,' Yana replied, doing the peck in the air bit as if she had never done anything else to greet friends. She caught Marmion's delighted but surprised expression out of the corner of her eye. Yana had felt damned foolish practising both the salute and the names in front of her mirror ever since Marmion had announced that they were attending this party. It paid off as any good briefing did. The hostess had paid attention to her social secretary, too, for she got out Diego's suddenly doubled name of Etheridge-Metaxos and Bunny's Rourke without a quaver. She did not, of course, greet Sally or Millard as effusively but did gracefully wave them in the direction of the vast spread of refreshments. ‘Now you must meet the guest of honour,' Pleasaunce said, linking an arm with Marmion and leading the adults to the cluster of gorgeously attired men and women. She pushed her way through in such a practised way that no-one could have taken offence, though there were some querulous glances at being displaced - until the displacer was recognized. 'Macci, darling, you simply must meet Marmion de Revers Algemeine and her guests, Colonel Yanaba Maddock-Shongili, Buneka Rourke and Diego Etheridge-Metaxos, all from that incredible new world which, it transpires, is sentient. All by itself.’ Macci, who hadn't exactly welcomed his hostess's interruption - he'd been talking to two adoring young creatures - now let the full force of a Charm Nine smile break across his sculptured features. When the two girls moved slightly away, Yana could see that he wore one of the very fashionable SecondSkins, a shimmering tight-fitting garment that only the very athletically trim could wear to advantage. And he did. Though he wore a discreet - if decorative - loincloth where some of the other guests sort of let everything hang out. Despite that subtlety, he had a body almost as magnificent as Sean's, a centimetre or two taller than her husband and broader across the shoulders: not bad, actually, she had to admit. ‘I know, Marmie,' he said, giving her a paternal kiss on her forehead while his eyes were locked on to the other three. When he took Yana's hand, she experienced a sort of electric shock in the contact that surprised her -hand-fasted as she was to Sean Shongili and with every intention of staying that way. But the man was unfairly laden with such charisma that Yana reached for the locket under her dress and pressed it hard. Macci - she heard Pleasaunce listing his pedigree - Macchiavelli (no less) Sendal-Archer-Klausevitch. And the woman rolled it off her tongue trippingly. ‘What did your parents ever have in mind when they saddled you with that mess?' Yana heard herself saying. She knew she was being terribly gauche but she resented the effect his magnetism had on her. ‘Trying to win relative favour,' Macci said, squeezing her hand in a very practised and sexy manner but he let her have it back the moment she pulled away. 'We were the cadet branch, you see.’ ‘Ah! Still?’ ‘The family motto is "We Shall Contrive",' he replied and his deep blue eyes danced down at her. ‘I'd say you're a practised hand at that,' she said, wanting to laugh because she couldn't believe she was playing this sort of game. Then she realized that it was a game and even if he were a much more versatile and accomplished player than she'd ever be, it could be fun! ‘I do my possible.' And he laughed with her now. ‘Oh, dear Macci, we won't detain you further,' Pleasaunce said archly, and importunately drew both Yana and Marmion away from his enchanted circle. ‘There are so many other people who're dying to meet you.’ They might have been dying to meet her but she damned near died of the boredom of repeating herself: Yes, she came from Petaybee; yes, the planet was sentient; no, the planet did not ask nor answer questions; no, she hadn't had vile nightmares and been visited by strange thoughts; yes, the planet was cold and had very little in the way of technology because the cold banjaxed equipment; yes, everyone was healthy there and lived long lives; yes, it was possible it was the healthy diet and no, she wouldn't recommend it as a holiday resort - in the summer the insects ate you alive and in the winter you could easily freeze to death. No, that didn't sound like a friendly place but it was, and yes, the planet really was friendly, too, despite its weather which wasn't precisely the planet's fault. No, the Planetary Terraform B process was not at fault. Petaybee was unique as far as planets went. It went on all night, until the smile on her face felt pasted so she was glad when Marmion signalled that they could leave. 7 Gal-3 Contents - Prev/Next The next morning Yana couldn't remember the names of any of the other people she had met with the exception of Macci: not because Macci had been that unique, although in one sense he had - he was memorable - but because the others had blended into such an identical blur. Their faces, their voices, their apparel had had a sameness that made identifying one from the other very difficult. Yana did remember the things she ate and the wines she drank but the people? And these were those who were important on Gal-3? No-one appeared to want to talk about anything remotely'significant' considering they were persons whom Marmion had said were important for her to meet. When they weren't questioning her avidly, they gossiped about the people who hadn't been invited. Yana hoped that she'd never hear what was said about her or anyone else in Marmion's group. Petaybee was coming up more and more golden and real! She was not the only one silent this morning. Bunny was slouched over her morning meal, and the measure of her discomfort was registered by the fact that she was wearing an outfit which Marmion had provided for her rather than some of the Gal-3 finery Charmion had urged her to purchase. She was moodily staring out of the lounge window at the comings and goings of station vehicles, tugs, and incoming traffic of all kinds. Yana decided not to show Bunny the corn-message from Sean which asked Yana to see if Marmion could check out a firm trading as PTS, Petaybee Transport Shuttle, which was so busily landing new problems in his lap. People were being dumped back of beyond, wanting 'hotel' facilities, of all things, and he was running out of places to stash them. And food to feed them. And could this influx of unwanted and generally useless self-seekers please be stopped. To which Johnny Greene, who had sent the message from the space station on Whit Fiske's credit, had added a devout 'amen'. ‘Can we find out about these yabos, Millard?' Yana had asked although she took the tone of the message as one: amused, two: coping, and three: why was she staying away so long. Millard glanced at the message, made a note on his wristpad, and smiled down at her. 'Sure thing.’ ‘Hey, looka that,' Diego said suddenly, pointing to where a line of drones were being shepherded by little space tugs. Millard smiled. 'Ah, the collies at work.’ ‘Why're they called that?' Bunny asked. ‘Watch how they herd the ships in,' Millard said. 'Their names are actually the Megabite and the Maggie Lauder but we call them Meggie and Maggie.’ The speedy work vessels did indeed seem to be nipping at the skids of the drones, angling them into the correct alignment with their ultimate destination on the lower docking circle. But he was specifically pointing to the sleek, taper-ended vessel, clearly no drone, nearly the last one on the long drone tether. 'I wonder what holed that.’ ‘Meteor, probably,' Millard replied, looking up and frowning slightly at the company the obvious space craft was keeping. ‘Looks big enough to have been holed by a shuttle craft,' Diego said, 'and a big one at that.’ ‘Would the crew have survived such a holing?' Bunny asked, coming out of her slump long enough to peer about. ‘Depends on the speed with which the crew reacted to the disaster,' Millard said. ‘Cost a pretty pile of credits to fix it I'll bet,' Diego said. ‘Someone who can afford a craft that size has the credit,' Sally said. 'This is the biggest repair facility in the quadrant so they'd have to come here for that sort of major restoration.’ The collies bracketed the nose of the vessel now, manoeuvring it carefully down a half degree, to the port another fraction and then slowly forwards until it moved out of sight. ‘Wonder what happened to it?' Bunny said. ‘We could go see,' Diego suggested. ‘Could we?' she asked, brightening, and turning to Millard. ‘Bailey has some cronies down in the ship dock,' Millard said. Their faces fell. 'You really will have to wait until Bailey and Charmion are available,' he said and then his wrist set bleeped. 'Excuse me.' He read the message that came in and turned to Yana. 'This is interesting. The PTS is newly registered as a tourist transport in the civilian section of the Intergal Station. A B. Makem is listed as owner.’ ‘B. Makem?' Yana blinked. The name was somehow familiar but, after last night's inundation of names, she couldn't put the name to a face. ‘Braddock Makem?' Sally asked, in a startled tone as she looked up from the report she was working on. ‘One of Matthew's little men?’ ‘He isn't one of Dr Luzon's men any more,' Sally said. 'Luzon fired him. Scuttlebutt is that when Luzon woke up with broken legs, loss of pride and that massive deflation of amuition, he fired the lot of them.’ Yana grinned. 'Anything else, Millard?’ ‘Funding's low but it's got a waiting list and paid passages for twenty on each of three weekly scheduled flights from Intergal Station.’ Yana gasped. 'There isn't room at Kilcoole for twenty extra bodies much less a hundred and twenty. What is Makem up to?’ ‘I'd hazard Makem isn't up to anything,' Millard said, his eyes narrowing, 'but I'd suspect Matthew Luzon is. Does Sean say who's been landed?’ Just then Marmion came into the room, a flimsy in her hand and a look of total exasperation on her face. ‘Once again, there can be no meeting,' she said, waving the sheet. ‘But Phon Tho was coming back this morning. He said we'd hear today,' Yana said in protest. ‘We did,' Marmion said grimly, with another crisp flutter of the message, 'but not at all what we hoped to hear. Really, I think we are just going to have to do something.' She tapped her index finger across her lips and then brightened. 'Of course, we will put it about that you're leaving!’ ‘But… but what good will that do?' Yana said, almost wailing with disappointment. She wanted to be back with Sean, to help him with these unexpected visitors - if only to shove them off-planet as fast as they arrived. She didn't want to have to come back here again whenever the CIS Council finally got its act together and all its members in attendance so she, Bunny and Diego could say their piece and have it done with. Mainly she wanted to be back with Sean. She was feeling'deprived'. She hadn't finally married again to spend her time away from the man of her heart and the father of her child. ‘Well, as long as they think you'll just sit about and wait for them to organize themselves, that's what they'll do,' Marmion said, then paused thoughtfully, regarding the flimsy as if there were unseen lines that required decoding. 'Though why this delay when they were so bloody eager to get you here in the first place… And we came as fast as anyone can… Hmmm. Well, they do have the depositions to work from…’ ‘Something's rotten in Denmark?' Sally asked. ‘If it were on Denmark, I wouldn't give it a second thought. But this is Gal-Three… And it was presented to me as an in-and-out appearance.' Giving her shoulders a massive shrug, Marmion returned to her office. ‘Why,' Yana asked the room, 'would B. Makem want to start trouble for us on Petaybee? I thought we'd opened his eyes to that erstwhile employer of his.’ ‘Yes,' Millard said thoughtfully, and began to tap out codes on his terminal. 'We'll just see.’ Yana began pacing restlessly, fretting about Sean. He'd have so much more to do now with who knows how many people foisted off on Petaybee. She reread the communique, her free hand going automatically to the little bag of Petaybean dirt that generally provided her with comfort as she tried to get more of Sean than the words conveyed. Even if Johnny Greene had sent the message, it was from Sean and by Sean and therefore 'Sean' and she gathered what comfort she could out of that contact. It was stupid of her, at her age, to need the man so desperately and yet she did. Here she was in the lap of luxury, being scrupulously cared for and pampered and wined and dined, and not liking it a bit simply because Sean wasn't here to share the absurdities with her like Macci and his Second-Skin and loincloth. Sean would have looked just as well in such attire: probably better since he had a second skin of his own, if it came to that. The memories that thought provoked made her smile, and she nibbled at the edge of the message, until she realized what she was doing. She really was being ungrateful, especially when Marmion was going out of her way to be so accommodating and helpful. Not that she didn't appreciate it all, except that she had managed to get accustomed to the discomforts of Petaybee. Now she'd have to learn to love them all over again. It would be snowing soon, and she'd miss it, and freeze-up and all the other wonders that Petaybee had in store for people in their first year. She resented her absence terribly and that reminded her of who might be responsible for all the delays. ‘Do you know where Matthew Luzon is right now?' she asked, stopping and turning to survey those in the lounge. 'And where are Diego and Bunny for that matter?' she asked Sally and Millard, and asked the same question of Bailey and Charmion who entered at that critical moment. ‘Must be around here somewhere,' Millard said, swivelling about as if the two had to be in the lounge, visible or invisible. At that precise moment, there was a request for entry. ‘Macci Sendal,' was the response in a resonant voice. Sally and Millard exchanged astonished glances. ‘You made a conquest, Yana,' Sally said, grinning. 'Shall I admit him?’ Yana was flustered. 'Whatever would he want with me?’ ‘I suspect business,' Sally said. 'After all, Rothschild's have always diversified. I don't recall them having any Pharmaceuticals…’ ‘Yes, they do,' Millard replied. 'They have recently acquired a major holding in SpayDe.’ ‘You're quite right,' and Sally hurried to press the door release. Til just replicate some refreshments.’ Despite the fact the man was wearing more normal station apparel instead of the formal SecondSkin, he was as devastating as ever as he came forward to greet Yana. He had a small posy for her, smiles for Sally, Millard and Marmion's young relatives, and he accepted Sally's invitation for mid-morningses even as he led Yana, still holding the hand he had kissed so extravagantly, to one of the smaller seating arrangements on one side of the large room. Sally passed the refreshments and then, to Yana's amazement, left her with him. He bent a lambent gaze on her, ravishing her with his eyes, which was disconcerting to say the least. Had he been another officer she'd have known how to handle the situation but he was too highly placed in society, as well as the financial circles, for her to use those forthright tactics. ‘Now, tell me more about this magical planet you come from, Yana. There was no chance to discuss anything intelligent with you last night. Especially when Pies was acting hostess.' He caught her eyes with another of his ravishing glances - she did wish he wouldn't - and she felt herself flushing at the ardour he was projecting. Really, it was much too early in the morning - or did she mean too late - for this sort of … foreplay. He was leaning forward towards her now and the scent he was using oughtn't to be allowed, it was so aphrodisiac. She had opened her mouth to answer when the entry chime rang again. And continued to ring with each new arrival, someone else who had attended that party who now wished to discuss 'business' with Yana. Yana urgently motioned Sally and Millard to join her, and then Sally brought Cynthia and Cynthia thought that Marmion had better be involved. ‘You dear people, Petaybee's only a small planet,' Marmion said, arriving not a moment too soon and instantly assessing the scene. 'With very limited facilities. And while it's certainly marvellous of you to volunteer…' That word stopped any conversation as the various representatives turned blank faces in her direction. '… to help the Colonel set up a modern depot.' She smiled at the sobering effect of her little speech, for she, they - and the surprised Yana - knew that no-one had 'volunteered' anything. They'd all been trying to get into a best-advantage situation. 'How good of you to offer. Mind you, who knows what a planet is willing to pay for such amenities but it is a planet that is virtually untouched. Nabatira-san, I think you need to send at least five of those marvellous structural cubes to Petaybee, just to cope with the influx. Yana, you don't think Petaybee would mind an up-to-date self-catering hostel? No, two, I think: north and south.’ By the time the bemused entrepreneurs got a chance to retreat, Marmion had made sure that each had signed a contract to deliver, at a cost later to be discussed with the planet, sufficient of their products to replace what Intergal was taking off-planet. And of a higher quality and more modern design. ‘I think that about takes care of that, Yana, don't you?' Marmion said when the door to her suite finally closed on Macci's heels. 'Macci didn't get you to sign anything, did he?' she asked Yana. Dazedly Yana shook her head. 'But another two seconds and I'd've signed anything he put in front of me. Is he always like that?’ ‘He makes a habit of it. Dangerous man,' Marmion said, 'but you handled him very well considering none of us expected him to appear quite so soon this morning.' Then she made a full circuit of the room with her eyes. 'Where did Bunny and Diego get to?’ Sally and Millard exchanged horrified glances. Marmion, however, was looking straight at Bailey and Charmion. ‘Haven't seen them, Aunt Marmie,' Bailey said. 'We only just woke up when the mob arrived.’ ‘While I don't blame them for a moment for leaving the babel…' Marmion broke off. 'Where are they?’ 8 Gal-3 Contents - Prev/Next The repair-bay light was still on by the time Diego and Bunny reached the corridor. When the light was on, the outer hatch was still opened and no unprotected personnel could enter. A skeleton crew, suited up with oxygen and grav boots, would shepherd new arrivals on board and tend to any emergency needs. Diego had observed such procedures on many stations before. As soon as the light went off, it meant the outer bay door was closed, the oxygen levels had returned to normal inside the bay, and it was usually OK to go in and look around, if you kept out of the way. Right now the light was staying on for what seemed an unusually long time to Diego. He hoped there wasn't a radiation leak or some other problem that would prevent them from having a look-see. He also didn't want Charmion and Bailey appearing, bored as usual with what was commonplace to them, and taking Bunny off before she had a chance to see what really did interest her. He knew she'd enjoy observing actual repairs to a space-going vessel but she sure wouldn't if Charmion was there to act as if it was all so boring and so grubby while Bailey made another try at sweet-talking Bunny away from him. Just when he found he was getting bored by the interminable wait, the light went off. He tugged Bunny's hand. 'Come on. Act like you belong here.’ At that point the inside hatch irised open and six figures, still suited and with helmets on, which was a little weird, emerged and headed down the corridor in the opposite direction from Bunny and Diego. As they disappeared, Diego said, 'That's funny.’ ‘What?’ ‘First thing folks usually do is crack open their helmets! Hmmm.’ ‘Maybe they're coming right back,' Bunny said. 'I don't usually wear my parka and snowpants in the house either, but if I just have to go inside for a moment, it's easier not to take off all those clothes first.’ Diego shrugged. 'Yeah. Maybe.’ But he peered through the viewport first. The derelict was alone in the repair bay, the outer hatch closed. The hole in her side was big enough to drive a good-sized shuttle through. He checked the dials on the lock. ‘Well, there's oxygen inside so maybe they just did go to get something, Bunny,' he told her. 'And no-one's inside. So we can at least take a close look at that damage.’ ‘Won't we need some kind of code to get through here? Or will the bracelet give us access?' Bunny asked. That was a good question. He hadn't counted on the bay being empty. He'd planned to ask the repair crew but they'd gone off. Generally crews didn't mind letting you look, if you asked first and kept out of the way. But at the door he was surprised to find that the iris still bore a pupil of space in its centre where it hadn't completely closed. By sticking his foot through the opening he got it to enlarge enough to let a body squeeze through. Bunny reached around him, to one of the folds, and touched something shiny. 'This is caught.’ ‘Can you use it to pry the door open a little more?' Diego asked. ‘I think so,' she said and complied. Sure enough, when she had wiggled the bit around, the hatch creaked fully open. When they had both stepped through, Bunny pulled the object free and the hatch closed behind them, silently this time. There was a faint smell of singed protein in the air, the same smell Diego had noticed when the dentist drilled his teeth. ‘Maybe I shouldn't have done that,' she said with a backward glance. 'We might need it to get out.’ ‘Nah, the crew will be back pretty soon. Come on, let's see what holed the ship.’ Their shoes clanked hollowly on the metal grid floor as they walked towards the lone ship squatting like a toad in the cavernous bay. ‘It's a queer shape, isn't it?' Bunny asked, whispering. 'It doesn't look much like the other ones.’ ‘Probably wasn't manufactured by an Intergal company,' Diego said, dropping his own voice to the same level. Though why they were whispering he didn't know. Their footsteps were loud enough to wake the next watch; why try to sneak around? But the bay was huge, except for this - this corpse lying in state. 'Maybe that's why people went to such trouble to drone it in: figure out its design capabilities or something. It's a derelict for sure.’ Bunny was slightly ahead of him, and she peered around the corner of the hole. 'Uh-oh. Diego?’ ‘Yeah?’ ‘Look.’ He looked over her, his chin resting on the top of her glossy black crown. The interior of the hull was not empty. The hole sure had been big enough to fly a shuttle through and that's just what somebody had done. A good-sized shuttle - twenty-seater at least from what he could see, crouched inside the hull, wearing it like a disguise. Beside the shuttle lay the bodies of seven people clad only in their underwear. Bunny turned over a woman who had been lying on her stomach. A burn hole drilled through the centre of her forehead. A gingerly examination of the other bodies showed similar burn holes, all fatal. ‘Frag!' Diego breathed, and peered anxiously at the shuttle. But nobody stirred. ‘Diego?' Bunny asked. 'Why were these people killed?' Her voice had a plaintive note to it and he thought that whatever the dangers provided by Petay-bee's weather and conditions, mass murders didn't happen on Petaybee - at least not yet. She looked pale under the brilliant white lights of the bay. Shock, he thought, a little numb himself. Then he thought, Think. 'I'm not sure, gatita, but I'm willing to bet the guys we saw in the space suits weren't crew. These guys were. And Gal-Three just got boarded by unfriendlies. And if the legit repair crew were wearing security bracelets, those… murderers are wearing them now. I think that we'd better tell Marmion so she can alert that Commander dude.’ ‘You're right, Diego. That's what we'd better do real fast.’ ‘There should be an alarm right here someplace…' he said, crossing to the far wall. But where the alarm activation mechanism had been was a large hole. He turned to look for the comunit, but the screen was blank, the buttons dark. ‘We'll have to locate a working unit,' he told Bunny. ‘Wait. Maybe - shouldn't we do something to the shuttle, maybe? Disable it? So they can't get away with this?' She sounded angry now, which put more colour in her face. ‘Buns, gatita,' Diego said, throwing up his arms in a dramatic gesture,' they're on a shipping deck. There's plenty of other vehicles here they could use. We've just got to keep them from breaching the security of other levels. Or whatever they're on this station to do. You coming?’ ‘Sure,' she said, but the hatch refused to reopen. ‘The last time I saw them, they were watching the collies bring in a derelict,' Millard told Marmion. ‘Yes,' Sally said. 'That's right but they were told they'd have to wait for Charmion and Bailey.’ ‘Right,' Yana said in a droll tone of voice. 'And kids always do as they're told, don't they? Look, never mind. They're my responsibility. Just tell me how to get to the repair bay.’ ‘I'll show you, Yana,' Marmion said. 'I'm sure they're fine. Sally, go put in a page for them, will you, dear? And Millard, if you would let Faber and the others know to meet us in my salon in three-quarters of an hour, that would expedite matters considerably.’ Millard looked dubious and started to say something but just then Macci strode up to them, looking less languid than Yana had ever seen him before. He visibly relaxed when he saw her, as if he'd been searching for her and her alone. ‘Macci, dear, I don't suppose you've seen the youngsters, Diego and Bunny, around anywhere, have you?' Marmie asked. ‘As a matter of fact, I have, entering Bay 16.’ ‘Which one would that be?' Marmie asked. ‘It would be my pleasure to escort you there.’ Millard still looked anxious but Marmion waved him away with, 'How considerate of you, Macci, but then you always are and you're the perfect escort. Millard, you can then go ahead and get the meeting arranged for me, will you? Thanks.’ Yana was treated to a view of Macci's splendid back and the smiles of encouragement which he tossed over his shoulder as he led them down the corridors. They passed a number of people in the first few levels of their descent. On reaching the docking area, Macci led them on a twisting turning route until they found themselves in a long silvery tunnel, the kind of passage that always reminded Yana of being in the guts of a large worm. At the far end of the tunnel, several figures approached clad in white helmeted suits of the type one wore for making ship's repairs or effecting an exterior ship to station link. ‘Now, there hasn't been a leak anywhere, has there?' Marmion asked, surprised. ‘Oh, we'd've been denied access to this area if there was, but I'll just check it out, ladies,' Macci said and sprinted athletically towards the men. Marmie and Yana increased their strides so they were not far behind him. Yana and Marmion could hear him speaking, though not what he said. Then suddenly, he crumpled to the floor. The men stepped over him, blocking him from the women's view. The leading figure now held a weapon, which was pointed at Marmie and Yana. Instantly Yana flung herself into Marmie, knocking her to the floor. She heard no projectile zinging towards them, no snake's-strike hiss of laser, only a sort of slow whine. She looked up, her nose filling with a sweet perfumey fragrance. A pink cloud blossomed between her and the men, obscuring them and enveloping her and Marmie. ‘Shit,' she said, remembering to hold her breath and wondering what she could do to stop being gassed again. That's when she remembered the alarm Marmion had given her. She got her fingers to the buttons and pressed what she hoped would be the right ones before she lost consciousness. Her last thought was: Not some kind of fraggin' gas again. Kilcoole Sinead didn't worry about making her 'guests' comfortable. ‘They can bed down with the dogs,' she told Aisling. 'Maybe if they become acquainted with some animals they'll acquire a little more respect for them.’ ‘Now, alannah,' Aisling's soft reproof carried out of the blanket chest from which she was busily flinging bright woolly throws onto the bed. 'They're off-worlders and freeze-up has begun. Even if they were poachin', sure it won't look good if they freeze to death their first night here. What are you cookin'?' Aisling was always suspicious when Sinead cooked. Whereas Aisling Senungatuck was a very good cook, Sinead's repertoire was limited to spitted small game over a campfire. And then she was likely to get it half done, if she was too hungry, or incinerate it if she became preoccupied. ‘Fox,' she said. ‘Fox?’ ‘They killed it, they're gonna eat it.’ ‘But nobody eats fox,' Aisling said. ‘Not as a rule. But they don't need to know that.’ ‘At least let me add a few spices.’ ‘Not a one,' Sinead said with an evil grin. ‘Well, take them out a few of these blankets. They'll need 'em.’ ‘What? With all those warm pooches around? Nah, I don't think so.’ ‘Sinead…' Aisling let her voice take on the tone her partner would recognize as signalling impending doom. ‘Oh, all right. But you worked so hard making those pretty blankets and they're gonna end up smelling of dog.’ ‘Then you can help me wash them later. Call those men in to eat now.’ ‘No, we'll eat out front.’ 'Sinead.' ‘There's not enough room in here, Aisling. Come on out and join us. You can give the fox-killer advice on how to sew up the pelt so it won't show the holes he made skinnin' it.’ The next morning, before first light, Liam Maloney and Seamus arrived to a howled greeting from the dog team. The clamour from the dogs woke their guests, who rose painfully, stretching stiff joints and complaining of the cold. Dr Ersol was scratching. ‘If I turn out to be allergic to fleas, madame, I'll have you before the Company Court,' he told Sinead. ‘There aren't any fleas on Petaybee,' Aisling told him. 'Too cold. But if there were, you could've as easily got them from the fox, so don't go blaming the dogs. Sinead takes better care of them than she does of herself sometimes.’ ‘We won't be after botherin' the dogs this mornin' though,' Sinead said in the broad brogue she put on with outworlders who annoyed her. 'No snow for them, y'see. No, Mister Maloney here and Mister Rourke and me will be takin' the curlies. I'm afraid you fine gentlemen will need to walk.' She eyed the three men Liam and Seamus had brought with them. She was not impressed despite all the fine equipment and special clothing they were sporting. Seamus looked at her as if she was daft. To the men he said, more jovially than anyone had addressed them since they'd arrived on Petaybee, 'Ah, that girl missed her callin', sure she did. She shoulda been a general in the Company Corps, she's that hard.’ ‘Them as abuses animals can do without their services, I say,' Sinead defended herself. But Liam said, 'True enough, but they'll only be slowin' us down if they walk, cheechakos that they are. They can use Mother's Sidhe and Da's Oosik.’ ‘Come to that,' Aisling said, 'one of 'em could use Darby. She's gentle.’ ‘Fine then,' Sinead said. 'You three newcomers can take the curlies first shift. The poachers here can walk for a spell.’ After rounding up the horses in question, the eight of them rode - and walked - away into the sunrise. Two hours later Sinead was forced to relent. The two poachers had suffered hard treatment at her hands the night before. Neither of the off-worlders had been able to sleep well among the dogs; at first because the men feared the dogs, and later because as soon as the dogs stopped licking their visitors' faces or sniffing their behinds, they managed to steal the blankets. When the poachers began to stumble and fall more often than they walked, Sinead had two of the newcomers dismount and allowed the walkers to ride. A short time later, they came to the first culling place she was willing to show them. She had disarmed Ersol and de Peugh of their high-tech weapons the previous day and though she, Liam and Seamus all carried daggers, short thrusting spears and bows and arrows, the other three - Mooney, Clotworthy and Minkus -had not been allowed even those. ‘Frag, there must be ten or fifteen rabbits in there,' Ersol said, seeing the hole where the rabbits sat or lay, waiting for them. ‘Probably. There have been about that many since spring,' she answered. ‘So, you gonna stab 'em or shoot 'em with your bow?' one of the others asked. ‘Neither,' she said, then gently lifted one rabbit by the scruff of its neck and, avoiding the mouth, twisted its head saying, 'Thank you, little brother, for giving your life that we can live, for your flesh to feed us and your fur to keep us warm. We honour you.’ ‘Excuse me?' said Nigel Clotworthy, who had admitted to being a systems analyst. He looked at his companions in a puzzled fashion. ‘She was talking to the rabbit, not you, buddy,' de Peugh answered. ‘We gotta talk to rabbits?’ ‘Yeah. Hey, Sinead, baby, what if Harvey there says he doesn't want to get his neck wrung and he's not so crazy about being your earmuffs either. Do you let him go, say "Sorry, my mistake." ‘They're here,' she said, pausing to wring another neck with an emphatic crack and murmur the same prayerful thanks before she continued her explanation to the hunters, 'because they want to be killed. Rabbits tend to overproduce. These will be the sick ones, the old ones, the extra bucks or does who couldn't find a place. Rabbits are very sensitive, actually, and they get depressed if they're not wanted. They know we have a use for them. So they come here. It's like that with all the animals in the culling places, only more so with rabbits.’ ‘What about foxes?' Ersol asked, and met her black look steadily. ‘Foxes,' she said, 'don't get depressed. But sometimes they do get sick, or too old. Or there's not enough food and they decide to become culls.’ ‘Sounds unnatural to me. I mean, it's survival of the fittest and all that but everybody wants to live, as a rule.’ ‘Yes,' she said. 'As a rule. So it's sure a shame to kill something that doesn't want to die, isn't it?' Her glacial blue gaze caught and froze his. ‘It's not very sporting though, is it?' observed Minkus, one of the other hunters. ‘Killing is serious business,' Sinead said, with a shrug. She handed him the rabbit she had just picked up. 'Here, you try this. Make sure the break is clean and say part of the thanks before you finish him so he knows you're doing it.’ ‘Lady, I never try to hurt anything any more than it takes to do the job, but you people have gone over the top. This anthropomorphism shit is crazy. The whole universe is going to have a big belly laugh at your expense. First you try to tell us the planet is sentient and then you want me to believe you're intimate with the psychology of bunny rabbits and foxes.' Minkus snapped the rabbit's neck in anger. First Sinead said thanks to the rabbit. Then she had words for the hunter. 'You don't think we just made all this up, do you? We learnt a long time ago that the animals are willing to come to these places to die as long as we are courteous and grateful for their sacrifice. But if we forget our manners, there'll be no rabbit, no moose, no caribou, bear, or fowl and we'd better hope the vegetable crop was good in the summer because the long and the short of it is, there'll be no meat at all. It's the same with the sea creatures.’ ‘Come on, you people have only been here a couple hundred years,' de Peugh said. ‘Yes sir, that's right, we have,' Seamus put in. 'By the time we came, our ancestors back on Earth on the Inuit side had taken to outside ways and didn't listen to the animals no more. And you know what? Them animals got extinct - at least as far as men knew, for they never came near 'em no more. Except for the polar bears that is,' Seamus grinned. 'They just turned the huntin' round the other way. You boys manage to snag a polar bear, I want to warn you for your own good, be real polite to the one you take or his kinfolk will take exception.’ ‘Your turn, Seamus,' Sinead said. After there was a rabbit apiece, duly dressed and skinned, she motioned for them to move on. ‘How about all your little friends in there wanting to die?' de Peugh asked. ‘There are more folks in Kilcoole than just us,' Liam said. In two more hours, the trail led to a kidney-shaped lake, clear as crystal and full of lily pads. The curlies became restive. ‘Whoa, boy…' said Clotworthy, leaning forward and patting the curly's neck to reassure his mount. ‘Darby's a mare,' Liam offered. ‘Girl then. What's wrong with her?’ ‘They want to go swimming,' Sinead said, hopping down from her mount, 'and unless you want to go too, I'd suggest you dismount and remove her tack. You others do the same.' Liam and Seamus already had their saddles and bridles off. Minkus and Mooney, who had been walking, decided to join the horses. The freeze of the previous night had cooled the water only slightly. The day had been sunny and warm after the snowfall and the lake, like most Petaybean waterways, was partially fed by hotsprings. Sinead was hot and tired, too. She wasn't naturally cranky, anyone would tell you that, but she was at a loss how to impress on these oafish off-worlders the seriousness of the relationship between the species on Petaybee. She had heard in stories and songs how it had been on Earth before her great-great-grandparents left; how the animals were no different from made things, how the world was something you walked on and nothing more. Maybe it was because Petaybee was alive that the relationship between hunter and hunted was a special, privileged one, maybe it was not like that on old Earth, maybe it wasn't like that anywhere else in the universe, except… The old songs and stories her ancestors' ancestors had handed down as curiosities long after they had ceased to have any meaning in their day-to-day lives reflected that once the animals had been thought of as sisters and brothers, just as they were on Petaybee; that once they had talked with people even more easily than they did now. Maybe this new batch of crazies had the right idea. Maybe you had to pretend that living things were something to be worshipped, instead of doing as Petaybee and its inhabitants had always done and having a bit of friendly give and take. But maybe it took religious awe to get bozos like these blokes to respect anything. She waded in after the men and horses and plunged her hands, then her head into the lake's waters, surface diving, opening her eyes to see the swaying stems of the lilies. The curlies' feet churned up mud but soon they too were swimming - curlies were good swimmers. The mud settled and she could see their legs working away under water. Then, as if by agreement, all six of them dived at once. Lily roots were a great delicacy for curlies, one of their favourite foods, and she could feel their gaiety as they closed off their noses, lowered their extra eyelids and dived like seals for the bottom, their tails streaming out behind them like mermaids' hair as their lips and teeth pried loose the lily roots. Once the roots were captured, the curlies turned snouts up, pumped with their front legs and were back on the surface, munching their catch. The men as well were all in the lake now. Sinead climbed out, dried herself and dressed. Seamus had emerged before her and Liam followed shortly after. The curlies made three or four more dives. ‘Looks like them fellows are more interested in horse play than the curlies are,' Seamus said, watching the hunters diving and splashing each other and trying to catch the curlies' tails. One of them was busily trying to uproot lilies. Hoping to curry favour, no doubt, Sinead thought with a wince at her own unspoken pun. Liam said, 'Their feet probably hurt and curly-coats know well enough that once they're out of the water, they'll have riders again.’ Seamus grinned. 'Ah, Sinead, it's a cruel taskmaster you are.’ ‘Maybe so,' she said. 'But I don't seem to be gettin' through to them, now do I?’ ‘I always thought it was simple,' Liam said. 'All my life, everybody I know, anytime they wanted anything, just listened to what was wanted and did it and they were taken care of. It's not like it's difficult or anything. But these fellows just don't seem to think that way.’ Seamus whistled for his curly and the others automatically followed. The men playing in the water either didn't see or pretended they didn't. ‘Ah, we've worried them enough, Sinead,' Seamus said with a wink. 'They've no guns to do great harm with now. I say we take the curlies and leave them on their own a bit.’ Sinead returned his wink. 'An excellent idea. Perhaps without us looking on they'll figure things out for themselves.’ 9 Kilcoole Contents - Prev/Next Clodagh looked over the four white-robed figures and shook her head. 'I don't know what Sean thinks I'm going to do with all of you. There's only me at the house, but I don't think there's enough stretching space for all of you.’ ‘Please, Clodagh,' Sister Igneous Rock said. 'We don't want to put you out. But we have learnt that the Beneficence manifests itself to you in certain caverns warmed by its blessed blood and breath. We could ask for nothing better than to be allowed to live there.’ The others nodded eagerly but Clodagh shook her head. 'The caves aren't living places. It's OK to take shelter there if you're caught out in the weather, of course, and it's OK for animals. Not for people.’ ‘Forgive my ignorance, Clodagh, but why is that, would you say?' Brother Shale asked. Clodagh shrugged. 'We talk to the planet most directly in the caves. If someone's living there, it wouldn't be polite to go in and have a chat with their house. And on the other hand, how would you like someone setting up housekeeping inside your mouth?’ Sister Agate beamed. 'Oh, she is so wise. They said you were wise, and you really are just as wise as they said. Isn't she wise, brothers and sisters?’ ‘Indeed. But might we, at least, become acquainted? Would you introduce us to the planet?’ Clodagh shrugged. 'You're standing on it. But I don't see why not. Only thing is, we just had one latchkay and there's not another one s'posed to happen till Snowdance. And a latchkay is really the best time. But things are happenin' so fast, maybe we should have another one sooner.’ ‘How soon is the next one?' Brother Shale asked. ‘Two, three months. Depending.’ ‘Oh,' Sister Igneous Rock said. 'But that won't do.’ ‘Why not?’ ‘We had hoped to come and worship and return home to spread the Word within the next month.’ ‘Hmph,' Clodagh said. 'If you go that soon, you'll miss most of the winter.’ ‘Well, yes,' Brother Shale said. 'It is said that the exterior temperature gets down below minus two hundred Fahrenheit and I have rather poor circulation to endure that sort of cold.’ ‘Never mind that,' Sister Igneous Rock said staunchly. 'Now, Clodagh, I appreciate your importance as the nominal high priestess of the Beneficence, but I really don't understand why we should wait for a latchkay. Brother Granite told us that significant communication had taken place quite extemporaneously when people wandered into or were taken to the caves by one of you. That is what we wish.’ Clodagh said, 'OK, but I'm not any kind of priestess. I guess I'd better take you tonight, and we can all sleep there. This once.’ ‘Fine,' Brother Shale said. 'Now then, what will the Beneficence perceive as an appropriate sacrifice?’ De Peugh was the first of the hunters to notice that something was missing. 'Damn!' he said slapping the water. ‘Damn what?' asked Clotworthy, shaking the water out of his ears. ‘The Great White Huntress and her native bearers have deserted us and taken the transportation!’ ‘Oh dear,' said Minkus. 'I'm afraid he's correct. I do hope she left our clothing. My winter togs came from Herod's on Nilus II and they were hideously expensive.' He flung this last bit back over his bony white shoulder while wading to shore. 'Ah!' he said, once there. 'It's all right, chaps! Our kit is all accounted for.’ ‘Great,' said Ersol. 'So it'll take us much longer to freeze to death this way.' A fat black cloud chose that moment to cross the path of the low-hanging sun and a teasing wind chased wavelets up to wet the back of his legs as he danced around on the sharp stones scattered along the shore. The first one to finish dressing was Mooney, who, looking to the far side of the lake, pointed and said, 'She didn't take all the horses with her! Look, there's one of them over there!’ ‘First one to catch it gets to ride!' Clotworthy said and started running. Unfortunately, he hadn't quite finished putting on his boots, and tripped and fell face down in the shallows, wetting his water-resistant parka and muddying and scratching his face. Ersol, a more experienced hunter, proceeded calmly into the lumpen undergrowth sprouting beneath the sparse, skinny trees. ‘I see it,' he hissed back to the others, and stalked it. Meanwhile, Clotworthy stood, picked up a bow and arrow, followed by Minkus brandishing a spear, and Mooney holding the dagger in his teeth so he would have both hands free to grab the curly's mane if necessary. De Peugh took the time to hoist the quiver of arrows on to his shoulder and test the bow string before following his fellows. He also, prudently, stuck a rabbit in one of the forty-seven capacious pockets of his hunting vest. The curly looked as if it was amenable to being caught, standing quietly, drinking from the lake, until Ersol was almost within touching distance of it. Then it lifted its head and looked at him. ‘Holy horseshit, will you look at that!' he said. The curlycorn shook its shaggy head at him, its newly sharpened single horn glinting, and trotted off to a safe distance. It blinked at him, once. ‘It's a fraggin' unicorn!' Ercol called back to the others. ‘Well, don't just stare at it, shoot it!' de Peugh growled, coming up behind him and drawing his own bow. 'You can bet your retirement fund those things don't get depressed and go lie in holes waiting to die.’ ‘No-one', said Minkus, 'will ever believe this.’ ‘Not unless we take the head back with us,' de Peugh said, letting his arrow fly. The arrow was just a bit behind the curlycorn, which galloped off, not in fear, it seemed to Minkus, but as if it had suddenly thought of a previous appointment. ‘Missed!' Ersol said and sent his arrow flying too. They were not stupid men, on the whole, and it didn't take them too long to decide that they hadn't a prayer of catching the heretofore mythical creature so they stopped chasing it. Thoroughly winded and disgusted, they turned back to where they had left the rest of their winter gear and the rabbits Sinead had left behind for them. Something new had been added. What looked like an enormous calico housecat, the base of its tail thin, the tip bushy, was licking the last of the last rabbit from its mouth. Behind it lurked the curlycorn, quite as if, Minkus thought, the two beasts were conspiring against the hunting party. Minkus was inclined to remonstrate with the beasts but de Peugh had worked his way into a leadership position and hushed the lot of them with a finger to his lips. The cat sauntered towards the curlycorn and the two of them ambled off into the woods. With a stealthy wiggle of his fingers, de Peugh motioned them to follow. Together they crept after the elusive beasts as quietly as five men unaccustomed to Petaybean groundcover could creep. The animals managed to stay just out of range, but did not seem to notice their arrows. ‘You can tell nothing here is used to being hunted,' Ersol whispered. 'They aren't taking anything fired in their direction personally.’ With another gesture from de Peugh, the men spread out and came towards the animals from five different angles. This time, when Ersol fired his arrow, it glanced off the flank of the curlycorn, which whinnied and began to run. The cat chased it, as if in a game. The men broke into a run too, and because of their angles, closed in on the cat. Suddenly the curlycorn reared, his chest looming over Minkus. Now was the time to use the spear or never. But the cat evaded Mooney's dagger by springing straight across the shaft of Minkus's spear, knocking it aside. Minkus, who fancied himself no mean hand at springing, threw himself at the cat at precisely the same time as the other four men. The cat's fur brushed his hands as his feet landed, tangling with eight other feet, and the lot of them plunged through the underbrush and down, down, bruisingly down into a deep, dark hole. Landing on that part of his anatomy best suited for abrupt seating, Minkus was showered with debris from above. Looking up, he saw the faces of the cat, its teeth bared in a wide grin, and the curlycorn, staring down at him and his companions. Perhaps there was something to this anthropomorphism after all, he thought. He could have sworn that both animals wore expressions of profound satisfaction. ‘I think I broke my jaw,' mumbled Mooney. Or that was what Minkus understood him to say. Mooney's actual statement was obscured by what seemed to be the echo of his last word, distorted into ' Ha ha ha ha ha ha ha'. After sending Liam and Seamus on to the other culling places, Sinead and the extra curlies turned back to where she'd last seen the cheechakos. It had started snowing in the time they took to make their plans, and a light coating of snow masked the lake shore and its surroundings. She missed the spot at first, for there was no longer any clothing or weapons or any trace of the dead rabbits. ‘I know I left 'em around here somewhere,' she said, dismounting and looking for a sign that would enable her to start tracking the men. Brushing aside some of the snow, she uncovered the vestiges of several sets of tracks, two sets leading away from the site and one leading back. There was also one clear set of the paw prints of a track-sized cat. She began calling but her cries were not answered, and after trying to tell one broken bush from another she gave up and decided to find Liam and Seamus instead so that she could send Seamus back to Kilcoole for help while she and Liam, the best tracker of the three of them, continued to search. Clodagh was beginning to realize why religious congregations were sometimes called 'flocks'. The ones following her to the hotsprings had less sense than sheep and were noisier than magpies. They insisted on walking to the hotsprings cave barefoot, even though she warned them about the coo-berry brambles that still guarded the entrance to the cave from the unwary and uninvited. The coobrambles had settled back into being ordinary weeds again, their extraordinary growth curtailed once the brambles had penetrated and removed all of the Petraseal, and most of the people who had painted the sealant, in four of the planet's communion caves. The brambles had been cut back, poisoned, and burnt but there was still a thriving growth at the hotsprings. You just had to know how to avoid it. Clodagh did avoid it. The newcomers insisted on walking straight through the brambles and she had an awful time getting them loose again, finally having to resort to the small mist bottle of coo repellent she had thankfully remembered to carry with her. Then the newcomers wanted to enter the cave by prostrating themselves and crawling in like worms, but Clodagh pointed out that since the entrance was through the waterfall, they could drown that way and really, truly, the planet didn't care a bit how they came in as long as they didn't have any Petraseal with them. They did insist on grovelling and kissing the cave floor the moment they entered, though. After genuflecting six or seven times, Sister Igneous Rock threw her outstretched arms into the air and cried, 'Speak to us O Beneficence…’ All they got was an echo, not of the last word, but of the O. It sounded like Wo, no, no…’ ‘Tell us what you would have us do! How can we dedicate our miserable lives to your service? How can we redeem the error of humankind to your greater glory? How can we demonstrate that, though unworthy, we are more than willing to do your bidding? How can we convince You to show us your will?’ ‘How?' echoed the others. 'Tell us how.’ Clodagh sighed. They could start by shutting up. Even if it had something to say today, which it apparently didn't, not even the planet could get a word in edgewise the way these folks carried on. After a time, they did stop babbling. Clodagh had half fallen asleep by then. Lazily, she roused up. 'You all done now?’ But just then, Brother Schist collapsed back down to his knees and yelled, 'Halleluja! I just heard voices!’ ‘What? Where? Why should it talk to you and not to the rest of us? What did it reveal to you?' cried Sister Agate. ‘It said, "Fraggitall, these things have thorns. ‘Ah-ha,' Clodagh said, and stepped over them to the cave's entrance, sliding between the waterfall and the cliff face. Portia Porter-Pendergrass and Bill Guthrie were tangling themselves to shreds in coobrambles. Clodagh took her spray-mist bottle from her apron pocket, spritzed her way to them and tried to help. ‘Get away from me!' Portia shrieked. 'Guthrie, what kind of a man are you? Make this… this witch - let go of me!’ ‘I thought you came to talk to me,' Clodagh said, genuinely puzzled. 'Sean said you folks wanted to.’ ‘Pay no attention to her, Dama,' Bill Guthrie said. 'She's hysterical. She became addicted to one of her company's own tranquillizers - sad case, really. I wanted to talk to you about the pharmaceutical potential of some of the materia medica you have discovered on your charming planet but Portia thought we should just begin taking samples. Unfortunately, the samples seem to have taken us.’ ‘Sure looks that way,' Clodagh said. 'Dama, if you just stand up and pick off the ones stuck to your clothes, I think you're free now. It's startin' to snow anyway. Coobrambles shrink when it snows. Come on over to the spring and let's wash and treat those scratches. You got some pretty deep ones.’ The easiest place to give the distraught Portia and Guthrie a dry bramble-free place to sit while washing and treating their wounds was the inside of the cave. The 'rock flock', as Clodagh was beginning to think of the white-robed pilgrims, eagerly assisted in 'ministering' as they called it. ‘What did you want samples of anyway?' Clodagh asked Portia Porter-Pendergrass, just to distract her from screeching in the ear of her rescuers whenever Clodagh daubed a little sting-bush leaf on a scratch. ‘That stuff you're putting on me now, for starters,' she said. Her face and hands were a mess and one thorn had narrowly missed her left eye. Clodagh felt bad for her. ‘That's OK then, alannah,' she said as if to a child, being as gentle as she could with a very deep scratch on the leg. 'You can have the rest of this when we're done here. You'll need it anyway to make those scratches go away.’ ‘How about me?' Bill Guthrie asked plaintively. ‘You too,' Clodagh said, patting his knee. 'Just be brave and hold on till I'm finished here and I'll gather some more for you to take home.’ ‘And that cough medicine you gave Yanaba Maddock?' Portia asked. ‘Why? You got a cough?’ ‘Oh yes,' she said, giving a forced hack. ‘Me too,' Bill Guthrie said. ‘That stuff you sprayed on the bushes,' Portia said as pitifully as she could. But before Bill Guthrie could chime in again, Sister Agate threw herself between the two coobramble victims and Clodagh. ‘Do not harken to the false words of these infidels, Mother Clodagh…’ ‘I told you, I'm not your mother…’ ‘Clodagh, she's right,' Brother Shale said, taking her shoulders and attempting to pull her away from the pharmaceutical reps. 'These people are out only to exploit the Beneficence. They want to strip it of its miracles and synthesize its wonders for base motives of pecuniary profit.’ ‘They'll desecrate the Beneficence,' Sister Igneous Rock howled. ‘Be quiet,' Clodagh said. ‘You mustn't…' Sister Agate began. ‘They're crazy…' Bill Guthrie said, shaking off Brother Shale. But both were drowned out by a booming echo of Clodagh's voice, rebounding through the cave. ' QUIET! QUIET! Quiet! Quiet! Quiet! Quiet! Et! Et! Et. Et…’ ‘It spoke!' Sister Igneous Rock whispered, clasping her heart. ‘That was an echo, you idiot!' Portia Porter-Pendergrass said with a snarl. ‘QUIET, IDIOT!' the echo said just once. And this time nobody spoke. Finally, Clodagh said, 'You people quit fighting and stop being so silly. You lot,' she nodded at the rock flock,' the planet isn't a Creator any more than any of you. It's part of creation. The powers that be at Intergal even helped make it how it is now, though they only woke it up, they didn't create its life.’ ‘But how do you know, Clodagh,' Brother Agate asked. 'You are but a mere mortal, though favoured … ‘I know 'cause the planet told me so, of course,' she said. 'And if you want it to tell you anything, you're gonna have to get rid of some of your funny ideas long enough to make room for what it's got to say. As for you folks,' she nodded to Portia and Bill, 'you can have any medicine you need and welcome to it.’ ‘They'll Analyse it,' Sister Agate moaned. ‘They'll Synthesize it,' Brother Shale groaned. ‘So?' Clodagh asked. 'If there's sick folks needing medicine and they can make up stuff like we got here to cure them, that's a good thing.’ ‘You don't understand!' Sister Igneous Rock wailed. 'We've seen it happen before on other worlds! Our own worlds! We even aided in the desecration, may the Beneficence forgive us, before we realized what we had wrought and saw the light. Brother Shale was a geologist for the intergalactic energy rapists and I myself engineered plants with which they could steal the treasures of other worlds. Even when I learnt there were Better Ways I could not convince my masters. They want only to destroy. Oh, believe me, Clodagh, for I have seen how they work. We have all seen it. They'll build factories here and pollute the waters, clog the voice of the Bene - the planet, they'll strip it bare of its healing plants and minerals!’ ‘It'd just be a small factory,' Bill Guthrie said, holding up his thumb and forefinger with an inch spread between them to show how small the factory would be. ‘And if we took all of the mature plants, well, they're plants, they'll grow back, right? We call it a renewable resource, Clodagh,' Portia said like she was talking to someone dumb enough to go out in midwinter without a coat on. 'It's a growing thing.’ ‘So's your skin,' Clodagh said, shaking her head. 'But if the coobrambles stripped it all off you, it wouldn't grow back - at least not fast enough to keep you alive. Petaybee's just like you. You take off its skin and it'll be back to what it was - not dead maybe, but not awake either.’ ‘But, don't you see, there are real lives, human lives, being wasted for want of the cures Petaybee has to offer. You owe it to them…' As if in support of that argument, the cave began to echo with the cry, 'Help! Help, please! Somebody help us.’ 10 Gal-3 - Repair bay Contents - Prev/Next Bunny tried to get the ship's computer to sound an alert while Diego attempted to persuade the hatch to reopen. His bracelet didn't do the job, nor did any amount of trying different button combinations on the pad located beneath a smooth metal panel. Finally, something clicked, he wasn't sure what, and the panel irised open. He heard footsteps in the corridor and looked to see where they were coming from. ‘Bunny, quick, we've got to hide!' he said. 'The white suits are coming back. They're carrying things. More bodies it looks like.’ ‘Can we run for it?’ ‘You can't outrun a laser.’ ‘Diego, they've all got pressure suits on. If they open the outer hatch while we're here, we're goners.’ ‘That, too, although with them carrying stuff, they aren't likely to have free hands to pull the lasers on us.’ ‘Come on, Diego. If we stand here arguing about it, we're goners for sure.’ ‘They're too close!' he said. He saw them clearly now, the white-suited figures, carrying two women -Yana and Marmie! One of the figures, a tall man, wore the helmet but no white suit. Diego was pretty sure he hadn't been with them earlier. ‘Let's go,' she said, and pushed him out the door. They were halfway down the corridor when a cloud of sweet-smelling pink gas overtook them. Yana awoke coughing so hard she thought for a moment her life of the last few months had been a dream and she was still in the infirmary following the Bremport massacre. She had a sickly sweet taste in her mouth and a constriction about her chest, which she found, when she stopped coughing, was caused by another body lying across her. She reached out and her hand was full of face - smooth, unlined face and a tangle of hair. A chorus of coughing, not as violent as her own, erupted all around her and then Bunny's voice grumbled in a sleepy-headed childish tone, 'Ouch, your finger's in my eye.’ ‘Sorry,' Yana muttered and Bunny wriggled away, provoking another'sorry' from whomever she rolled into in giving Yana more space: Diego, in fact. ‘Sorry, Diego,' Bunny said. 'It's a little crowded in here.’ ‘Yana,' Marmion's voice was faintly slurred, and she too began coughing, but daintily. 'Was that party of Ples's much better than I thought it was?’ ‘I don't think so, unless she uses pink perfumed, gas on her guests afterwards,' Yana said, coughing again. ‘Merde alors! Is that what it was? Where are we?’ ‘I don't know. (Hack) It's dark.’ Then suddenly it wasn't and a chirpy voice said, 'Oh, good, our guests are awake. Tell me, none of you have any food allergies do you? Anyone a vegetarian?’ Yana blinked fast and focused on the small port where a pert face dimpled in at them. Yana had seen hundreds of faces like that pushing everything from shampoo to specific space craft for flights to anywhere you cared to mention. ‘What's it to ya?' Bunny asked, surprisingly pugnacious on such short notice. ‘Now, honey, that's no way to be. Just because you have to be our guests for a while doesn't mean the experience has to be unpleasant. Sorry to crowd you all in like that but we thought you'd feel reassured to find each other near by when you woke up. I'm afraid the boys were a little careless how you landed. So, let's try again, shall we? Any food allergies?’ The tangle on the floor sorted themselves out. 'I demand to know where we are and why we've been detained in this fashion,' Marmion said. Til be glad to explain but really, the crew is going to be cross if they don't get their dinners on time so could you please answer my question first?' the person at the port said with a trace of irritation. ‘I would dislike causing your crew any inconvenience,' Yana said in a trenchant tone. 'None of us is a vegetarian but I,' and she paused for a coughing fit, 'am sensitive to any sort of gas!’ ‘Fine, good. Wonderful. Back in a jiff,' the person said, and left. ‘Marmion,' Yana said sotto voce, and when she had Marmion's attention in the dimly lit room, she gestured to where she had hidden her alarm. It was gone now: she'd've been surprised if it'd still been there, a gross oversight on their captors' part. Marmion gave the most imperceptible of nods and a sly smile. So, thought Yana, both of them had had a chance to send signals. Help ought to be on its way. Wherever they were. ‘Macci's not here,' Marmion said suddenly. 'What have they done with him, do you suppose? There's just us four.’ ‘Oh!’ Then Pert-face, as good as her word, was back. When she opened the hatch, she had two armed guards with her and the three of them stayed outside the room. The guards wore orange coveralls with no identifying patches. Pert-face wore a bodytight in green with an aqua tunic of what appeared to be crocheted lace. Her hair was light brown, with lynxlike grey tufts at the ears and in a diamond pattern at the crown, extending into the fringe of hair accenting earnest brown eyes. ‘I'm Dinah O'Neill,' she introduced herself. 'I represent Louchard Enterprises’ ‘As what?' Yana asked. ‘Oh, Public Relations, Legal, Administrative, what-have-you. I'm the representative. And you, I take it, must be Colonel Yanaba Maddock?’ Yana nodded but declined to shake her hand. ‘And the famous Marmion de Revers Algemeine!' Dinah O'Neill said, the stars practically dancing in her eyes as she addressed Marmie. 'I'm thrilled to meet you.’ ‘I wish I could say the same,' Marmion said. ‘Now, now, Madame Algemeine, I'm sure you've been unavoidably detained for business reasons before. Think of this little interlude as another minor delay. And these lovely youngsters must be… let's see, Diego Metaxos? Right? Right! And Buneka or Bunny - my, that really suits you - Rourke. I can't tell you how delighted I am to have you here.’ ‘I'll bet,' Yana said, coughing again. ‘And where is Macci Sendal?' Marmion asked. 'He was with us when we were gassed.’ ‘Ah, yes, that glamorous one. As far as I know he's all right but really, I felt the four of you would be crowded enough in here despite misery loving company so much.’ ‘There's a reason for all of this nonsense?' Marmion asked, totally unamused. ‘The reasons are rather complicated and really nothing you need to worry about now. You're all safe and well and that's the important thing, isn't it? Except that poor Colonel Maddock seems to be catching cold.' Yana had launched into another paroxysm. ‘It's not a cold,' Bunny said, wrapping her arm protectively across Yana's hunched shoulders while she coughed. 'She's only just over a gas poisoning at Bremport and you - you can't just go around indiscriminately gassing people…’ ‘I'm so sorry,' Dinah O'Neill said. 'The boss fancied a disabling laser bolt through the knees but I suggested that gas provides less wear and tear on the cargo - I mean, the guests. I do apologize.' She snapped her fingers at one of the guards who had a tray in one hand and a four-litre bottle in the other. 'Here's your dinner. Quite nourishing, I assure you. And just what the captain ordered. Enjoy!’ The guard laid these supplies on the floor and backed away. ‘I have a dog named Dinah,' Diego said softly to no-one in particular. 'She's a nice bitch!’ ‘Flattery will get you nowhere, youngster,' and there was an edge on the bubbly tone Pert-face used. The door clanged shut. Marmion lifted up the tray and peered at its contents. 'Nutritional bars and some vitamin cubes.’ ‘What was all that crap about allergies and vegetarianism, then?' Diego wanted to know. ‘Here, Yana,' Marmion said, passing the water bottle. 'See if it'll soothe your throat.’ Yana gratefully swigged a big mouthful which she trickled down her dry throat. ‘What are you doing?' she asked Bunny who was now audibly sniffing, turning her head to smell each corner of the small room. ‘Wherever we are, we're still on the Space Station,' Bunny said. ‘However can you arrive at that conclusion?' Marmion asked, surprised and sceptical. ‘Air,' Bunny said and grinned. 'I'm a good sniffer and this is the same air that we were breathing on Gal-Three. Your launch had different-smelling air. But this…' and she sniffed again, '… is the same as Gal-Three.’ ‘You know, she might be right,' Marmion said. ‘I devoutly hope she is,' Yana said with an unobtrusive gesture to where the alarm pad had been. Marmion considered this. 'I wonder… You could be right, Bunny.’ ‘D'you think they do have Macci next door or someplace?' Diego asked. ‘You mean, could he be in this with our dear Dinah?' Marmion asked. 'Really, Diego. Macci's Rothschild's, not a pirate.’ ‘Is that who's kidnapped us? Pirates?' Bunny was torn between astonishment and dismay. Then her expression changed into a disgusted grimace. 'Water! I chewed that cube and it's one you've got to swallow. Urgh.’ They finished their repast and each took a long swig of water to wash down the last of the dry bars and cubes and then arranged themselves about the small room. They sat two on a side, facing each other, their legs meeting in the centre of the small space. ‘Now what?' Bunny asked in a very brave voice that had only a slight tremor in it. Yana scratched at her shoulder, unobtrusively fingering where the alarm pad had been. She was desperately hoping that her initial use of the now missing device had got through to the security folk. Surely there'd been enough time to trace their whereabouts - that is, if they were on the station as Bunny felt they should be. And where was the 'unseen' eye that Marmion had mentioned in her launch that would be watching out for their safety? She started coughing again. Bunny handed over the water but Yana couldn't stop coughing long enough to take a sip. ‘Dinah? Dinah O'Neill?' cried Bunny, rising and pounding on the hatch with both fists. 'The Colonel needs a doctor. She's coughing blood! Damn it! Answer me…’ The hatch was hauled open so abruptly that Bunny lost her balance and then lurched back away from the angry faces that looked in at them: the two men who had brought the 'food'. ‘Let's see the blood,' one of them demanded. Yana was barking so hard and painfully that she was bent over her knees, trying to ease the spasms that racked her belly. She was hoping the coughing wouldn't provoke a miscarriage. That thought made her clasp her belly protectively as the compulsive tickle kept up its irritation and she kept up her coughing. ‘You see! You see!' Bunny cried, outraged. 'Get her a doctor. She's no good to you dead!’ The hatch shut with a resounding clang. ‘She'll be all right?' Diego asked, his voice taut. 'She won't lose the baby or anything?’ Yana shook her head, denying that to him as well as to herself. And kept right on coughing, gasping for breath now, her ribs aching from the exercise. ‘We must be able to do something!' Bunny cried and had pounded twice on the hatch when it opened again and a soulful face, long and aristocratic, framed with silvery hair and a well-trimmed beard looked in briefly. He was pushed aside by Dinah O'Neill. ‘What's this? What's this? Blood?’ ‘She can't stop coughing from all that gas you poured into us,' Bunny said angrily. 'Do something.’ ‘This is Doctor Namid Mendelsky…' Dinah began. ‘I'm a doctor of astronomy, not medicine, Ms O'Neill,' he said contritely. 'But your infirmary must have some sort of linctus. Even pirates get coughs…’ ‘Privateer,' Dinah O'Neill corrected primly. She spoke over her shoulder. 'Bring the first aid kit.’ ‘That's for injuries…’ ‘Get it.’ ‘Codeine stops the cough reflex,' Diego said helpfully. 'Most first aid kits have something of that sort in them. Mild. Useful.’ Yana hesitated. 'C-codeine?' she gasped. 'What about the b-baby?’ Mendelsky raised his eyebrows and gave a slightly uneasy shrug. 'I wouldn't think there'd be much risk to the foetus at this stage, but I'm no obstetrician. I think it's a safe bet, however, if the cough continues to be this violent, that you could miscarry.’ She nodded, pausing only a moment to bark again. ‘What she needs is to get back to Petaybee, and Clodagh's syrup,' Bunny said. ‘Ah, yes,' said Privateer Dinah O'Neill brightly. 'Well, we can see our way clear to do that, after certain basic arrangements have been made.’ ‘Ransom demands, you mean,' Marmion said stiffly. Dinah O'Neill twinkled at her as if she'd said something very witty. 'First we really must do something to stop that coughing or we won't be able to get her to agree to anything.’ Yana violently waved both arms, trying to indicate that despite her coughing she wasn't about to agree to anything. Then the guard returned and was thrusting the first aid container, a sizeable one too, at Dinah who side-stepped so that the box went to Dr Mendelsky. ‘Please,' Bunny said, now supporting the weakening Yana against her. 'Find something!’ ‘I'm really an astronomer, not a medical…’ ‘Anything!' Bunny cried in an anguish punctuated by Yana's painful barking. ‘Ah, codeine!' Namid Mendelsky held up a vial in triumph and then his face lost that look for one of doubt. 'But how much?’ Marmion held out her hand for the vial. Looked at it. 'The spray,' she said authoritatively and, when she received that, did the filling and then released the drug into Yana's throat. Almost magically, it seemed to everyone in the small room, the paroxysm eased and Yana lay, exhausted, against Bunny. ‘And look, an herbal linctus?' Mendelsky passed that over to Marmion who also read its label. She broke the seal on the cap and opened the bottle, passing it to Yana who let the thick liquid flow into her mouth and down her throat, lining it in a soothing fashion. She recapped the bottle, clutching it to herself, her lungs heaving to reduce the oxygen debt the coughing had caused. Dinah O'Neill clicked her fingers at Marmion who still held the hypospray and the codeine vial. Marmion handed them over. ‘So?' Marmion asked the privateer in a deeply significant tone. 'Now what?’ ‘Can you walk, Colonel?' Dinah asked, peering down at Yana. ‘If a walk means we can settle this nonsense sooner, I'll make it.’ ‘Ever the valiant colonel,' Dinah replied, dimpling at her. 'I do admire your resolution and intrepidity.’ ‘Thanks,' Yana said, exhaling wearily. That coughing had taken a lot out of her but she mustn't indicate just how much. ‘Good. Then Megenda, the first mate, will escort you to the Captain's cabin. I have other duties to attend.’ ‘Macci?' Marmion asked, hopeful of an answer. ‘Now, that would be telling, wouldn't it?' Dinah said, mildly reproving and went off. The doctor of astronomy followed her and a larger figure loomed in the hatch opening. First Mate Megenda was a tall, muscular black man who probably had ended up a pirate-privateer because he looked the part so completely. One eye was a cyber-implant that was only slightly less menacing than an eyepatch. He had cut the sleeves out of his orange coverall and wore a striped jersey beneath it and a flowered red bandanna around his shaven head. Really, Yana thought, grasping at any diversion, the man had been watching far too many swashbuckling holovids. He gestured peremptorily for them to follow him -and an equally large and threatening fellow, olive-green rather than black, fell in behind Diego who was last to leave their prison. Yana managed another swig of the linctus, for just the act of getting up made the tickle return to her throat. They were led through corridor after endless corridor, past supply locks and repair bays and what looked like weapons rooms and cybersleep facilities, storage bay after storage bay. Some of them, Yana could have sworn, they passed by more than once. They walked until her feet hurt and her cough was ceaseless but still their captors led them on through more corridors. The Captain evidently controlled business on the ship via remote most of the time, because the Captain's quarters certainly appeared to be hard to reach. Most of the commands that didn't come via computer were probably relayed by the O'Neill woman and the first mate. But the Captain made the first mate look normal. The chamber into which Megenda led them was theatrical in the extreme, resembling an opulent captain's chamber from an ancient sailing vessel, with swags of rich material, hard-copy navigational charts, antique compasses and sextants and things which would be of very little use in space, plus a computer console and a few other contemporary touches disguised in what appeared to be real wooden settings. Behind a large carved desk, the top of which was an immense star chart, sat the infamous Onidi Louchard. Yana had wondered what this pirate chieftain would be like. She'd heard that Louchard was a woman. Hard to tell. To the world, the Captain appeared as an Aurelian - a six-armed, vaguely humanoid creature with a craw full of fangs that would have stretched from ear to ear had the creature had ears, and an optical slit that circled its entire cranial prominence. This was a holocover. Even if the wavy aura wasn't discernible, which it was (though only slightly), an Aurelian, even an Aurelian pirate - an unlikely occupation for a peaceful sea-dweller with a language similar to that of Earth's aquatic mammals - or even an Aurelian who could live outside its normal environment, would have no conceivable use for the gadgetry displayed in that room. Also, this particular Aurelian dry-environment-dwelling pirate spoke pretty good English, through some sort of distorting device. ‘I had no idea you had a sense of humour, Louchard,' Yana stopped coughing long enough to say. ‘Enough. You will record the messages as they are written for you on these sheets. You, Madame Algemeine, will have all of your liquid credits transferred in the manner described here. In addition, you will sell your interest in the following concerns for the price given to the first buyer approaching your broker. The entire transaction, needless to say, will be kept completely confidential if you wish to remain alive, alert, articulate and anatomically complete. These transactions will take place in time-controlled sections so that any security measures on the part of your people will be detected and you will, I guarantee, suffer for them. ‘As for you, Colonel Maddock, in addition to the demands we list there, I suggest that you have your husband send along some of the famous Petaybean cough syrup that cured you the first time. Signing over the patent to the party we suggest, of course. I warn you that any resistance or reluctance on your part will result in unfortunate consequences for the young people accompanying you, as well as for yourself. It will also prolong your stay with us and we are not equipped with any provisions for delivering babies. I trust when you record your messages, you ladies will endeavour to sound sincere and very, very convincing. Begin. 11 Kilcoole Contents - Prev/Next Sean Shongili was awakened by Adak, who had just received word via Johnny Greene that stragglers from the shuttle containing the first group of hunters had shown up in Harrison's Fjord, suffering from exposure and demanding to make contact with their attorneys. He was still sorting that out when Una Monaghan located him in Clodagh's cabin, dragged him down the road to Yana's and pointed at the comlink. Yana's voice transmission was staticky, but the words appearing on the screen were unmistakable. ‘We've been kidnapped, Sean. Me, Marmion, Bunny and Diego and this is what the ransom is,' she began as his knees, unaccountably unable to support him, folded and his butt fortunately hit the seat of the chair. 'They don't intend to let us go until the ransom's all paid.’ ‘But we don't have any credit!' Sean began in protest. ‘We're apparently in possession of a valuable planet,' and then Yana began coughing. ‘Yana? Are you all right?’ ‘She is not all right,' another voice said. 'She coughs much and bloodily and…’ The transmission was abruptly cut off. Sean stared at the comunit, tapped it, thinking the connection had merely been interrupted. But, after a few more moments of useless tinkering, he had to admit that this wasn't the case. ‘And the ransom is Petaybee?' And just how did the kidnappers expect him to hand over a planet? A planet that certainly wasn't his to give! ‘Sean?' Una had popped her head around the door. ‘Una! Get Johnny and find out how we can reestablish contact with the parties who've kidnapped Yana, our baby, Bunny and Diego, and Madame Algemeine…’ ‘Kidnapped?' Una's voice broke. 'Johnny! Yes, I'll get Johnny. He'll know.’ Johnny didn't, but he opened a channel to the Space Station and Dr Whittaker Fiske. Whit, recovering nobly and quickly from the shock of the news, said that he'd find out or die trying. Sean was unable to attend to any of even the most pressing duties. Una and the other off-worlders who were being assigned to useful services for the benefit of the emerging Petaybean government carried on as best they could. Though the true nature of the problem was not mentioned to anyone but Johnny Greene, very shortly everyone in Kilcoole knew that Yana, Bunny, Diego and Marmion had been kidnapped. Nanook crept in to occupy a corner, saying nothing but keeping his amber eyes softly on Sean. Coaxtl, minus Cita, shortly arrived and stationed herself on the opposite side. Orange cats appeared briefly in the doorway and disappeared as Sean sat and stared at the comlink, willing it to work and provide good news. Good news only! In his head thoughts went up and down on a mental carousel: Yana and his unborn child were kidnapped; Bunny, Diego and Marmion too. By whom? For what reason? He had no right to give a planet as security! Not to anyone. Only the planet could say what it would or wouldn't do. Maybe that was the answer. The best thing to do with the problem was turn it over to the planet. But he couldn't leave the office, not until that bedamned, unworking comlink awoke with some news. Would he see Yana alive again? Would they ever see their baby? Kidnappees did not often return unharmed, alive or compos mentis. Who knew in what condition they'd be returned, if they were returned? Anything could happen to them - maiming that was not just physical but mental and emotional as well. He'd heard rumours of hideous mind-wiping devices that could totally destroy your personality by causing permanent amnesia that severed all bonds. How had Marmion let an abduction occur? She'd promised they'd all be safe for that so-called'short time' it would take to satisfy the CIS Committee about the nature of Petaybee. They'd been gone long past the original estimates. So the kidnappers could set it all up? And start swamping the planet with drug merchants, hunters, religious orders, orphans, homeless relatives and all sorts of human flotsam and jetsam. And no facilities to handle such an influx. The comlink buzzed and Sean pounced on it like a hungry mink on a roosting chicken. ‘Sorry to tell you this, Sean,' Whittaker Fiske said, 'but the kidnapper has been identified as Onidi Louchard, a well-known and clever pirate with a well-equipped outfit and a base that no law enforcement agency's ever been able to discover. Louchard is ruthless and has formidable resources.’ ‘Do they have a medic?' Sean demanded savagely, the sound of Yana's coughing echoing in his ears. Damn! She'd only just got over the after-effects of the Bremport gassing. How could she be subjected to another episode? ‘Huh?' Whit was taken aback by the unexpected question. ‘Yana's got a cough again, bad enough so they use it to threaten me with.’ ‘They lose her as hostage and they've no leverage ‘Damn it, Whit, what d'you mean by that? ‘That if she's sick, they'll bloody well see she gets better! Of course. What'd you think I meant?' Sean murmured something but Whit went on. 'The commander of Gal-Three's organized a massive search of and contact with every vessel that left the docks since before Yana, Marmion and the kids went missing. They're leaving nothing to chance.' Whit gave a groan. 'But it's going to take time. That's one of the busiest stations in the whole Intergal net. I've also had a word with Anaciliact and he's none too happy with that PTS group. He's going to get an injunction against them to prevent any further unauthorized trips to the surface. I'm going one better. I'm getting permission for you to have a representative in the SpaceBase control tower so you can trace any drops they might make before that injunction is served. We gotta find them first.' Whit made a noise of total disgust and annoyance at the obstacles. 'We don't need any of this right now!’ ‘Precisely why we have it,' Sean said bitterly. 'Can you spare Johnny to watch the screen?’ Whittaker shook his head regretfully. 'No, much as I'd like to but he's far more useful elsewhere than sitting on his duff looking at a screen for hours on end.’ ‘Yeah.’ ‘Get Una to see what she can come up with.’ That was not only heartening advice but a good notion: Una possessed a knack of finding people with unusual, and very useful, talents. Til ask her. ‘I'll keep in touch, Sean, and see what else I can learn that's going on at Gal-Three.’ ‘Find out where Luzon is,' Sean said dourly. ‘I did. He's doing intensive therapy in some fancy spa to get active again.’ ‘Again? He's never stopped being active - against Petaybee.’ ‘If we could prove that, Sean,' Whit said in a savage and none-too-hopeful tone, 'we'd do Intergal a big favour.’ ‘Count on me.’ As soon as the link broke, Sean explained to Una what was needed and why. ‘One of my first group, I think, had some station-keeping experience,' she said after a long moment's thought. 'I thought it very odd indeed that we were landed so far from any place civilized…’ Since she implied that Kilcoole was civilized, Sean burst out laughing. She regarded him in some surprise. ‘You do my heart good, Una. You consider Kilcoole civilized?’ ‘Comparatively speaking,' she said with a slight grin, but inwardly she was gratified that she had eased the haunted look on Sean's face. She had come to admire him very much in the short time she'd been working with him, helping him with impossible burdens: not the least of which was this continuous influx of unnecessary people, especially the commercial types who seemed so eager to raid whatever wealth this planet held. 'We were told that the SpaceBase had been destroyed so we would have to be landed at a distance from the nearest community…’ ‘Only the exact distance wasn't specified…" ‘That's it. Had I known what I know now…’ ‘Tell me, Una, exactly what were you told and by whom?’ She paused, organizing her thoughts: Sean had discovered that organization was her strong suit. ‘Well, first there was the bulletin about Petaybee being a sentient planet. So I tagged the word on my terminal for any further information, knowing, you see, that some of my family had been sent here. Petaybee', and she gave him a little smile, 'was suddenly much in the bulletins and then the advertisement appeared, offering safe and quick transport facilities to the surface of the planet.’ ‘Just like that?’ ‘Well, about three weeks after the first mention of Petaybee. I had enough frequent-flyer hours to my credit to get to the Intergal Station easily enough. And the cost of getting to Petaybee's surface was not all that much, considering. In fact, rather cheap.’ ‘Cheap enough to attract passengers, huh?’ ‘I suppose so.’ ‘Go on.’ ‘When I got to Intergal Station, the transit desk told me to book in at the Mallside hostelry where all Petaybean passengers had to register. When I checked in, I had to deposit the fare and then I was given a departure time.’ ‘Just like that?’ ‘Yes.’ ‘By whom?’ ‘The clerk at Mallside. Oh, I got a stamped passage chit or believe you me, I wouldn't have handed over most of the last credits I had to my name.’ ‘You wouldn't happen to remember the number of the account to which you credited the fare?’ ‘I do. BM-20-2334-57.' She repeated it so that Sean could jot it down. 'The next morning I was given a time to assemble in the hotel lobby. I must say I was a little surprised at the… diversity of my fellow passengers. And relieved to find that there were other folks trying to find their Petaybean relatives.’ ‘What did your courier look like?’ ‘There wasn't one. When I arrived… a little early, I admit, because I was so eager to be on time. Some small link transports don't wait so it's wiser to be on time,' she told Sean in her earnest manner. He nodded and she continued, 'There was a printed notice that we were to proceed to the departure gate. Anyone not on time would forfeit their fare.' She paused. 'The only thing that reassured me was that the transport was so obviously new and one of the other passengers said it was even state-of-the-art.’ ‘Would you have forfeited your fare if it had been a ramshackle vehicle?' Sean asked. She gave a little laugh. 'No, I'd sold up to get here. But to the business at hand, Sean, it's Simon Furey who might stand watch for you at SpaceBase. He's the one who noticed how new the transport was.’ ‘Where's he right now?’ ‘We can ask Wild Star. She's teaching in the latchkay shed.’ Wild Star was certain that her husband Simon would be quite willing to help Sean out. In the first place, he'd love to get his hands on the guy who had dumped them down in the middle of nowhere. If it hadn't been for Cita, they could have frozen to death their first night on the planet. In the second place, he'd two badly blistered hands from chopping wood, which was the chore he'd been assigned in Kilcoole. ‘I don't mind doing my share, like,' he said, displaying the bloody signs of his industry, 'but I'd rather a chance to toughen up more gradually, like. Ya know what I mean?’ He said he'd s*ood enough watches on the mining vessels he'd worked over the past twenty years so that he felt himself able to do what Sean wanted. ‘Just don't mess the guy up so much we can't get civil answers out of him, will you?' Sean said. The shuttle was due to make its weekly descent to Petaybee within the next thirty-two hours and Simon was able to plot from its trajectory where it would touch down - in the forest nearer Shannonmouth than Kilcoole. There was no pilot to remonstrate with or wring information from. A highly sophisticated remote-controlled module guided it to and from Petaybee. This Simon Furey discovered when he barged past the disembarking passengers and attempted to get into the pilot's compartment. He'd come prepared with a device that would disable electronic locks so he was able to get into the forward cabin. ‘If I'd had just a little more time, I could have bollixed up the remote so the shuttle couldn't take off again. But it'll come back, won't it? I didn't mess up the panel, like, disabling the lock.' He looked at Sean for reassurance. ‘As long as whoever's running this show doesn't realize the lock was tampered with… What would you need to bollix the controls?’ Simon grinned. 'It don't take so much, really, if you know what to do. I'll have another look through the refuse skips at the SpaceBase. They're jettisoning an awful lot of useful stuff.’ ‘They are?' Seamus and Adak chorused together. ‘Thanks, Simon,' Sean said, clapping the older man gratefully on the shoulder. 'We'll take any salvage you can hoist.’ ‘Figured.’ ‘Now,' and Sean's expression altered from amusement to anxiety, 'let's see where we can stash this bunch of pilgrims!' For there were more robed figures huddling in the miserable knot of the disembarked passengers. Clodagh was still in the Kilcoole cave with the first bunch of Rock Lovers or whatever the'religious' seekers called themselves. Shannonmouth agreed to shelter the seven who were looking for their families. Nine of the religious had rock and stone names and demanded to be taken to Brothers Shale and Granite. So Sean took them back to Kilcoole to commune with their brothers and sisters. Three more hunters and another drug company representative made up this passenger complement. They, too, had to come back to Kilcoole though Sean didn't know where he'd be able to stash them. Now, if Simon should be successful in aborting the transport's return to the Intergal Station, maybe this would be the penultimate group he'd have to worry about. And with winter closing in, he'd have to sort the whole kaboodle real fast. Trying to spread the burden of extra numbers on the already stretched economy at least kept his mind off Yana. 12 Gal-3 Contents - Prev/Next The 'unseen eye', aka Charas Parclete, who had been instructed to keep a close one on Yana had followed the target subject and her escort through the maze and down to the cargo bay area. Since it was obvious that the two women were in the company of a more than capable-appearing male - and someone the 'eye' had better get some gen on if he was to be much in their company - the 'unseen' remained covert. In fact, the target subject and her companions were out of sight a good deal of the time as Charas had to remain unseen. Suddenly there was a bit of confusion ahead and when the covert watcher moved to a better viewing position, a whiff of the gas wafted across her face. Gagging and trying not to breathe while still attempting to clear her lungs gave the watcher a bit of trouble - especially as the mayday reached the mastoid implant which was linked to Marmion's alarm pad just when the gas effected a very short period of unconsciousness. Struggling to regain full use of her senses, Charas staggered unseen around the crates and cartons and saw only one body on the ground. Pressing the emergency signal for help, she dashed to the body. ‘Fat lot of help you were as escort,' and Charas resisted the temptation to kick the unconscious man for his dereliction of duty. There were other more pressing matters - like following the faint whiff of gas through the maze of installations and cargo bays. This was a down time in the cargo bay when all but the most urgent jobs were suspended. Some ship was being loaded on the far side of the dock but it might as well have been on another planet as far as crowd protection went. The time had been well chosen. And the abductors had also had access to the intermural passages which separated cargo areas. Alternately sniffing for the trail of gas and choking on the residue, the eye continued until there was no smell at all, backtracked to where vestigial traces remained, used the special key to open the panel and stepped out into a workshop area: empty, of course. Pausing long enough to key in the new position to Commander an Hon's security board, Charas proceeded into the chamber. The trail of gas could be followed to the airlock. Then quit. ‘I must have been out longer than I thought,' the operative murmured, keying into the security board in Commander an Hon's office. 'Charas here. There's an unconscious man at Sector 45-Z-2, Cargo 30, and Marmion de Revers Algemeine and her guest, Colonel Maddock-Shongili appear to have been kidnapped.’ ‘'What did you say?’ Charas sighed and repeated the message. ‘Are you sure?' This time it was the Commander himself asking. ‘Yes. Stop all out-going vessels.’ ‘No implant messages?’ ‘Only the mayday,' Charas said grimly. ‘We're instigating stop-and-search procedures.’ ‘Good. First check what was logged in at Bay 30-47N.’ There was a brief pause. 'A damaged pleasure yacht to be repaired, with a hole the size of a shuttle…' Some rather inventive cursing followed. 'And a shuttle is registered as pulling out of that sector.’ ‘Have the corvette pick me up here.’ ‘Since it's only a shuttle, can do,' said the Commander. ‘And send someone to collect that idiot who was escorting them.' Charas gave the location again. 'I want a tape of the rescue. First impressions are invaluable. He may know something he doesn't know that we can use.’ Charas waited impatiently for the appearance of the corvette which docked using the airlock through which the abductors had taken their victims. There was only the faintest whiff of gas left. The security corvette was fast. Surprisingly enough, the escaping shuttle was almost faster. ‘I don't believe these speeds,' the corvette captain said. 'Everyone on board must be out!’ ‘Some of 'em are,' said Charas grimly, aware of her own 'working' dishevelment in the presence of the naval neat-and-proper corvette crew. But her diminutive size allowed her to dress as a station urchin, which, in turn, allowed her to move about with more freedom than an adult could. Especially with the security bracelet in place that gave her access where even adult bodies would not fit. In terms of manoeuvrability, the shuttle was nearly as agile in space as the corvette and led them a chase through the storage pens that circled Gal-3 at a distance: anything from recyclable debris to cold storage. Like threading a needle through a haystack, Charas thought, having strapped herself into the chair. ‘We'll get the buggers now,' the corvette captain said as the shuttle cleared the last of the obstacles. He signalled the helmsman for more thrust and the corvette steadily gained on the shuttle. 'Must have souped-up engines to do this. Halt and prepare to be boardedl' he announced over the comlink. The corvette was matching speed and position, edging closer and closer when the shuttle exploded. The corvette was skewed sideways, any crew member not strapped down to something bounced about like a wad of plastic. The corvette had taken a broadside and would limp back on navigational thrusters alone. But the worst part of it - or maybe it was the best part of it - the implant in Charas' mastoid bone had not rung the death knell of the person she thought she was about to retrieve from the kidnappers. ‘That shuttle was a decoy,' Commander an Hon told Charas when she got to his office. ‘And stop-and-search has produced nothing?' she asked, slumping in the chair an Hon had gestured for her to take. She was very weary and the effects of the gas, despite a marginal inhalation, could still be felt. ‘Not yet, but there were damned near thirty ships leaving Gal-Three at within the target hour. You're sure Marmion de Revers Algemeine is still alive?’ ‘Yes,' and she touched the mastoid bone. 'What about that faller?’ ‘Hmmm, yes,' the Commander said. 'Macchiavelli Sendal-Archer-Klausevitch…’ ‘Say what?’ There was a twitch of a smile on his lips when an Hon repeated the name. 'Recently appointed as CEO of a Rothschild's subsidiary based here on Gal-Three. Pharmaceuticals, mainly, but with broad powers. I've sent for background gen… an in-depth study, more than was initially received when he was assigned to the Gal-Three offices. But, let me just play back that rescue tape.’ That made Charas sit up and she rearranged her weary body in the conform chair. Such tapes were generally used to affirm treatment on emergency calls, more to protect the Samaritan than the victim, but were helpful in establishing little details when victims would not be as compos mentis as they would like. Charas watched and then, smiling ever so slightly, turned to an Hon who was blandly anticipating her reactions. ‘Oddly enough I don't believe he was as thoroughly gassed as he appeared.’ She knew exactly how one felt coming out of that sort of encounter. The tape showed the rescue team advancing on the body, went through the whole routine of administering oxygen to counteract the effects. The too handsome man went through the gagging, the disjointed motions and lingual distortions the gas caused. The med-team administered a hypospray to reduce the nausea. But something about his behaviour suggested to Charas that it was a performance. ‘And the lungs?’ ‘They showed only a minute residue of gas - not a full measure. Certainly not one that would have rendered him unconscious so long. He also had the ransom note!’ ‘Well, what about that?’ ‘Yes, what about it?’ ‘I think we watch this… what's his name again? Never mind. He'll be Mac in my books.' And she didn't give Mac the respect the name so often deserved. ‘Indeed we will. Here's the note.' And the Commander passed over the slip as gingerly as if he expected it to explode in his face. Aboard the pirate ship When the voice contact with her beloved Sean had been summarily curtailed by Megenda, Yana was close to lashing out indiscriminately with her fists at the big first mate and the monstrous hologram of Captain Louchard. Either would have been a foolish waste of time and as it was, another paroxysm of coughing racked her. ‘Haul the female to Doctor Mendelsky. She can't be dying on us. Or we lose our leverage with the planet,' Louchard had growled. Doubled-up as she was, Yana was bundled out of the cabin and, after a very short distance down the corridor (which confirmed her notion that they'd been deliberately toured every deck of the vessel to confuse them), she was pushed into a considerably larger accommodation. Not that spacious but it had bunks along three sides, a narrow table in the centre with benches under it, and two narrow doors that she would later discover led to the sanitary facilities: the shower behind one door and the 'head' behind the other. She half-staggered, half-crawled to the nearest bunk and lay down upon it, coughing, gasping, hacking and wondering if she'd have anything left of normal throat lining. She was only marginally aware that the panel whooshed open and shut again. Then a cool hand soothed her forehead and someone was urging her to sit up long enough to'drink this'. The beverage was cold, tart and soothing and she managed to still the cough reflex long enough to take a good swallow. ‘Cookie let me rummage in her stores for the ingredients,' said the rich voice of the astronomer, Namid Mendelsky. 'It's what I think was in my grandmother's recipe, plus a little of the codeine.’ She was panting from the effort of drinking the other liquid she'd been given and trying to suppress the cough long enough to keep from choking on the drink. She took the mug with the cough syrup from Mendelsky and sipped slowly. The liquid seemed to be coating her throat. It didn't taste bad either although there was a bite to it. ‘It might sting going down,' Namid said anxiously, 'because pepper is one of the ingredients.’ ‘Oh.' Yana kept sipping. She didn't care if it contained pepper or eye of newt, toe of frog, so long as it stopped her coughing. She got into a more comfortable position, propped against one end of the bunk although she had to crouch or bang her head on the bottom of the upper bunk. 'I think it's helping. Thank you. You're very considerate and kind.’ ‘I'm neither of those but I told Dinah I wouldn't co-operate any further if she didn't let me help you.' Namid perched tentatively on the edge of the table and looked around, sighing deeply. ‘What's the matter?' Yana said because there was a quality in his exhalation that sounded'sad' as well as resigned. He grimaced, shrugged and held out one hand in a helpless gesture. 'Nothing new,' he said in a resigned tone. 'In fact,' and he continued to look around,' this is slightly better than my previous quarters.’ ‘Oh?' Yana said encouragingly. He didn't look at all the sort of person to associate with privateers, even one as patently sensual and domineering as Dinah O'Neill. ‘I was married to Dinah O'Neill.' Another sigh, one expressing the folly of such a union. 'She doesn't take the divorce seriously.’ ‘In short, you're now permanently on board this ship?’ As he folded his arms across his chest, he had a slight twinkle in his eye and a rueful smile on his face. 'We met under considerably different circumstances. It was a whirlwind romance. I'd never met anyone quite like her before. I'd just returned from a two-year stint studying two new variables and…' He shrugged. ‘Any female would have seemed delightful?' Yana couldn't help twitting him and then went back to sipping his brew. ‘Exactly. And, to give the devil her due, she was everything I'd ever dreamed of. We had a glorious six months, although her business took her away periodically.’ ‘Then you discovered what her business was?’ ‘Quite by chance. Of course, I filed for divorce immediately as my professional reputation would have been seriously flawed if it became known I'd had any associations with such a…’ ‘Unsavoury occupation?’ ‘Exactly. I'd received official notice of the termination - and so did she. Only, I failed to recognize how she might take such a step. And the next thing I knew, I was aboard this ship and here I've remained. I must say, since you seem to be incarcerated too, that it's marvellous to have intelligent company again.’ They both heard the noises in the corridor outside and the panel whooshed open. First Bunny was propelled inside, Marmion following in a more dignified entrance, while Diego's limp body was launched from the doorway onto the bunk opposite Yana, his head connecting hard with the wall. The panel closed with a snap and Bunny, crying out in protest, went to Diego. ‘Yana? Are you all right?' Marmion said, going around the table so she would not have to touch Mendelsky. ‘I'm much better for Namid's brew,' Yana said, trying to convey to Marmion that the astronomer deserved her pity, not her censure. 'But what have those bastards done to poor Diego?’ ‘One of the men bringing us here goosed Bunny,' Marmion said angrily. 'She hit him, too, but that first mate just clobbered Diego as a lesson.' She was so furious she was shaking and, with a look that could have pierced steel, she glared at Namid. 'Are we to be spied upon every moment we're together in addition to the other indignities?’ ‘Come off it, Marmie,' Yana said, 'he's as much a prisoner as we are.’ ‘Are you being ransomed, too?' Marmion asked, her manner towards the tall astronomer instantly more amenable. ‘There's no-one to pay one for me,' he said and his statement was not a bid for pity. 'I forgot to block Dinah's access to my credit account.’ ‘How's Diego?' Yana asked Bunny who had pushed the boy's body into a more comfortable position. ‘He'll come round. Any water?' she asked, looking about her. Yana pointed to the narrow doors. 'Behind one of them?’ Bunny investigated, found a towel, wet it from the spigot above a miniature hand basin and returned to mop Diego's brow. ‘You know,' Mendelsky began, 'I've never figured out why Dinah bothered to go through a formal marriage ceremony. I mean, she could have contracted a short-term arrangement. Or none at all. But she went to such lengths to get me to marry her.’ ‘Really?' Marmion said in some surprise. 'She doesn't seem the marrying type.’ ‘That's what I thought, but we got married. Not that I minded…’ ‘You're an astronomer?' Marmion said, eyeing him more kindly than she had before. When he nodded, she went on, 'Did she ever get you to talk about your speciality?’ A flush spread across Namid's sallow face and his expression became decidedly chagrined. ‘Constantly. I was, as you can well imagine, quite flattered. Why?’ ‘What area of astronomy?’ ‘What do you mean?’ ‘Types of star systems, planets…’ ‘Planets, yes. She was fascinated about the formation of planets.' Marmion, Yana and Bunny exchanged glances. 'And she seemed really interested,' he added, confused. ‘Perhaps sentient planets?' Marmion asked. He laughed then. 'Really, Madame Algemeine, sentience in a ball of matter thrown out by a cooling primary? Come now, I know you're an intelligent woman.’ ‘And intelligent enough to recognize sentience when I see, feel and hear it.’ Namid leaned towards her, his incisive green eyes capturing her gaze as he transferred his arms from his chest to a tight hold on the table edge. Yana could almost see his thought processes trying to catch up with the sincerity of Marmion's tone. ‘You're in earnest, aren't you?’ ‘Deadly earnest,' Marmion said in an edged voice. ‘And you were abducted because of a…' he paused, still dubious, 'a sentient planet?’ ‘Surely Dinah has made mention of Petaybee in your presence?’ ‘The name has come up frequently of late,' he began, frowning. Then he made a little warning gesture of his fingers and looked meaningfully at the corners of the room, apprising them that the room was probably bugged, which Yana had already guessed. 'But I did not realize it was the name of a planet.’ ‘It is,' Yana said. 'Planet Terraform B, or Powers That Be or Pee-tay-bee.’ ‘I see.' He paused another beat, shook his head. 'No, I don't see.' He placed his fingers on his forehead as if the contact would stimulate understanding. ‘Frankly, nor do I,' Yana said, beginning to feel as if her throat might withstand the effort of conversation. She hadn't had so much as a tickle during the last few minutes. 'The ransom for me seems to be Petaybee.' Marmion and Bunny gasped, Namid looked confused. 'I think your… erstwhile colleagues, Namid, have made a bad tactical error in suggesting…' and Yana paused significantly as she stressed the word,' that Petaybee has untold riches which it has refused to divulge to Intergal. In fact, Namid, an Earth-type planet of its girth and density has only minimal mineral resources which would prove…’ ‘Have proved…' Bunny said in a flat angry voice. ‘Impossible to produce due to the intemperate weather conditions on the planet's surface. It does have, and on this basis, we may yet be able to come to some arrangement with one, and only one, drug company, to harvest the renewable valuable plants for their purity and quality. But such an enterprise would not be a snatch-and-strip process: rather one that will accrue profit slowly and only when the planet has paid back to Intergal the expenses the company has already incurred in the Terraforming and maintenance. What Petaybee has is intangible wealth, not readily saleable valuables.’ ‘And the planet is… somehow… controlling its future?' Namid asked, still struggling to believe the initial concept. ‘The planet controls its surface rather well,' Marmion said with a wide grin for Namid. 'It counteracts the use of explosives by making volcanoes just where miners wish to dig. It rescinds the use of a flat surface for spacecraft by extruding a ziggurat that covers the exact centre of the landing field and unsettles all the peripheral buildings. It either melts prematurely or conjures up diabolical weather patterns to preserve what resources it has. A formidable opponent, and a desirable friend.’ ‘I've lived there all my life,' Bunny added, 'and life is good on Petaybee.’ ‘But not to everyone's taste,' Yana added drolly. 'Still, the air's pure and unpolluted, the soil is rich enough to produce food crops in their season - and marvellous herbs and plants which are made into the most efficacious potions and syrups. And while it's a hard life, it's a good one if you accept the planet on its terms. It's willing to accept you on the same grounds.’ ‘The only planet in the galaxy to require an entrance exam from inhabitants,’ Marmion said, giggling as much at the expression of total disbelief on Namid's long face as at her choice of expression. Diego began to groan and twist on the narrow bunk and Bunny instantly was all attention. 13 Kilcoole Contents - Prev/Next Sean found that he literally couldn't stand to live in his own skin, he was so distraught about the kidnapping. 'Una, I have to get out,' he said. 'If there's any news, any change at all, send Marduk for me. He'll be able to find me. I'm going to the river.’ ‘Send Mar - Sean! What if there's another ransom…' Her voice trailed behind him. He knew she was right. He should stick around the office in case there were new developments; in case Yana or Marmion's people made contact again. But the last week or two had been just the sort of thing that wore him down until this final shock made his head reel. He was used to working outdoors, working with animals, swimming the long watery corridors of the planet and drawing strength and calm from the water. All these papers and off-world people, trying to figure out what was fair, what was right, where they fit in, where to be liberal and responsive to their needs and where to draw the line. He had every confidence in himself that he was a good man. He just wasn't that particular kind of good man. And now, with the possibility that Yana might not return, that what he did or said, or could or could not do would mean life or death to her, to Bunny and Diego, to Marmion who had been so kind, to the future he and Yana had looked forward to - he had to get away, had to think, had to let the water flow over him. He felt as if his alter form was a whale or a dolphin rather than a seal, that, like them, he would itch himself right out of his skin if he didn't get it wet and changed soon. He barely managed to reach the cover of the woods before shucking off his clothing and diving into the river waters. The rippling, bubbling, soothing, slithery soaking poured over his head as he changed utterly, man into seal, twenty feet down in the deeps of the river. Usually he made his changes at the hotspring or farther from home, because his transformation had been a secret from all but his closest friends and family in the past. But a few times he had needed to swim this river and had done so. Eventually, like all rivers, it dumped into the sea. And like most Petaybean rivers, it received transfusions from various hotsprings along its route, making it warm. He swam furiously out towards the sea, and then furiously back again, because he didn't want to be too far in case Yana needed him. But the mere sight of land made him feel wild with grief and anxiety and he dived, deeper and deeper. The reasonable man in him told his seal-self to be careful, not to go too far, not to become injured or trapped, because then he wouldn't be able to help Yana if needed, but his seal-self swam recklessly and restlessly - and began noticing things about the riverbanks and bed it hadn't noticed before. Petaybee's recent seismic activity had changed the channel of the river slightly and had changed the feeder springs - several underwater grottos now opened beneath the banks, and as Sean dived, he saw that they tunnelled deeply under the riverbanks. He swam into one of them, taking its twists and turns until he found he was no longer swimming, but pulling himself out of a wellspring, up onto the floor of another of Petaybee's subterranean corridors. Once on land again, he resumed his man shape, the river water streaming from his skin. The swim had not helped as much as he hoped. Now to his other anxieties was added the fact that he longed to stay here, safe from intrusion, safe from having to decide everything for everyone, and yet, he had to leave soon in case he was needed. Even Marduk couldn't find him here. But he needed to be here, within the planet, at one with it. It had always been his greatest inspiration and his greatest comfort - when his parents died, when Aoifa was lost, and when, at first, he wondered if Yana would accept him, his home had always been his solace and greatest support. ‘What am I going to do?' he asked the cave walls. 'I suppose people have always had to ask that at some point or the other. Do I betray my home by letting others take it from me? Or do I betray my family by endangering them? I can't find it in me to do either, even if I knew how. What are we going to do?' He tasted salt in the water running from his hair and knew that it wasn't river water, even as it flowed back into the stream. 'I need help.’ ‘Help!' the echo screamed back at him. 'Help!’ It sounded like another person entirely, not an echo of himself - the echo at the wedding had used the same tonality. In spite of his pain, he sat up straighter and looked and listened. Then he said aloud, 'That's right. We need help. Yana's been taken by more people who want to tear you to pieces. Yana needs help.’ 'Help Yana! Help Yana! HELP YANA! YANA! YANA,' f Her name echoed around the cave until Sean was about to jump into the water to escape it. Then suddenly the echo changed again to 'HELP! Help us!' and suddenly the slight phosphorescence that was always in these places organized itself into a straight line and grew and grew. For a moment, Sean just stared. The purposeful echo, the purposeful line of the phosphorescence, neither of these had ever been manifested by Petaybee before. But after all, Petaybee was a young planet, still discovering its own abilities, and it had recently been exposed to new stimuli. Its responses were becoming more and more interesting. He followed the phosphorescent track, trying to keep up with it, until he was back in the river and found himself in the midst of a vast school offish - every kind of fish - all swimming with purpose and determination in a single direction. Aboard the pirate ship Yana was fast asleep in her bunk when she was awakened by the sensation of warmth and vibration at the base of her throat. It emanated from the little bag of dirt around her neck as if it held some tiny animal instead of merely dirt. She clutched it, comforted, and as she did so a picture sprang into her mind of Sean, calling for her, so that her own name rang in her mind as clearly as if someone in the same room was speaking to her. The voice sounded so anguished that she wished she could offer some comfort but before she could form any sort of reply she felt the tickle that prefaced a coughing fit. She clutched harder at her talismanic morsel, as Petaybee and Sean continued calling her, a voice in her mind yelling her name. The cats talked to other cats and Clodagh, the dogs to their humans, and everyone talked to the planet. Why shouldn't the mighty voice of a planet be able to call across the cosmos if it set its mind to it? Interesting thought, one that tumbled around and around as the image of Sean and the tickle evaporated, while the voice faded. She lay awake for a long time, fondling the bag, wondering if she had just dreamt the warmth and the powerful mind-echo. Because it was tremendously reassuring to think, even for a moment, that Petaybee was somehow on her psychic wavelength, she wanted it to be true. Usually when she dreamt someone was yelling her name, they were and it was the captain or the drill sergeant or the corps commander. This time she was alone in the bowels of wherever they were, and the only sound was the restless sleep of her fellow prisoners. Then they were all abruptly roused as the door of their prison burst open to be filled at once with a brawny crewman, the ever-ominous Megenda, and Dinah O'Neill, who seemed to be using all of the strength in her petite frame to restrain Megenda. Megenda clanged something hard against the metal of the door-frame: a laser pistol. 'Get off your butts, you lazy lot of worthless harlots.’ Part of Yana thought, Uh-huh, I was right. He does fancy himself as an old-style pirate. Who used the word 'harlot' any more, really? But he looked very fierce indeed, and Dinah O'Neill appeared to be all that stood between them and his wrath. When the other sleepers woke, looking about them in dismay and disorientation, he planted fists at the ammo belt slung around his hips and glared at them. ‘Megenda, stop! Not yet! We have to give them a chance,' Dinah O'Neill cried, tugging at him. ‘Quiet, woman. I say we start sending them home in pieces now.’ Yana cocked an eyebrow at Dinah, as if Megenda needed an interpreter. 'What's he on about?’ ‘Please, please don't antagonize him any more. The Captain reprimanded him and Megenda's extremely sensitive. And it was so unfair. Calm down, Megenda! Everyone knows it isn't your fault. It isn't anybody's fault but that of those callous and uncaring people in your company, Madame Algemeine, and on your planet, Colonel Maddock. I admit, I'm as surprised as anyone. I thought with all of Madame Algemeine's credits and you newly wedded to your planet's co-administrator, Colonel, that surely everyone would have been tripping over themselves to pay the ransom. I even sent a little follow-up note, just as a reminder. But so far, we haven't even had the courtesy of a reply, much less a payment. The Captain is so annoyed there's no living on the same ship with him. Down, Megenda!’ ‘I didn't know', Yana heard herself remarking,' that his species was capable of annoyance.’ Megenda swung on her, his eyes glinting malevolently and Dinah O'Neill gave a small squeak as she was dragged forward on his massive arm. ‘Colonel Maddock, please. This is no laughing matter,' Dinah cried. ‘I know it isn't,' Yana said quite soberly, 'but when the good Captain asked me to request the planet for my ransom, he couldn't know that I have absolutely no control over the planet’ ‘Now, now, you're being much too modest. We've been told that if you really want to, if you're really motivated, you and your new groom have the power to assign its mineral and ore deposits’ ‘I can't assign anything for an entity I don't own, possess, dominate, order,' Yana snapped back. 'Nobody even knows what there is to assign.' Megenda made a move towards her. ‘Megenda, just let me talk to these people, please,' Dinah O'Neill said. 'They're reasonable and they don't want to be hurt. I know it's been months since you've seen real action but please be patient.’ Megenda glowered and loomed. Dinah O'Neill continued. 'I hope you aren't making the mistake of underestimating our organization, Colonel. We have had agents on your planet before and we know very well that there are deposits of valuable ores available. We also have a good idea how you could obtain them. Nothing makes Megenda more cross than having someone lie to him.’ Yana shook her head carefully, keeping the cough at bay. Now was not a good time to be rendered inarticulate. 'If you mean Satok and those other sham shamen, they never were able to mine enough ore to be able to buy their way off the planet, much less provide booty of the magnitude that would really interest Louchard. Of course, I don't think they had the time, nor the opportunity,' and Yana was very sure of that since the demise of the fake shamen had been precipitously effected by the coo-berries, 'for the planet evolved some unusual natural defences to their mining methods. Sounds to me like your captain is just trying to recoup a bad investment since he's lost their services as illegal miners. Even the Company had to see that it's no use trying to mine Petaybee for something it's not willing to give up.’ ‘Let go of me, woman,' Megenda said, trying to shake off Dinah's tiny beringed hand. 'She's useless. Might as well make her walk the plank.’ ‘We don't have planks any more, Megenda.’ ‘Yah, but space is a lot bigger than any puny puddle. We could put her in a suit so she'd have hours to float around and think about what she could have done to make the Cap'n happy.’ Yana's arguments had obviously gone over Megenda's head but his attitude only reinforced her feeling that he wasn't the only one who didn't understand the nature of the entity he was dealing with. If even the Company, who developed Petaybee, had been unable to grasp the situation without a great deal of persuasion, Louchard was no doubt as confused as everyone else on what could, or could not, be extorted from a whole sentient planet. ‘Belay that, Megenda,' Dinah said with a little slap which didn't seem to affect the large muscle of Megenda's forearm at all. 'You and the Colonel are both being irrational.’ ‘Irrational? Lady, I'm not sure if I'm going to live through this. I'm not sure if any of us are. I'm sick. And I hesitate to mention this in the presence of your "sensitive" first mate for fear of giving him sadistic ideas, but I'm also pregnant. Everyone on Petaybee was worried about letting me go on this mission to begin with because my kid, like these kids, is bonded with the planet. It needs, through me, the same things we're all lacking here: fresh air, real food, not the plascene cubes you have here. I'd've thought a pirate of Louchard's calibre and resourcefulness would have a replicator that can produce proper "food" instead of all that pulverized dust!' Yana was well and truly launched and, though she knew she shouldn't take such a strong line, she was fed up. There was no way she could do anything and the sooner Louchard realized that, the better. Maybe not the better for her, but any resolution was more acceptable than this confinement. 'I want proper meals, I want exercise facilities, I want…’ ‘Will you listen to the lady officer and her list of demands?' sneered Megenda, his expression vicious as he took another step into the room, and drew one hand back, ready to pound it into Yana's midsection. Yana did not so much as bat an eyelid as she shifted to the side to take the blow with her braced forearms, at the same time balancing herself- somewhat wobbily - to deliver a karate kick. She firmly intended to deal her own blow to the big man where it would do him the most harm, even if her weakness caused her to fall on her ass afterwards. She was not about to let him kill her baby without a fight. Neither was Marmion, who stepped determinedly between her and Megenda's fist. Yana relaxed, but remained watchful. ‘Touch any of them and you won't even get what I had already decided to give you,' Marmie said in a silky voice that carried both promise and threat. Dinah swatted at Megenda's fist and he lowered it as she said, with just a touch more irritation and calculation in her own voice now, 'But Madame Algemeine, your people haven't responded to the ransom demands either.’ Marmion shrugged. 'Nor will they,' she said with a smile that was just the right side of smugness. 'You can't imagine that I would leave my organization vulnerable to this son of thing, can you?' A wave of her elegant hand dismissed the ship, the pirates and her situation. 'My people have orders to ignore extortions…’ ‘Even when we start returning you to them a piece at a time?' asked Megenda with a leer. Dinah O'Neill's voice was casual and professional as she replied. 'Naturally, I have counselled Captain Louchard that you should be returned undamaged, but he's getting a little put out by the delays.’ ‘Gee, that's tough,' Bunny said. This time, before Dinah could move, Megenda lashed out and knocked Bunny flat with a backhanded blow that spun her back against the bunk-frame. Roaring, Diego lunged at Megenda but Namid and Marmion caught him because the brawny crewman had his laser pistol aimed right at the boy's forehead. ‘My, the natives are restless,' Dinah said, with a sigh. 'I'm sorry but I can't restrain them…’ ‘That's nonsense, Dinah, and you know it,' Namid said, as if the words had been forced out of him. 'What's the matter with you? Have you finally gotten so greedy you've lost your own survival instinct? You know damn good and well those men don't go to the head without your approval so stop this stupid game and tell them to quit beating innocent children or I'll - I'll’ ‘You'll what, Namid?' she asked coldly. 'Leave me? A hollow threat, darling.’ ‘This isn't about us - it's about what you call business,' Namid said, still struggling to hold Diego back. 'You used to pride yourself that you'd listen to reasonable arguments.’ ‘And?' Dinah's expression dared him to present one. ‘I could have told you that people in Marmion's level of society have strictly adhered to an enforced no-ransom policy. Or don't you remember the case of the Amber Unicorn? Of those who were held for ransom, two died under torture begging their organizations to break through the restrictions put on them, to cut the red tape to save them, but the organizations were absolutely prohibited by law which tied up all the assets in legalities so that they couldn't be liquidated. The families pleaded and offered all sorts of personal assurances, but in the end the two captives died and no ransom was ever paid. The others suicided, apparently also by pre-arrangement. I suspect Marmion is prepared to take similar… measures… to ensure that her capture or death will profit no-one.' When Namid looked in her direction, Marmion nodded, a faint proud smile on her lips. ‘There's no way at all that any funds will be released before I am,' Marmion agreed. 'However, I am prepared to offer - let us call it "passage money" - for a safe return, and I'm quite willing to make the "fare" a substantial amount…' and she gracefully gestured to include everyone in the cabin, Namid too, 'but there is no way that my people will liquidate holdings on my signature,' - and she drawled the next few phrases in the most resolute of soft voices Yana had ever heard this formidable woman use - 'even if I had to hold the stylus with my teeth to sign.’ ‘Damn that Fiske!' Dinah said in the first unrehearsed and spontaneous utterance Yana had heard from her so far. Somehow or other, Yana was not totally surprised to learn that Torkel was involved in this fiasco. 'He said this was a sure thing.’ ‘And I thought you were cynical enough to realize there's no such commodity as a sure thing.' Namid regarded her sardonically. 'You didn't do enough homework on this batch of victims, Dinah. Maybe it's time you gave it up if you're getting careless.’ ‘Well, I certainly wish you'd have told me all this sooner before I wasted so much time. That's it, isn't it?' she asked with a wounded expression, scanning the faces of her captives and her ex-husband. 'You were stalling for time! Oh, really! Just because you're in legitimate business instead of a marginalized one like us, you think our time is not as valuable as yours. I knew I should have stuck with cargo and not branched out into passengers but… But there is gold on that wretched ice-world,' she insisted, her fists clenching at her sides. 'There are gemstones, this is germaniun, gengesite…’ ‘In small quantities,' Yana said. 'Just what sort of deposits were you shown?' she added, wonderingly. Dinah O'Neill said nothing but kept eye contact with Yana, as if hoping to penetrate to the truth. ‘Have you ever been on the surface of Petaybee?' Yana asked. A flicker in the privateer's eyes and a slight smile indicated that she had. ‘In the winter or what passes for summer there?' Yana said, keeping up the pressure. ‘Both.’ ‘And just what did you report to Captain Louchard that has made him so determined to strip that poor world?’ For just a second O'Neill's eyes flickered again, doubtfully this time. ‘I'm sure you've heard this one before,' Yana began, taking a deep breath, 'but if you let us go, we will not press charges…' and she glanced at Marmion who nodded. Dinah's expression was contemptuous, Megenda's the epitome of cynical amusement. 'I really do think you've been misled. Something Satok was good at…’ ‘He was Petaybean and he knew …" ‘He knew doodly,' Bunny said, still nursing her face with one hand while blood from the cut that Megenda's finger ring had made on her cheek trickled through her fingers. 'He hasn't been on the planet since he signed on to the Company and he got discharged from that right smart. He wasn't even very useful when he was growing up. He just talked big.’ Dinah smiled as she turned her eyes on Bunny, a sort of half-congratulatory smile that Bunny was spunky enough to contradict her. ‘You tell that Captain of yours that he won't get anywhere threatening Yana or Sean, or me or Diego here,' Bunny went on in a level voice. 'He wants to make a deal involving Petaybee, he comes to Petaybee and talks it over with the planet.’ ‘Talks it over with the planet?' Namid's astonishment was complete and, open-mouthed, he looked from Bunny to Dinah and back again to Bunny. Dinah gave her a pitying look. 'Talk to the planet?’ ‘Go see your relatives,' Namid said, startling everyone, including Dinah. 'They'd be more trustworthy than that Satok fellow. Well, you always told me that some of your relatives, way back, were exiled to Petaybee.’ ‘That was the rumour I was raised with. Which, I might add, I checked out on the company computer,' Dinah said, then shrugged. 'I'm not at all sure I'd trust their records. Or anything about the planet.’ ‘O'Neill? There are O'Neills at Tanana Bay,' Bunny said, regarding Dinah with a keener interest. So swiftly did Dinah O'Neill withdraw then that the heavy door-panel had whooshed shut before they realized her intention. Megenda and the crewman had followed smoothly, however, and the captives were left alone. ‘Now, you've done it,' Diego said accusingly to Bunny. 'We had her…’ ‘I think Bunny may well have done it,' Marmion said quietly and respectfully. ‘It'll take time for Dinah to absorb the fact of her error,' Namid said thoughtfully. 'But she's extremely intelligent and very flexible. She'd have to be to survive so long in this business. She's usually able to influence Louchard…’ ‘You think she'll try to talk him into letting us go?' Bunny asked wistfully, her face crumpling into tears. Forgetting his flash of resentment, Diego cradled her in his arms, stroking her hair and murmuring little hispanic endearments. Marmion dampened the one towel they had in the room and handed it to him to place over the cut on her cheek. Perversely enough, the tickle returned to Yana's throat and she was unable to stop the reflex. She tried very hard but a spasm racked her again. Namid hastily poured a dose of the medicine for her and she managed to stop hacking long enough to swallow it. 14 Petaybee Contents - Prev/Next Sean swam with the single-minded fish schools until they reached the lake, where the fish all at once made a single silver river into another of the underwater caves. Sean followed and when the water grew too shallow, the fish turned back, but he was in another dry grotto. As he was changing form, he saw the phosphorescence once more organize into a straight line, this time pointing inland. Once his feet were under him again, he followed it. Though Sean had swum the waterways of Petaybee all his life, these caves and passages were new to him, the most recent seismic activity. The line of luminescence led him through passages towards the cries for help that were first only echoes like the one he had heard near Kilcoole, but soon became the faint cries of real voices. When he turned a corner and saw the five hunters, he almost laughed at the expressions of terrified anger and frustration on their faces. One of them, de Peugh he thought, had developed a distinct twitch and his hair had a great deal more white in it than Sean remembered as well as a tendency to stand straight up. Minkus was gibbering to himself and Ersol kept looking around the cave and up at the opening they had fallen through as if it was about to eat him. The wooden Petaybean weapons Sinead had substituted for their high-tech rifles were piled together in a little heap that someone had tried to set on fire for warmth, he supposed, all but the dagger Mooney clutched in his fist as he pointed to Sean and yelled. ‘You're another damned hallucination! Go away! Nobody walks around bare-assed in this weather.’ ‘We have nothing for you, honestly,' Minkus cried, cringing away. 'We gave the rabbit de Peugh had in his pocket to the cat. It would have eaten us otherwise. Please, please don't harm us!’ Sean glanced apologetically down at his own now-human flesh. 'Harm you? What with? I thought you lads wanted help.’ ‘Oh, we do, we do!' Minkus cried. 'We've been down here days, weeks, months. It's been the most horrible nightmare. The walls shift and melt and little lights come on and sometimes I see little volcanoes exploding and then when I look again there's nothing…’ Sean shook his head. 'You can't have been down here more than a few hours. Where're my sister and the others?’ ‘They abandoned us to be eaten by wild beasts,' Minkus said. ‘Well, we do have a saying here on Petaybee that some days you eat the bear, some days the bear eats you, but mostly it's not to be taken literally. Shall we find a way to get you out of here?’ ‘We'll follow you back the way you came,' Mooney said. Sean grinned. 'Not unless you can hold your breath for a very long time. How'd you get down here?’ ‘We fell!' Ersol pointed to the hole, far above them. With the arrival of someone who was probably able to extricate them from their captivity, his dignity was restored. 'We were lucky we weren't bloody killed. We could sue…’ Sean laughed harder. 'Sue what? The planet? You are, to all legal intents and purposes, trespassing on private property. Very private property.’ ‘Private… vat… vat… vatapplied for hunting licences,' Minkus complained, his voice shrill with hysteria. ‘Which were not yet granted, I must warn you. Nor would they have been. However, follow me.’ Sean had spotted the dotted line which Petaybee had illuminated to guide him and now struck out through the remainder of the underground passage leading away from the lake. ‘Hey, man, how come you're not wearing anything?' Ersol asked, staring at him. ‘I… er… was swimming when I heard you yelling for help,' Sean said. ‘Why aren't you freezing?' Minkus demanded. Clot-worthy was also staring in disbelief at their saviour. ‘Oh,' and Sean shrugged, looking down himself as if he might have changed shape since he last looked, 'adaptation to Petaybee. And it's not all that cold down here, you know. You wouldn't have frozen to death by any manner or means.’ ‘No, just died of starvation…' Mooney said, licking his lips. ‘Not that either,' Sean said, 'but I'm sure we can find you something to eat when we get where we're going.’ ‘Where are we going?’ All five had fallen into a single line behind him as he strode purposefully through the passage, the little line of phosphorescence popping out just ahead of them. Petaybee was full of new tricks these days, he thought with no small degree of wonder. New passages, new ways of communicating direction, and that extremely idiosyncratic and erratic echo. ‘All I know right now is that we're getting out of here. Beyond that, your guess is as good as mine,' Sean said. 'Now, guess, guess.' ‘Oh, frag, there it is again. That voice! Once it sounded like it was crying some woman's name. Listen. What is it?' Mooney demanded on a semi-hysterical note. He crouched down, brandishing his dagger, his eyes showing whites all the way around like a spooked curly's. Tetaybee,' Sean replied amiably, without breaking stride. The others rushed to keep up with him. He really must discover how to bring clothing with him when he went selkying. Despite his disclaimer, the temperature was not all that high in the tunnels. ‘Does it do that often? Echo you?’ ‘It wasn't echoing me.’ ‘It wasn't?' Ersol lost his pomposity again. ‘If it wasn't,' Minkus said with the edge of fear in his voice, 'who's speaking?’ ‘I told you - Petaybee.’ 'Petaybee!' ‘Now, see here, Shongili, that was an echo.’ ‘Was it?’ 'Petaybee.' ‘Oh, my gawd!' Ersol said, his voice quavering badly. 'Lemme outta here!’ ‘It can't be far now. The passage is getting narrower and sloping up - we should be reaching the surface soon,' Sean said encouragingly. And they did. Walking up an incline, they emerged from the side of a hill into a cool snow-laden wind that required all Sean's physical control to resist shivering. ‘Hey, Shongili, I don't care what you say, your goosebumps just got goosebumps. Here,' and Ersol threw a sweater around his shoulders. 'You got some spare pants in your pack, don't you, Clotworthy? Mooney, break out a pair of socks, at least.’ They paused long enough to put Sean into minimal coverings and then continued down the slope. They emerged onto a low ridge and a clump of wind-raked bushes to stare down at the lake, its edges now frozen, on the other side of which Sinead had left them. ‘Hey, isn't that your sister?' Ersol cried, pointing to figures on the verge. Somehow 'your sister' sounded like a nasty epithet. Sean ignored the tone, knowing that Sinead could be a trifle difficult at times and these men, particularly, needed the kind of lesson only she could teach on Petaybee. Sean put both hands to his mouth and uttered the ululating call they always used to cover long distances. One figure responded, straightening up, and looking around. ‘SINEAD!’ The sound of her name reverberated under her feet. Then a piercing distant whistle from the far side of the lake indicated that Sinead had not only heard, but seen them. ‘Let's go.’ ‘Isn't there anywhere we can go besides near her?' Minkus asked plaintively. Sean chuckled to himself as he led the way down the slope. Somehow this encounter had restored him in a way not even the swimming could. Or maybe it was a case of both. The planet healing and then revealing what it was he had to do: organize the influx and protect Petaybee as best he could. He was reminded again of the influx as, halfway back to Kilcoole, they met Clodagh leading the white-robes like a mother duck with her ducklings behind her. The white-robes broke formation, however, and hurried forward to fuss. ‘You poor men, we heard your cries!’ ‘You couldn't've,' Mooney said. 'We weren't that loud.’ ‘It was awful,' Clotworthy said to Sister Agate. 'I can't stop shaking.’ ‘It's the cold, poor dear.’ The hunters confided to the other off-worlders about the cat, the unicorn, and their injuries. ‘Poor Mr de Peugh,' Brother Shale fretted. 'Whatever is wrong with him?’ Clodagh shrugged. 'Looks to me like he lost an argument with Petaybee.’ ‘The Beneficence?' Brother Shale asked. 'The Beneficence did this to these poor men?’ ‘Oh surely not,' Brother Schist said nervously. 'That wouldn't be very… benevolent… would it?’ ‘Sin,' said Sister Igneous Rock firmly. 'He sinned against the planet and it smote him.’ ‘Now you just cut that out!' Clodagh said. The hunters weren't the only frustrated people that day. 'Petaybee hasn't invented sin yet.’ Luzon's Headquarters ‘They did what? Dr Matthew Luzon said in a volume that blasted the eardrums of the party on the end of the comlink. ‘The PTS transporter licence has been revoked and the vehicle impounded.’ ‘That can't be donel' Why, Luzon thought, angrily stamping the cane he still had to use into the thick carpet, there weren't nearly enough people down on the planet's surface yet and he hadn't been able to infiltrate enough of his agents to effect the sort of damage he had planned on creating. Makem hadn't reported in since he landed, either, and so Luzon had no idea if the Asian Esoteric and Exotic Company had reached the surface. They had been so eager to slay the unicorns for their horns, long believed to have aphrodisiac and healing powers, to acquire the whiskers of the orange cats, which they had been told had similar powers as well as life-extending properties. He had also given them a list of therapeutic plants and lichens, which incidentally included all the vegetation so far catalogued on the planet's surface. The way those fellows worked, a forest could be hewn, chopped into splinters and removed, quicker than one of those disgusting felines could blink. The'renewable wealth' of Petaybee would be past history. ‘Perhaps, but it has been done. The remote device was removed from the cockpit and there's one of those propulsion unit clamps that would blow the vessel into trash if someone tried a manual take-off. That ship is grounded.’ ‘But that's a totally prohibited perversion of basic commercial venture rights. All the proper forms have been accepted by…’ ‘They've just been dis-accepted, Luzon. The credit account has had its assets frozen and mail, messages or credit transfers addressed to PTS are being returned to sender.’ Matthew Luzon, fuming and sputtering and sorely tempted to send the comunit across the room into the mock-marble fireplace, was trying to figure out how the carefully constructed and protected PTS operation could have been discovered and blocked. Who? Unless that twit-brained Makem had been corrupted down on the planet's surface? The noise of his room buzzer penetrated his fury. ‘YES?' Even Luzon was astonished at the snarl in his voice and moderated his tone. 'Yes?’ ‘Torkel Fiske to see you,' said the sexy-voiced receptionist of this exclusive health resort. ‘Ah, the very man.' Matthew's ire settled almost as instantly as it had flared. 'Enter. Enter. My dear Captain Fiske, how good of you to spare some time to visit the convalescent.’ Fiske came in, suavely dressed and smiling, with a touch of smug satisfaction that was visible to the shrewd eye of his observer. Matthew began to feel that his unexpected visitor was going to cheer him no end and prolonged that pleasure until he had seen Fiske suitably supplied with the drink of his choice and some of the enticing tidbits that the resort offered its distinguished clientele. ‘I came, Doctor Luzon, because I felt that you might not have heard the news,' Fiske said, still smiling unctuously. He took another sip, chose one of the little canapes to eat. ‘I fear the medics have required me to suspend my usual activities until my injuries are completely healed,' Luzon said, 'so I've not kept up with general news. If anything is bad enough, someone always manages to inform the galaxy,' and he smiled condescendingly over such a foible. ‘Then I was right. You haven't heard about the kidnapping.’ ‘Kidnapping?' And Luzon leaned towards his guest, his heart pounding in the suspense of waiting to hear the names of the victims. ‘Yes, kidnapping. And from Gal-Three where, as you may know, they have such a tight security system.' Fiske smiled at Luzon, a smile deprecating the machinations of a security system that failed to secure. ‘Really? How very alarming.’ ‘Yes, and everyone is astounded. I mean, who would have thought that Marmion de Revers Algemeine had a single enemy in the galaxy.’ ‘Not her!' Luzon could scarcely contain his joy though he expressed a horror which caused Fiske to grin more broadly. ‘And… you'll never guess who was kidnapped along with her?’ ‘No, indeed I cannot, so do tell me.' Luzon was all but bouncing about on the seat of his electronic mobility device. ‘Colonel Yanaba Maddock-Shongili…’ ‘Not the doughty Colonel?’ ‘And…’ ‘Oh, not more victims! How appalling!’ ‘Buneka Rourke and young Diego Etheridge-Metaxos too.’ Luzon raised his eyes ceilingward. 'There is justice in the universe. Truly, there is!' He bowed his head. Then peered up at the grinning Fiske. 'Who perpetrated this atrocity?’ ‘The infamous Captain Onidi Louchard!’ ‘Oh! Famous… I mean, infamous. I've heard the pirate was clever but to breech Gal-Three Security, I'm truly speechless. And?’ ‘And what?’ ‘Have the bodies been returned?’ ‘You are bloodthirsty, Doctor,' Fiske said, his glance tinged with censure. 'The ransom has been set…’ ‘On Algemeine?' Luzon snorted with scorn. 'It'll never be paid.’ ‘What do you mean?' Fiske sat forward, concerned. Luzon waved his hand at such folly. 'My dear Fiske, Marmion Algemeine is one of the top financiers in the known galaxy. She would adhere to the Code out of principle, unlike the cravens on the Amber Unicorn.’ ‘What Code do you mean?' Fiske repeated, now seriously agitated. ‘Why, the Anti-Extortion Code, of course. Surely you're aware that the really rich have the most stringent laws against the payment of ransoms? To prevent wholesale kidnappings and the payment of vast sums of ransom monies? A wise move and no-one has tested the Code since the spectacular and highly publicized failure of the Amber Unicorn ploy over a hundred years ago.’ ‘But… but… Louchard is smart and ruthless. He'll figure a way around it.’ ‘Not if he was fool enough to choose Marmion de Algemeine, he won't,' Luzon said, dismissing the matter with a snort. 'Why, what's the matter?’ For his handsome guest had turned quite pale under his space tan. ‘Then Maddock and those kids will die too?’ ‘Of course. They've no assets… unless…' and now Matthew rubbed the carved jade head of his cane against his lips. The coolness of jade was so soothing and helped him think. 'Unless Louchard can figure out a way to get concessions out of Petaybee.' Immediately the words were out of his mouth, Luzon cancelled that possibility - until he glanced at Fiske again. 'Don't tell me that was your master plan, Fiske?' he asked scornfully. 'Tell me - what was Louchard like?’ ‘I never met Louchard,' Fiske said, his expression set, his tone distracted, like that of a man, Luzon recognized, who is thinking very fast about something else entirely. ‘But didn't you mention to me the fact that Louchard was involved in the smuggling of those miserable quantities of ore that were extracted from the planet?’ Actually both men knew that Fiske had mentioned no such thing and Louchard's involvement was speculation. Still, that would account for the pirate being willing to kidnap that wretched trio in the hope of being able to obtain concessions no-one else had had from Shongili. Luzon would never believe it was the planet: therefore the mind behind all his misfortunes on Petaybee had to be the very human one of the man who stood to lose most - Sean Shongili. ‘He might just do something to protect that unborn bastard of his, at that,' Luzon mused. 'Where are you going, Fiske? You bring me such interesting news.' But Luzon's words did not pass the door that Torkel Fiske had slammed behind him. It was a considerably more cheerful Luzon who began tapping out numbers on his comlink. 15 Aboard the pirate ship Contents - Prev/Next ‘I don't mean to pry or open a very sore subject, Namid,' Marmion said when they had all rehashed, parsed and argued over the latest visit from their captors, 'but have you any more relevant information about your ex-wife that we might use to advantage?’ Namid pointed to the corner of their room where he thought the listening device was planted. Then he continued speaking in such ringing, dramatic tones that they understood he wanted every word to be overheard by their unseen monitor, particularly if that monitor was the object of Marmion's enquiry. It occurred to Marmion that perhaps since the man had been unable to communicate effectively directly with Dinah, he was using the opportunity of talking about her more or less publicly to try to make an impression on her instead. ‘They say,' and he sighed,' that we never really know the people we love. When I first met Dinah, I thought I had never been so close to anyone. Not only was she attractive, intelligent and interested in my work, but she had a great deal of drive, a lot of passion that I'm afraid I misconstrued at the time. Love blinds us, or something like that. We talked for hours. I told her about my work and she was quite honest about her early years: the death of her parents when she was far too young to be alone; her first marriage at sixteen to a wealthy, ruthless man who left her an interest in certain enterprises - of which I suspect this is one. She was quite frank about her other marriages, most of them for convenience and empire building, until ours. I genuinely believe it was a love match on her side as well, at least at first. ‘She so desperately wants connections, you know. Her family was among those scooped up by Intergal when they were buying up wars and other inconvenient impasses on Earth to populate their experimental colony planets. Your Petaybee was one of the early ones, of course. Since the "colonists" were divided in the interest of breaking up political factions, many families were split and settled in different places. Dinah's great-great-grandfather came from a long line of sea-faring people and had worked with the paramilitaries. She seems to believe he was some sort of great patriot, but he apparently adapted well enough to spacing and became one of Intergal's top cryptographers. At some point he married a fellow exile who had also chosen a Company career over colony life. ‘Dinah says that most of their progeny were prevented from advancing in the Company because of IntergaFs nepotism, but I think she might be a bit prejudiced. Surely none of them became wealthy and when her parents died, Dinah had a rough time supporting herself. She told me candidly that she used her looks at first. Then, when she met the right people, her intelligence got her jobs as messenger, despatching, and freelance computer hacker, which was what she was doing when she met her first husband. She looks at her involvement as protecting her inheritance and investments, I believe. But I had absolutely no idea she was connected with piratical acts until she brought me aboard.’ ‘Didn't you know anything about her business?' Marmion asked. ‘Oh, yes, I knew she was involved in "shipping" as cargo-master' Diego interrupted him with a snort. 'Or should I say "purser",' Namid added in a show of humour that made Marmion give him one of her genuinely warm smiles. He had to pause but went on. 'That explained her absences and odd schedule. She was so interested in my work: variables and what star systems were likely to spin out ore-laden planets and well, all the practical applications of astronomy. It all seemed so harmless, so natural.' He hunched his shoulders in frustration. 'And she is, you must admit,' he now addressed the remark to Diego, 'a very attractive person.’ ‘Ha!’ ‘And clever as she can stare,' Bunny said with slightly sour admiration. 'That nice guy,' bad guy ploy she and Megenda were pulling is so old it's got whiskers longer than Uncle Seamus.’ ‘Unfortunately, we end up falling for it because we don't know when farce and fact meet,' Yana said. ‘Oh, how I'd like to get that Megenda inside Petaybee for just five minutes…' Bunny said, fingers going to the scab on her face. ‘Let's not be vindictive. We know he was only playing a part and may be a very nice fellow off-duty, aside from an unfortunate tendency towards child abuse,' Marmion said, glancing at the bruises on her young friends' faces. ‘"When a felon's not engaged in his employment, his employment…" ' Namid sang in such a rich baritone that Marmion regarded him with amazement. ' "Or concocting his felonious little plans." Gilbert and Sullivan's little operettas are as cogent today as they ever were…’ ‘Go on,' Marmion urged, her eyes wide with delight. ‘"His capacity for innocent enjoyment, 'cent enjoyment, is just as great as any honest man's."’ Marmion laughed and laughed and laughed and Yana found herself smiling at such contagious mirth. Even Diego grinned. ‘I like the tune,' Bunny said diplomatically but her confusion was obvious. ‘It's not exactly latchkay type singing and music,' Diego said, relaxed for the first time since their capture. 'I've some disks, I think. You might just like G&S.’ ‘G&S?’ ‘Later,' Diego said. Namid's mobile face fell into solemn lines. 'Dinah liked G&S.' Then he added more briskly, 'But this isn't Penzance and she wasn't indentured as a little lad, brave and daring. I do believe that there is a core of…’ ‘Wait a minute,' Bunny said, sitting bolt upright and just missing the underside of the upper bunk with her pate. She began sniffing and sniffing. ‘What?' Diego said and Yana echoed the query. Bunny sniffed deeply again. 'We're no longer on Gal-Three-type air.’ ‘We're not?' Yana asked. Bunny's previous mention of her olfactory impression hadn't really registered. Well, Yana had been a bit preoccupied. The air on the shuttle would have been imported from the station's ventilation system during the time the shuttle was in dock. But come to think of it, there was no reason she could think of why the air aboard the pirate vessel should ever have had any connection with the station. Or was there? Bunny seemed very certain and her senses, trained in the Petaybean outdoors, were extremely keen. Yana looked at Bunny, sorting through the implications of the girl's observation. Intriguing possibilities now presented themselves. Nor was she the only one to be thinking along those lines. ‘Indeed,' Marmion said, softly, her eyes dark with thought and she leaned into Namid who put a reassuring arm about her shoulders. ‘Indeed indeed,' Namid said. 'And don't forget to breathe!’ Kilcoole Three days after returning to Kilcoole with the hunters, who booked the first Intergal shuttle back since PTS was no longer in service, Sean received a second communique from the kidnappers. Dear Dr Shongili, I hate to be the bearer of bad tidings, but I was sent the following message by the criminals who abducted Colonel Maddock-Shongili, your niece and young Etheridge-Metaxos along with Madame Algemeine. I suppose they chose to send their demands to me, as CEO of my own company, since previously I had been unaccountably released to deliver the initial message. I had the great opportunity and rare pleasure of meeting your lovely wife and speaking with her briefly while she was still here on Gal-3: she was, is, a very special lady and a competent, caring officer. The children accompanying her were a delight to us all. I fervently hope that, between the efforts of the security team here on Gal-3 and your good self, you will all be reunited soon. On behalf of all of us here on Gal-3, Macchiavelli Sendal-Archer-Klausevitch Dear Dr Shongili, We were most concerned to learn from your wife that there might be some difficulty with her pregnancy if she isn't back on Petaybee soon. She is very ill and could certainly use more of that Petaybean cough syrup that cured her the first time. Also, young Metaxos has sustained minor injuries due to his own youth and inexperience. Unfortunately, we are currently between medical officers, since our last one was discharged -regrettably out the hatch and into space - for mutiny. Surely you must realize that your family's lives depend upon your immediate response and compliance to our demands. We look forward to hearing from you soon. Most sincerely, Dinah O'Neill, representing Captain Onidi Louchard aboard the Pirate Jenny The office was filled with people when the communique arrived and all Sean could do was sit there, stricken, when he finished reading. ‘What is it, Sean?' Una Monaghan asked. Cita, who was also there along with several other children and their parents, and Wild Star Furey, put her arm around him and asked, 'What is it, Uncle? Is it about my sister? What does it say?’ He held it up to her and she took it. But, of course, Cita couldn't read so she turned to Wild Star who took it out of her hand and read the note aloud. The stunned silence now affected every listener. ‘Oh dear, I ought to have read it first to myself,' she said, 'before I broadcast such news.’ Sean shook his head. 'It's everybody's business.’ ‘Well, yes, but in front of the children - especially those who've just arrived from the other villages to go to school. Too much of the bad side of civilization all at once, I fear.' She continued to look guilty and cast a nervous smile at her pupils and their parents. Since she had taken up her post as Kilcoole teacher, Sean had learned a few facts about Wild Star Furey. She had had sufficient experience with the bad side of civilization. Her ancestors had been an Amerind tribe stubbornly clinging to a valuable piece of Terran real estate. Her husband's family were descended from Irish travelling people who were finally removed from the planet for refusing to settle on any given piece of real estate. ‘It concerns Petaybee, Wild Star,' Sean said. 'And it's got nothing to do with civilization. Pirates aren't famous for being civilized.’ ‘Pardon me, Doctor, sir,' said a man who had arrived in Kilcoole a scant half hour before. Sean knew Muktuk Murphy slightly. He was from Tanana Bay. 'Could the lady read that last bit again, please?’ ‘Which part was that, Muktuk?' Sean asked. 'That lady's name, sir, mentioned just before that awful pirate's name’ ‘Dinah O'Neill?' Wild Star asked. Muktuk cast a significant glance at the small, round-faced woman beside him who had a wealth of curly black hair and typical Eskirish slanted blue eyes. Those eyes were dancing with excitement as she tugged her husband's sleeve. ‘That would be it, Dama, thank you. Do you suppose me and the wife could send a message along with yours, sir, when you reply to the pirates?’ Sean shrugged. 'What did you want to say?’ ‘Well, it's a bit hard to organize it right now, sir. It'll take me and the missus some thinking.’ ‘Perhaps I should help you write it down then,' Wild Star offered. ‘Ah, now that would be very kind of you, Dama,' said Muktuk. ‘Very kind indeed,' said Mrs Murphy. 'I'm sure all my people will appreciate it and we'd all like to come to your school along with the children, please and thanks very much.’ Aboard the pirate ship When Dinah O'Neill returned to the Captain's quarters, she found a message from Macci Sendal waiting on her comunit. ‘Dama O'Neill,' Sendal's voice said, 'this came in last night in response to your follow-up ransom message to the Petaybean administration. At first my stupid assistant didn't think it was important and almost discarded it. It's from Shongili's office but it seems to be in some sort of code, hence the mistake. I do hope it will be good news - for both your captain's organization and my own.’ There was no voice message involved, just print on the screen. Dear Dama O'Neill of the pirate ship, We learned of you when your boss's note came to Dr Sean Shongili's office. Your name caught our ears right away and we were wondering if maybe you might be related to the County Galway O'Neills taken from Ireland at the height of the Reunification? We had a grandfather from that area and time period who, despite raising a large family here on Petaybee, never forgot his brother, Rory, who was known locally as Handy Red O'Neill, he that was involved in the battle aboard the Rosslare Ferry and was then lost from the rest of the family when the country was so-called evacuated by the powers that be. We know some good songs about the family you might like to hear and we were wondering if you might have some from your family as well, whether or not you're of the same family as us. We were glad to learn about you but sorry to hear you are having to work for pirates. If it's food or a place to live that you're needing, we'd be happy to have you come to live with us here on Petaybee if you can quit your job. We would love to have you and your family, if you have one. Regards, Chumia and Muktuk of the Tanana Bay Murphys on Petaybee P.S. Could you please put in a word with your boss and ask that Sean's wife and relations and the nice Company lady are kindly treated as we're all very worried about them? Then, in another hand altogether, a second note. There is nothing a person can do in regard to ransom here. SS Dinah O'Neill ran the message through several times. This was not going the way it should have. Not in any way, shape or form. She hated to take Namid's accusation to heart - that she was losing her touch: she preferred the Yana-woman's suggestion that she had been badly informed. She pondered the brief sentence from Shongili - for who else would be 'SS'. Nothing a person could do, huh? Well, that was certainly in line with Yana's allegation. Wouldn't the anxious husband of a newly wedded pair try to bargain? Not, Dinah came to the reluctant conclusion, if he had no control over this planet entity, this sentient world. Then she turned to the bulk of the message - so innocent and naive. If she could get out of her job as a pirate? What ingenuousness. Part of Shongili's ploy? No, the words had the ring of truth. Further to that, which the Tanana Bay O'Neills couldn't have known at all, was that she was a descendant of that Rory O'Neill, Handy Red O'Neill who had been so proud of fighting that battle on the Rosslare Ferry: the last stand of the Virtuous, he'd called it. And he'd composed a roaring saga which was one of the few memories she had of her own red-headed father: bellowing out the chorus to the many stanzas of that saga. Oh, she'd have a family song to sing to these O'Neills of Tanana Bay, she would indeed. Abruptly she clicked on the holo-shield control set in one of her rings dnd depressed another button to summon Megenda. ‘Yes, Captain Louchard?' the first mate said when he reported to his 'Aurelian' captain. ‘It's time to leave. We're going to Petaybee, Megenda.’ The man's broken teeth showed in a grin. 'Aye-aye, Cap'n.’ 16 Kilcoole Contents - Prev/Next ‘Sean?' Simon Furey came charging into the governor's mansion. 'I got someone here from…' and Furey frowned down at the plasfilm sheets trying to curl around his gloved hand from the static in the cold air that he brought in with him, '… Nabatira Structural Cubes?’ ‘Never heard of them.’ ‘I have!' Furey said, impressed. Sean reached for the film and they both had trouble unwinding it to the point where the consignment note and the invoice could be separated and read. 'I don't know a thing about this,' he added, shaking his head, especially over the fat letters of the 'NO CHARGE' stamped on the invoice. Furey jerked his thumb over his shoulder at the junked cabin room. 'They'd be damned good things to have, y'know.’ Sean looked about him, snorting at the confusion of tiers of boxes on every available space, boxes into which Una and her helpers filed the stuff that every shuttle brought down to dump in his already stuffed premises. Adak came in just then, waving more plasfilm. 'The most humungous slabs just arrived, Sean. They gotta be unloaded and put up and, I dunno,’ Adak's eyes were wide in his round face. 'What are they?’ ‘Climatically resistant and atmospherically adjustable additional autonomous units, complete with all facilities, can be erected instantly and with little or no site preparation,' said the rangy redheaded individual who had followed Adak in. 'But I gotta tell ya, man, we gotta fix and run or we miss the next delivery and that's not company policy. We only got three days to site these things and you're lucky to get delivery so quickly, considering how far in advance clients usually gotta book Nabatira Cubes. So where do we put 'em?’ ‘Them?’ The redhead flicked fingers at the film in Sean's suddenly limp fingers. ‘Four of 'em,' and the redhead held up four gloved fingers. That seemed to be his only concession to Petaybean weather although the outfit he wore was probably one of the lightweight thermal beauties which Minkus had brought with him from Herod's. Now the Nabatiran emissary looked about him. 'This the governor's mansion?' he asked incredulously, assessing the clutter in a single not quite contemptuous glance. 'How big are these cubes?’ The redhead snorted. 'Hell, man, you could put six of this bitty place in one and still get a rattle.’ ‘Then I want one right beside this,' Sean said, suddenly decisive. 'Adak, get some axes and…’ The redhead held up a restraining hand. 'No sweat, mate. Oscar O'Neill, the Great O. O., will take care of that detail. Like we claim, little or no site preparation is needed.’ ‘What wouldja do with them trees, then?' Adak demanded, his head protruding from his parka like a turtle's. ‘You need the wood? We keep the wood,' the Great O. O. said amiably. ‘That's one down, Governor Shongili…" and Oscar O'Neill paused to receive Sean's disposition of the others. ‘Make a much better school than the longhouse does…' Simon Furey suggested appealingly. ‘Done!’ ‘School's to be near by?' O. O. asked. ‘Just up the road,' Simon replied eagerly, pointing in the right direction. ‘Road?' O. O. asked condescendingly. ‘Road,' Sean said firmly and wondered what to do with the others. Sometimes gifts can be more embarrassing than helpful - especially 'free' ones. ‘Kin I make a suggestion, mate?' O. O. said and when Sean nodded, 'Well, I spent a good deal of good daylight e-rection time trying to find you. Wouldn't have found you at all if not for Cap'n Greene and his flyin' machine. He came along just as I was about to mark this lot "Return to sender". Why not install one cube at that so-called SpaceBase of yours to direct incoming traffic and take…' he looked around him again,' some of the paperwork outa here.’ Sean couldn't have agreed more though the 'No charge' aspect of this largesse could not be explained by O. O. All he knew 'was what was on the dockets, man', and 'no charge' meant just that, and who were they to argue with Head Office? By the time the necessary decisions were made, Sean had a new office block adjacent to the marital cabin; awed Kilcoole had a new school; Petaybee Admin had its own - if empty - premises on the edge of the SpaceBase, and Lonciana was going to find herself to be the recipient of the fourth Nabatira Structural Cube. If she was having half the trouble Sean was in the management of the Southern Continent, she needed the space to do it in too. As abruptly as O. O. and his men had appeared, they left. ‘He was as good as his word, wasn't he?' Una said, standing in the newfallen snow in front of the cube while the governor's'staff' took stock of their new premises. 'It's just forty-eight hours since they arrived.’ ‘So it is,' Sean said, totally bemused by the speed with which this had all been accomplished. O. O. and his men hadn't even paused when snow whipped around so that at one point it had been very hard to see despite the banks of heavy-duty lights that had been put up so they could work through the night. The building had also been sunk into the ground, neatly placed behind a screen of Kilcoole's conifers so that it didn't even seem to be an intruder. A unanimous decision had voted for an outer coating of a bark-like paint so that it resembled - at least in colour - the other cabins along the road. Of course, the upper level did tower above the neighbouring buildings but there were trees behind it that were taller still. It was empty, of course, for no-one had had time to transfer anything. ‘What a difference a few days make!' Sean said. Cautiously approaching the new building, Marduk let out a little snarl. He was pacing along the front of it, sniffing here and there and usually sneezing at the chemical smells clinging to the newly erected building, pawing at the one or two mounds of disturbed dirt left over. Well, no good standing around out here, is there? he said and took the three entrance steps in one. Gal-3 ‘I tell you, Louchard's real ship only just left,' Charas vehemently insisted to Commander Nal an Hon. Once more dressed in the gear of a station brat, there was nothing of the child in her manner as she leaned across the desk, hands gripping the edge, her white knuckles demonstrating the intensity of her belief in what she said. 'That's why you never found the kidnapped victims in any of the ships that had disembarked.’ ‘Your instrumentation could be faulty, Charas,' the Commander said patiently although he knew that the diminutive operator was the best surveillance officer money, and loyalty, could buy. In this case, the loyalty was the prominent factor since Marmion Algemeine seemed to instil that virtue in anyone who worked for her. He could have used a bit of that himself, though he tried to be as tolerant and fair-minded as he could, dealing with all sorts of psychologies and temperaments as Commander of Gal-3. ‘Faulty my aunt's left toenail!' She swung away from the desk and began pacing. 'My instruments registered the original mayday from both Madame Algemeine and the Colonel. I followed them to Cargo Bay 30…’ ‘And followed the shuttle…’ ‘So I did, but the shuttle seemed the obvious escape vehicle… and we were going so fast… My implant returns only life-sign readings past a certain distance…" Charas shook her head: they all had been sure the shuttle had the victims. 'But the signal from the implant suggests that Madame Algemeine is still on Gal-3. I got the strongest response in the Cargo Bay: only there's some sort of a scrambler system that diffuses so one can't accurately locate the source.' She held up a hand when the Commander started to interrupt her, 'Until just this past half hour. Operations say that only five ships have requested clearance in the past hour… hours, that is,' and her smile was grim,' since it's taken me longer to reach you with this information. Freighters, all of them, incapable of moving at any great speed.’ ‘Look, I want Madame Algemeine back as much as you do, but I've only so many forces to handle search and recover operations…’ ‘Madame Algemeine will, of course, reimburse your costs. What are you waiting for, Commander?’ ‘Nothing,' he said, abruptly, recognizing that he had been tardy in assimilating her information. Depressing the alert pad, he issued instructions, detailing the descriptions and numeric IDs of the five ships to be stopped and boarded. ‘Ingenious, you must admit,' Charas said, relaxing now she had got him to act,' remaining on Gal-Three while the first of the search and boards were being initiated. But then we know that Louchard uses state-of-the-art technology. This abduction was very carefully planned.’ She sighed, rubbing her face, for she'd been working with only catnaps to refresh her ever since she'd received the first mayday: prowling about the immense cargo bay, checking every single ship in the facility, time and time again, trying to locate exactly which of the hundred or so ships hid the victims. But her locator, despite being state-of-the-art, displayed so many 'echoes' even when placed against a hull, that she had been unable to pinpoint the target ship. Fortunately, her disguise had saved her from retaliation by some of the ships' personnel: aliens in particular were apt to take offence if you were seen hanging about their vessels for no apparent purpose. At the outset of this incident, she'd seen the women in the company of Macci Klausevitch so she hadn't been as close on Yana's heels as she normally would. For that she blamed herself. Getting slack in her middle years: have to quit this kind of work if she was going to be less than top efficient all the time. So the pair waited. Commander an Hon courteously supplied her with a meal and then a shower in his private facilities while fresh clothing was procured for her. She was adrenalin-poor at this point, having pushed herself for days in her vigil. She had almost nodded off when the first reports came in. The slowest of the five vessels had been apprehended and it was, as it was supposed to be, a drone grain carrier and all its components checked out as they should. The second was carrying only two holds of cargo, to the captain's disgust, and he was in no fit mood to be stopped on such a spurious charge. The third was also innocent and the fourth, but of the fifth all they found were large fragments of the hull. ‘Wasn't blown apart, wasn't hit by any spaceflot, wasn't burned or melted or anything, Commander. Just like the hull had been a weevy-fruit, split open down the axis.’ An Hon and Charas exchanged despairing looks. ‘Damn that Louchard!’ Charas felt as near to tears as she had the day her mother died when she'd been eight years old. ‘Any residuals to track?’ ‘We're searching, sir, but they could have just used the drift to take 'em the way they wanted to go and, begging your pardon, it could take weeks to do a search pattern and we'd still not be sure we got the right trail.’ ‘Return to base, Captain, and thank you.' Grimly, Commander an Hon looked at Charas. 'You still have a life signal from Madame Algemeine, don't you?’ Charas touched the point on her mastoid bone and inclined her head positively. Madame Algemeine was the only client for whom she would permit such an invasion of her personal privacy but she 'owed' her for her life and sanity so Charas was willing to do anything to protect this client. ‘We can check with Sally Point-Jefferson, too,' she said. When a death occurred, those carrying the implant tuned to that person experienced an unforgettable blast. The tall lean Commander waved aside that suggestion with a twitch of his lips. 'If she got the blast, so would you!’ ‘Now what? The kidnappers didn't leave a final warning of any kind, did they?’ ‘Nothing past the last one M'sser Klausevitch passed on to us.’ ‘Klausevitch,' Charas murmured and locked eyes with the Commander. 'Odd man to be chosen as messenger. And Madame herself cancelled Millard and Sally as bodyguards?’ ‘Hmmm.' An Hon shrugged for the whimsies of the rich. He'd've had an operative with Yana in the head, her tub, under her bed but who would have thought a kidnapping of someone of Madame Algemeine's status would occur in this day and age after the Amber Unicorn fiasco! True, there were occasional incidents involving lesser lights like merchants, captains, executives and enough freaks eking out a marginal living on any big station like this to account for GBA and 'accidents' as well as extortionist intimidation but nothing on the scale of this felony. 'Madame Algemeine had some critical meeting or other that they had to prepare for and doubtless she felt that she was well-enough known - with the Klausevitch along - to inhibit any confrontation.’ ‘And who let the two kids loose?’ ‘That has already been dealt with,' the Commander said in a hard voice for the unseen eye supposed to follow the young folk had somehow missed their departure from the Algemeine apartments. His licence had been revoked and he was currently looking for any work he could get. ‘That Klausevitch fellow,' Charas said, returning to one aspect of this whole affair that nagged her like a damaged nerve. 'What else have you discovered about him?’ ‘I got a repeat of the original clearance. He certainly wouldn't have been hired by Rothschild's if there was anything suspicious about him. But I've asked again for a comprehensive.’ ‘He was sure green-e-o at the Algemeines' first thing that morning. And I heard he doesn't usually rise until midday.’ ‘That is true.’ ‘Or is he just hot for pregnant women?' Charas asked with feminine cynicism. ‘There was that case…' an Hon paused, rubbing his chin speculatively, '… where a salesman with an impeccable record was convicted of grand larceny following an investigation of his accounts. He admitted falling under the spell of this Louchard personage. It is a possibility,' an Hon admitted. 'As the Great Sleuth remarked, "When you discount the improbable and only the impossible remains, that will be the answer."’ ‘You've got surveillance on him?’ ‘You may be sure of that, and on anyone else even remotely involved in this affair, up to and including our society hostess, Pleasaunce Ferrari-Emool.’ ‘Yeah, her!’ ‘She's been known to associate with some unlikely characters.’ ‘Hmmm.’ ‘Get some sleep, Charas. You're not good to anyone in your present state, though you cleaned up better than I thought you would.’ Charas managed a grin. 'Any place here I can catch a few winks?' she said, rising. 'Don't want to be far away if you need me. And I'm not all that sure I could make it to my digs.’ When Madame Algemeine had imported Charas as her Gal-Three unseen eye, she had naturally introduced the woman to Commander an Hon. She had 'assisted' him from time to time when her principal client was absent from the station so he had a high degree of respect for her capabilities, the present situation notwithstanding. He himself showed her to one of the cabins reserved for unexpected visitors of the desirable kind. She lay on her side, positioned her legs comfortably and immediately her breathing went into a deep sleep pattern. He activated the comlink and left. He should be getting some gen back on Klausevitch and he couldn't imagine why it took so long to be linked in to Gal-Three. Because of the prestige of their special residents, Gal-Three had priority clearance up to top secret levels. Surely Klausevitch was not above that category. 17 Aboard the pirate ship Contents - Prev/Next ‘There!' cried Diego. 'I can feel the vibrations now. Can't you?' and his tone was slightly accusatory. ‘Yes, actually, I can,' Yana said, her fingers splayed on the bulkhead. ‘And the air has definitely changed,' Marmion said, sniffing. 'I've never noticed before how different air can smell.’ ‘You would if you lived where it's pure,' Bunny said somewhat condescendingly, 'and then had to breathe the muck. Oh, your launch had good air but some places on Gal-Three it was… well, it was downright stinky. Like the stuff that hovers over SpaceBase back home.' The last few words came out in a tone that everyone recognized as homesick. But Bunny made an effort, inhaled the bad air, and turned resolute. ‘We'll get back to Petaybee, gatita, I know we will,' Diego said soothingly. ‘Hell's bells,' Yana said, 'for all we know we may be heading there right now.' She looked queryingly at Namid. He shrugged his helplessness. 'Louchard is known to be devious but rarely direct. He likes to hunt, stalk his prey and then snatch.’ ‘He makes a practice of kidnap?' Marmion asked, startled, and for the first time fear coloured her eyes. ‘Not that I know of,' Namid said as soothingly as Diego had spoken to Bunny. 'Now don't you worry yourself, Madame…" ‘I thought we'd reached the first-name basis, Namid,' and Marmion emphasized his name. ‘Thank you, well, let me repeat. No, Louchard tends to deal in inanimate cargo which is why I'm really surprised to see him turn to abduction.’ ‘Cargoes being unable to testify in court, right?' Yana remarked in a cynical tone. ‘Exactly, and once sold on can rarely be traced since so often they are the raw materials which are turned into different goods entirely.’ ‘Tell me,' and Yana had difficulty controlling a sudden surge of mirth,' does Louchard then steal those goods and sell them on?’ Namid's face and eyes lit with answering amusement. 'I really haven't been with this happy band of free-souls long enough to have observed that.' Then he sobered. 'I can only extrapolate from what Dinah used to tell me. And, of course, I'd no idea that she was generally transporting stolen goods.' He sighed unhappily and now it was Marmion's turn to console him. ‘But you do agree that we're breathing a different kind of air right now, don't you?' Bunny insisted as if that little concession was more important than any of the other topics with which they had whiled away their incarceration. ‘I do,' Marmion said and the others nodded. 'Clever of you to have noticed, Bunny. Although why the pirate ship remained so long at Gal-Three…’ ‘That's the easiest part to guess,' Bunny said, impatient with Marmion. 'Who'd look on the station for us?’ ‘A good point,' Marmion said magnanimously. 'Your pirate captain is indeed a devious man.’ ‘I wonder if he's an orphan,' mused Namid, trying vainly to cheer himself up. ‘An orphan?' Bunny exclaimed in surprise: she'd been one most of her life and had never found the condition easy. Of course, she nearly lost Namid's response because thinking about being an orphan reminded her that if the pirate should waste them all, Cita would be all alone again and lose what precious little self-confidence she'd gained since knowing she was Bunny's sister and a Rourke. ‘Yes, an orphan,' Namid went on briskly. 'To further the analogy of the pirates I mentioned earlier.’ Bunny forced her mind off sad thoughts and listened while, with such music and words as he remembered from the score of The Pirates of Penzance, he regaled them and thus passed the hunk of time till their next meal as pleasantly as their circumstances allowed. Petaybee ‘They call this "spring"?' asked Zing Chi, chief representative of the Asian Esoteric and Exotic Company Limited, as he glanced round the desolate sweep of the broad valley, soggy with melt, yet burgeoning with insect life and the blooming of plants which the insects were helping to pollinate. He was thoroughly disgusted and wanted to leave when they'd only just managed to get to Petaybee South. The transport service on which he had booked his team had been terminated and their monies returned, but the refund alone was barely sufficient to bribe their way to the planet's surface, and at that, comparatively unsatisfactory, setdown point. The southern pole of the planet contained some of the botanicals listed, but the northern continent was the documented source of what he had been assured were riches of herbal gold - and those elusive qualities in unicorn horns and cats' whiskers for which his company could charge their oldest customers (and, of course, only the oldest needed such help) vast fortunes, whether or not there were any discernible results to the intake of Petaybean products. Zing Chi was one of the best field operators, able to strip acres of plants by bloom, leaf, stem and root in no time at all. Some of the vegetation in sight looked familiar and was supposed to be plants which had been brought to Petaybee during the initial terraforming so they could adapt to this new world. But the nearest were only ground cover, cultivated to keep topsoil from being blown away. He had been given no warning that his entire team would have to do all of their collecting on foot. They had seen no villages so far, no cities, no place to purchase transport of any sort. Zing Chi began to fear that there was none to purchase. Fortunately, his people were very good walkers and walk they did, gathering, stripping, and neatly cataloguing anything vaguely resembling the plant materials listed, even those available elsewhere. After five days, they had laid bare a strip approximately fifteen miles long and half a mile wide. It took all the animals they could find to feed them, for this time of year there were no berries or nuts of any sort remaining. Zing Chi's team consisted of a hundred and fifty people and they required much food. One day, the son of one of his senior men, Lu Han, brought a small spotted lion cub in his arms. ‘Which whiskers do we need, boss?' he asked Zing Chi. 'This little fellow will need some of them for his balance and space sense. He won't mind losing a couple though, I think. He's a good cub.’ ‘Do as you're told and the animal will have no need for whiskers. We haven't enough to eat. Kill it, take the whiskers, and skin it. The rest is for the soup pot. Our clients have specified that they want the whiskers of orange cats only, but since they do not seem to know enough to assist us in reaching that which we need to harvest, I do not suppose they will know the whiskers of an orange cat from those of this cub. The bounty will be the same.’ ‘But boss ‘Do as I say.’ The boy nodded and the cub, as if sensing that the decision had gone against him, began to wiggle in his arms. 18 Petaybee Contents - Prev/Next Cita caught Johnny Greene as he boarded his copter for the trip south to help O. O. and his men install Loncie Ondelacy's cube. Coaxtl padded behind. The cat did not think highly of flying machines. Birds are for eating, the cat protested. Riding in them makes one feel that one is a youngling being carried in the beak of a prey-bird for the feeding of her chicks. One does not like this feeling , ‘Stop complaining,' Cita said. 'You'll like being in the South again. Hi, Captain Johnny!’ ‘Cita! How are you and your fine furry friend this morning?' the pilot asked, grinning down at her. ‘I am far better than I have any right to expect, though I worry for the sake of my sister and Aunty Yana and Diego. But this one', she pointed to Coaxtl, 'longs to see her old caves again. A week ago she said she was fine but suddenly she growls in her sleep and talks only of going home. I heard you were taking one of these big houses to Loncie and Pablo, and I hoped that we might burden you with ourselves. I would like to show Carmelita and Isabella what I've learnt in school. I have many new songs to sing, however poorly, for those who were so kind to a foolish stranger before I came here.’ ‘What does your uncle say?’ ‘He doesn't mind. He says you are making regular trips now and could perhaps bring us back in a day or two? So we will not trouble Loncie for too long?’ ‘Sure, if it's OK with Sean. I know Loncie and Pablo and the kids will be glad to see you again. They're not going to believe how you've filled out in just a few months!’ All of these words had to be shouted over the roar of the copter's great engines, but at last Cita made herself comfortable in the back and Coaxtl grumblingly curled up in a tight ball at her feet. Cita enjoyed the trip very much. She liked watching as O. O'Neill's special jet-crane hoisted the great boxes in the air and flew with them dangling, just so, so that the weight did not upset the aircraft. Johnny's aircraft carried lighter cargo, in addition to herself and Coaxtl - more administrative paperwork bundled by Una Monaghan to go to Loncie Ondelacy. Cita loved it when they reached the sea and she could see that the ice was already beginning to thicken off the northern coast. Whales and seals danced in the shadow of the aircraft, and dolphins leapt high, as if trying to touch the dangling cargo with their noses before diving again. Gradually the water began to change, from grey-green to brighter, jade-green to pale grey-blue and to the deep bright blue of the glacier crevasse, then back again to blue-green, and almost lime. The air clouded with steam and below, the water boiled and hissed. Off to the right, a little island stuck up above the water, probably not even a mile wide yet, but it seemed to grow even as Cita watched, and already parts of it were seamed with green. Beyond, stretched other such islands, and Cita wondered how long it would take them to touch and make one big one. Coaxtl was sleeping and didn't seem to be wondering about anything, but she growled and sometimes snarled and her paws curled and uncurled. Cita wished she knew what the cat was dreaming but Coaxtl only spoke to her in her head on purpose - Cita was still too stupid and insensitive to read the great cat's mind. Then they were beyond the steam and the islands and back into the iceberg-clogged waters near the southern coast. Breakup was just beginning there, even as winter was beginning in the North, and great rushes of water spumed in the air as the icebergs broke free and calved from the icepack. She saw a white bear jump from one piece of ice to the other, trying to reach shore. The bears were very hungry and ate people, but still she hoped he made it. He was trying so hard. They didn't even stop and refuel at Portage but flew straight on to Sierra Padre where Loncie and Pablo and their family lived. But as they passed over the broad plane between rivers and mountain ranges, they saw a strange sight. The ground was as bare for miles around as if it had been closely grazed by some animal, and many people were bent over, harvesting what looked like weeds. Cita could see no reason for it. Johnny flew low, buzzing the people playfully, but also curiously, Cita thought. These might be like the hunters and the funny people in white robes and the serious business people she had seen before. Whatever they were, Coaxtl didn't like them. Without so much as a warning, the cat sprang to her feet and threw herself against the door. ‘Coaxtl, no! We're high up! You would be killed.' Coaxtl scratched long rents in the steel of the door, snarling. One will go out. NOW. Cita ran to throw her arms around the cat and was dragged to the window as the copter canted to the right, and she suddenly found herself looking into the face of a boy a few years older than herself, with features that reminded her somewhat of Pablo's. He had been holding something and his arms were still stretched towards it, where it cut a swath through the untouched undergrowth. Coaxtl's scratching grew less as Johnny circled the area twice, thoroughly confusing the Nabatira Company cranecopter, which hovered uncertainly before flying slowly forwards, waiting until Johnny finished his survey. The people on the ground below looked up. They were not well dressed for winter. When the people were at last far behind them, Coaxtl heaved a great sigh and jumped up on the seat Cita had occupied, parts of her hanging over the edges. Cita plopped down within the overhang of the cat's giant paws and scrunched the thick soft fur of her friend's belly with her fingers. Coaxtl did not speak for the remainder of the flight, though she rumbled contentedly from time to time as Cita stroked her. Cita would have spoken but the roar of the copter jets was too loud and besides, she did not know what to say. As soon as the copter landed and the door was open, Coaxtl streaked out and bounded away. ‘Wait!' Cita cried. The Home is in need, Coaxtl's voice told her. Bring help. Johnny jumped down from the copter and helped Cita down. 'Looks like your friend had an urgent appointment.’ ‘She said the Home needed help,' Cita told him. ‘Yes,' Johnny said. 'I can see that. Don't worry, Cita. As soon as we've had a word with Loncie and Pablo and O. O. knows where she wants him to install his cube, we're outta here and I think we need to pay our respects to the planet's newest guests and ask them what the frag they're doing here. I have a hunch we'll find Coaxtl there.’ ‘You are wise, Captain Johnny. Surely that is where Coaxtl will go for she opposed their presence.' Cita pointed to the long rents in the steel door. Johnny groaned. 'That's not going to be easy to explain to the Company.’ But there was no need to explain to Loncie and Pablo, beyond telling them of the barren swath the newcomers were cutting. Loncie told O. O. to put the cube behind the house, and ran out the door just ahead of her husband, who grabbed both of their coats and summoned several neighbours. All of them crowded into the helicopter, each pushing Cita away to climb in before her. She knew they were adults and much wiser and stronger than she. She knew she was being wicked and disobedient to crowd her way aboard. But Coaxtl was her friend and did not speak to others here. She stuck out her chin and lowered her brows and tried to look defiant and invisible at the same time, but felt a pair of hands lift her over the heads of the adults seated on the floor, and found herself dragged into Loncie's lap. ‘So you come with us, eh, Pobrecita?’ ‘Si,' Cita said. 'I do.’ ‘Bueno,' Loncie said, patting her back. The copter set down and the doors opened. People poured out. Not many, compared to the people on the ground. Only seven, plus Cita and Johnny. The newcomers stayed well back of the rotor blades until Johnny shut them down. Then they pushed forward, a handsome golden-skinned man with black hair and black hooded eyes at the fore. All of the people were carrying things Cita couldn't see clearly. ‘Slainte,' Johnny said. 'This lady is Lonciana Ondelacy, the regional administrator of the Southern Continent. This is her husband, Pablo Ghompas, and these here are what you might call the County Council.’ The man made a slight bow in the direction of Pablo and Loncie. 'How kind of you to greet us.’ Loncie inclined her head slightly, cautiously. 'What brings you here, senor?’ ‘A mission of mercy, madame. My name is Zing Chi. I am of the Asian E and E Company Limited. We have been sent to collect certain substances to heal the sick and ease the ravages of age. Many of these things are obtainable only here. But we had no transportation until you arrived, and no way of finding what we seek. You can help us?’ Cita did not like his smile and hung behind Loncie's broad back. ‘We'll be pleased to, honoured guest,' Pablo said, before anyone else could say anything. 'If only you will tell us what you seek.’ Zing Chi reached into his pocket and pulled forth a written list. Pablo accepted it, handing it to Loncie, who had been in the Company and thus could already read, unlike Petaybeans. ‘What is this?' Loncie asked, anger rising in her voice as she read. 'The whiskers of orange cats? Unicorn horns?’ ‘Oh, my goodness me,' Pablo said, before she could tell them what she thought of their list. 'What does it all mean? Gentlemen, whatever would you use such things for?’ ‘Unicorn horn is well known as an aphrodisiac and a preventer of poisonings, good sir,' Zing Chi said with another bow. 'Most valuable. The whiskers of the orange cats are said to prolong youth and good health.’ Pablo shook his head. 'Not here, I'm afraid. Someone has misled your informant.’ ‘Is that true?’ ‘Oh, my goodness, yes. The unicorn horn you find on Petaybee is no good at all for aphrodisiacs.’ ‘Is it not?' Zing Chi asked politely. The other townspeople and Loncie watched Pablo as if he were their teacher. Obviously they held him in great respect, as they should. ‘You have been misled,' Pablo said. 'That is understandable, sir, since undoubtedly your information could not have come from anyone who actually had harvested the worthless horn of one of the northern curly stags in the winter. The horns are good for cutting ice, which is what the curlycorn uses it for. No more than that.’ ‘Are you absolutely certain?' Zing Chi asked with apparent courtesy but his eyes said that he did not believe what he was told. Pablo sighed and hung his head. 'You may ask my wife.’ Loncie shook her head sadly. 'It is true. We had Captain Greene fly us down the horn of a curlycoat killed in an avalanche so that Pablo could try the cure but, alas, it was no good. Nothing did any good, in fact, until he ate the polar bear balls.’ ‘Polar bear balls?' several of the men gasped enquiringly. ‘Ah, si. When I finally recovered, I was muy macho in a way that only the polar bear balls of Petaybee can make a man who has lost his will to…' Pablo made what was often considered a rude or lewd gesture. ‘I will add that to the list, then, sir,' Zing Chi said. ‘Of course, with all Petaybean remedies, there is a secret in the gathering as well as in the mixing, you understand,' Pablo said. ‘What secrets would those be, kind sir?' Zing Chi asked. ‘If I told, they wouldn't be secrets, would they?’ ‘We are willing to pay special… informants… handsomely for research information,' Zing Chi said. ‘Oh, did you hear that, Pablo?' Johnny asked. 'They'll pay us handsomely. I could get my copter door repaired and you and Loncie could reinsulate your hacienda.’ ‘I don't know, Captain Johnny,' Pablo said, shaking his head. 'Once the secret is sold, it is no longer a secret, and it is very dangerous.’ Loncie grabbed her husband's arm. 'We could build new bedrooms for our fourteen youngest offspring, corazon,' she said. Cita looked up at her curiously. Loncie and Pablo had only Carmelita and Isabella. ‘That is true,' Pablo said. 'Very well. But we are Petaybeans, remember, and you gentlemen perhaps should not risk your lives professionally. It must be said that taking polar bear balls is done only when one has dire personal need, as I did. The secret, you see is' He beckoned the man forward and whispered fairly loudly in his ear. 'The polar bear must be alive when you take his balls. You sneak up behind the bear and quickly tie a string around his balls. Then you must follow him around until they drop off.’ ‘Why not just kill the bear and harvest the balls?' Zing Chi asked, not whispering. Johnny pretended to be shocked. 'You didn't tell him that part, did you, Pablo? Well, I guess as long as the bear's out of the bag, you ought to know. My great-grandad, when he first came to Petaybee, needed bear balls but he was in a big hurry and he killed the bear. He got what he wanted OK but only used it once before he dropped dead in bed. Did die happy though.’ ‘And have we the correct ingredient for youthful-ness?’ Johnny looked at the list sideways and smirked. 'Cat whiskers? Who was the joker who made this list out anyway? No, mate, cat whiskers are no good to anybody but the beastie what wears 'em most of the time. The way I figure it, your informant felt something sticky and figured it must be cat's whiskers without checkin' his source. What they use for prolonging youth and health up north is coo-berry thorns. And I'll tell you the secret to that for free. You got to get the protected ones, in the middle of the patch, to get the best results.’ ‘Thank you,' Zing Chi said with a bow, extending his hand and pointing the object in it at Johnny. 'What you see in my hand, and in the hands of my workers is a laser harvester, which is capable of flaying a man as easily as a tree. With the use of these implements, we will gladly take your suggestions under advisement and procure the items you suggest in addition to those we seek. First, however, we require transportation to the sources of these things. This you will provide us while the County Council, as you call them, stay here as the guests of my Company.’ 19 On the 'Pirate Jenny' Contents - Prev/Next ‘We've stopped,' Bunny said, suddenly sitting up straight on the edge of her bunk. She'd been leaning against the bulkhead and watching Namid write down the lyrics of the patter song. Some of the words Namid was transcribing - like Major General - were new words to her but it helped to watch him put them down. She could sound out the syllables, as he'd been teaching her to do, and then later, when they were allowed out to walk the corridors - Louchard's latest relaxation of the rules of their incarceration - he would teach her the proper pronunciation. Sometimes words didn't sound the way they looked which only made the chore of reading them harder. She had complained bitterly that words should look like they sounded. ‘Whaddya mean, we've stopped?' Diego demanded, laying his hand, palm flat against the metal wall. 'I still feel vibrations.’ ‘Yeah, but they've changed,' Bunny said. ‘Yeah, and how much space flight have you done?’ ‘Enough!’ ‘Children,' Marmion said, in her most reasonable, let-us-not-quibble-over-trivia tone. She'd had to use a lot of that lately as the confinement became less and less bearable. Even learning The Pirates of Penzance and the other Gilbert and Sullivan operettas that Namid knew was beginning to pall. At first it had been great fun; entertaining and engrossing. Marmion had a lovely light soprano voice and had been cast as Mabel, while contralto Yana had managed a creditable Ruth, Diego a decent Frederic and Bunny, aided and abetted by Namid, became chorus and all the other parts. Bunny liked the piratical chorus best and was learning the part of the Pirate Captain - since he was an orphan - as she gleefully discovered at the end of the show. Between learning the lines and the lyrics, many an hour had been passed. ‘Look, Diego, you may have been brought up on a high-tech station,' Bunny said, ignoring Marmion's attempt at pacification, 'but you sure aren't good at reading signs. I've had to or I'd've been buried under avalanches and snow slides and all kinds of other hazards…’ ‘All planetary…’ ‘Well, a ship is a small planet, isn't it? And the vibrations have just altered! I was right about the air, wasn't I? Why can't I be right about the vibrations?’ ‘She may be, you know,' Namid interposed with a wry grin. 'The Jenny's got speed in her and it's been three days since the air source altered. That'd be about the necessary travel time from Gal-Three to Petaybee, wouldn't it, Marmion?’ ‘Yes, it would,' Marmion said, exhaling. This experience was not unlike a boardroom wrangle and as intense as any take-over or merge struggle and she was finding her tolerance and understanding stretched to the limit. If it hadn't been for Namid's presence and diversionary tactics, she was sure there would have been fairly nasty squabbles, due simply to the pressures of so much proximity. Even with the most fiercely contested of her financial deals, she'd always been able to 'leave' the premises and cool down. She was fond of Bunny and Diego: she genuinely liked Yana who was bearing up nobly. She was more than a little fascinated by the complex personality of the astronomer who had such divergent interests and informations: she'd never met any one else so catholic in his tastes and so accomplished - in the nicest possible way. Maybe she had dwelt too much in the rarefied atmosphere of her social sphere. One could become too specialized. Her time on Petaybee had opened that door and this experience was showing her a vast panorama she hadn't known existed - the panorama and pertinences of enforced idleness. Dinah O'Neill had managed to gain them more privileges: better food, the daily tour of the corridors as exercise. Putting their heads together one night, Marmion and Namid had discussed the size of the ship. He had been on the Jenny somewhat longer than they had, but he admitted that generally he was far more interested in things light years distant than he was in his immediate surroundings. Still, he agreed that they had had to have been on a larger ship than the Jenny when they'd been marched into Louchard's presence that first time. Bunny, who could describe the different types of snow to be found in a three-mile area with distinction and accuracy, was able to describe the seemingly identical corridors with the same eye for minutiae. The Jenny's captain's quarters, for instance, were adjacent to the crew's quarters, separated only by one passageway - the ups and downs suggested auxiliary corridors connecting the Jenny to a larger craft. ‘Deliberately confusing us as to the size and type of vessel,' Marmion had said. ‘Two ships, then,' Namid said, scratching his whiskers. ‘Had to be,' Marmion agreed. While Diego and Bunny had told the others about the shuttle, this was no shuttle they were on. It was much larger than Marmion's launch, which was compact but larger than the shuttle the two youngsters had seen in the hulled vessel that had originally attracted them to Cargo Bay 30, and ended up with their kidnapping. The two had apologized for their escapade, profusely and with much self-castigation. And the 'its'… If they hadn't been curious, if they hadn't skived off on their own, if they hadn't put Marmion and Yana to the trouble of coming after them… That brought up the other question: what was Macchiavelli Sendal-Archer-Klausevitch's role in all this - apart from being tagged as messenger-boy for the piratical ransom demand? ‘Pies Ferrari-Emool might know more about him,' Marmion had said, 'but I didn't. He was the newly appointed CEO of a Rothschild's subsidiary and would certainly have had an in-depth security check done on him to get to such a rank. I mean, how could he possibly have alerted the pirates that we were in Cargo Bay 30? What I'd very much like to know is where was Charas during all this?’ ‘Charas?’ ‘Never mind, Namid,' Marmion said, smiling and quickly changing the subject. 'And why hasn't Commander an Hon been able to track us? The security on Gal-Three is supposed to be state-of-the-art.’ As Marmion had fretted over this factor many times, Namid sighed quietly. ‘We'll know when this is all over, my dear.' And he'd patted her nervous hands. His touch did soothe her, Marmion realized, even as she also accepted the fact that it was useless to review the events that had led to this impasse. It was better to think ahead, and practise meditation. Namid had had a few new tips on quiet contemplation modes. They'd all learnt them, as a way of both keeping sanity and to pass the heavy time of captivity and inaction. Had the time of inaction passed? Marmion now wondered, if the ship's vibrations had changed. ‘Well, the engines are still very definitely on,' Diego said, both his hands on the bulkhead. In fact, everyone had been attempting to assess the change. ‘We could be in orbit,' Yana said and her hand went to the little pouch of Petaybean dirt. Bunny and Diego followed suit. Marmion had not worn the little pouch the day they were kidnapped but she didn't think the planet would care much what happened to her. She was responsible to and for herself. Bunny watched Yana. Then she shrugged as the Colonel did. ‘No change, huh?' Bunny asked with a wry grin. Yana shook her head. 'It might not be Petaybee we're orbiting.' There was an edge of depression and pessimism to her voice. ‘Where else?' Diego demanded, stridently. 'It's the planet she wants to plunder, isn't it?’ ‘I had hoped she'd realized that there is no way to do that,' Yana said, again in that bitter tone. She'd been away from Sean over four weeks now -a whole month in the development of their child. She could feel the lump in her belly now, slightly protruding from what had been a flat, well-muscled plane. Physically she was feeling better than she had at the outset of their imprisonment but the mental strain of uncertainty was beginning to mount, as was the tension of being restricted. Not that her long voyages on troop carriers hadn't been restrictive, but this was restraint of a different nature. And one she bitterly resented, although she tried not to, fearing that it might mar the foetus in some bizarre fashion. Her fears had taken the form of nightmares in which her born or unborn child appeared as some sort of monster. She shuddered. Just then the panel opened and there was the second officer, not nearly as ferocious as Megenda, but almost as repellent in a slimy sort of way. ‘Time for walkies,' he said and gestured brusquely for them to fall in and take the exercise offered. SpaceBase Adak was on duty at the SpaceBase Cube. Simon Furey had painted a sign which had been nailed above the entry: ‘WELCOME TO PETAYBEE! PETAYBEAN IMMIGRATION AND INFORMATION!’ With the demise of PTS, the only spacecraft using the now flat, but somewhat pitted and broken, landing field were from the Intergal Station. Mostly, they were employed in lifting equipment off the planet. On the far side of the field the mounds of disembodied walls, floors and roofs marked the graveyard of the old facilities, damaged when Petaybee had erected its ziggurat complaint against the Intergal despoilation. Adak and some of the other Kilcoole residents kept a sharp eye on this debris, most of which they could repair and put to good use once Intergal officials had cleared away and left them to the salvage. Adak could keep track of comings and goings from the Station by the discreet tap into the Intergal Comnet, which Simon Furey had been able to make, so he knew when ships - with possible 'invaders' -might be landing. That left him with a lot of free time to mooch round the piles, which suited him fine. Though there was enough of a snow-cover to run the dogs through the woods, the river had only a thin crust of ice on it, not strong enough for the snocles to use as a road. The really heavy weather hadn't set in yet but he sure hoped Intergal would settle out soon so they could get to work. With all the people coming in and nowhere to put them, they'd be right glad of any son of shelter that could be cobbled together. A small vessel had just set down at the Station but he hadn't seen any passengers emerge, just the crews unloading the sort of stores that wouldn't be harmed by sitting out in the snow on the plascrete. Yet two people were now striding up to the door: a slim little woman with light brown hair, tufted with silver, lynx-like, above her ears and on her crown, lightly sprinkled with snowflakes, and a big guy who walked like a long-time spacer. ‘Hello?' Dinah O'Neill smiled her most ingenuous smile at the fur-clad round-faced little man who peered at them in round-mouthed surprise. 'Is this the right place to find out how to get to Tanana Bay?’ ‘It's the only place and why would you want to be going to Tanana Bay? It's snowing and we've had blizzard warnings,' the little man said. 'But much as it pains me to admit it, I'm after bein' the closest thing to a bureaucrat we got here 'cept for the Governor. Adak Rourke, immigrations officer, more or less, at your service, ma'am. And what could I do for you, exactly?’ ‘I believe I may have some relatives here in a place called Tanana Bay,' Dinah O'Neill said, and altered her smile to a sad expression. 'I wanted to come and see if we really are related and if perhaps I could make a home here near them as all my other family have died out and I've nowhere else to go.’ ‘You really must be hard up to come to Petaybee, then.’ ‘Blood is thicker than water. Even frozen water,' she added, indicating the snowfall. Privately Dinah wondered how the hell the planet could afford state-of-the-art Nabatira Structural Cubes like this one if the planet's economy was so marginal. Still, the old man's response had been immediate and she didn't think him guileful. One wanted to attract folks to a planet, not send 'em running. Or maybe they did, to keep all the wealth to themselves. 'Actually, I wouldn't have dreamed of coming here until just recently. I met a man who was telling me about how he'd been down with a committee investigating a so-called sentient planet settled by a lot of the people relocated by Intergal in the time of the Reunification War in Ireland, where my people come from. In the course of his work, the man I talked to had met some people he thought resembled me who shared a similar surname. So, I decided to check it out.’ ‘And how about you, sir?' Adak Rourke turned to Megenda, who had been standing at bored ease behind Dinah throughout the conversation. 'I take it you and the lady here are together? Would you have relatives here too, then? Maybe some of them Andean folk on the Southern Continent?’ Megenda cast a wild sideways look at Dinah and she said smoothly, 'He's an old family retainer. I can't pay him any longer but I couldn't convince him to leave me. He's very protective.’ ‘That's real good of you, sir, to look after the lady so,' Adak Rourke said approvingly. Megenda nodded and glowered. ‘Now then,' Dinah said brightly. 'Where can I get transport to Tanana Bay? Here?’ ‘Here?' And Adak Rourke crowed a laugh, then sobered. 'Well, here's as good a place to hear the bad news as any. Right now, all the curlies are busy with them hunters that keep swarmin' in like summer bite-hards. The dog teams are booked up for the next two weeks.’ ‘What about shuttles? Surely…' and she waved vaguely at the space port. ‘Dama, I don't know where you come from but there's one copter available to this entire planet and it's borrowed and late returning from where it went to, and no other air transport at all since Intergal reclaimed all they had.’ ‘Really? I've heard this planet is full of opportunities.’ Rourke snorted, shuffling papers around as if he knew what he was doing with things that had to be read. ‘Who was it exactly told you all this? Not that I mean to pry, Dama, but someone misled you proper.’ Dinah waved vaguely. 'I can't recall his name. I was so excited about what he was saying. He said he'd been here with a Captain Fiske.’ ‘Huh!' Rourke's eyebrows climbed in search of his receding hairline. 'Captain Fiske ain't exactly had Petaybee's best interests at heart. You should be careful where you get your information, Dama. But just because Fiske's a curly's arse ain't no reason you're not welcome. You know anything about deep sea fishin'?’ ‘Not much,' Dinah admitted, 'but I'm willing to learn.’ Adak snorted again. 'Little thing like you might have fast fingers and be good at gutting but you're a mite light for fishin' work.’ ‘Is that all that happens at Tanana Bay?’ ‘Sure, ain't much else up that way.’ Dinah said, 'Nevertheless, I'd like to go, unless, of course, my information was wrong. Where could I get in touch with the town leaders and enquire about my relations?’ ‘Short of Tanana Bay, nowhere.’ ‘You've a comunit…’ ‘Oh, that one! That only tells me when there's spacers comin' in. Ain't got no link to anywhere. Not even Kilcoole.’ ‘Kilcoole?' Dinah paused. 'That name sounds familiar.’ ‘You could get to Kilcoole. Snocle'll be back on its regular run soon. Got some mail and stuff for the Governor.’ ‘The Governor?' Dinah asked as innocently as if she hadn't been sending the man ransom demands for the past few days. ‘Yeah, Sean Shongili,' and now the little man seemed to swell his chest out with pride. 'He's even got a Cube like this one.’ ‘Oh?’ ‘Had to,' Adak rattled on with a broad grin. 'Yana's cabin - she's Colonel now - was so chuck full of paperwork you could barely find Sean in the middle of it all.’ ‘Really?’ ‘Yup, and that O. O'Neill' He peered at her a little too closely for comfort but she couldn't see how one man would know about the correspondence of everyone on the planet, immigration officer or no. 'I don't suppose you're an O'Neill too, are you? Never met one before and now they're comin' out of the woodwork.’ Dinah contained her start of surprise. She quite deliberately hadn't given the little man her name. ‘O. O'Neill?' She could also look exceedingly blank. ‘Oscar O'Neill of the Nabatira Structural Cube Company?’ ‘Never heard of him. Why did you say he was here?' And, Dinah thought to herself, how did Nabatira Cubes get to poor backwater Petaybee? ‘He brought in the four Cubes that we got sent.’ ‘You mean these Cubes - they're very expensive articles, in case you didn't know - were just… bestowed on you?’ ‘Sure were, 'cos we couldn't afford 'em, being new at being an independent planet. Say, can you read and write?’ ‘Yes,' Dinah said, adding in her mind,' doesn't everyone?' just as she also realized this man could do neither. ‘Teacher?' and Adak leaned forward eagerly. 'We got one at Kilcoole - Wild Star Furey, and she's doing the job a treat. Why, two of our kids already read their-selves right through the primer they were given four weeks ago.’ ‘Well, you're an up-and-coming independent planet then. Big tourist trade?’ ‘Tourist? Oh, you mean the hunters? Well, we don't know yet how they come to know about us,' and Adak did not approve. 'They don't know how to hunt proper on Petaybee. Worse, they keep getting lost and not knowing how to speak to Petaybee to find out where they are.’ ‘Speak to Petaybee?’ ‘Wai, some of 'em's not done bad. But now the whole kit and kaboodle's here we can't get rid of 'em. Them and the druggists…’ ‘What would druggists…?’ ‘Oh, you know the sort, Dama, big shots from drug companies. They think all they gotta do is dig plants or strip leaves and make pots of stuff to sell for bags of credits.' Adak scoffed. 'They've another think coming and most of 'em is awful slow. They eat a lot, too.’ ‘And that's bad?’ ‘Wai, lucky we had a good harvest this year, long spring, good summer. Got a bumper crop, or would have if all these folks hadn't dumped on us. Oppor-tooo-nists is what Sean calls 'em. They sure are lousing up our opportunities.’ ‘Maybe we should go to Kilcoole?' Dinah suggested. Adak eyed her shipsuit and her neat jacket critically. 'Wai, you ain't dressed proper for anything but the snocle, Dama, and one of our drivers is unfortunately being held by pirates offa the planet. Sorry for the inconvenience. You can sit over there.' He pointed to the rough benches lining the wall. 'Won't be too long. A coupla hours till those guys bring us whatever pile o' junk's going to Sean this time.’ Dinah and Megenda exchanged glances but obediently sat themselves down. The Cube might appear windowless from outside but there was a strip of oneway plasglass all around, affording them a good view of the activity around the spacer through the light snowfall. ‘Captain Louchard's not going to like us waiting about,' Megenda murmured to Dinah. ‘I know, but it can't be helped,' she replied and crossed her slim legs. She had much to think over while she waited. At least the building was warmish. And the snow would hide the little shuttle craft she and Megenda had arrived in. She fingered the finder in her pocket which would allow them to locate the craft no matter how much snow covered it. Adak Rourke had turned away from them to his comunit. '… that Muktuk wrote…' he was saying. 'That's a rogue, Una.’ Dinah had been a pirate long enough that she didn't care for it when someone was communicating long distance while she was in the room and without an escape route. She sauntered back up to Rourke's desk as if bored and sat on the edge of the desk. ‘So tell me, Adak. I'm awfully curious about this Tanana Bay. Where is it anyway? Actually, I was wondering if there was a map of this planet or something. I can't imagine the whole place being arctic.’ ‘Well, it is, Dama. Doctor Fiske says that's 'cos we only got continents on the poles with nothin' in the middle - well, not so far. Governor says the planet's workin' on makin' middle bits but it'll take a spell. Now then, as for a map,' he reached into the middle drawer of a desk and drew forth a much-creased sheet of paper with a monochrome photo on it. 'There's not a lot but Dr Fiske give us this aerial map and showed us where Kilcoole is. I can show you where other places are if you got a bit of time.’ She smiled sweetly. 'From what you say, I've quite a bit of that. So, then, where is it?’ ‘Right about - well, first you have to find Savoy and Harrison's Fjord which are’ ‘Why, when I want to go to Tanana Bay?’ ‘Snot that simple, Dama. You have to get your reference points, like and’ The desk was suddenly thrown into shadow as Megenda loomed as only he could. 'Stop stalling. Give us the coordinates.’ Sean streaked from the Kilcoole Cube in a stream of papers when Una gave him Adak's message. ‘He said the lady Muktuk and Chumia wrote to was here looking for her relatives, Sean,' Una told him. 'Said she was an O'Neill if ever he saw one. He'll try to keep them there.’ ‘Are Muktuk and Chumia still in town?’ ‘No, sir. They went home right after leaving the message.’ ‘Send a team after them and if you can't locate one, send Sinead on skis. She's the fastest in the village. Damn, without the Company here, we're going to have to organize some kind of police force.’ ‘How about Madame Algemeine's organization?’ ‘Good idea. Ask Whit to get a message to Gal-Three. But no-one is to move in until we can safeguard Yana and the others.’ ‘Where are you going, sir?’ ‘For a swim,' he said. Una shook her head as she watched him tear off his fur vest and shirt as he ran towards the river. Other people bundled up to go outdoors in this weather. Sean stripped down. She liked these people, she really did, but she doubted she'd ever understand them. Even in seal form, swimming as fast as his flippers could take him, Sean arrived at SpaceBase too late. Adak was on the floor of the Cube, a large bump purpling on his head. 'Big sucker hit me,' he said. 'The lady was nice enough, though. They wanted a map to Tanana Bay.’ ‘Did they now? At least we know where they're going.’ ‘Yeah, but I don't think there's any way we can get there in time.’ ‘I can,' Sean said grimly. Fortunately, the river ran close by the Cube and Sean dashed back out the door, still stark naked, dived in and disappeared under the water. Adak touched his bump gingerly. 'Musta got him outa bed or somethin',' he said. 'I coulda loaned him some pants anyway, if he'd stopped long enough…’ Megenda was already at the shuttle's controls and Dinah O'Neill was just about to climb in when a disturbance on the river caused her to pause. She was here to sus out this planet and its peculiarities. Her eye had been caught by the sight of the river-ice bursting open, frothing with bubbles, then geysering three feet into the air as a large silvery seal jumped on to the bank. She was about to turn away when the seal turned into a well-built naked man, one of her favourite tourist attractions. The man ran into the Cube and Dinah smiled. ‘You comin'?' Megenda grunted. ‘In a moment,' she said, and her wait was rewarded. After a few minutes the door to the Cube flung open, the naked man ran out, jumped back into the water and disappeared beneath the ice. She saw Adak Rourke standing in the doorway, scratching his head, looking slightly nonplussed, not much the worse for wear, and not terribly surprised at his visitor's appearance. Perhaps she was being unimaginative in her assessment of the possibilities of this place. 20 Southern Continent Contents - Prev/Next Oh, Lordee, thought Johnny, kidnapping's come back into vogue! This is ridiculous. 'And so,' he said aloud, 'just how many d'you think you can cram in my copter?’ Zing Chi smiled with pleasant malevolence. 'You will call for others.’ At that point, Loncie snorted, Pablo guffawed and Johnny just grinned. ‘Man, you're looking at the sole and only copter available in this or any other Petaybean hemisphere. And I only got so much fuel left in the tanks. So stop waving that thing at me like it could argue the case for you.’ Cita noticed that it was hard to see the men, for the light had gradually faded while they stood talking. Youngling, you are safe? Coaxtl's nimbly voice was like a warm blanket. ‘Yes,' she answered, automatically looking around to spot her friend. At the edge of the ring of armed workers she could dimly make out the shadowy form of the boy she had seen earlier from the copter. Beside him, a pair of eyes shone. Cita knew it was Coaxtl. Then she saw the next pair of eyes, lower down, and the outline of a pair of smaller tufted ears. Another pair of eyes was beside Coaxtl's then, and, coming from the darkness, another and another and another. She was about to tug at Captain Johnny's sleeve to point out what she saw when someone screamed and all at once, several other people did too. ‘Quiet!' Zing Chi hollered. 'Quiet, you morons! What is the matter with you?' He strode into the crowd and smacked the first screamer he met. But when he raised his hand to smack the next, a tall man, Zing Chi's head tilted back as his gaze travelled up and up and up, into the snarling face of a standing polar bear. The crowd suddenly grew much more dense as the hundred or so workers shrank towards the copter and the ring of Petaybean snow lions and polar bears, wolverines and wolves, and other large animals stalked slowly forward. Zing Chi retreated until he came up against Johnny. Johnny had taken the opportunity to draw his sidearm and now he gave Cita an enquiring glance. Just then Coaxtl's voice spoke in her head. None will hurt you, Youngling. But these ones are a plague to the Home and we have come to see that they go no further. Cita pulled Johnny's shoulder down and whispered this information in his ear. Johnny covered Zing Chi and said, 'If those weed-whips of yours will burn, I suggest you build a fire. These critters don't like fire very much.’ ‘I guess you don't want to tell them the bad news, eh, Captain Johnny?' asked Pablo. 'What bad news?' Zing Chi asked. 'We only told you what cures people make on this planet. Animals have their own remedies. A polar bear that hasn't mated for a while, for instance…’ Aboard the pirate ship Yana was lying on her bunk listening to Namid give Diego and Bunny an astronomy lesson. Bunny soaked up everything Namid had to say but Diego made a pain of himself, playing teaching assistant. Marmie was asleep. The door to their cramped quarters opened and Dinah O'Neill poked her head in. 'Yana, could we talk?’ ‘What about?' Yana asked cautiously. Was this the part where the pirates got her off alone and tortured her? Dinah smiled sweetly. 'Just a little girl-to-girl stuff. I thought you might want to. I've been down to see your planet. I think I may have seen your husband.’ Yana was on her feet and at the door so quickly she almost ran Dinah down. ‘What did Sean say?' she asked, recklessly grabbing the smaller woman's arm. 'How on earth could he meet your demands?' Surely Sean's loyalty to Petaybee was more urgent than even his love for her and their unborn child. Dinah gave her a secretive feline smile. 'I didn't exactly talk to him.’ ‘But you did see him?’ ‘Nice-looking guy who turns into a seal?’ How had she learnt Sean's secret? Well, since the wedding, a slightly more open secret. Yana nodded. 'That would be Sean.’ ‘Oh yes, I saw him - quite a lot of him actually. How does he do that?’ For a change Dinah was not accompanied by Megenda or any other heavies. Yana toyed with the idea of overpowering her, but curiosity about what Dinah had seen on Petaybee made her decide to wait. Besides, once she overpowered Dinah, then what? Take on the rest of the pirates? She could hold Dinah hostage but pirates like Louchard weren't known for their unswerving devotion to their friends. Dinah led her into a tiny room which boasted a desk and a double bed. Yana raised an eyebrow. ‘I didn't realize Namid was so serious about the divorce when I brought him aboard. I thought I could get him to reconsider. What did you think? I take turns with the crew?’ Yana said nothing but the eyebrow stayed aloft. ‘You did, didn't you?' Dinah seemed amused, but there had been an edge to her query. ‘What you do in bed is none of my business and I don't think that's why you wanted to talk to me. What's on your mind?’ ‘Now, Yana’ ‘I prefer Colonel Maddock-Shongili, if you don't mind.’ ‘Heavens, there's no need to be so stuffy. You're coadministrator of a whole planet now. That makes you a politician. I'm a privateer. So you see, we have a lot in common.’ ‘If you only brought me here to insult me, I'd like to return to my nice, convivial cell please.’ ‘You aren't making this easy…' Dinah said. ‘Gee, I'm sorry. I didn't know I was supposed to.’ ‘I thought you wanted to return to your planet. I'm just trying to tell you that there might be a way, but it'll be tricky.’ ‘Getting Louchard to agree?’ ‘Believe it or not, the Captain will be easier to convince than the crew. If it was up to Megenda, you'd all be spaced. You have no idea the personnel problems one has trying to obtain crewmen who are rough enough to do the job but still controllable. It can be a real nightmare.’ ‘I'm sure you didn't ask me here to tell me how hard it is to get good help these days, Dinah. Will you get to the fraggin' point?’ Dinah dropped her confidential air, and became very businesslike. 'The fraggin' point, Colonel Maddock-Shongili, is that under certain circumstances I can use my influence to return you to the planet. One of those circumstances is that you must personally guarantee my safety and that of my crew, when and if we release you.’ ‘I certainly won't be able to arrange for your guarantee unless I am free to do so,' Yana said acerbically. 'What else?’ ‘I have business in a place called Tanana Bay. I've obtained an aerial map which leaves a lot to be desired…’ ‘How? Sean didn't just give it to you!’ ‘No, a cunning old devil named Adak pointed it out’ ‘Adak is Bunny's uncle. You didn't hurt him?’ Dinah shrugged. 'Megenda had to give him a love tap but he was standing in the door of a Nabatira Cube that seemed to be functioning as an immigration office. He was alert and watching your spouse's bare ass sink into the river when last I saw him. He's fine. But the map is too damned indistinct - no roads, no towns, no names. We'll need a guide to the settlement and I also want to find one of those - whaddayacallems? Communion caves?’ ‘Wouldn't you prefer the one at McGee's Pass perhaps, or Savoy, to view the fruits of your previous efforts?’ ‘After what happened to Satok and company? No thanks. Listen, I hope you're not holding that against me too?’ ‘It's not me you have to worry about, mate,' Yana said drolly. ‘Well, then, I have to worry about whatever it is that allegedly makes Petaybee… unusual - at least unusual enough to allow a human being to do what your husband did. Change, I mean. I hope whatever that is won't hold Satok's operation against me. All I knew about that business was that the men delivered such and such an ore to such and such a site and that they had developed something involving Petraseal that let them succeed at mining where the Company had been unable to.’ Yana leaned forward and said with all the earnestness in her, 'Dinah, if I have to personally cover every inch of ground near Tanana Bay to find the communion place for you I will do so just to watch you tell that story to the planet and hear what response you get. But what are you going to tell Louchard if the planet refuses to consider your demands?’ Til think of something,' she said. 'Now, however, it's time for us all to climb into the shuttle and take you home, don't you think?’ ‘And Bunny, Diego, Marmion and Namid? Bunny's probably the best one to guide you.’ ‘And not much good to me otherwise. Actually, Marmion has become a bit of a liability, delightful as her company has been. Had it not been for her offer of a transport fee, I'm afraid the boss might have done something drastic to… er… eliminate the danger. But a fee is a fee and I'd much rather drop her off on your quaint little planet than deliver her to her door on Gal-Three where I'm sure her friends and employees would all be there to greet me. And I suppose I'd best face it that it's all over between Namid and me. Petaybee's as good a place as any for the tasteless bastard.' She gave a deep sigh. 'Oh, very well. You can have it all your way for now. There! It's settled! Don't you feel better now that we've talked things over? I know I do!’ The moment the hatch opened, Bunny took a sniff and said, with a deep sigh of satisfaction, 'Home.’ Snow was falling against a pink and tangerine twilight, gilding the heavy snow-cover with rose and gold, a glistening sheet stretching to mountains dwarfed by the distance. ‘Very good, sweetie,' Dinah O'Neill snapped. 'But I already knew this was your home. Where exactly and specifically are we?’ Megenda was climbing out behind Dinah, but as soon as he stepped on the narrow gangplank, the port side of the shuttle sank approximately four feet into the ground, cracking the big pirate's chin on the ledge. Bunny made a face. 'Sinkholes. From the permafrost, you know.’ Megenda's foot was trapped between the side of the hole and the shuttle. The other two pirates were left inside the shuttle which continued to list further into the water. ‘The fraggin' hole's filling up with water,' Megenda bellowed. The words were just out of his mouth when the hatch closed abruptly. ‘Oops,' Yana said, watching the shuttle and the pirate sink further. 'I don't think that's a sinkhole after all, Bunny. I think we may have landed on ice and it broke through under the shuttle's weight.' She called down into the hole, 'Hope you can swim, Megenda.' Dinah stepped to the edge of the hole to help the first mate but the ice broke under her foot. Had Namid not grabbed her, she, too, would have fallen in the black and freezing water. As the hole broadened, Megenda lurched with his hands to find a hold on the exterior of the shuttle and managed to catch one of the security hooks, his heavy body precariously dangling now from the one hand. ‘Help him!' Dinah said, reaching for her laser pistol which Namid had deftly extracted from her belt when he kept her from falling into the hole. 'Damn!' and she clenched her fists in frustration at its loss. 'Why should I help him?' Diego asked. 'You guaranteed safe conduct,' Dinah reminded Yana. ‘I didn't mean against natural disasters,' Yana said. ‘He'd be no great loss to me.’ ‘He's still a human in trouble on my planet,' Bunny said, down on her stomach and ready to give assistance. 'Diego, Namid, hold on to my ankles!’ Marmion hesitated only a moment before extending the link by grabbing Diego's ankles. ‘Oh, very well,' Yana said, and started to flop down on the ground, but Namid shoved her away and took her place, holding Marmion's ankles. ‘You must think of your child, Colonel,' he told her. 'Here, Megenda! Take my hands,' Bunny told the pirate. 'We can pull you out but you're going to have to turn loose of the shuttle first. Swing your body this way.' Megenda let go of the shuttle and grabbed Bunny's arms so quickly she screamed in pain. Next he got a hold of her long hair, pulling himself half out of the water, literally climbing over her to get out of the freezing water. The ice cracked ominously under the load it now bore and the edge disintegrated abruptly so that Bunny hung face down into the opening, looking into black water while the pirate hoisted himself over her legs to Diego, whose grip on Bunny's ankles slipped as she tilted downwards. When Megenda hauled himself on to the secure bank, Yana walloped him on the jaw with Dinah's laser pistol which Namid had passed over to her. ‘Get off those kids, you ass!' she commanded. He slumped sideways, relinquishing his hold on both Diego's arms. Dinah and Yana both scrambled forward on their knees to haul the girl out of the hole. Yana collapsed in the snow, coughing and panting, while Diego and Bunny nursed various bruises and strains the big pirate had inflicted. Dinah crept forward and peered over the edge of the hole and then considered the precarious cant to the shuttle. ‘I don't suppose they can just fly out of there, can they?' Yana asked. Dinah shook her head. 'One skid is caught under the edge of the ice. They're off balance.’ ‘On the bridge side, at least the shuttle seems to be able to float.’ Bunny said, 'Yana, we gotta get out of here. I can feel the temperature dropping and this gear of theirs isn't good for more than minus seventy-five.’ ‘It gets colder than that this early?' Dinah asked appalled. Bunny nodded. 'I'd be all right, I expect, but the rest of you are in trouble unless we get to shelter pretty quick.’ ‘Have you got a clue where the town is, Bunny?’ Yana asked. ‘If we're right on - almost in - the Bay, it's got to be over that way,' Bunny said, pointing to what looked to Yana like an identical piece of the snow-covered terrain all around them. 'Sorry. I usually come by dogsled along the trail and don't need to pass this way. I've no landmarks here, except the mountains, so we'll have to head that way until I can get my bearings. And we do have to move or you're all going to freeze.’ ‘Right,' Yana said. 'How about the communion place? Do you know where that is from here?’ Bunny shook her head. 'It's within the town someplace is all I know. When it was their turn to give the latchkay I was sick and couldn't go.’ ‘OK, then,' Yana said, 'let's move out. On your feet, you,' she commanded, using her toe to nudge Megenda, who groaned but remained limp. ‘You shouldn't have hit him so hard,' Dinah said. ‘I should have let him drown,' Yana told her. 'And he'll be the first to freeze, wet as he is. So come on, Namid, Diego, you're strong! Let's get him up and head on out of here.’ Gal-3 Dr Matthew Luzon, striding along the corridor from the shuttle which had brought him back to his head offices on Gal-3, was feeling very good in himself. Assiduous application of the physiotherapy exercises, careful diet and self-discipline had completely restored him to the level of physical fitness which he deemed necessary for a man with his responsibilities. He had been reviewing applicants for the positions left open by the defection of the highly paid and supposedly loyal assistants that he had brought with him on the disastrous Petaybee investigation. Those who had survived the initial stages of security clearance were awaiting him in his office. He was going to start afresh on the many tasks awaiting a man of his reputation and abilities. He could look ahead now, for bigger and better things. A gaggle of people coming from the passenger lounge were advancing on him in a solid phalanx, leaving no space for anyone to pass. Frowning, he gestured with his right hand for them to clear to the side to allow him to pass. But then he saw the reason for such a mass: an invalid vehicle, one of the newest types, was in the midst of the people, its occupant turning from left to right as he issued a stream of orders which were being recorded. To Matthew's intense surprise, the man in the chair was none other than Farringer Ball, Secretary General of Intergal: the one man he cared less about seeing than any other in the galaxy; the very one whose intransigence had resulted in the wretched planet being adjudged'sentient' and autonomous, ruining all Luzon's careful plans for its future. ‘Why, Farringer,' Luzon said in his heartiest voice, tingeing it with concern and sympathy for the invalid's condition, 'whatever has happened to you?’ ‘Luzon?' Farringer's voice was a wispy croak and Luzon was genuinely shocked at the man's condition. The chair obviously contained life-support devices, for Luzon was now close enough to see the ubiquitous tubes attached to the man at one end and the machine under the seat of the chair on the other. 'Recovered from your injury?’ ‘Indeed, and I could wish you the same good fortune. Whatever has reduced you to this sorry state?' Not that Luzon wasn't delighted to see that Justice was being served in Ball's case. ‘On your way to Petaybee, are you? For one of their miracle cures?' Luzon smiled graciously, twisting the knife of his words into Ball's wizened carcase. ‘To Petaybee?' Farringer Ball's wheeze went up an octave and he stared at Luzon in surprise. 'Why should I go there, of all places?’ ‘Why, hadn't you heard? Since the board so nobly decided that Intergal should withdraw and allow Terra-form B its autonomy, every drug company in the galaxy is trying to sign up the exclusive rights to the therapeutic treatments available only there.' Partially true, of course, since representatives were on the planet, although, according to Luzon's informants, none of them had reported back to their head offices, or anywhere, on the results of their missions. ‘What therapeutic treatments?' Ball snapped and half of the crowd around him looked expectantly at Luzon for the answer. Luzon then realized that medics of one kind or another made up most of the groupies around the Secretary General. ‘Why, I thought you'd have heard. You always know what's going on in the medical field,' and Luzon could afford to be slightly condescending: poor health was Ball's true reward. 'There is something about the pure air and organically grown food products on Petaybee, not to mention the ambience, that absolutely changes a man!’ ‘It does?' Ball wheezed. 'How?' He peered suspiciously up at the obviously robustly healthy Luzon. 'You only broke your legs…' His tone implied that that didn't take much healing. ‘True,' and Luzon leaned down conspiratorially. 'But then I didn't need the special sort of healing that only Petaybee provides. We really shouldn't have let the planet out of our control, you know. You'd be glowing with health again if you'd taken the cure there.’ ‘Taken the cure? What cure?’ ‘Now that I don't know in any particulars, I'm afraid,' Luzon replied, knowing that he had Ball just where he wanted him. 'Of course, now that Intergal no longer has any rights on the planet, its administrators… if you can call such novices by that term,' and he permitted a belittling sneer in his voice, 'are of course setting up a monopoly on the surface. I really feel that one cannot put a price on such natural benefits and one certainly shouldn't restrict those who are chosen to receive the cure to such a narrow category…’ ‘What category? What monopoly? What natural benefits?' Ball's agitation made his wheeze worse and he started coughing, a dry, hard rasping sound despite the fact that he was also spraying spit around him. Luzon moved a discreet step to one side. 'Well, I'm no longer au courant with the latest developments, but they have been amazing. Truly amazing. I wonder that none of your medical advisers have suggested the Petaybean Cure to you. It'd make a new man of you, I'm sure.' From the avid expression in Ball's eyes, Luzon knew that his little spiel had had the desired effect. 'Do hope you're feeling better real soon, Farrie. Nice to have seen you. Must rush.’ As soon as he had left the gaggle behind him, Luzon indulged in a smugly satisfied chuckle. The transport business he had backed to get as many people to Petaybee's surface as possible may have come to a crashing halt, but there were other ways of overloading the planet and proving that it could not take care of itself and/or its inhabitants, much less any visitors. CIS would have to step in and alter the current arrangement. Planets could not, should not, go about managing themselves, not in a well-organized inter-galactic civilization. Citizens of the galaxy had the right to pursue commercial ventures whenever these were possible. Citizens were also guaranteed certain basic rights and Petaybee jeopardized these by its very existence. And then there was the matter of Marmion de Revers Algemeine. Luzon had heard nothing on the news media about the kidnapping. 'Nothing' on that situation was the best news he could possibly imagine. That took care of her: permanently. When was it he and Torkel Fiske were to meet? He tapped up his engagements on his wristpad. Ah, this evening. Very good. They had a lot to talk about. Petaybee might not be a lost world after all. 21 Tanana Bay Contents - Prev/Next Muktuk and Chumia had been home ten days when Sinead arrived on skis. As she was delivering her message while wrapped in warm blankets and sipping from the hot tea Chumia brewed for her, one of the men on sea-watch reported that a very funny-looking seal had just beached itself off the ice-pack. ‘Sean!' Sinead cried, and threw off her blankets, pulled on her still snow-wet coat, and headed out the door, the others behind her. ‘Sean?' Chumia asked, open-mouthed. 'Your brother Sean?’ ‘Bring clothes!' Sinead yelled back over her shoulder to Muktuk, but Chumia had already shoved Muktuk's latchkay snowpants and parka into his arms. ‘By all the powers that be, if it ain't the guv himself!' Muktuk said when he saw Sean striding briskly towards them, sanguine, purposeful and naked. ‘Nobody mentioned this was a dress occasion,' Sean said, grinning. 'Sis, I'm glad to see you. Have you told them what's up?’ ‘She said somethin' about that pirate kinswoman of ours maybe comin' for a visit…' Muktuk said. ‘That's right,' Sean said, pulling on the snowpants. 'And we want to make sure she has a warm reception, don't we? We'll need to get as many folks as possible armed with whatever they have.’ ‘We told her if she lost her job she should come,' Muktuk said reluctantly. 'Greeting her with an armed mob doesn't seem real hospitable.’ ‘Not a mob, a posse,' Sean said. 'She and one of her henchmen hit Adak Rourke over the head and stole that aerial map Whittaker Fiske gave us to get them here. I don't think she's coming here to settle, Muktuk. I'm hoping she's ready to do a deal for Yana, Bunny and the others. I doubt she'll come without a suitable escort of her own so we'll need a suitable one, too.’ ‘Right you are, guv.’ Sean was impatient to get the 'welcoming' organized, but Chumia was firm that he needed to be fed and dried properly. While doing that, he could still tell them what he had in mind… ‘We don't want to be rash and hurt the poor girl if she's only running scared,' Chumia said. 'Perhaps her boss made her hit Adak. Maybe that other man was her boss and she's still tryin' to get loose from him.’ ‘You've seen no sign of a shuttle? Or any strangers walking in?’ Muktuk snorted at that latter possibility and shook his head over the former. ‘Well, either way,' Sean said. 'I need to visit the communion place.’ ‘Sure thing, guv. Chumia, you get that end of the rug and I'll get this,' he said and together the O'Neills pulled away the thick rug woven in shades of green and gold in a stair-step pattern. A trapdoor was revealed, and well-worn steps which led to the permafrost cave Sean remembered from three former latchkays. The first time he'd come to Tanana Bay for a latchkay and had seen three villages' worth of people pouring into the O'Neills' tiny cabin, he'd been astounded, until he'd seen a line of folks disappearing into the floor. Now he and Sinead descended the stairs carved out of stone and ice. Chumia held a lamp for them while the family cat scampered ahead, nearly tripping them. 'It'll be dark down there,' Chumia said. But it wasn't. One entire wall of the entrance chamber was glowing with a pattern of phosphorescence similar to the sort which Sean had seen in the under-river grotto. ‘My goodness, will you look at that?' Chumia clucked while the cat rubbed against the wall then stretched so that its paws touched the lower part of the design. 'You're going to think I'm a terrible housekeeper, guv, letting mould grow in the communion place. It's never done that before. Didn't think it could, permafrost being ice and all.’ ‘Never? These aren't here from the last latchkay?’ ‘No, sir. What's all these wiggles mean?’ ‘Looks like waves,' Sinead said, peering closely. 'Here and here.’ ‘Waves…' the cave repeated. The cat chirruped as if it too was trying to say 'waves'. ‘It is,' Sean said, pointing to the apex. 'This must be where we are now - near these waves, and this circle represents the rest of the North - then more waves outside and the outer circle.’ ‘Waves, circlessssss …’ ‘What about the lines that end in circles here?' and, ignoring the echo, Sinead pointed to the spiralled figure somewhat to the left of the midpoint between the lines. 'And here? This one's clear down beyond the waves. What do you suppose it means?’ ‘Trouble spots?' Sean guessed. 'Like before?’ This time the echo didn't repeat itself. 'Means trouble spots like before,' it said distinctly. The cat jumped as if someone had thrown water on it and bolted back up the steps and into the house. They could hear the cat-flap still flapping as they continued studying the diagram. Dinah O'Neill was not happy about leaving her shuttle stranded on the ice, like some sort of monstrous sea animal. ‘It's watertight, isn't it?' Bunny asked her and shrugged when Dinah had to admit it was. 'Then even if it falls into the water, they're all right in there, aren't they?’ ‘Sink?' Dinah cried aghast. ‘Well, not really,' Bunny said and there might have been some who thought she was deliberately teasing Dinah O'Neill but she was merely talking out loud. 'Besides, I think that hole'll freeze over as soon as it turns dark and the shuttle'll be OK. Frozen in, of course, but safe. Speaking of freezing, we'd better get going. Yana, I'll scout ahead. You keep the others moving, OK?’ Yana flipped her a salute. 'Aye, aye, ma'am. We're right behind you.’ What Bunny didn't say - nor did either Yana or Diego mention - was very obvious to her: the sun was westering and they hadn't much daylight left to get where they wouldn't freeze. Bunny struck out at a good pace in the general direction of Tanana Bay. She would have preferred to go straight across the frozen inlet towards the main trail but that would waste time which they didn't have that much of. So she headed towards the nearest high ground. Maybe there she could get a good look at the lay of the land and correct their path. She was also aware - though she didn't mention it -that her little pouch was like a miniature hot-bottle and the warmth from it was keeping her warm. Humans were so dense and so slow. Punjab didn't know how the planet put up with them sometimes. Even drawing them a big picture wasn't enough. Obviously that business across the water would have to be delegated - if humans were too thick to understand, perhaps birds or walruses would have to explain it to them - but it was not a job for cats. This simple task clearly was, however. With satisfaction, Punjab felt the snow freezing to ice with each warm touch of his heavily furred paw, Home co-operating with its chosen messenger - the feet of the planet, as his kind considered themselves. Confidently, he trotted on towards his quarry. Bunny devoutly wished for her snowshoes as she blazed a trail through the two-foot-high drifts, her foot sinking through to the knee with each step. She deliberately squashed down as much snow as she could every time she made a track, but it was laborious going. After a short time, she returned to the others to encourage them and see if she could help them. Megenda was shivering so much he staggered with the shakings. She thought of giving him her jacket, since she could stand the cold better than he could, but it was far too small for him. As was everyone else's. And the pouch which was doing such a fine job and making her feel warm wouldn't do the first mate one damned bit of good. When they reached the first copse, she did consider starting a fire to dry him out but that would take too much time out of the little daylight they had left. Bunny gave Megenda full marks for keeping up, despite his shuddering chills. It was Dinah O'Neill who was having the worst time of it, being rather short in the leg and having to take little running steps to keep up with the others. But she grimly plodded, skipped, hopped on and didn't fall more than a step behind. Diego was beginning to puff, too. He wasn't as fit as he had been, what with lounging around Marmion's apartment on Gal-3 and then the kidnapping. Those walks around the pirate ship had not been any substitute for proper exercise. He was grumbling and acted annoyed that Bunny didn't seem to be as affected as he was. But he noticed that Yana was clutching at her side from time to time. Bunny knew she couldn't help Diego or the others by slowing down. She trudged back up the path she had made and then began laboriously cutting through the snow once more. It was heavy work and she was soon so weary of it she felt like crying but the tears would only freeze and make her more miserable. Wouldn't it be weird to have been freed from the pirates and finally return home, only to freeze to death before she could be found? Actually, with the new-falling snow masking the fading horizon, help could be quite close by and they'd never know until they found her frozen corpse. And the others. It had happened more than once. ‘Helllooo, anybody!' she called into the gathering darkness. 'Slainte! It's me, Bunny! Is anybody there? Hellooo! Come and get me now!’ Then something that wasn't supposed to be possible happened. She was right out there in the open air, not in a cave or a valley or anything and an echo picked up her voice, like it had done a few weeks ago when Phon Tho visited, like it had done at Yana and Sean's wedding. ‘HELLOO, IT'S ME, ME, ME, ME…' the echo said. And then it blended with a somewhat smaller voice, 'MEOW MEOW meow!', a cat's meow complaining over and over again. Bunny called back, glad to hear the cat. Did that mean that Clodagh was behind? But no, the cat was alone, appearing off to the right of her like a little pinpoint of orange flame at first, crying impatiently for her to hurry forward. When Bunny backtracked to get the others, the cat sat at the end of the trail she had made, waiting for them. ‘We're saved!' she told Yana. 'A cat came for us!’ ‘Good,' Megenda said. 'How do you cook 'em?’ ‘You don't,' Diego said. 'You follow them.’ ‘I've heard of a wild goose chase but this is ridiculous,' Dinah said. Bunny turned her back on them and returned to the end of her trail. As soon as it saw her, the cat sashayed forward, tail held low to protect the tenderest parts and brushing the snow. Single-file, they slogged forward after it. The distant lights of Tanana Bay appeared just about the time some of the party were thinking that perhaps they'd do better for a bit of a rest, despite the fact that night had already fallen and the air grew colder by the minute, knifing through their skin until at last it was too numb to pain them. Only the luminous eyes of the cat guided them when it turned in its tracks to regard them with impatience. Didn't they realize it had supper waiting and a nap to take? The feeling in Bunny's legs had drained away some time ago though she continued to piston them in and out of the snow while the others followed. Once they spotted the cabins, the cat cast her a glance, then scampered away to disappear into the town. The welcome sight of cabins in the trees revived the flagging energies of everyone in the party. It helped that the snow closer to the settlement was already trampled into trails and they followed one of these easily to the outermost cabin. It was empty, though smoke still poured from the chimney. They all gratefully crowded inside to warm themselves by the fire. When Megenda would have crawled into the fireplace, Bunny hauled him back so he wouldn't scorch himself. She did grab a fur cover from the nearest bunk and draped it around his shoulders. He could not seem to stop the shivering. There was soup in the kettle on the hob so Bunny ladled him out a cup which he could barely hold in his hands without spilling. ‘Don't know how much of someone's supper we can take without them going short,' Bunny said by way of explanation when she saw the hopeful expression on Dinah O'Neill's face as she, too, crowded into the fireplace. Bunny was right proud that neither Diego nor Yana seemed to need the fire. Just being in out of the cold was sufficient. 'No-one would object to Megenda having a cup of soup to stop those shivers. You all get warm while I go see where people are,' she said, taking a parka off the peg on the back of the door. The temperature would be dropping like a stone from a height. Tanana Bay didn't boast half as many cabins as Kilcoole did but Bunny had been in several empty places before she came to the Murphys, where the cat sat beside the fire cleaning the snow from between its pawpads. The cat glanced up at her, then returned to its cleaning. She saw the raised trapdoor and the open hole in the floor. Leaning over the opening she could hear voices, excited voices, lots of them. ‘Hallooo down there?’ There was no immediate response, except an echo of her call, probably because everyone was talking so loudly. After waiting a moment, Bunny descended. She'd never seen a communion place entrance so bright, which would certainly have provoked a lot of discussion on any occasion. What she didn't expect to see were men and women armed with all kinds of homely weapons: axes, staves, nets, pitchforks as well as the usual bows, lances and knives. ‘What's happening?' she cried, touching the first man on the arm. ‘Glad you could make it,' he said, giving her a scant look. 'We got big trouble coming to Tanana Bay and we'll need everybody we can get to turn 'em back.’ ‘Turn who back?' And Bunny felt a gelid spurt of fear. What had happened while they were off-planet? Had Intergal gone back on its word? ‘That pirate! Louchard!' Someone else explained, leaning around the first man to put in his quarter credit. ‘Hey, you don't come from around here.’ ‘No, I'm from Kilcoole but…’ ‘Buneka!' said the Voice. ‘Buneka?' and that shout came from Sean's throat. Bunny was so astonished to hear the Voice come out with her own real name that she didn't react until Sean had her in his arms and was whirling her about, laughing and crying. ‘You're free. You're all right,' and he was feeling her over to be sure she was, his eyes both glad and anxious, then he looked around her. 'Yana?’ ‘She's all right, too, Sean, really, she's fine.’ Sinead pushed through the crowd then and embraced Bunny as warmly as Sean had done, also asking where Yana was. ‘Hold it down,' Sean said in a loud voice because everyone in the communion place was trying to understand who the newcomer was that the Voice had recognized so unexpectedly. So it took minutes before Bunny could explain and then minutes more before she made it clear that the pirate was not on Petaybee, only his first mate and Dinah O'Neill were. Then she had to calm Muktuk and Chumia down because they were so astonished, and gratified, that their kinswoman was right in Tanana Bay. Immediately, they were in a quandary about welcoming her if she wasn't bringing good news about Louchard and his kidnap victims. ‘A moment's hush, please,' Sean said in a loud authoritative voice. He was instantly obeyed as he bowed his head to consider what to do next. Everyone tried not to fidget. ‘So,' and now Sean was ready to recap, 'you've all been released and everyone is safe?’ ‘Thanks to the cat upstairs,' Bunny said. 'I don't know how it managed to find us - maybe it was out hunting and heard me call, I suppose.’ Sean and the others exchanged sheepish glances. 'We all had a map,' he admitted with a thumb jerked back to the still-glowing wall of the cave. 'But the cat acted on it while the rest of us were gathering a force to protect ourselves from the pirates.’ ‘The only two that are here are warming themselves near by. There's a couple of others on ice, you might say, about where the map says,' she indicated the slowly fading spiral and line, dribbling away as the microscopic animals forming the phosphorescence deserted the map to go on to more important matters. Chumia busily sketched the whole map on the back of her hand. The portion of the map that crossed waves remained as bright and deliberate as it had been when Bunny first arrived. ‘Yana talked Dinah into getting Louchard to release Marmie and Namid too, since they're afraid to return Marmie to Gal-Three and can't get any ransom for her.’ ‘Wait, wait! Who's this Namid?' Sinead asked. ‘An astronomer Louchard's also got imprisoned.' Bunny didn't explain about Namid being divorced from Dinah because it wasn't really an important detail. 'We came in the Jenny's shuttle, only the damned fool landed right on the edge of the ice so they're about to take a dive off the ice into the inlet…' At Sean's gasp of horror, 'Oh, Yana, Diego and me as well as Dinah O'Neill and the first mate got ashore OK, but there are crewmen still inside and they can't go nowhere right now.’ ‘And they'd have nowhere to go here either, so crowded we are,' Sinead said sourly. So everyone started talking at once again until Sean, in mid-flight up the stairs on his way to Yana, stopped and held up his hands. ‘OK now, folks, let's just calm down. If the ship's disabled, we can relax. There's just two people to be considered and I think we can handle this, Muktuk, Chumia, Sinead and me. Go on back to your homes and your dinners. And thank you very much for being so ready to stand on the line. Sure do appreciate your support.’ Then, followed by Bunny, Sinead and the two Murphys, Sean swarmed up the steps two at a time. ‘Where did you say you stashed them, Bunny?' Sean asked when they got outside. ‘First cabin I came to,' and Bunny pointed. 'Megenda was shaking so bad he needed to get warm't't' ‘Oh, that'd be the Sirgituks',' Chumia said, smiling. 'They won't mind. They're still down below. Shall I ask them to stay here, in our place, until we've got things all settled?’ ‘Would you please, Chumia?' Sean said with an appreciative smile but he kept right on striding towards the place where Yana was. In fact, he was at least ten strides in front of Bunny and Muktuk when he reached the door and went in. Bunny trotted to catch up and heard a very surprised Yana call out Sean's name. When Bunny entered the Sirgituks' cabin, they were locked in each other's arms, cheek to cheek, eyes closed, rocking back and forth and not saying a word. Yana's face was wet with tears. Dinah O'Neill was looking Sean up and down as if she was hunting for something she wasn't seeing and there was a bit of a smirk to her grin. Megenda was still shivering, though not quite as violently now that he had the warmth of the soup in him. Yana and Diego had removed both of the pirates' clothing and their own in Bunny's absence, and were wrapped in the Sirgituks' extra clothing and blankets. A kettle boiled on the stove. ‘Dinah O'Neill, this is Muktuk Murphy-O'Neill and Chumia Murphy-O'Neill, your kinfolk. And the man by the fire is First Mate Megenda of the Jenny,' said Bunny. ‘Greetings, kinswoman,' Muktuk said, 'though I think we gotta do some straight talking before anyone's going to want to welcome you proper, like. Now let's get this fella seen to. Whatcha think, Sinead? Give him a tot of the Juice?’ Sinead had followed Muktuk in and was eyeing Dinah O'Neill with a less than charitable expression on her face. She had relaxed on seeing that Yana was well enough to cling to Sean and now she gave the shuddering Megenda her attention. ‘D'you have some of Clodagh's Juice?’ Muktuk nodded. 'Always keep some handy since the time it brought my brother back to life, when he fell into the fish-hole that winter.’ He rummaged in one of the overhead cupboards in the kitchen corner of the house and dragged out a medium-sized brown bottle, held it up to the light and twirled it, checking the level of the liquid. Satisfied, he got down a glass, poured in an exact two fingers of liquid, then handed the glass to Megenda. ‘This'll stop those shivers before you come loose at the joints.’ Megenda was evidently willing, at this point, to drink anything that might reduce the chill he had taken. Grasping both edges of the fur rug in one big hand, he took the glass in the other and swallowed the contents in one gulp. Muktuk regarded him, and Megenda looked right back, sort of superciliously, until the Juice made itself known in his gullet. Then his eyes bulged out, fit to pop from his head, and he gasped, exhaling, and even Bunny, on the far side of the room, recoiled as his exhalation reached her. Dinah O'Neill looked angry. 'What did you give him?’ ‘Just what Clodagh would have given if she was here,' Bunny said smugly. 'You watch. It'll stop those shivers as if he'd swallowed a hot poker.’ Megenda, mouth still wide open, dragged in a breath as deep as the one he had just expelled, settled it in his lungs, shook his head, and stood straight and tremorless in front of the fire. ‘What was in that?' he asked in a raspy voice, letting the fur drop from his head. His observers could now see the beads of sweat standing out on his forehead. Close as he'd stood to the fire, it hadn't been able to warm him to sweating. Sean grinned. 'Clodagh Senungatuck makes it up for dogsled drivers to use in case of a ducking. Used it a time or two myself to good effect.’ ‘When you come out of the water after a good swim?' asked Dinah O'Neill with an odd smile on her lips as she regarded Sean, her head tilted to one side. He gave her a long stare. Then he smiled back at her. 'I don't need it on those occasions, Dama. I'm in my element then.' He gestured to the table, pulled out one of the chairs and settled Yana in it. He hadn't let go of her hand all this time and he continued to hold it throughout the next discussions. ‘That stuff keep its whammy long?' Dinah asked, looking respectfully at the bottle as she took a seat. When Sean nodded, she asked, 'That's the sort of thing Petaybee does like no other culture?’ ‘We have developed certain medications that are effective in this sort of climate, yes. That's one. I doubt it would have much use on, say, a tropical world where the general demand would be small.’ ‘But something that when it's needed, there isn't anything as efficacious?' Dinah went on. Sean inclined his head. 'Like the cough syrup that cured my wife's…" and he gave Yana such a fond look that Dinah O'Neill blinked wistfully, 'cough. How is it now, dear?’ ‘I haven't so much as sputtered since I got back into Petaybean air, Sean,' Yana replied, squeezing his fingers. ‘No, you haven't.' Dinah O'Neill blinked again and then frowned before she gave her head a little shake. 'No, you didn't manufacture those coughing fits.’ ‘No, I did not,' Yana said firmly. 'I definitely did not. But I'm not going to go off-planet ever again…' and this time her free hand went to the pouch at her neck, 'not for any reason, no matter how damned important.’ ‘Not that Sean'd let you,' Bunny said. ‘Now, Dama, what do we do?' Sean said directly to Dinah O'Neill. 'Have you indeed come to seek sanctuary here from your pirate captain?’ ‘Actually,' and now the famous O'Neill smile broke across Dinah's pert face, 'I'm here as spokesperson for Captain Louchard to discover what… ah, shall I say, local wealth, can be used to defray his costs.’ ‘His costs?' Diego said, angrily. ‘Well, yes, of course, he has to make some profit from what has turned out to be an ill-advised undertaking.’ ‘Won't restoration of the half-sunk shuttle suffice?' Sean asked, a twitch of a smile on his lips. ‘Oh, dear heavens, no. The shuttle can either sink on its own or the Jenny's tractor beam will lift it,' Dinah O'Neill said airily. 'No, the Captain expended a considerable amount of time and energy, plus rations and accommodations…’ ‘Rations and accommodations…" Diego burst out. ‘Why, you were fed from the Captain's table…’ ‘I doubt that,' Yana muttered. ‘Well, my table, then,' Dinah corrected herself. 'And fresh fruit and good meat…’ ‘Only when we threatened hunger striking,' Diego said irately. ‘Whatever,' Dinah said, dismissing his complaint. 'Time and effort, as well as supplies, mean some compensation must be forthcoming or I fear the Captain will do something drastic.’ Sean cleared his throat. 'I do know that the gentlefolk in Marmion Algemeine's social sphere have set up certain precautions that make ransom impossible.’ ‘She'd rather die than say yes?' Dinah said in an arch manner with appropriate gestures of hands and eyes. ‘Exactly,' Sean replied in a flat no-nonsense tone of voice. 'None of her rank are good kidnap targets. Your captain missed a trick there.’ ‘Captain Louchard don't make mistakes,' Megenda said menacingly. ‘Oh dear,' Dinah O'Neill said, pretending dismay and she leaned conspiratorially across the table to Sean and Yana. 'The first mate isn't going to be very easy to deal with, what with all he's gone through.’ ‘Then he'd better be grateful we bothered to save his skin,' Bunny said fiercely. 'Because I'll never do it again.’ ‘You will find, Dama, that none of your captives are ransomable.’ ‘I'm not so sure about that,' Dinah said sweetly. 'You've already proved conclusively that this planet has products that are life-saving.’ ‘The Juice is useful, that's true, but let's face it, how many hypothermic victims have you encountered in your line of work?' Sean asked. 'And while it doesn't cost much to produce, there's not what you'd call a good profit margin in Juice either.’ ‘Ah, but there may be other items with which to pay your ransom… like your swimming… ah, shall I say, technique?’ Sean threw back his head and laughed heartily. 'That's hereditary, Dama, and not many would put up with the inconveniences.’ ‘Like running around starkers in minus-forty Celsius?’ ‘Exactly.’ ‘I think I need to speak to the Powers That Be on this place. You are, if you'll pardon me, really not the final authority. Or so I've been led to believe.' Dinah had cocked her head again at Sean. Then she turned abruptly to Bunny. 'You promised to guide me to one of the communion places of this planet. Do so now.' She rose. So did Megenda. ‘I will guide my kinswoman,' Muktuk said, putting a hand on Sean's shoulder to keep him seated by Yana. Dinah gave Bunny and Diego a stern look and pointed her index finger at them. Megenda took the half-step necessary to loom above them. Bunny shrugged. Diego glowered but both rose from the bench. So did Sinead, who eyed Megenda as she idly caressed the handle of her skinning knife. ‘Remember to listen carefully, Dama,' Sean said and paid no more attention to the group setting out to the communion place. ‘Let's go and get this over with,' Megenda said in a growl, herding everyone before him. At the door, he looked back over his shoulder at the bottle, still visible on the worktop, and shook his head. 22 SpaceBase: Petaybean Immigration Facility (PIT) Contents - Prev/Next Adak Rourke wanted nothing more than to take his bruised and aching head back to his cabin in Kilcoole and forget about the wider universe and all its problems. He was an amiable man, with simple tastes because he'd never had occasion to have or expect more. He enjoyed the life he had once led, as Kilcoole's expediter, and keeping the snocles working and knowing when spaceships were coming in (which were few enough not to overburden the facilities or himself). Up until this morning, he'd really enjoyed being Chief Immigration Officer and Official Welcomer but, between getting conked on the head (hard) and now this, he felt inadequate. That didn't set well. Neither did the unanswerable demands of these latest arrivals. In all his born days, he'd never seen anything like this! Though he'd heard both Sinead and Clodagh had had to manage some pretty queer persons lately, ‘You mean, there are no hospital facilities whatever on this planet?' the indignant personage repeated for the umpteenth time. ‘I keep telling you, if someone's sick, they stay home,' Adak replied. He cast a jaundiced eye at the 'patient' who would have been better off staying at home, too, instead of bringing who-knew-what rare disease to Petaybee. Right after they'd arrived, a big orange tomcat had sauntered in, sitting down beside the sick man's chair to wash itself. Then it had hopped up on the man's lap, sniffed, lifted its lip in a disgusted way, and hopped down again to saunter out the door. Adak figured it was going to tell Clodagh there was someone sick and smelly here. Personally, he could only hope Clodagh would hurry. He was a little out of his depth, and Clodagh was the healer, after all. Though he was absolutely certain she wasn't what this high and lofty group would expect to tend their patient. Mind you, if he knew Clodagh Senungatuck, and he had all his life, she'd be the very person to heal the man in the remarkable chair. It floated, dang it, above the floor of the Cube, as he had watched it float above snow and mud and everything else people had to plough through around Space-Base these days. And the 'patient' - a Very Important Personage named Farringer Ball whose helpers seemed to think that even Adak Rourke would know who he was - was hitched up by tubes to the chair. ‘Or,' Adak continued,' they call their local healer if they don't live in Kilcoole, or Clodagh Senungatuck if they do which is what I've done only it'll take her time to get here.’ ‘Don't you realize that in medical situations time is of the essence?’ ‘Sure, but he ain't bleeding and he is breathing and those're encouraging signs,' Adak said. 'And he's got all of you here to make sure he doesn't bleed and keeps breathing so sit down, please, over there, until Clodagh gets herself here.’ The person in his beautifully tailored, fine travel garment looked at the spartan seating arrangements and the expression on his face when he turned back to Adak was dour and condescending. ‘Surely there is some kind of transit lounge’ ‘You're in it,' Adak said, rudely interrupting which was not his normal manner, but he was getting fed up with doing this crazy sort of word dance around the subject as if the name, once spoken, would instantly provide what the speaker truly wanted. In this case, apparently, the most expensive suite in a private hospital, the most successful and omniscient doctors who would provide instant health for the patient. 'I done tol' ya, Intergal pulled everything out, including their infirm'ry when they gave the planet back to itself. At that, us Petaybeans have more than we ever had before,' and Adak gestured proudly around the Cube. It was not only clean and warm but bigger than any four of the biggest cabins in Kilcoole. ‘Now set yourself down and wait,' Adak shuffled the papers in front of him, making a good show of looking for something. Then he picked up the comunit and turned his back on the medic man as if this was a very private call. The guy finally copped on and moved away from the counter. ‘Thavian, didn't you tell him who I am?' wheezed the old man in the chair, pounding the arm-rest with a hand liberally covered with liver spots. Surreptitiously, Adak shot him a glance. Guy didn't look too good, at that. All sunk in on himself. If he expected Petaybee to bring him back from whatever got him that way, he was asking for a miracle. That was sure. And, as far as Adak had ever heard, you couldn't pay for miracles: they just happened in their own good time. Like the great big mountain that Petaybee thrust up in the middle of the landing field… and then swallowed back up six weeks ago. Fortunately, just as Adak himself was getting twitchy, he spotted a trio of cats bouncing through the snow and the bulk of a fur-clad Clodagh lumbering behind them. Looking from her to the immaculately dressed medical folk - even the patient had on fine threads and was bundled in the amazingly coloured pelts that no animal on Petaybee ever grew, Adak was sadly aware of a vast difference in style and appearance between Petaybeans and visitors. Not that those fancy clothes were as warm and as suitable to Petaybee as his and Clodagh's practical, and indigenous, garments. And he almost hated to drop this problem in Clodagh's lap after all the ones she'd had with that Rock Flock which kept growing like some fields will grow rocks no matter how often you clear them off. ‘Slainte, Adak, what's up?' Clodagh asked as she threw open the door and let in a blast of cold air, which smelled refreshingly clean to Adak. He realized then that there was a fusty stink to the air in the Cube, due to the patient, no doubt and all the funny bottles and tubes in his floating chair. ‘I am Doctor Thavian von Clough,' the person said, eyeing Clodagh disdainfully. 'My patient is Secretary General Farringer Ball,' and a graceful hand introduced the patient. 'We were informed by a reliable source that mis planet has unusual therapies to assist my patient back to full health.’ Clodagh squatted down so that her face was on a level with Ball's. 'Slainte, Farringer,' she said softly. 'You looked better on the comscreen. What's wrong?’ Ball wheezed and looked at Clodagh from under lowered eyebrows. 'That's apparently supposed to be for you to find out, young woman.’ He looked startled at Clodagh's laugh which was not only ripplingly young but beautiful. ‘Thanks for the "young" ' she said, patting his hand companionably.’ ‘It wasn't intended as a compliment,' Dr von Clough replied stiffly, eyeing Clodagh not only with distaste but patronizingly. Clodagh shrugged, unconcerned. Before any of the medical team could intervene, she had her fingers on Ball's wrist. She stooped so she could look him squarely in his lined and sad face, and tut-tutted. She pinched a flap of skin on his arm and observed the rate of its relaxation. ‘You're real tired, aren't you?’ ‘The Secretary General is suffering from a serious PVS condition She nodded. 'Real tired.' Straightening and standing she added, 'He should stay here awhile.’ ‘That's what Luzon said, though he wouldn't say why,' Ball wheezed. ‘Him?' Clodagh snorted derisively. 'Just goes to show you anybody can do something right once in a while. Don't suppose he meant to. But the joke'll be on him. How'd you all get here? Whit Fiske said the PTS was grounded.’ ‘Why, the Secretary General has a private launch for the necessary travel he must’ ‘On SpaceBase? Now?’ ‘Of course it is.’ ‘Good, then you can all stay there and I think I can find space for Mister Ball…’ ‘But… but this… individual… said you had no hospital facilities.' Von Clough regarded Adak accusingly. ‘Don't need them. So far, folks have found the whole planet pretty healthy - good food, good air, nobody havin' to take on more'n they can handle. Sick folks can rest when they need to, exercise if they need to. That and a bit of a tonic seems to do the trick. You might say the whole planet's a hospital facility, only it's so good at it, everybody stays pretty well so's you'd never notice,' Clodagh said, speaking slowly as if turning over the words she spoke in her own mind at the same time. 'I never thought about it before, but now that I do, it's true.' She made an expansive gesture which included everything outside the Cube. 'We got everything a human body should need to keep well or cure what's ailing.’ Von Clough's eyes bulged with indignation. ‘Mind you, Farringer, you were a little late comin' but I still think we can help you out.' She eyed the apparatus with as dubious a glance as von Clough had awarded her. 'Right now, of course, as we're getting started, we have to make do with what we've got.' She indicated the Cube. 'We're organizing slow but sure.’ ‘So, where can the Secretary General go?’ ‘The school at Kilcoole doesn't need all the rooms in their Cube yet,' she said. 'We're kinda short of places to put people since Doctor Luzon', and Clodagh paused to grin, 'has been so good as to send us so many unexpected guests. But we'll find a place for Farringer, since he's so bad off. If you wanted to help, Doctor, the men could use more hands to build more houses, unless you thought you could get some more of these for the new folks,' she indicated the Cube,' specially now we're getting seasonal blizzards…’ ‘Seasonal blizzards?' von Clough's eyes bulged from their sockets again as he saw what was slanting past the window area - as thick and earnest a snowfall as the season provided. Clodagh cocked her head at von Clough, smiling her beautiful smile. 'Since these Cubes are probably more like the environment Farringer's used to, you might ask the Cube-builder to send him one. Meantime, we'll get him started mendin'.' Low mutters of disapproval were exchanged among the lesser minions while von Clough sputtered with renewed outrage. ‘But, we're in attendance on the Secretary…’ ‘Now don't fuss,' Clodagh said irrepressibly. 'You can use his space launch to come visit whenever you want.’ Farringer Ball tried to insert a comment here but a bout of coughing required all his attention and the discreet dials on the back of his invalid chair started to dance about. Clodagh took a bottle from one of her capacious pockets, uncorked it, and then produced a carved wooden spoon. Before his medical advisers could protest, Clodagh had slipped a dose into Ball's mouth. He swallowed in spite of himself. Instantly the cough subsided and weakly Ball waved a hand in gratitude. ‘Is this what Colonel Maddock took?' he asked when he had regained his breath, with something of the air of a schoolboy asking his grandmother about mythical animals. Clodagh nodded. 'Can't beat it.' Obviously swallowing his pride, von Clough executed the barest of civil bows to Clodagh and held out his hand for the bottle. ‘What, may I ask, are the constituents of this preparation?’ Clodagh shrugged again. 'This 'n' that,' she said vaguely. 'Important thing is, it works pretty fast. Long-term results take more time though.’ Von Clough uncorked the bottle and delicately sniffed, blinking at the aromatics that caressed his nostrils. Then he looked at Ball who was still recovering from the spasm of coughing although his breathing was less ragged with every passing moment. ‘Amazing. Really remarkable.' He passed the bottle to one of the minions. ‘We've been tryin' to tell you,' she said as if talking to a child who'd just burnt himself. 'Petaybee's good for most people. Hardly anybody gets sick ever. If you want health, it only makes sense to go someplace healthy.' Her conviction and clarity in the face of so much pretension and general dogcrap made Adak want to cheer. ‘S'truth, too,’ he said whether anyone cared for his opinion or not. 23 Southern Continent Contents - Prev/Next ‘Neva-Marie? Looks like we got ourselves a situation here.' Johnny Greene spoke calmly and soothingly enough to quiet any of the savage beasts who were circling. 'We're up to our collective arse in planet-rapers, polar bears and pumas, so to speak… How many what?… Oh, planet-rapers? Oh, a couple hundred or maybe a little less… Nope, sorry, I'm not going to count the polar bears and pumas for you. Let's just say there's enough, shall we?… My position is about - ummm - a hundred and fifty miles south south-west of Bogota, pretty much in the middle of nowhere special. It's flat, it's dark, and me, Mr and Mrs Ondelacy and the Town Council as well as little Cita Rourke got ourselves surrounded first by these planet-rapers, then somehow or other got our position reinforced by the polar bears and the pumas and other associated species. It's dark. It's cold. We want outta here muy pronto … I damn sure know I drive the only winged beast in the vicinity but we need help fast. I don't care how. There's too many here to take out and I don't have the fuel to run a ferry service between here and Bogota and I - er - rather suspect the planet-rapers would take it ill if I tried to leave without them. Besides, goodness only knows what they'd do to the polar bears… Well,'' don't know what you're supposed to do, sweetheart. Call Adak to call Sean and see if he's got any bright ideas. If Oscar O'Neill hasn't left the planet yet maybe he could lend a hand… Call Loncie's kids and tell them to send a dogsled posse. But hurry. There's a polar bear eyeing me lustfully even as we speak and I was saving myself for you. Out now, love. I really miss you.’ Tanana Bay The dogsleds were loaded and the teams hitched and ready to go when Liam Maloney mushed in, accompanied by Dinah, his late mother's lead dog, and Nanook, most companionable of Sean's large track cats. Dinah, the good sled dog that she was, leapt up on Diego at once and began washing his face with a tongue that smelt like fish. Diego called her by name several times, looking over to see the effect on Dinah, but she, the human, didn't change expression. ‘Kind of you to come, Liam,' Sinead said a touch sarcastically. 'A bit late, but welcome nonetheless.’ ‘I was delayed,' he said, pushing back the parka hood and running his mittens over the ice that had formed in his hair and moustache. 'Nanook had a hairy knicker attack on the way here and wouldn't let us proceed for quite some time. I couldn't get it out of him what was wrong, but once he decided to move he all but left us behind.’ Sean squatted down and held out his arms, 'What's the problem, Nanook?’ ‘Don't tell me it talks too?' Dinah O'Neill, the person, asked. ‘Anything wrong with talking cats?' Diego demanded, rubbing Dinah-the-dog's ears. ‘Nothing at all. After what the darling little orange pussycat did for us, I have become a born-again cat lover, especially of Petaybean cats. I suppose export is out of the question?’ Sean looked up and said, 'Here's another first. Coaxtl is sending to Nanook that her cub - by that I take it she means Cita - is in trouble with bad humans. She went down to see Loncie when Johnny and O. O. took the last Cube to Bogota.' He stroked Nanook worriedly. 'While I'm gratified to see that the planet is expanding its communications network to cover the whole globe, I don't have a notion what we can do to help Cita.’ Chumia said, 'That was the other spot on the map in the communion place then, wasn't it? That's what the waves were for and the circles - there's more trouble down south. You're right, Sean. I've never known the planet to tell us anything about what was happening down there before.’ Muktuk shook his head. 'My dogs'd take me anywhere but they ain't real big on winter ocean swimming.’ ‘I'd swim it myself,' Sean said, 'but the mental picture I'm getting is of someplace far inland, away from any waterways. I can't imagine how the bears came so far from the ice-pack.’ ‘Bears?' Bunny asked. ''Polar bears? Cita's down there with polar bears? Uncle Sean, we've got to save her!’ Sean gave her a small, wry smile. 'Funny, that's what she said when she heard you'd been kidnapped by pirates, and you've come out of it well enough.’ ‘I'd take Petaybean polar bears over pirates any time, gatita,' Diego told Bunny, releasing one arm from the dog's neck to hold her hand. 'At least they have the planet to answer to. Whereas Two-Foot Dinah here only has Louchard.’ Dinah O'Neill lifted an eyebrow and said, 'Perhaps. But I do happen to have command of a space shuttle that could be placed at your disposal to solve this little inconvenience. That is, if it could be freed.’ The rescue expedition was mounted forthwith and with great despatch, especially since they now had the means to rescue Cita from the polar bears. Sean, Yana and Bunny were everywhere at once, organizing. The snow had not fallen so thickly that Bunny's trail couldn't be retraced in the darkness and the dog sleds broadened the track. The nights were longer in northerly Tanana Bay than they were even in Kilcoole, but all the drivers and dogs were used to travelling in darkness. Fifteen sleds left the village, containing rope, chain, fishnets, winches, anything that might help free the shuttle. Dinah-Four-Feet and Nanook trotted alongside. Dinah-Two-Foot, the pirate's representative, accompanied the rescuers, but Megenda had been locked inside the communion cave for safekeeping and to recover fully from his narrow escape from frostbite and pneumonia. ‘Let's not get too close,' Bunny called to the sleds as they neared the hole in the ice containing the shuttle. 'It broke with just me.’ ‘Make way, clear off the trail,' Muktuk Murphy's voice called from the rear. 'Comin' through.’ Behind his he led a curly mare and behind her trotted three of the wild curly stallions, each sporting a businesslike horn. ‘Where'd you get them, Muktuk?' Sean asked. 'They're beauties.’ ‘Part of the Tanana Bay herd,' Muktuk said proudly, with an affectionate slap on the heavy neck of the mare beside him. 'I told her we had a job to do for the smartest so she picked her own get. They can do more for us in this season than fight with each other over who gets what filly. Not that this is the time a' year for breedin'. That's for springtime,' he added with a grin. ‘Hmmm,' Dinah O'Neill said under her breath just loudly enough that Yana heard her. 'That's quite a display they're putting on. Didn't know animals acted like that. Showing off like cadets who've just got their pilot's licences.’ Yana shot her an enigmatic smile, as enthralled by the rearing, bucking, biting antics of the males as Dinah. The sleds with their teams of wagging, howling dogs slewed to either side of the trail and broadened their circle around the hole while Muktuk led his mare forward. ‘Why don't they just use ice-saws?' Diego asked. Behind her hand Bunny said, 'First 'cos I think Cousin Muktuk is showing off for Cousin Dinah's benefit, and second because it's said that the curlycorns can judge ice so well they can play tag on the icepack during breakup and never once fall in.’ ‘Fascinating!' Dinah-Two-Feet said. Yana was both amused and appalled, watching this laughing tourist who had assisted in their kidnapping, had stood by while Megenda struck both Diego and Bunny, and, according to the kids, had been a party to the murders of the Gal-3 repair crew members. If Yana had anything to say about it, as soon as that shuttle was out of the water and the crewmen out of the shuttle, crew and Dinah O'Neill would be put on ice with Megenda. Never mind'safe passage'. Petaybee had no kind of law and order beyond that which made good sense to most people, but Gal-3 had plenty. Dinah O'Neill was laughing again. 'Look at those creatures go! I've never seen a unicorn before, Muktuk. Is it true they only like virgins?’ Muktuk snorted with good-natured contempt for her ignorance. 'Curly-coats aren't proper unicorns. They'll mount anything. Our Sedna here is mother to all three stallions and, since she's bell mare for the Tanana Bay herd, they mind her right good.’ To Yana, it seemed as though the activity of the curly unicorns was frantic, driven, and no more purposeful than to break through any random chunk of ice to reach what lay beneath. The remarkable result was that the effects of their seemingly random efforts were beginning to show. They had made it into some sort of game, spurred on by Sedna who went from one to the other, like a foreman, so that every muscular ripple was a challenge to do better: every thrust and gouge of a horn was accompanied by a snort of derision for the others: every stamp of the hoof broke through a newly dislodged block of ice and sent it bouncing off the trapped shuttle into the black waters below. In less than an hour, during which Dinah, Diego and Yana were bundled into sleds, the shuttle floated free of the ice. It bounced out of its trap in a wobbly fashion. Then the crew forthwith fired up the engines and landed it beyond the ice at the position of the outermost dogsled. If a shuttle door could open timidly, this one did. Dinah O'Neill was there to greet them. ‘Come on out, gentlemen. Throw down your weapons. I'm afraid we're surrounded by superior firepower.’ A slight variation of the facts, of course, although Dinah did have her own laser pistol pointed at her. And truth was served when the crew, having thrown out their handweapons, found them turned purposefully on themselves as the Petaybeans augmented their harpoons, drawn bows, hunting knives and the two simple ballistic firearms with the sophisticated weaponry. With the crew in custody, Dinah began to climb the ramp but Muktuk caught one arm, Yana the other. ‘I wouldn't dream of taking you away from either your crew or your newfound family when you've just got here, Dama,' Yana said sweetly. 'I've flown this class shuttle all over the galaxy. I'm sure Sean and I can manage. You join the others.’ ‘Oh, curses! Foiled again, I suppose,' Dinah muttered. 'But, very well. Have it your way. Muktuk, Chumia, you did promise to share the family history with me and I have a bit to tell you. Shall we return to your lovely home and thaw out?’ Southern Continent ‘Coaxtl says there is a storm coming, Captain Johnny,' Cita said. 'She says that if all will follow me, one at a time, she will lead us to a warm place of safety.’ Zing Chi looked down at her scornfully. 'This is no time for childish prattling. You people obviously indulge your children too much if they feel they may interrupt adults dealing with such a crisis.’ Cita couldn't help herself. Her wicked streak surfaced. ‘They do not indulge children! I should know. I have been beaten well and often as I so frequently deserve. But the words I spoke were the words of Coaxtl and no-one beats Coaxtl. And Captain Johnny would not have a crisis to deal with if you had not caused it! I may be unworthy and a mere child, but you are a wicked, greedy man and very impolite as well to come to the Home and take things without asking!’ Zing Chi spat disgustedly. 'Your pardon, Captain. I didn't realize the child was mentally unbalanced.’ But Captain Johnny gave him the same sort of look Zing Chi had given Cita and asked her, 'Would Coaxtl know if it would be safe for me to fly?’ Cita asked and reported the answer. 'She says there will be strong winds and much snow and all will be whiteness. We must follow now to find the safe place.’ ‘In other words, no flying. Loncie, Pablo, you heard? What do you think?' Johnny asked. ‘Follow your lion, muchacha,' Loncie told Cita approvingly. 'We will follow you.’ ‘We won't,' Zing Chi declared. 'You think I am fooled by your notion that animals talk? That animals know things that humans don't? Especially about flying conditions. This is a trick to separate us so we can be taken and it does not work with Zing Chi. Those animals are only waiting until we separate so that they can pick us off more easily.’ Cita had had quite enough of this rude and grabby man. She pushed through the crowd to Coaxtl, who easily cut a swath from the outer ring of animals through the huddle of people. Behind her, Cita heard Johnny say, 'Oh, no, Zing Chi. As far as the polar bears are concerned, larger groups are a more satisfying entree. But suit yourself. I'm following the cat and,' he raised his voice to shout over the wind, 'if any of you other folks want to get in out of the cold before a big storm comes, follow us, one at a time!’ Hurry, Youngling, the place is far and time is short, Coaxtl said. Cita felt the warm softness of another, smaller cat brushing her legs, twisting about her ankles and then the prickle of claws on her thigh. She looked down into the gold-coin eyes of a lion cub. Behind her, a voice said, 'It wants to go with you. I will too. I don't care what the others are doing.’ Cita looked back and saw the boy she had glimpsed from the copter. He was bending over to stroke the cub. She nodded and Coaxtl preceded her back through the throng to the copter, where Johnny, Loncie, Pablo and the others from Bogota fell in behind herself and the boy. Zing Chi was shouting at his people that it was all a trap. Not that there was another option open, for the circle of animals closed tighter and tighter around the people, funnelling them in behind Cita's group. As Coaxtl reached the outer edge of the humans she stepped forward, Cita following, and marched with great unconcern between two long ranks of animals with fetid breath, white teeth, and shining eyes. 24 Contents - Prev/Next Yana had Louchard's shuttle pilot - prompted by a saccharine order elicited from Dinah-Two-Foot - run her through the checklist to be sure there weren't any surprises on this slightly less orthodox than usual vessel. Then Marmion, Namid, Bunny, Diego and the villagers began the trek back to Tanana Bay with their prisoners. Muktuk suggested that Marmion and Namid ride back on curly-coats, an exercise which enchanted Marmion and caused Dinah O'Neill to protest. ‘I don't see why I can't ride one of those lovely creatures,' she cried, then with a flirtatious appeal to her new kinsman, 'Muktuk, dear, you did say they were not the virgin-exclusive sort of mythical-beastie unicorns and I am quite a good rider.’ ‘I'm sure you are, cousin,' Chumia said firmly before her mate could be cajoled. 'But since you've fallen in with evil companions who are known to be a bit free with other folks' property, we'd like to get to know you better before we entrust one of our curlies to you.’ Dinah opened her mouth and closed it again, nonplussed, and allowed herself to be bundled on to one of the sleds. She did sufficiently recover her aplomb after being so uncompromisingly confronted to complain in an exaggerated whine that a dogsled was not the same thing as a unicorn ride at all. Yana used the pirate comunit to monitor the Intergal satellite. Not only would it still be night for another six hours at Bogota, but the whole of the Southern Continent was wrapped in a massive blizzard, making flying anything at all inadvisable. ‘I could try,' she said. 'I hate to leave Cita in the lurch.’ Sean thought for a moment and shook his head decisively. ‘No. Johnny's there with the copter and Coaxtl won't let anything happen to her. If those two can't take care of her, we won't add much to the equation, especially with you half frozen and about to drop.’ So they bedded down on the shuttle, happily warming each other, to await a more appropriate time to start their journey. If they didn't get to sleep immediately, they had been parted a long time for newlyweds. Nanook, who had insisted on staying with them, discreetly adjourned to the next cabin. When they awoke, Yana checked the comunit again, once more monitoring Intergal Station for a weather check. She had gotten out of the habit of such facilities, what with having been on Gal-Three where weather reports dealt with solar winds or worm-hole distortions. She was also still slightly disoriented after long inactivity on the pirate ship. Though they'd land in daylight now, the weather was no better but they decided not to delay any further. After all, they had the map which Petaybee itself had presented them with, indicating all the trouble spots. The shuttle had only the one spatial view of Petaybee - the northern quadrant that included SpaceBase and no other sites. Sean knew the location of Bogota though and its coordinates. In a shuttle of this class, it was not a long journey but their destination was lost in the swirling mass of a first-rate late spring blizzard. ‘I'm a good pilot,' Yana insisted to Sean as she fought the controls which buffeted the sturdy space-worthy shuttle, 'but I was too preoccupied to pay much attention to my surroundings the last time I was here. What am I looking for exactly?’ ‘A cluster of buildings…’ ‘Which I can't see in what is virtually a white-out.' There was a slight edge to her voice because Yana was prudently aware of her limitations. Piloting a shuttle when you could see where you were going, even if you didn't know what you were looking for was one thing. Flying blind over unfamiliar terrain in these conditions without a beacon to set you down was another. ‘Put us down anywhere. Nanook'll reconnoitre,' Sean said understandingly. ‘He'll know where we are?’ ‘He'll be in touch with Coaxtl. And while Coaxtl may not know where we are, he'll know where he is, and can give Nanook directions in - er - cat terms, I suppose.’ ‘Which you will then translate to coordinates I can follow, huh?' Yana shook her head in doubt, glancing from the white on white outside and back to Nanook. Sean gave her one of his slow cryptic smiles. 'He operates best in these conditions.’ The shuttle sank a little further, settling into the snow. Nanook was already at the shuttle lock. He gracefully leapt out and almost instantly disappeared from view, though a thrashing of the snow in the direction he had left was visible for a while. Yana looked over at Sean. 'Now what do we do?’ Sean grinned. 'Wait.’ With a bit of chopping and changing, Tanana Bay folks were able to find enough warm clothing to equip Dinah, Megenda still in the communion caves, and the two pirates most recently freed from the shuttle. Their clothing was suitable only to the controlled environment on spaceship or shuttle. In helping Dinah, Marmion felt a heavy rectangle under Dinah's light jacket and, with a sleight of hand worthy of a less respectable profession, slipped it out of the pocket. Then, with a flurry, she began to hustle Dinah and the crew down the stairs into the communion place with the sure knowledge that they could not escape. Nor did Dinah have the time to realize she was without that device, whatever it was. ‘That should keep them safe,' Muktuk said, flipping the rug over the trapdoor. ‘And undoubtedly change their attitudes,' Sinead said with great satisfaction. 'With so many types coming down to see what Petaybee has to offer, maybe the first thing we ought to offer them is communion time.’ ‘I'm hoping', Marmion said to Namid as the table was replaced,' this will do Dinah a world of good. She's not all bad. She certainly tried to make things easier for us with Captain Louchard.’ Namid gave a little laugh. 'She's not all bad. If half of what she confided in me is based on truth, she had the most miserable childhood and didn't fare that well in her teens, either.’ ‘Such impressionable stages in a life, aren't they?' Then she hefted the equipment. 'A little too heavy for a comunit, wouldn't you say, Namid?’ He got one good look at it and pushed her hands to return the device to her pocket. 'Later, Marmion. Later,' he murmured urgently and then smiled broadly at the other folks in the crowded room. It took time to sort out who would bunk where in the small village of Tanana Bay. Ultimately, after a cup of soup to 'warm bodies for a cold night', Bunny and Diego went with one family, Liam and Sinead with another, while Marmion and Namid were given the Sirgituks' cabin to themselves as everyone was of the opinion that at least the good Dama Algemeine deserved what privacy Tanana had to offer. When they had been installed, new furs supplied for the beds, and the fire freshened for the rest of the cold night, Marmion and Namid were left to their own devices. Namid sprang to the window and watched to be sure their hosts were all dispersed to their separate accommodations. Then, with a sigh of relief, he nodded to Marmion who gingerly deposited the heavy unit on the table. ‘What is it that had you in such a panic, Namid?’ ‘I think it's a portable holo-unit,' he said. He hovered, looking at it from all angles, and touching the control plate with a careful fingertip. 'I can't imagine why…’ His fingertip was not quite careful enough and inadvertently he activated the display. Suddenly the image of Captain Onidi Louchard solidified in and around the table. The creature just stood there, inanimate, while Marmion and Namid looked at each other, openmouthed. ‘It was on Dinah?' Namid recovered enough to ask. ‘Dinah!’ Tentatively, Namid picked up the broadcaster and suddenly he was enveloped in the image of Captain Louchard. ‘Well, what about that!' exclaimed Marmion, delighted and appalled at the same time. 'Why, that woman had us all hoodwinked. When I think of the games she played with us as Dinah when all the time she was also Louchard…' Words failed Marmion. ‘Not to mention how she manipulated her crew,' Namid-Louchard said in a deep bass voice, with an odd inflection to both tone and words. 'No wonder no-one ever caught sight of the infamous Captain Louchard.’ Marmion laughed, well, giggled, and sat down to enjoy her mirth. 'Really, Namid. I never would have suspected. She's a consummate actress.’ ‘Among other things,' Namid said in a sterner tone as he switched back to his own self and replaced the device on the table. 'She never wore it in my presence but then, she wouldn't have needed to be Louchard to her husband.’ ‘Not unless you turned into a wife-beater.’ ‘Oh, that had happened to her, too. I saw the scars,' Namid replied gravely. Then he sighed, prodding the device with a finger, then waving his hand to dismiss it all. 'So what do we do about this disclosure?’ Marmion had obviously been pondering the same question. She tapped her cheek with one finger. 'It will take some heavy thinking, and I'm suddenly much too tired to do any more tonight.' She glanced wistfully at the bed. 'And don't suggest that you take the floor, Namid,' she added in a firm tone but her smile was suddenly demure. ‘I was about to be the gentleman, Marmion,' Namid said but his mouth and eyes smiled. ‘Gentle, yes, man, yes, but…' The uplift to the final word was all the invitation Namid required to be both, in the right order. One could only watch and wait, and sometimes sleep, while the humans made themselves at Home. Through the howling winds one had brought them safely here through snow like swarms of icy insects biting into one's eyes, ears and nose. Even with the watchfulness of the Others, some had slipped between their reluctant guardians to wander, freeze and die. They would not be found before the snows had melted once more. Coaxtl and the Youngling were at rest. The metal bird's master was at rest, as were the cave dwellers of Bogota. Inside the Home, the hotspring burbled warmth throughout. Outside, the snows swathed the world with seas of snow growing deeper by the moment. At the entrance of the cave, the bears humped like living drifts away from the warmth of the inner cave. The other clouded leopards, the snow lions, the white tigers, the lynx and bobcats, waited out the storm within the cave as well, crowding the humans deep within the inner chambers of the Home. Some, like the young male with the cub, stared with open delight at the Home, hearing its singing in his blood, seeing its colours inside his eyes, vibrating with its rhythms. The Youngling and her kin smiled in their hard-won sleep. As for those others, though! The noises they made as they flailed about were so shrill and penetrating that at last one was forced to put one's paws over one's ears to achieve any rest. Namid slipped gently from Marmion's bed, put more wood in the stove and, after a few false starts, stirred up the fire in the hearth. Then he donned his borrowed warm clothing, long underwear, heavy woollen socks, woollen pants, shirt, leather sheepskin-lined boots painted with beaver oil for water resistance, scarf, hat, mittens, and parka. Into the pocket of his parka, he slipped the holo-disk. Then with a last lingering look at his sleeping lover, opened the door and walked out into the pastel Petaybean dawn. He crunched down the wide track leading between the homes of Tanana Bay to the O'Neills' cabin, and let himself in through the unlocked door. He had hoped to be alone on this mission, but he saw that young Diego Metaxos lay in a sleeping bag with his ear against the trapdoor. The boy awoke as the cold air entered the cabin with Namid. ‘Morning,' he said, in a clear, wide-awake voice. Namid nodded. He didn't feel much like conversation. ‘You're up early,' Diego said. ‘I need to speak to Dinah.’ ‘I don't think she'll be able to talk to you,' Diego said. ‘Why not? What's happened to her?’ Diego shrugged. 'I dunno. But judging from how contact with the planet affected my dad at first, I think she'll be in a pretty bad way. They were carrying on until way late last night.’ ‘What do you mean "carrying on"? Has something hurt her?’ ‘No worse than she's hurt others, I expect. But for people with certain kinds of mindset, their first contact with the planet can be devastating. You might find it that way yourself.’ ‘But you didn't?’ ‘No. It's always been wonderful to me. I was just lying here, thinking of a song to write about all that's happened. I suppose it's safe enough for me to go down there now but I'm not sure about you.’ Til risk it. But - no offence, I'd rather go alone.’ ‘It'd be easier for you with one of us.' The boy was exuding a subtle air of male challenge. ‘You're not native and you've been all right.’ ‘Yes, but I'm young.’ ‘If you'll excuse me, I'll try it on my own. My mind isn't that rigid and set in its ways yet.’ Diego shrugged. 'Suit yourself. But I'm going down in a few minutes anyway. It's been a long time since I've had a talk with Petaybee. I may not be native, but I've missed it,’ He stepped out of the way and Namid descended the stairs, not seeing the small orange cat that darted through the trapdoor at the last minute and scooted down the stairs ahead of him. Bunny awoke and looked around for Diego in the other sleeping bag on the floor of their hosts' house. He was gone. Gentle snores arose from their host family. That was good, actually, because she didn't want to talk to Diego this morning as much as she wanted to try to get a moment alone with Marmion. Diego might not understand. She had planned to say she was just going to help Marmie with her fire and breakfast. She dressed quickly and left the cabin, closing first the inner door so the cold wouldn't reach the family, and then the outer entrance door beyond the arctic foyer where the snowshoes, skis, extra dog harness and other tools were kept. She knocked lightly on the Sirgituks' door and a rather dreamy voice called, 'Hello?’ Marmie looked less put-together and much happier than Bunny had ever seen her. She wore the tunic jacket she had been captured in as a robe over long-handled underwear bottoms and woolly socks. She was sitting at Sirgituk's table sipping something steamy from a cup. Her expression was bemused, to put it lightly. ‘Thought you might need help putting a kettle on,' Bunny said. ‘Not at all. If you'll remember, I'm rather a good cook and this stove is not so different from the one at my grandfather's hunting lodge on Banff 2 where I sometimes spent my holidays as a child.’ ‘Must be nice to get to live any way you like,' Bunny said, pulling off her mittens. ‘Ye-es, it is. What's the matter, Buneka dear? You sound rather sad and I just can't bear that when I'm feeling so good myself. Have a cup of this lovely berry tea and tell me all about it and we'll see if I can fix it.’ ‘Thanks,' Bunny said with a little smile. 'The tea will be great but I don't think there's anything you can do about the rest of it.’ She finished taking off her wraps, poured her tea and sat down, warming her hands on her cup and watching the steam rise between herself and Marmie. Marmie had a way of making you feel like you were the most important person in the world when she was talking to you. Bunny wished she could be like that. ‘I wouldn't want you to get me wrong, Dama, I love Petaybee. I never want to live anywhere else -permanently, that is.’ Marmie nodded, encouragingly, as the words had a hard time coming out. ‘But I've been doing a lot of thinking. See, the thing is, I never knew what was out there before. All we ever saw was SpaceBase and that was pretty grim and a lot of the recruits who left didn't return and if they did, they sometimes wouldn't even sing about it. I never dreamed there could be some place like Gal-Three or some of the stations and planets Charmion showed me holos of.’ Marmie smiled. 'Can't keep 'em down on the farm no more, huh, now they've seen Paree?’ ‘Scuse me?’ ‘Another old song. Sorry dear, it just means that once you've seen some of the universe, you can develop a taste for more. Is that what's troubling you?’ ‘That's part of it. I suppose I might not care so much if I thought I could go other places if I wished. 'Cept, that's not exactly true. Y'see, there's so much to learn out there. I saw things I think we might be able to manage for Petaybee, and not hurt anything, if only someone knew how. But I can't learn about them here. I've always been mechanical, you know, and Diego showed me some gadgets that sure would improve servicing the snocles, for instance. I don't know. I guess I'm not saying it very well. It's just knowing that I have to leave by a certain time or I won't be able to…’ Marmie placed her hand on Bunny's. 'We all resent our limitations, dear. Actually, though, you're starting school a little later than most do. There is no reason why you couldn't begin long-distance studies here, and then when you find you absolutely must go off-planet to satisfy your curiosity, you can go - surely that will be before you're twenty or so. And you can always come back, you know, whenever you like. Petaybean troops do. It's just that I suppose you have to decide now instead of waiting till you're… oh, forty.’ Bunny grinned. It had all been so obvious but the idea was so new to her she hadn't considered the really salient factors. ‘Furthermore, it will be my pleasure to present you with a suitable study unit and all the hard-copy books you wish. Among my inheritances are the contents of several libraries. And when you're ready to go off-planet you can be the pilot student for the Petaybean Off-World Civilian Scholarship programme.’ ‘I didn't know there was one!’ ‘That's because I just decided to sponsor it.’ Bunny reached across the table and gave her a hug. 'You're aces, Marmie!’ ‘Likewise. Tell me, you haven't seen Namid, have you?’ ‘Nope. Nor Diego. But I came straight here after I got dressed.’ ‘Then I think I'll get dressed as well and we'll go find them, shall we?’ If Dinah O'Neill, aka the fearsome Captain Onidi Louchard, had known what was in store for her, she would have fought her incarceration with every one of the many combat skills she had learnt since she'd been a defenceless pre-teen. She did hear Megenda mumbling incoherencies as she was propelled down the ladder. She did notice the odd indirect lighting but she blithely ventured further into the cavern, towards the warmth she felt on her face. She thought that at least this prison was comfortably warmer than the cabin she'd just left. That was when she noticed the holo transponder was missing. Not that she had to worry about the Petaybeans inadvertently turning it on. But Namid would know what it was. She ought to have checked, and she berated herself for such an oversight. Captain Louchard, she grinned to herself, would have plenty to say about that when next she assumed that mantle. She and the two crewmen, Dott and Framer, came across Megenda then, all curled up in a foetal position on the floor of the cave, just where it opened up into a fair-sized chamber: a chamber that was oddly beautiful in its pastel shades and mottled walls. The beauty was of a strange, disorientating nature, however; the mottles rippled and the shades altered in an unnerving fashion. Walls were supposed to be stationary and their coloration was generally stable, too. ‘What's the matter with him, Dinah?' Dott asked, planting a toe on Megenda and trying to turn him on to his back so the first mate's face would be visible. He was a rather unimaginative sort, good for routine or monotonous duties, strong and unquestioning, happy to be given orders he could follow, which he followed to the letter. 'Thought you said he was just cold.’ ‘I don't like the look of him,' Framer said, taking a step back from Megenda's rigid body as if afraid of contagion. ‘He's warm enough now,' Dott said, grabbing one of Megenda's hands and trying to pull it away from his face. ‘Hey, how can you have fog in a cave?' Framer asked and pointed to the mist beginning to rise from the floor. ‘These caves are supposed to be special places,' Dinah said as evenly as she could but the vapour rising carried an aroma to it that was unlike anything she had ever encountered. Her skin began to crawl under the warm parka she'd been given. 'I'd like to know what's going on here,' she said, turning around on her heel, addressing whatever was generating all these unusual effects. She could have sworn that there'd been no mist, no odour, and no vacillating wall colours and designs when she'd first reached the cave floor. She looked behind her and the mist was closing in so that she couldn't see the walls now. ‘Going on here?' The phrase was interrogatory, not rhetorical and the voice that said the words was not an echo of hers. ‘Dinah?' The unimaginative Dott's voice quavered. 'How do we get out of here?’ No way out of'here.’ ‘Keee-rist, who's talking?' Framer looked wildly around him. 'Who's talking?’ Dinah wanted to reassure him that it was the Petay-beans perpetrating some sort of a hoax to frighten them but she absolutely knew, though she didn't know how, that the voice was nothing caused by any human phenomenon. It penetrated her body through to the marrow of her bones. ‘Listen, it commanded. ‘I'm listening, I'm listening,' Framer said, dropping to his knees, bringing his hands up together, probably for the first time in his life, into a prayerful position. Dott just sat down, hard, licking his lips. He kept his head straight but he rolled his eyes around in his head as if he didn't quite dare to look at who, or what, was speaking back at them. Megenda began to jibber more wildly, writhing in and out of the foetal position as if his limbs, and torso, were attached to invisible strings. For the first time in her adult life, since the time she had turned a weapon on a man who had threatened her with vicious and sadistic treatment, Dinah O'Neill knew fear. She forced herself to remain standing, clenching her fists at her sides as the mist crept up over her knees, so dense now, and almost substantial in its covering, that she couldn't see her boots. It engulfed her, a moist, permeating blanket, travelling quickly up her body until it covered her face and she could see nothing. And the sound seemed to emanate from the vapour that enveloped her: sound that cut her skin to her blood and bones: sound that was warm and vibrated through her, and filled with darkening colours, until she heard herself scream in protest at such an invasion. There were screams around her and, with an almost superhuman effort of will, she bit her lips, determined that she would not cry mercy from whatever was happening as the crewmen did. Her resolve ended when she felt the hard thwack of stone against her face and her body as she fell down. Then she whimpered and wept, as much the lonely, confused, tormented five-year-old girl who had been abandoned by all the adults who had managed her life up till that moment. ‘The planet has been speaking?' the boy whispered to Cita, his hands moving restlessly on the cub's fur as if that motion were all that protected him. In one sense, Cita would tell Yo Chang much later, petting the cub had protected him as he had valiantly protected the cub when in danger from Zing Chi. ‘Yes, Petaybee does in these places,' Cita said in a very grown-up voice. ‘And it keeps this place warm for us?' Yo Chang asked because he had to be sure. Though this girl was not much older than himself, he felt she had exhibited commendable authority and certainly bravery in walking the gauntlet of those great animals. ‘The Home is always warm.’ ‘How? It was so cold on the surface. Why would it be warm down here? I could feel my ears adjusting to the air pressure so I know we are down.' He gestured to the ground on which they were seated. ‘The Home protects us, Coaxtl says. It takes care of us… if', and Cita paused to permit Yo Chang to see how important her next phrase was, 'we take care of it.’ ‘It isn't taking care of them,' Yo Chang said, rolling his eyes, and pointing to one side where the despoilers were writhing in agony and shrieking in great anguish. ‘I know,' Cita said soberly. 'I used to live with people who called it the Great Monster and feared it only. Because it can be cruel to those who take without respect and give no thanks. The Shepherd Howling was the kind of man who did that all the time so he stayed out of these caves and taught us all to fear them. But I am disobedient and selfish, and when I ran away from the flock, because they would have taken from me what I was too proud to give freely, I met Coaxtl, who called the Great Monster "Home". I decided that if I could, I would rather be like the Great Monster than like Shepherd Howling. The Home is proud too and it obeys no-one. And it too begrudges what is taken from it against its will.' Cita patted his hand. 'Your people have angered the Home and it has become the Great Monster. They' She waved her hand at the writhing bodies. She was having to shout over the noise they made, 'need to be shown how it feels to be stripped and cut, slashed and dug, prodded and pulled and flayed.’ To demonstrate her point - and having had a great deal of experience with such torments - Cita got a flap of skin from Yo Chang's neck and twisted and pinched it as hard as she was able. ‘Hey, don't do that,' and Yo Chang scrambled sideways away from her, rubbing his neck. ‘I was only demonstrating how the planet feels. You were cutting and pulling, too, you know, and you are very lucky that Petaybee saw you save the cub.’ Yo Chang gave her a sour, jaundiced glance, rubbing the outraged spot of the pinch. 'You didn't have to demonstrate so hard.’ ‘I did because that is how we learn how the planet feels,' she replied. 'You're much luckier than they are!’ The shrieks and howls were beginning to diminish as the strength of the condemned, or the planet's ministrations, eased. ‘They're not dead, are they?' Yo Chang asked most urgently. ‘I don't think so,' Cita said, though she couldn't be sure. 'Why?’ ‘My… my… father is not a bad person. Not really,' Yo Chang said, his round face and eyes entreating. 'We are all forced to work hard at what we do for those who despatch us to where we must harvest plants. If we do not work hard, and if my father does not make his crew work hard, then the quotas are not filled and we do not get the rations which only hard workers deserve.’ Neither youngster would have understood being paid in credit notes, for both had toiled long and hard hours just to get enough food to fill their stomachs. ‘It is hard,' Cita agreed, nodding her head approvingly,' to get enough to eat. Since Coaxtl found me, I have been eating so well I will soon be as fat as Clodagh.' She patted her stomach with great satisfaction. 'Everyone feeds me now - Coaxtl, Clodagh, my sister, my aunties and uncles and cousins in their homes. They are very fair about the distribution of food to the plate.’ She nodded her head once more in emphasis. But thinking of the food she had shared with Sinead, Sean and Bunny reminded Cita that it had been a long time since she had eaten. She also wondered if the call for help had reached anyone. Not, she hastily corrected herself, that Petaybee had not come to their rescue. It had provided ample shelter and water although one had to be careful not to drink too much water or one could get a stomach colic which twisted the guts very uncomfortably. A slight snore emanated from Coaxtl and Yo Chang leant towards Cita. ‘Does he’ ‘Coaxtl is a female personage,' Cita informed him repressively. ‘Does she really talk to you?’ ‘Not in loud words like you and I are using,' Cita said, 'but I understand exactly what she says to me.’ Yo Chang looked down at the sleeping cub in his arms. 'Then, if I heard the name Monti, the cub was telling me his name?’ ‘Quite likely,' Cita said, delighted at being an expert on such a point. The moans and sobbings had died down to a low enough murmur so Cita decided she could get some sleep. ‘We may be a while longer,' she told Yo Chang as she rearranged herself against Coaxtl's long warm body. 'You'd better rest.’ ‘Can I go see if my father's all right?' Yo Chang asked timidly and fearfully. ‘He'll be feeling very sorry for himself, I shouldn't wonder,' Cita said, settling. 'Sometimes, my Aunt Sinead says, when people are hurting they'll lash out at anyone else to make them hurt, too.’ Yo Chang gulped but resolutely deposited the sleeping cub by Cita before he made his way down to where the sufferers were enduring their penance. She was half asleep when she heard him return, stifling sobs. ‘Your father?’ ‘Lives, but looks like a grandfather. He doesn't seem to know me.’ She patted his shoulder awkwardly and pulled him down, putting her thin arm over him so that he lay between her and Coaxtl and Monti the cub. She didn't need to tell him that life was sometimes hard. Namid felt a pang of anxiety. Though Dinah certainly merited discipline, even incarceration for their abduction, he didn't wish her harm. And he did need to know more about her activities, with or without the holo of Captain Onidi Louchard. Perhaps it had been Megenda who was Louchard, although the first mate had never appeared to Namid as a man of sufficient cunning and intelligence to contrive the piratical activities that had made Louchard's name feared all over the galaxy. If Dinah could give him any mitigating circumstances - beyond what he already knew of her tragic early life and hard treatment - maybe he could do some kind of a deal. She wasn't all bad. He couldn't have loved her if she had been thoroughly corrupt and sinister. That surely would have affected her personality and she had been such a loving and affectionate wife: merry, occasionally even frivolous, and often childlike in her enthusiasms during their married life. Maybe she was a split personality, schizophrenic, and that complexity, once proved, would reduce the sentence. The very thought of Dinah, encased in a space coffin, waiting for the air supply to end, appalled him. He was determined to find some way out for her. Marmion was of such a forgiving personality that she might even drop personal charges against Dinah - if she knew of factors which could mitigate the offence. Dinah hadn't actually pulled the trigger that had killed anyone. Her crew had murdered, that was true, but she had assured him, when he first found out who she 'worked for' that the pirates were under strict orders to fire only at others when they were being fired upon themselves. Of course, the ethic was that they were being fired on legally for attempting illegal activities and self-defence, accordingly, could not be claimed. Oh, my stars and sparkles, Namid thought, I'm arguing like a modern-day Gilbert and Sullivan. He took a deep breath and opened the inner door to the communion chamber. Warm mist obscured everything, making him feel he had stepped into a steam bath and he immediately felt a strong presence that had nothing to do with Dinah or her crew. Well, he had been assured by sane and intelligent people that the planet definitely had a persona. ‘Good morning,' he said, feeling just a trifle foolish, but if the planet understood, then it would appreciate normal courtesies, too. ‘And it is morning and I expect that you've had a busy time of it lately but I did wish a few words with you.’ 'Few words.' Was that permission? Or limitation? Namid wondered. ‘They might be more than a few, actually,' Namid went on, smiling as if that would be noticed. 'I've so many questions to ask.’ 'Many questions.' Again Namid wondered if that was permission or limitation. But it had sounded, to his untutored ear, as if the speaker was slightly amused by his presumption. ‘I'm told that you do communicate, or rather go into a communion phase with… what should I call it… with supplicants? No, that's much too religious a word. Communicants? Ah, yes, I think that is best. Now, first, is there anything I can do to assist you right now? Remove the occupants that spent the night here? I can't see them for the fog but…’ Namid had - not quite stealthily, but slowly - felt his way further into the cavern. Before he went one step further, however, the fog suddenly sucked itself back into the farthest reaches of the cave and vanished, leaving him awe-struck and speechless for several moments as he watched the play of gently singing light and colour across the surfaces of the cave. ‘You are rather stunning in appearance, you know,' he said in a hushed voice. The shifting colours of the walls were corruscations of complex blendings and wave designs. He rather suspected he could spend hours following the patterns as they made their way deeper and deeper into the cavern. The way was level now whereas before it had been on a slight downward incline. 'Am I well into this communion place now?’ 'Now!' ‘Ah, then,' Namid said, 'I'm an astronomer, you see. I have spent my life observing the anomalies of stellar matter, with particular emphasis on variables. Do you have any idea what I'm talking about?’ 'Talk.' ‘Well, now I'm certainly willing to although I am not a lecturer by training. Still, to talk to a planet, the satellite of a rather… ah… (not ordinary, Namid said to himself, not wishing to offend Petaybee)… an excellent example of a G-type star… well, it's an extraordinary experience, if you know my meaning.’ 'Know meaning. Talk.' ‘I've seen many stars - constant, dwarf, variable, binary systems - everything so far astronomically categorized, but speaking to a planet is highly unusual.’ Namid, aware that nervousness was making him more garrulous than was natural, thought he heard a whispery laugh. 'Unusual planet.' At that sally, Namid did laugh. 'You have a sense of humour, don't you? I think we shall get on very well together.’ 'Very well. Talk.' A low moan that ended on a piteous sob interrupted any further talk at that juncture. The moan had echoed quite near and Namid, being a compassionate person, was compelled to investigate. Just beyond the bend in the passage, he saw the figure of Dinah, looking smaller and, indeed, when he turned her over in his arms, almost wizened efface. Her hair had turned completely white. She was breathing regularly and although her pulse was slow it was strong enough to reassure him. All the questions that had brimmed to his mind to ask Petaybee - could it speak with its primary, with its sister planets, communicate with its moons and how - went out of his head along with the questions he had framed to ask Dinah. She was patently in no condition to answer - even to her own name. A guttural 'eh' made him investigate further down the corridor where he saw three more figures, each of them curled in tight foetal positions, the bodies also giving off excretal and vomital smells that made Namid glad that he had eaten nothing yet in his haste to seek Dinah. Megenda and the two crewmen had succumbed to Petaybee's justice. But Namid felt that Dinah had not, because she had both not assumed the protective womb-position and not soiled herself. He was glad of that for she was most fastidious about her person. He carried her up the stairs, banged on the trapdoor to be re-admitted into the cabin, and found it crowded with Marmion, Bunny, Diego and the Murphys. ‘Oh, dear, what has happened to her?' Marmion said, reaching out compassionate hands to Namid's limp burden. Muktuk took her from Namid and carried her to the bed he and Chumia shared. 'Petaybee's happened to her,' he said with the resigned tone of someone who has accepted judgement, fair or undeserved. ‘I found a portable holo-projector that produces an image of the pirate we all thought was Louchard,' Marmion told him. 'It was in Dinah's pocket. She was Louchard all along.’ Muktuk stroked the white hair back from Dinah's face and Chumia took her hand. ‘Poor lass,' Muktuk said. 'But us kindred of Handy Red have all got a wild streak.’ ‘Hitch the team, Muktuk,' Chumia said. 'She's beyond my skill. Clodagh in Kilcoole is best at this.’ Namid turned away from them and left the cabin, still agitated but reassured that Dinah would receive here maybe not just what she deserved but what she had needed all along. 25 Contents - Prev/Next Sometime in the middle of the blizzard, Nanook clawed at the shuttle hatch and Yana opened it wide enough for him to jump the drift blocking it and land with a thud on the deck. He seemed to have brought half of the great outdoors in on his coat and paws, but as Sean rubbed him dry, he reported good news. ‘Coaxtl says the Youngling and the others are in shelter. Nanook can lead us there after the storm.’ Nanook did. They landed the shuttle in a snowbank which quickly turned into awakening polar bears, who unhumped themselves, rose and lumbered off, without a backward glance. Yana and Sean disembarked and started for the entrance of the cave formerly drifted over by bears, but Nanook barred their way, growled, and preceded them. Yana had thought to bring a laser lantern. It burned brightly enough to show the most eclectic gathering of Petaybean wildlife she had ever seen curled, draped, stacked, lying, sitting, standing, washing, yawning and sleeping just inside the cave entrance. Nanook growled warningly, but before they took a further step, Coaxtl sauntered towards them, yawning. The other beasts paid the humans no further mind. Cita was right behind her friend, and ran to Sean to embrace him. 'Did you bring anything to eat?’ Loncie Ondelacy, Pablo Ghompas and their com munity followed. 'Yana, Sean, glad you came. But there are casualties and we all need to eat.’ Wading deeper into the cavern, Yana looked at the twisted, mumbling people lying on the floor all around. 'I'm glad we came too. But now what do we do?’ ‘Whatcha drivin'?' Johnny Greene asked. Yana told him. 'Not big enough,' he said. 'We need serious transportation. Can you get help from Intergal?’ Sean shook his head. 'They won't lift a finger to help us because of our "disloyalty". Instead they're dumping every problem they can find like garbage onto the face of this world and leaving us to drown in it.’ ‘Well, I can see why they wouldn't want this lot back,' Johnny said with a jerk of his thumb at what was left alive of those on the floor. 'But it's only human to try to do something for them. Is there no way at all?’ ‘Nothing we can do from here,' Yana said. 'We came because Coaxtl called and we thought you and Cita were in danger.’ Johnny shook his head. 'No more. Them though Loncie Ondelacy said, 'Well, I for one don't blame Intergal a bit. If we don't want them to rule us, we can't expect them to jump every time we holler. And whether they caused this problem or not, we can expect more of the same. We have got to figure out a way to solve our own problems if we want to be autonomous. Yana and Sean, why don't you give Johnny a lift back to his bird along with some of the council members to help dig it out and make a run back to Bogota for food, blankets, and medical supplies. Also to organize a dogsled evacuation here, although it'd be better if they could be flown out, given the shape they're in. You could take Cita too.’ But Cita shook her head. Her voice was small but her eyes were shining with excitement. Children did tend to love a crisis, Yana reflected - especially somebody else's. 'Though I may be much in the way and a bother, Coaxtl is needed to keep Nanook informed and the other beasts from deciding that these ones,' she indicated the ravaged bodies around them, 'are easy prey. Since Coaxtl honours me by speaking to me, I should remain to pass messages between her and my elders and betters.’ Sean nodded. 'You can come back with Johnny when he returns north then. I'm sure you'll be a big help to Loncie and Coaxtl.’ They ferried Johnny and five of the councilmen back to the copter. The soft new snow had drifted deeply around it and it took them some time to dig it out again. Once its runners were free and Johnny and the others were airborne, Sean and Yana returned to the cave and carried out six of the most severely damaged among the illegal harvesters, Zing Chi and the father of Yo Chang among them, and returned to Tanana Bay. The dog teams were being hitched as they landed. The dogs set up a fierce howl when the shuttle set down, and the whole village came running to investigate. Back at the O'Neills', Yana and Sean saw for themselves the state of Dinah and the other pirates, who had to be taken from the communion cave and cleaned before being bundled into the shuttle. On seeing Dinah, Sean said, 'Maybe we'll have to rethink letting the planet dispense its own justice. It's fair enough, but we can't handle the casualties. Bad enough that people have to remain badly maimed or die because we don't have the technology to get them to help but when we have it, just not enough of it, it fairly breaks your heart.’ ‘It does,' Muktuk agreed, 'even when it's such as them.’ ‘I'm most concerned about Dinah,' Yana said. ‘Perhaps you'll be less so when we tell you what we found on her,' Marmion said acerbically. 'Do you want to do the honours, Namid?’ He fished in his pocket and suddenly disappeared, to be replaced by the ugly Aurelian visage of Onidi Louchard. 'I am the pirate Louchard,' said a voice that sounded exactly like the pirate Louchard's. 'Who are you and why do you seek me?’ Yana, Bunny and Diego all jumped away from the piratical image. Muktuk began to laugh. 'You mean that little bitty gal pretended to be that thing to control all those big ferocious pirates? Ah, Sean, your governorship, sor, you've got to save her, you do. She's purest O'Neill stock through and through, that one.’ ‘You wouldn't be so crazy about her if you'd been on the pirate ship with her,' Bunny told him angrily. ‘We'll do our best to save her, Muktuk,' Sean said. 'If you'll take one of our current passengers, that will make room for her…’ ‘We could come by dogsled, too,' Diego said. 'It'll be good to feel like part of Petaybee again, won't it, Bun?’ ‘Sure will,' Bunny said.’ ‘Sides, I got somethin' important to talk to you about.’ Diego looked extremely uneasy at that and was sorry he'd offered. Marmion and Namid rode in the shuttle as well. Once they were under way, and had sent a radio message to Adak to transmit to Clodagh that they had the beginnings of a serious casualty situation on the way to Kilcoole, Yana was unusually quiet and, Sean thought, rather sad. ‘What's the matter, alannah?" She gave him a painful smile. 'Since seeing the holo, I have a plan. I wish I didn't almost, but I do.’ ‘To do what?’ ‘Nail the pirates, Luzon and Torkel Fiske and get them all out of Petaybee's hair for good.’ ‘That sounds worthwhile. What's the catch?’ ‘It would involve taking the holo, returning with this shuttle to the pirate ship and posing as Louchard. Since I'm the only possible shuttle pilot who qualifies, it means I'll have to leave Petaybee again, and the very thought ties me in knots. Still…’ ‘Why do you have to do that?’ ‘To take the ship back to Gal-Three where it and the crew can be taken into appropriate authority. Meanwhile, posing as Louchard, I'll confront Fiske and Luzon and make damned sure there's an incriminating record of what transpired between them.’ ‘I can't let you take that risk, Yana. Especially not in your condition,' Sean said, sounding sterner than he meant to at the idea of her not only leaving the planet again but putting herself in such danger. ‘I don't see much choice, not if the pirates are to be put out of commission and Luzon and Fiske stopped from interfering with us once and for all.’ ‘It's a good plan,' Marmion interjected. 'Excellent, in fact. It needs to be done. Only, may I make one small suggestion?’ Sister Igneous Rock was with the orange cats and the debilitated hunters, de Peugh and Minkus, when Adak burst into Clodagh's cabin, which she had turned into a temporary clinic as well as pharmacy. ‘Sean and Yana are bringin' in a bunch of folks that got Petaybeed up at Tanana Bay and over by Bogota,' he said. 'They're in a pretty bad way, according to Yana. She says some of them might not live, though she reckons they're none of 'em any worse than Frank Metaxos was when he first got here.’ ‘Oh dear. Clodagh is off with Mr Ball, I'm afraid. She took him to the springs for therapy,' she said. But before the words were out of her mouth, two of the orange members of the nursing staff tore out of the door that Adak had left slightly ajar. The shuttle landed just as Clodagh showed up with Ball in his wheelchair strapped into the basket of Liam Mahoney's dogsled. Dr von Clough ski'd along beside them. He looked very tired. Brothers Shale and Schist, looking somewhat bemused, followed a disgusted-looking orange cat who seemed outraged at their lack of efficiency. Sister Agate adjusted her robes to their usual decorous length. While Ball received his therapy in the waters of the hotsprings, she had been inside the grotto engaged in deep consultation with Aidan Yulipilik about the therapeutic uses of Petaybee's mildly intoxicating drink, blurry. The blurry was not all that was intoxicating. Sister Agate was quite flushed from the attentions of the dashing Aidan, who made drums, snowshoes, dog harness, and skis for the entire village and many other parts of Petaybee. He also had twinkling slanted blue eyes and a physique that might be envied by many twenty year olds. That could not be said of the poor people whom Sean and Namid began carrying or helping out of the shuttle. Most looked geriatric, astonished, and bitterly unhappy. ‘There's not room enough at your place, Clodagh!' Sean said. 'Oh, this is Namid Mendelsky, a friend of Marmion's. We'll use the meeting hall for now - we'll need to use the school Cube as well. There are still more patients to be evacuated from Bogota. We only brought the worst ones this time.’ One of the poor souls was a woman, small and perhaps pretty once, with totally white hair and sunken cheeks. She was a pitiable object and moaned and cried out often. Four of the men died before they could be treated. Clodagh said if they could have arrived sooner they might have been saved but that it was the planet's will. Sister Igneous Rock had the quite heretical thought that perhaps the planet might have willed something else if it had been aware of other options - like more fast transportation, easier access to intravenous fluids, just a few basic medical necessities. Clodagh's medicines could work wonders of recuperation, once the patients got past the critical stage, but fast transit, a source of not-quite-so-spiritual power, and convenient plumbing could do a lot towards remedying many sorts of emergency situations. And there was all that geothermal energy the planet had to spare. It seemed a shame and a bit of a waste, really. But who was she to say? She felt less modest about it within the next forty-eight hours, as the shuttle flew back and forth to the South until it was finally grounded for lack of fuel. It had fetched patients from the South and taken fuel to Johnny Greene so he could also assist in the air-lift. Even though everyone in Kilcoole helped, all of the water carrying, wood chopping, water boiling, heating of irons, lighting of lamps and candles, carrying and disposal of wastes, changing and washing linen especially since most of it was not linen or anything resembling it but wool or fur or someone's down sleeping bag, and not that easily washed - left her totally exhausted. Indeed, under such hard conditions, it took her, Agate, Schist, Shale, Clodagh, and Dr von Clough, who never ceased complaining about the conditions, every waking hour for three days to save two-thirds of the patients. The man who had been the foreman of the work crew in the South died, as did the father of a lost-looking young boy who cried into the coat of a young wildcat while little Cita patted him on the back. The woman from Tanana Bay lived, and the big black man, though just barely, but the other two died. Clodagh said it would be a long haul for her and the other survivors. The Chief Engineer on board the Jenny had been uneasy for days. He could run the administrative bits of the ship, but when all the senior officers just took off like that without so much as a by-your-leave, well, what was a bloke to think? Miss Dinah usually passed on the Captain's orders, or Megenda, or failing that Second Mate Dott but they were all gone now, weren't they? He'd assumed, naturally, that the Captain had stayed on board and sent Miss Dinah off with Dott and Framer. But, when he himself had checked the Captain's quarters and discovered them empty, and Louchard nowhere on board, the lads had broken into the Haimacan rum and got legless. No-one had attempted to clean up the resultant mess, despite his warning that there would be hell to pay when the Captain returned. And now the reckoning was due. There was the Captain on the comscreen. ‘Good to see you, sir. We thought you was on board wif us, sir, till we noticed you wasn't, like.’ ‘Very observant,' came the Captain's gurgly alienish voice from out of his octopus-like head with that funny eye channel runnin' all around it. The reason he had Miss Dinah to front for him, everyone reckoned, was that too much lookin' at the Captain woulda been bad for morale. 'But obviously, I am not there as I am here on board the shuttle. Our mission is accomplished, but there is still the matter of payment for the Algemeine woman.’ ‘Framer said as how them high-class people wouldn't pay no ransom.’ ‘Framer talked too much. Framer has paid the consequences of indiscretion. Even dignitaries have families who do not wish to see them… detained, or to suffer any… inconvenience. Besides which, outside parties had an interest in this detention. Patch through the following transmissions to these codes and rendezvous with me at the following coordinates.’ ‘Aye-aye, sir. And may I say, sir, that it will be good to have you aboard again, sir.’ Torkel Fiske was entertaining in his suite aboard his father's star-yacht when the call came in on the private channel that was supposed to be available only to him and his father. It only took one glance at his caller to tell him that the transmission was definitely not from his father. He closed the door quickly so that his guest would not inadvertently catch sight of his caller. The creature on his screen was hideous. Not that Torkel hadn't seen Aurelians before. He had, and he hadn't liked them then either. On those occasions, they had been in appropriate places, not invading his privacy. 'Yes?' he asked. 'This is a private channel. How did you gain access? You are in violation of the Inter-galactic Communications and Trade Act…’ ‘Fiske, you two-timing maggoty imbecile. You set me up.’ ‘I don't believe I've had the honour,' Torkel said in his stiffest military manner. ‘This is Louchard speaking, Onidi Louchard. Ring a bell?’ No wonder the pirate sent Dinah O'Neill to negotiate for him! She was a damned sight easier to look at and more discreet as well. She'd know better than to try to contact clients in their own homes. This was a definite breach of professional etiquette and he didn't intend to stand for it. ‘Not here, it damn sure doesn't. I'm ending this trans’ ‘I. Would. Not.' The Aurelian said, and Torkel remembered that the pirate was reputed to have an efficient complement of skilled assassins who 'eliminated' those dissatisfied with Louchardian arrangements. 'Now listen to me, Fiske. You completely neglected to mention the Gentlepersons' Agreement regarding abductions when you suggested I kidnap the Algemeine woman. You knew that ransoms are never paid by people of that ilk…’ ‘Your emissary', and Torkel managed a sneer,' should have been aware of it, since the Agreement's a long-standing one. So that's your error, not mine! I'm ending now.’ ‘No, you're not. You would scarcely care to entertain a visit from my termination specialists, now would you? And you will, unless you see to it that we're compensated for our trouble in her case.’ ‘Compensation is your business, not mine. Why should I pay for her return?’ The pirate did something most unusual with his head, eyes and tentacles that made Torkel's stomach heave and the noise it made was even more ghastly. Aurelian laughter? Then Louchard said, 'There's also the matter of Colonel Maddock-Shongili. She says…’ ‘I don't care what she says. I was led to believe you were competent at what you do. Obviously I was misinformed. If you can't get your ransoms, then kill both of them for all I care. If you were as professional as you were said to be, we wouldn't be having this conversation. Out.’ And he clicked the corn-control with great satisfaction, feeling that he'd definitely had the best of that exchange. The best of that bitch, Yanaba Maddock! And nothing to link him with her demise. Matthew Luzon received the call from the Aurelian as he was engaged in assisting with the enlightenment of the people of Potala, who had, before Company renovations, been so wasteful as to have nearly seventy per cent of their populace serving as celibate clerics. Potala had set up a theocracy until the Company put a stop to it, reminding the little planet that, while it might believe that killing animals was wrong and certain places were sacred, the planet was, in fact, entirely and in all respects the property of Intergal. Fortunately, so far, Potala had showed no outward inclination to join in personally on the side of its inhabitants, despite the claims of certain tenets of their religion. Matthew was busily reinterpreting those tenets when his comunit signalled for his attention on the Company's priority channel. A hideous Aurelian face and waving tentacles filled the screen. ‘Luzon, you've been cutting in on enterprises that were guaranteed to us as part of our deal with you and Fiske.’ ‘And who might you be, brother?' Luzon asked. ‘I am Louchard, Captain of the Pirate Jenny. I have taken receipt of certain live cargo whose possession was supposed to guarantee me the right to exploit the assets of the world known as Petaybee, formerly an Intergal installation.’ ‘Ah, and how is the good Colonel Maddock?’ Louchard paused to indulge in a deep and nasty chuckle. 'As you wished, her days are numbered. As to those associates of yours from the Asian Esoteric and Exotic Company, were you aware that they have denuded vast areas of resources that should be used for her ransom? Really, Doctor Luzon, that was not well done. Tsck, tsck. I am not at all pleased to learn that you enticed other companies and individuals to move in where I believed I had been guaranteed a monopoly on such resources, poor and insufficient as they appear to be.' Louchard chidingly waggled lateral tentacles. 'Not the way to play the game with Captain Louchard, I assure you.’ ‘My dear Captain, I implied nothing. Your dealings, I believe, were with Captain Fiske. Any disparity in what you were promised and what you eventually obtain should be discussed with him.’ ‘You will not attempt to confuse the issue, Luzon. I have spoken to Fiske. He says you encouraged him to employ me to… entertain Colonel Maddock and Madame Algemeine, misleading both him and myself as to their actual value in order to indulge a personal grudge.’ ‘I deny that. There was never any personal feeling of animosity towards either lady on my part, despite the physical and professional injuries they caused me. I have simply been using rather unorthodox contacts to force an issue on which I feel the Company has prematurely relinquished their rights. You understand, dear Captain, that the harvesters from the Asian Esoteric and Exotic Company, the shuttle service and other fruits of the publicity I have arranged for Terraform B have simply been in the nature of covering my bets, you might say, in case you failed, as you obviously have.’ ‘That's a double-cross in my book, Luzon. I'm going to have to dispose of my passengers.’ No more interfering Algemeine? No more self-righteous Yanaba Maddock? Matthew couldn't conceal his smile as he said, 'You must do as you see fit, Captain.’ Ending the transmission, Yana switched off the shuttle's comunit and the holo-image of Louchard. Sean had stationed himself with the other witnesses beyond the viewfield of the screen and now stepped forward. He put his hand on her shoulder, then leaned down to gently kiss her cheek. Marmion Algemeine and Farringer Ball, only just graduated from the hover-chair, looked extremely grim. Even Dr von Clough appeared vastly upset. Whittaker Fiske, whom Johnny Greene had summoned from Intergal Station to witness the transmission, was terribly shaken. Clodagh, uncomfortable in the shuttle's space-conserving seat, sat between Whit and Farringer Ball. She handed Whit a square of cloth and he mopped his eyes and blew his nose before speaking in a choked voice. ‘I knew Torkel was wrong-headed about Petaybee and had a grudge against Yana, but I would never have believed this of him if I hadn't heard it for myself.' He turned tormented eyes to Clodagh. 'I wish the planet had done to him what it did to those pirates and Metaxos before he debased himself in this fashion. Deliberately contacting a pirate to abduct all of you!' Whittaker shook his head, unable to look the victims in the eye as he waved at the empty comscreen. Clodagh patted his hand. 'Your son's been a grown man for years, Whit. You can only raise 'em, not straitjacket them. As far as his initiation to Petaybee, Sean and I shielded you both then because we didn't want you to be blasted like those others. We were wrong, I guess, but we knew you were off-worlders and you didn't understand. We wanted you to have as gentle a conversion as possible so you'd understand how it could be. We didn't want you, or him, to get culled. We should have just let Petaybee sort him out.’ ‘I guess so,' Whit said. 'Though that should have been my responsibility. I should have pulled Torkel up about some of his earlier escapades. If he hadn't got away with them he'd never have tried something of this magnitude. But I felt there was good stuff in the boy. I never thought…' He sighed, resigned, his normal ebullience dead. The others were quiet for a moment, then there was a knock at the open hatch and Adak stood there with Faber Nike. ‘Here's the gent you was expectin', Ms Marmion, come to take you home.' Adak looked up Nike's large frame, apparently satisfied that this man was appropriate for that task. ‘If you will excuse us?' Marmion said to the others. Yana willingly relinquished her pilot's seat to Faber. 'I have arrangements to make for the CIS court to be moved to Petaybee and an incriminating recording to deliver. Faber, the Louchard holo and certain representatives of law and order have a rendezvous to keep with a pirate ship. Oh, and would you all have any use for a spare space-worthy vessel?' Her smile was definitely mischievous as she glanced round. ‘What do you mean?' Yana asked, not certain if Marmion could pull off that sort of stunt. ‘Well, the ship will be forfeit, but I think the authorities might just consider it a just compensation for the inconvenience, harassment, outrage, and indignities of a false incarceration of Petaybean citizens?’ ‘You were kidnapped, too,' Yana said while Sean chuckled. ‘Ah, yes, but I have my own ship and Petaybee could certainly profit by having its own navy.’ ‘A shuttle and a spacer?' Sean said, grinning. 'I think we might even go into the transport business…" When he heard Clodagh's exasperated snort, he held up his hand and added, 'Of course, there will be a strict enforcement of immigration - to keep the undesirable element from landing on our native soil.’ ‘An eminently sensible and honourable career for a piratical vessel,' said Namid, who had been sitting quietly behind Marmion. He rose now and took her hand. 'Return soon.’ She gave him a lingering glance and a saucy smile. 'Oh, I will. I certainly will.' Then she dimpled at Yana and Sean. 'But I'll send the ship back as soon as I can talk the authorities into it.’ ‘What do you mean?' Dr Matthew Luzon demanded imperiously of the three officials who had presented themselves at his main office on Potala. 'I'm under arrest? For what crime, might I ask?’ ‘Fraudulent misrepresentation, illegal transport licensing, accessory after the fact in an instance of kidnapping’ ‘Oh, now come off it,' Matthew said, cutting off the charges with an irate wave of his hand. 'That is utterly outrageous…" He caught sight of his new chief assistant trying to get his attention. 'Well, what is it, Dawtrey?’ ‘Sir, they've been through the legal department and the arrest is legal and not a single loophole that can be challenged…’ ‘Preposterous.’ ‘Dr Matthew Luzon, you will accompany us to the court which has issued this warrant to answer the charges, forthwith and immediately,' the officer in charge of the deputation said in such a pompous tone that Luzon laughed. ‘We'll see about this,' he threatened and depressed a toggle to summon his security staff. ‘Sir, sir, Dr Luzon,' his chief assistant said, pumping his hand in the air with the urgency of a schoolchild in desperate need of relieving himself,' the matter has been seen to, before we'd even permit them to interrupt you.’ ‘And?' Luzon stood up, to give the three-man deputation the full force of his imposing stature and personality. ‘They are acting quite within the scope of their duties and you really will have to go with them.’ ‘I, Dr Matthew Luzon, interrupt a busy schedule to appear in a minor court?’ ‘It's a major court, sir,' the assistant said, 'and Legal says you have no option but to accompany them without protest or…’ ‘… A charge of resisting arrest will also be levied against you, Dr Luzon.’ The senior official, expressionless though his face was, did seem, in Luzon's estimation, to be enjoying his duties far more than he had any right to. The very idea that officials could barge into his office, interrupt his work day when he had an entire planet to set to rights, was preposterous. And yet, the atmosphere was rife with barely concealed emotions, almost 'menacing' in the tension. A discreet tap on his door, which his senior secretary hastened to open, resulted in the view of his entire legal staff, assembled in the outer room. Peltz, the senior adviser, caught Luzon's eye and gave him a quick nod of the head. Luzon took that to mean that they had everything under control and this risible situation would soon be a rather bad taste in his mouth. ‘Very well, gentlemen, if that is the order of the court, as a law-abiding citizen of this galaxy, I submit.' There was nothing at all submissive about Dr Matthew Luzon as he smartly passed his would-be captors on his way to the corridor and to the personal vehicle which should be waiting at his level to transport him. The vehicle awaiting him was not his personal one but a drab and very official one and matters proceeded downhill with astonishing speed after that. Nor was he at all reassured to discover that the plaintiff who had levelled these charges against him was none other than the Secretary General of Intergal, Farringer Ball, and that the warrant had originated from Intergal's Petaybean installation. ‘The planet's corrupting everyone,' he shouted as he was led off to a holding cell. The last glimpse he had of his well-paid, highly trained and motivated legal department were their slightly bemused expressions. Bemused at his expense. Nor was his incarceration in any way mitigated by the fact that he was led past a cell containing Captain Torkel Fiske who was sitting in abject dejection on the spartan bed of the accommodation. ‘Fiske? What's the meaning of this?’ ‘Now, now, sor,' said the senior officer hurrying him to the next section of the prison and his own quarters, 'no talking. That's not allowed to prisoners on remand.’ What Torkel Fiske could not figure out was how he had been implicated in the Algemeine-Maddock-Rourke-Metaxos kidnappings. Unless, of course, Captain Louchard had been captured and had taken revenge on what he considered to be Torkel's perfidy by deciding to turn Galactic-evidence to gain a reduced sentence. Kidnapping demanded a fate far worse than death - imprisonment in a space capsule which was then released beyond the heliopause of the local star system with sufficient oxygen to keep the criminal alive long enough to regret both crime and life. Some took as long as weeks to suffocate, depending on the amount of oxygen supplied, and there was no legal amount specified so there was no way of knowing how long you would keep on breathing. If you were claustrophobic, maybe you went mad first. If you had agoraphobia, the torture would be equally severe. No-one had ever been rescued. Torkel had managed to get a message off to his father although he wasn't sure if that would do any good. Why, his father might even have told the officials where to find him: Whittaker was scrupulous about obeying the law and Marmion was an old and valued associate. What Torkel had counted on was Captain Louchard's piratical expertise as well as an ignorance of the Gentlepersons' Agreement regarding being kidnapped. There hadn't been an abduction of someone of Marmion de Revers Algemeine's social prominence in so many years that the Pact was no longer common knowledge. Besides, Torkel would have been happy enough with the abduction of the minor personalities, to pay back Yana, and indirectly Sean, as well as those obnoxious kids. Caveat emptor! Even a pirate should know where to draw the line in dastardly deeds. Odd, if Louchard was responsible for Torkel's arrest, that there had been nothing on the net reports about the capture of pirate and crew. That would have given Torkel sufficient warning to make for parts unknown and to undergo a complete identity change. He'd some tentative plans made in that direction but he'd been taken so by surprise that he hadn't had a chance to put them into use. He'd opened his door and there they were! And the complaint had originated not from Dama Marmion de Revers Algemeine but Farringer Ball. That didn't make much sense to Torkel Fiske who had last seen Farringer Ball on a screen at SpaceBase in Petaybee. And the man was physically on that wretched iceberg now. How under the suns had he managed to end up there? Of all places in the civilized galaxy! The sight of Matthew Luzon also in custody did nothing to relieve Torkel's sense of impending doom and, as if expecting his movements to be shortly confined in a space coffin, he began to pace the cell. Small as it was, he could still walk about it. Three paces up and three paces back and two back and forth… and if he went too fast, he cracked his shins on the hard plastic edge of the built-in bed or slammed his toes against the slab wall. The Jenny-, now registered as the Curlycom, with new papers and no history before its recommissioning and complete overhaul, made her 'maiden' landing at SpaceBase with a shipment of plumbing units, temporary housing units (though none as fancy as the Nabatira Cubes although adequate for the Petaybean climate), and other 'mod cons' which most inhabitants of the Galaxy took for granted but which sent the happy recipients on Petaybee into raptures. An accompanying note delivered by the captain, Petaybean-born Declan Doyle, newly commissioned and still stunned by his promotion and good fortune, indicated that the shipments had been purchased with the rewards for the return of many valuable and priceless items found on board the ship when she had been stopped, boarded and her crew placed in custody. One arrival among the others particularly pleased Sister Igneous Rock. It was a collection of texts on the theories and principles behind the application and installation of geo-thermal and hydro-electric power, the English translation from the original Icelandic, dating from several centuries before. Sister Igneous Rock discussed the windfall with Brother Shale, then on every subsequent day, she could be found at the communion cave reading bits aloud and afterwards asking pertinent questions. ‘What do you think? Would that work well here? Could you do a channel here and here, and still meet your other commitments? This wouldn't hurt, would it?’ She kept a log of her research, enquiries and the planet's responses and was compiling a list for Sean, Yana and ultimately Madame Algemeine of equipment that would eventually be needed to assist the planet in its first venture into co-operative technology. Her intense contact with the planet considerably reduced her awe of it, but although it lost its godlike stature as a result, the planet, considering and collaborating with her for the welfare of its inhabitants, never stopped being 'beneficent' in her mind. The first out-bound voyage was to deliver to the Intergal Station the sixty survivors of the Asian Esoteric and Exotic Company whose unauthorized presence on Petaybee was adversely regarded by Intergal and CIS. Intergal tried to evade the responsibility but Petaybean officials were perfectly within their rights to return the illegal aliens to their previous port of call. Their employers had been notified to collect the stranded men and women. The in-bound voyage was a joyous occasion, for Petaybean citizens had invited specialists in many fields to return home to provide the skills needed to develop its potential. They came willingly and with songs about how they would help Petaybee, how and where they would live, how well their children would live where the air was clear and clean, if cold, and where they could walk again with pride that they had been born on a world that knew exactly what it wanted. The official CIS meeting was convened in the architecturally astonishing Arrivals Hall of Petaybee Space Facility - designed by Oscar O'Neill from the bits and pieces which Intergal had not thought salvageable and some remarkable local materials donated by the planet itself. O. O. had terminated his employment with Nabatira Cubes in order to devote the rest of his life to learning about the O'Neill clan and adapting many long-held construction notions to Petaybean needs and materials. Farringer Ball, looking fit with a winter-tanned skin and now walking without aids, was the Chairperson. Although he still tired easily, he had obviously recovered his zest for living and banged the opening gavel with a firm hand. Phon Tho Anaciliact, thoroughly enchanted by what had been accomplished so speedily, was there as the senior representative of his organization. Admiral General Touche Segilla-Dove had arrived in his impressive gig with his aides and other service personnel since that arm of Galactic Management always had to have a say in such matters. Though, one orbit of his gig, with all its sophisticated sensors and investigative devices, had proved that Petaybee was in fact totally unprotected. One had to discount its navy of one ship and one medium-sized shuttle sporting the Petaybean arms of an orange cat couchant and a curlycorn rampant, both on an ice floe in the middle of what appeared to be a cave. One spacer and one shuttle could not constitute any threat to galactic peace and stability. The planet had only the one space facility if you could find it in the blizzards. Admiral General Segilla-Dove might not quite believe that the planet was itself a sentient being but its spokespersons certainly were. And if they claimed to be speaking on its behalf after serious and deep consultations, that was fine by him. A planet held to an orbit around its primary - that was a scientific fact - and was therefore unlikely to go about the Galaxy fomenting rebellion and upsetting the status quo. What he did find exceedingly odd was the bald statement that the planet was listening to every word said in these proceedings and that that was why the walls of the Arrivals Hall appeared to alter in pattern and colour, and why the floor occasionally sent wisps of mist to curl about one's uniformed trouser legs. The two alien members of the Commission a Hepatode in its globe with the transcorder bobbing up and down the circumference and a Deglatite, shielded from the eyes of the Imperfect by its carapace - were acknowledged by Farringer Ball. He began by expressing regret that the members of the CIS had been delayed in the performance of this duty by his own physical illness but he hoped they would appreciate the visit to this newest Sentient. The witnesses were then called, one after another, to give evidence to the sentience of the entity on which they all stood. Clodagh Senungatuck was first and spoke quietly and authoritatively. Doctor von Clough, who had assisted her throughout the treatment of Farringer Ball and that of the casualties from the South as well as Dinah O'Neill, testified to the tremendous healing potential of Petay-bee. He said, however, that much study would need to be done before it could be determined which elements of Petaybean therapy could be isolated from the milieu and used off-planet. Meanwhile, he would seek permission to transport certain of his patients to Petaybee for therapy similar to that which had been used to rehabilitate Farringer Ball. Then Sean Shongili, as the resident eco-biologist, delivered his short address in a concise and very reassuring manner. Colonel Yanaba Maddock-Shongili, co-administrator for, and in the name of, Petaybee, spoke of her experiences with the entity and her knowledge, based on a long and impressive military career with Intergal itself, that sentience came in many forms and this one differed only in size, and could certainly not be assumed to be less intelligent than any others. Namid Mendelsky's testimony was an unexpected bonus, a complete corroboration of all the others had said, but with the additional weight of his scientific acumen and his professional standing in the field of astronomy. The astronomer had spent every possible minute in the Kilcoole communion cave, conversing with Petaybee. ‘The thing we must all remember about a planet awake barely two hundred years, gentlepersons, is that it is still a baby. While necessarily volcanic in temperament,' he paused for their laughter, 'Petaybee shows unusual gentleness and restraint in dealing with most problems and persons. It had told me that it regards anyone on or anything that happens on its surface or inside of it as an extension of itself, and makes what it feels are the necessary adjustments. It had queried me, for instance, on the physical aspects of the rest of the universe, though the nature of the universe seems to be something it understands instinctively.’ ‘Excuse me, Doctor,' one incredulous juror had asked. 'But how exactly does it tell you that?’ ‘Six months ago, I understand, it would not have done, which is a sign of how remarkably fast it can respond to certain stimuli. With the current crises caused by the outside threat from the Company and others seeking to utilize its resources before the planet has quite discovered them, the planet rapidly developed a direct means of communication. Its mineral content contains the same substances used in storing sounds for reproduction in computer equipment. The planet has always absorbed the words of those who speak within its walls - it stores the words and, like a baby, regurgitates them as echoes at what it deems to be appropriate times. Sister Igneous Rock and I have been having daily prolonged conversations with the planet, and like any child, its vocabulary and communication skills have grown as a result. Local people have always gone to these inner spaces, they say, to include the planet in the seasonal and critical events of their lives. It should be noted, and you may question them on this matter, that when Colonel Maddock and her companions carried small talismanic bags of Petaybean soil gleaned from the inner caves, they felt not only psychological comfort, but also some form of telepathic communication with the planet. This is not hard to imagine, given the telepathic links between humans and animals, animals and other animals (as witnessed by many in the incident involving the Asian Esoteric and Exotic Company on the Southern Continent), and occasionally, as in an earlier incident, plants, the planet and human and animal agencies. Such links are so close that I personally am led to agree with Petaybee that, in fact, everything that comes within its atmosphere is part of the life of a highly complex and diversified organism consisting not only of minerals and elements, but of every living thing that comes in contact with its surface. This tremendous telepathic linkage and the need for "adjustment" of initially outside organisms to the planet are why Petaybee has at times had such a devastating effect on some humans. Perhaps in time this will be modified. Anything is possible.’ ‘Anything is possible?' asked one of the more literal-minded jurors. 'Is this all there is to your theory? Have you no more definite conclusions?’ ‘I have, as well as recommendations that I think the Petaybean inhabitants will agree with. The planet has infinite potential beyond anything I've ever seen, experienced or heard of in my career. However, it is a growing, developing entity and it must be nurtured and encouraged in finding its own best uses and values. New immigration must be monitored and numbers controlled so as not to overwhelm the available resources and, most particularly, so that newcomers to the planet can become properly acclimatized and adjusted without harmful after-effects.’ Admiral General Sevilla-Dove was inclined to believe Mendelsky, though the opinion was not exactly what he had expected from an astronomer. But the Admiral General had noticed how the mist seemed to thicken on the floor when the locals spoke. And the air in the Hall also was fragrant with scents he only barely remembered from his childhood. This meeting was really only a formality and Farringer Ball whacked the gavel that made the whole thing right and tight in just under an hour and a half, the Admiral General noted. Then the formal meeting was thrown open to specially invited guests and a meal of finger foods, accompanied by a local drink called 'blurry', were handed round in celebration. The 'invited' seemed to be everyone on the planet, which might explain why the Arrivals Hall on a barely terraformed iceball in the middle of nowhere was as large as it was. For certainly people were not thronging to visit, or even vacation, on Petaybee in numbers that would require such a massive facility. Then a gaggle of musicians took their places on the dais where Farringer Ball had officiated. Their music was subtly enhanced in a fashion which kept one of his aides, who was musically inclined, trying to find out where the accoustical augmentations were hidden. The Admiral General waited the customary courteous hour and then made his farewells. He did spend a few minutes congratulating the Shongilis on their officially acknowledged status and he hoped that the planet would prosper. (How warm air could be blown up trouser legs securely tucked into his boots, Sevilla-Dove did not know, but when it reached his crotch, he was surprised and… relieved.) The fact that his aides also had experienced unusual physical pleasures did not impinge on his feeling that he had been specially singled out for the attentions. The Admiral General and his aides were the only members of CIS who did leave. But then they wouldn't have understood how important today's songs would be. The Hepatode and the Deglatite might not have been able to eat or drink but they each found a corner from which to watch the curious antics of the Petay-beans. Marmion had arrived sometime during the investiture and had much to regale her friends about certain 'loose ends' she had seen tied in appropriate knots prior to her return. ‘Macci was all but skint, despite his excellent salary with Rothschild's,' she told Yana, Diego and Bunny. 'Actually, it was Charmion, of all people, who found out that he's a gambling addict. He gambles for and on anything that anyone will take book on. And you know how some species regard betting as the only honourable form of entertainment. He was so deeply in debt that when… oh dear, it was Dinah again who made the contact… how is she?’ ‘Much better. Remarkably so, in fact. Except for her hair, which she calls her new platinum blond look, she looks as good as she did before the cave - better in fact. Happier, certainly. Any place else, people would resent her but apparently in Tanana Bay she's a bit of a celebrity, and thoroughly enjoying it. Chumia says she is writing a great song about her pirating days and how Petaybee got the best of her. And men who want to replace Namid are turning up on the doorstep from as far away as Katmandu, but Dinah doesn't seem too eager to go rushing off. I think she enjoys having family near too much and having the chance to find out who she is without always having to scramble for something. I'm sorry I couldn't keep my word on the safe passage I guaranteed her and her crew, but I did tell her all along I couldn't speak for the planet.’ ‘What happened to all of them was no fault of yours, Yana. It was a direct result of being who and what they were. In spite of everything, it was the good part of Dinah's nature that preserved her.’ ‘The planet as the ultimate character-building experience, eh? I suppose so. Still, a bit rough at times,' Yana said. It wasn't so much that she felt any remorse towards the pirates as that her own honour was important to her. Dinah seemed to bear no ill will, however, arid Yana had quite forgiven her now that she was so changed. 'Muktuk and Chumia are even letting her hunt on her own these days. So Macci was the victim of his own excesses?’ ‘And willing to clear a few debts by leading us into danger.' The set of Marmion's lips suggested that she wasn't quite as forgiving as Yana. 'Pies, I'm relieved to say, was totally innocent. Her only sin was wanting to show him off without investigating his background thoroughly. Though how he managed to delude the Rothschild Personnel Bureau is a matter under the strictest scrutiny, I can assure you. Asian Esoteric and Exotic Company is having all its activities investigated to see if there have been other ecologically unsound "harvests". It's been quite exciting, really. But I'm so glad to be back here,' and she tightened her hand on Namid's arm. 'If you simply have to stay and talk every day to Petaybee, I guess I'll just have to ask permission to immigrate.’ ‘Oh, we'll have to enquire if that's possible,' said Sean with a very serious expression. ‘Sean!' his wife chided him. And then he laughed, giving her an affectionate kiss on the cheek, and grinned at Marmion and Namid. ‘As if we dared take Namid away from his educational duties with Petaybee!' Then he pointed. 'Ah, the best is about to begin.’ After the custom of latchkay singings on Petaybee, Buneka Rourke accompanied Diego Metaxos to the dais. ‘Diego has a song to sing,' she said with more than her customary dignity and the assembled Petaybeans settled down to listen. Diego's song was different from any other Petaybean song. It was neither a chant nor an old Irish melody with new words but a tune all his own, with Irish and Spanish influences and the beat of the Inuit as well, but also hints of the music of the other peoples of Petaybee and parts beyond. It spoke of growth and change, pain and discovery, the pain that had accompanied the awakening of the planet, the near-death of his father, the actual deaths of others, the cost of too much change too quickly to Petaybee, but how good a thing the change could be if it altered someone as it had Dinah O'Neill. And lastly, it spoke of his fear of change if it meant losing Bunny. He concluded with a hope that he could be like the planet and let the changes awaken himself and his beloved to lives limitless in possibility for adventure and love. There was a chorus to this song, with its repetitive theme of change and growth, and on every chorus, the voices of the people were joined by another voice, a big, melodious, joyous voice that contained all of theirs in a resonance of its own. The kaleidoscope turns The patterns change All we learn That once was strange Some will go and some will stay Some will cling, some turn away Some will wither, some will grow New friends come and old friends go Seeds and saplings, kit and pup Some grow down and some grow up Some fly away and some touch down While Petaybee planet spins around… The 'around' echoed particularly long and happily throughout the rest of the latchkay. Epilogue Contents - Prev Oddly enough it was the word 'come' invading her dreamless sleep as an undeniable imperative that woke Yana. And, the rumbling purr of the orange cat, Marduk, unexpectedly sitting right beside her head on the pillow. She felt the muscles in her belly shifting, not painfully, but definitely contracting, and she woke Sean. The cat jumped off the bed and stood imperiously by the door - as if she hadn't guessed what needed to be done. ‘It's time. I've been called,' she said. He was up and half dressed before she could swing her legs to the side of the bed. But then, advanced pregnancy had slowed her once quick precise movements to awkward rumblings which she sometimes resented. Sean grabbed up the fine polar bear rug that Loncie had given her and threw it about her shoulders. He picked up the satchel which contained the necessary items and opened the door. Nanook was there and Clodagh had her foot on the bottom step. ‘I wondered…' she began, smiling in the dawnlight up at Yana. When Yana and Sean reached the ground - the path to the cave well trampled in preparation for this moment - Clodagh moved to her other side. 'Do you feel like walking?' Clodagh asked. ‘It's good for me.’ ‘Yes, but is it what you feel like doing?’ ‘Well, I have to walk as far as the cave, don't I?’ ‘Yes,' Sean said. 'That you must do.’ Looking sideways, Yana saw that Sean's lips were tight against the anxiety he was feeling. ‘It's OK, Sean,' she said gently, patting his hand. 'It's really OK. Hell, we know I've never been fitter.’ ‘But you are not, so Sister Iggierock says, in your first youth.’ ‘Iggierock has learnt a great deal,' Clodagh said with a chuckle. And then they were in the cave which began to glow, a soft lambent one, welcoming, soothing and the little twitch of apprehension which Yana had so vocally denied eased. I believe in you, she told the planet. I believe in you. ‘Yes, believe,' the planet said. ‘Oh, I believe,' Sean said beside her since he must have thought the planet was speaking to him. They reached the spot that had been previously picked and the bedding and other necessities were there. They had no need of the extra lights, for the cavern was radiant. Clodagh helped Yana slip out of her flannel nightgown and then the first of the strong contractions caught her. ‘Breathe as you've been taught,' Clodagh said, waiting until the contraction had eased before she led Yana to the water's edge. Sean dived in and broke the water as a selkie, came to the two women, both of whom were now in the warm comfort of the water. Yana slipped down into it, found the ledge that seemingly had been created to cushion her while Clodagh made herself secure just below Yana. The mist began to rise then, but only on the ground behind them. Yana inhaled deeply of the scented, comforting moist air. The next contraction was harder, yet she didn't feel it as 'hard' only as a working of muscles. She could relax. Petaybee was all around her, and her husband was as he wished to be at this propitious moment in his life, this miraculous moment of hers, and Clodagh would see to everything healing as she always did. A furred face stroked hers from out of the mist and she laughed when she realized it was Nanook - yes, and there was Marduk, too, and the gods knew how many more purring mightily in the cave for it echoed of 'purr'. Another massive contraction which Yana, for one second apprehensive, thought much too soon in a normal delivery. Then she found herself wanting to push and panted as she'd been taught. ‘It's much too soon for this stage,' she said between pantings. ‘Well, you never know,' Clodagh said comfortingly. 'We've been here longer than you might realize.’ ‘But we… just… got… here.' Clodagh chuckled again and then was very busy, between Yana's legs underwater. The water itself was bright, so Yana was able to view her upheld legs on Clodagh's shoulders and know that the woman was submerged. Sean's furred flipper-hand was on her knee and then a mighty convulsion and Clodagh came up out of the water, holding her hands up and Yana saw a silvery furred baby body in the capable palms. ‘Your son, Shongili,' Clodagh cried and the cats gave voice to the most musical caterwaul possible, sounds not generally considered feline or musical but were a voluntary of welcome. ‘Oh my god,' and Yana's body wanted to repeat its previous confusion. A naked furry wet body was thrust into Yana's hands as Clodagh ducked under the water again while Yana, consumed with a second mighty pushing, realized she was delivering a second selkie child. ‘How did that happen?' she exclaimed as Clodagh surfaced with yet another squirming baby, this one already squalling at its lack of precedence. ‘You've a fine family all in the one go,' Clodagh said, water sheeting off her smiling face. ‘Did you know I'd be having twins?' Yana exclaimed, half of her appalled that that information had been withheld while the other half of her was marvelling at the perfection of her selkie son who, minutes old as he was, was already altering his form to human now he was out of the water. Clodagh gave a snort, hauling herself and the baby out of the water. 'And you as big as a whale and didn't guess?’ ‘How could I guess? I've never been around pregnant women. Oh, he's gorgeous… oh, oh…' and suddenly Yana realized her son was completing his alteration to a totally human baby. Then Clodagh was holding her selkie daughter out of the water and the same phenomenon was occurring on that precious body. Sean selkie was embracing her, and the children,-his silver eyes wide with wonder and blinking water. They made a tableau then, the mother, father, children and midwife, selkie and human. Then all were totally human as Sean lifted himself out of the water. Now Yana realized why the planet had insisted on this birthplace and how easy it had made what could have been a very difficult session for her. Petaybee was learning, too. Namid said the thing to remember about a planet only a bit over two hundred years old was that it, too, was a baby. Every time it had a conversation or experience, it learned, grew, expanded its potential. As he probed for its secrets, it had questions of its own for him on the nature of what lay beyond it. By the time the afterbirth had been expelled and Yana was able to emerge from the water, she was flat-bellied and lithe again. Holding both arms out in gratitude, she thanked Petaybee, her words coming out almost as a latchkay song. ‘Thank you for the birthing. It was painless. Thank you for my strong son and my fine daughter. Thank you for their changing. Thank you for everything.’ ‘You are welcome, Yanaba. You are welcome.’ Yana couldn't help grinning. Twice welcome for bearing twins? This planet moved in mysterious ways and what had it in mind for her children? 'Welcome! THE END
textdata/thevault/Vault2.0.-.Fiction-and-audiobooks/Books/M/Mccaffrey, Anne/Anne McCaffrey - Petaybee 03 - Power Play.pdf
‘To lose one set of memories may be regarded as a misfortune. To lose two smacks of carelessness.’ The Terran colony world of Espero seems the unlikely source of a sophisticated distress call. And the Doctor, Fitz and Trix are not the only ones responding to it. While Fitz consorts with royalty, the Doctor’s on the run with a 16-year-old girl, and Trix meets a small boy with a dark secret. In a race for the minds and souls of an entire planet, the Doctor and Trix are offered temptations that may change them forever. At least one of them will be unable to resist. This is another in the series of adventures for the Eighth Doctor. HALFLIFE Mark Michalowski Contents 1 ‘It’s an alien, Joshua.’ 4 2 ‘D’you think you could keep your monkey under control?’ 13 3 ‘Sticks, Trix?’ 20 4 ‘I bet you even put knickers on her.’ 28 5 ‘How can we know where we’re going, when we don’t know where we’ve come from?’ 37 6 ‘What do you know about our mystery woman?’ 45 7 ‘To lose one set of memories may be regarded as a misfortune.’ 49 8 ‘With a zed.’ 65 9 ‘Bugger its body language – look at the size of it.’ 72 10 ‘Should you be out on your own at this time of night?’ 83 11 ‘You’re not planning on killing me too, are you?’ 88 12 ‘Space yacht? Intelligent rocks?’ 98 13 ‘Not that you don’t have a very nice bottom, but... you know.’ 104 14 ‘A spaceship powered by technobabble.’ 123 15 ‘The foot-stomping Tantrum Fairy was back.’ 132 16 ‘Not die exactly. Not really.’ 139 1 2 17 ‘I don’t suppose you have access to a thermic lance, do you?’ 148 18 ‘You wanted to see my toys, did you?’ 156 19 ‘Think of a number.’ 165 20 ‘A simple “Come in, have a cup of tea” would have been more than adequate.’ 174 21 ‘Are you thinking what I’m thinking?’ 183 22 ‘Imagine having your whole life to live over again.’ 192 23 ‘Sorry I’m late.’ 201 24 ‘There are always choices!’ 207 25 ‘You can’t just repair people, you know.’ 213 26 ‘Memories.’ 220 27 ‘Now you’re just showing off.’ 223 28 ‘We used to be happy with a walnut and a tangerine.’ 228 29 ‘The past is never gonna catch up with me.’ 235 Acknowledgments 239 About the author 240 For my mother, Margaret Iris Michalowski, who bought me my first typewriter and got me started on this whole writing thing. Chapter 1 ‘It’s an alien, Joshua.’ Joshua lay silently in bed and listened to his parents arguing outside. His mother didn’t like him leaving the window open in the heat of summer, even though his sheets were damp and clingy with sweat: the sweet potato harvest had been poor last year, money was tight, and they couldn’t afford to get the fly screens fixed. And Espero’s insects could find their way through the smallest gap. He heard the tones in his parents’ voices, even if he couldn’t make out their words, and he knew what they were arguing about. Ma, fierce and angry, was doing most of the shouting; Pa, by nature a quiet and awkward man, was doing all of the listening. Every now and again he’d hear Pa start to interject, but Ma would verbally slap him down again, thundering on. Joshua wanted to run to the window and shout down for her to leave him alone. But he knew this was adult stuff, and he didn’t want to get involved. It would only upset Ma more to think that he could overhear. He heard most of their fights: in a house this small and this far away from the noise of Saiarossa city, even a cough became thunder. Some- times he ran to the old stables, crumbling and disused since the last of the horses had died, climbed up into the rafters where the flies didn’t go, and held himself tight, praying to Our Lady for Ma and Pa to stop shouting. But Joshua reckoned Our Lady had more important people to listen to, because she never answered his prayers. Maybe it was because he was doing the praying outside of church. Father Mateus said that church was God’s house, so Our Lady had to live there too, didn’t she? Or maybe, once upon a time, God and Our Lady had shouted at each other and Our Lady had left. Wherever she’d gone, Joshua didn’t see much sign of her around here. Ma’s voice had settled into a pattern, a steady thump thump thump beating in Joshua’s head and in his heart. Only the odd swearword stood 4 CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’ 5 out, and he knew Ma must have been really angry with Pa to have used some of those words. He flapped the sheets around him, trying to cool down a little, but they stuck to his chest and his belly and thighs like Aunt Maia’s plump, sweaty hands. With a sigh, he peeled back the sheets and swung his feet on to the rug. He watched the curtain, twitching weakly in the half hearted breeze from the window, and padded to the door. Ma’s voice faded as he went out on to the landing. He wanted to look at it again, the thing that he knew Ma and Pa were arguing about, although Joshua suspected that she was more angry about how Pa had got it, than what it was. It had been stupid of Pa to even show it to her, Joshua thought. But then what had happened last night didn’t make any sense either, did it? Cautiously, he crossed to his parents’ bedroom. The door was open, the light out. It was at the back of the house where Ma and Pa wouldn’t be able to see, but he didn’t want to risk it. He left the light off, and paused for a moment, letting his eyes become accustomed to the amber gloom, spilling over his shoulder and around his feet from the landing. The dresser sat in front of the window, fat and ugly, laminate peeling from its corners. Pa had said that it had been one of the first things to be made on Espero, when the colonists arrived, but Joshua didn’t believe him. Plastic didn’t last 270 years. That was just stupid. Nothing lasted that long. He crossed to it and pulled at the bottom drawer. It slid open reluc- tantly, catching at one side so that it jammed, askew. Joshua swore a bad swearword and instinctively crossed himself, reflexively looking upwards as he did so. He didn’t know why he bothered if Our Lady wasn’t around. Maybe Baby Jesus was on listening duties tonight. He liked Baby Jesus, reckoned he was probably a bit more easy-going than Our Lady. He was a kid, Our Lady was a grown-up. It made sense. Besides, Baby Jesus proba- bly didn’t know what swearwords were, anyway. Joshua quickly rooted in the drawer, and pulled back his hand as he found it, nestled in Pa’s socks. This is bad, thought Joshua,suddenly over- come with guilt. He clenched his hands into tight little fists and ground his knuckles together, like his Pa did when he was puzzled or angry. It seemed to work, because suddenly Joshua didn’t feel so bad about the thing in the drawer. He tried to tell himself that it was the thing that had brought him into his parents’ room, talking to him, but deep down he knew it wasn’t true. Taking a step forwards, he peered into the drawer, pushing Pa’s socks aside. The thing lay there, looking up at him. Joshua reached out and touched it... and remembered last night. CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’ 6 ‘Where you going?’ asked Ma, in the tone of voice she usually reserved for ‘where you been?’ when Pa staggered in late after a night with the boys. She always knew full well where he’d been, but Joshua knew that she liked to keep him on his toes. He’d heard Ma and Aunt Maia laughing in the kitchen one day when he’d come back from school. Ma was saying, ‘If you don’t keep a man down, he’ll always be up,’ and Maia had shrieked and hooted, but Joshua didn’t quite understand why they were laughing. Joshua glanced up from his homework to see Pa tugging on his boots at the back door. By rights Joshua should have done his homework hours ago, but Ma had wanted a hand packing savas, so she’d let him stay up late so’s he wouldn’t get into trouble at school the next day. The holidays were drawing near, and Joshua knew that both Ma and Pa were looking forward to his being able to help them around the house and on the laughable bit of scrubland they called a farm. Joshua didn’t mind; he hated school, hated all the stuff that the rich kids kept going on about - the vidfeeds from other colony worlds that their mas and pas had bought for them, trips to Advent (it sounded a dump, but that didn’t stop him from wanting to go) and Semane - and couldn’t wait until he was old enough to leave. ‘Get back to your homework, Joshua,’ warned his mother, pushing up non-existent sleeves and getting to her feet. Joshua watched her stride over to where Pa was unlocking the gun cabinet. ‘Something’s come down,’ Pa said quietly, checking the rifle and filling his pockets with shells. Ma grabbed at the barrel of the gun, but he swung it away from her and fixed her with a stare. Joshua knew that stare: Pa didn’t use it often, but when he did, Ma usually backed down. One of those unspoken grown-up things. ‘Where? What’s come down?’ Ma asked. Pa whispered, but Joshua pretended not to be listening, and Pa spoke a bit louder than he ought to have done. He was meeting his brother, Uncle Ake. ‘Ake saw it come down near Wendacre’s Fields.’ ‘So why d’you need that, then?’ asked Ma. Joshua guessed that she meant the gun. ‘Hell, woman, you want me to go out there bare-handed? We don’t know what it is. And there might be more of those night beast things out there.’ ‘All the more reason to call the city police, then,’ said Ma. Pa must have shaken his head. ‘Why not?’ asked Ma. ‘What d’you think you’re gonna find there? What good’s it gonna do us?’ ‘There might be a reward or something. Maybe it’s landed off course. What’s it doing out here instead of at the port, then?’ Pa paused and Joshua heard the sound of the door being unlocked. ‘Ake reckons it’s an CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’ 7 invasion!’ Pa said mock-menacingly, and he heard Ma tut loudly. There was a long pause, Ma muttered something bad about Uncle Ake, and then there was another pause. Joshua stared unseeing at the words on his comp screen, trying hard to make out what Ma and Pa were whispering. Eventually, she said softly: ‘Don’t do anything stupid, Keef,’ her voice suddenly gentle, like it used to be. Pa said something and was gone, and Ma locked the door behind him. Moments later, Joshua finished his homework and closed down his comp. Ma was instantly suspicious, but was none too good at using comps so she gave him one of her looks and said he ought to be off to bed then. Joshua gave her a big, tight hug and ran off upstairs. In his room, he made all the right noises: he clattered about, went to the bathroom, peed, flushed, came back, clattered about some more and got into bed. Of course, he still had all his clothes on. He’d need them if he was going to follow Pa. Joshua turned out his light - after stuffing some clothes under his sheets in case Ma peeked in - and pushed back the fly screen on the window. As quietly as he could, he clambered out, on to the flat roof of the utility room, slid it back, and jumped down into the fragrant night. A thick clot of midges danced madly around the outside lamp, breaking up as he passed. With a glance back at the house, Joshua raced into the night, following the dim light of Pa’s light. Joshua hung back: if Pa saw him too soon, he’d send him back home with a sore ear. He heard a tuneless whistle from up ahead, and knew that Pa must still be a bit drunk from his evening ‘social’ with Uncle Ake. Sa- iarossa city was a good three-quarter-hour’s walk, but Pa still managed to get over there for a few pints every couple of nights. Wendacre’s Fields were a good hour’s walk from the farm, and Joshua wondered whether Pa was meeting Uncle Ake there, or whether he’d be picking him up in his truck. He hoped not - that would mean that they’d get there well before he would, and he might miss out on the fun. He remembered what Pa had said about the night beasts, and about what he’d heard on the news. There hadn’t been any sightings for a week or so, and they’d only been seen in the city. But they had to come from somewhere, Joshua had rea- soned. Still, Pa had his gun, didn’t he? And Uncle Ake’d probably have his too. As long as he stayed close, he’d be fine. Joshua’s thighs were aching by the time Pa started to slow down, and he was grateful to be able to pause for a few moments, catching his breath in big, damp lungfuls. In the inky silence, he could hear the trilling of insects, felt a few of them brush casually against him and move on. The CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’ 8 Esperon wildlife - apart from burrowbears - didn’t much like the taste of humans, but it never stopped them nipping. Joshua looked around: the farm was so far behind him that it was invisible in the dark. In all directions, everything was shades of black: the black of the sky, scattered with a few stars, and the blacker black of the ground and everything up to the vast horizon. Joshua tipped his head back and stared up at the stars, feeling momentarily dizzy. Which ones had other worlds around them, he wondered. Which ones had other human colonies? Where were Bliss, and Heritage and Availon? He wondered if Earth’s sun could be seen from here, but he didn’t think so. As he looked around for Pa, he heard the distant grumble of Uncle Ake’s truck, and saw a tiny spot of light from its only working headlamp, coming towards him. Well, towards Pa. He squatted down in the dark, even though he knew he’d never be seen, and watched as the light grew brighter - and then stopped. The sound of the truck door slamming closed rumbled across the open countryside like a gunshot, and Joshua supposed that maybe Pa had climbed in. ‘Pa!’ he shouted, jumping to his feet and running towards the light. ‘Pa! It’s me! Don’t go!’ Puffing and panting, Joshua arrived at the battered truck to find Pa and Uncle Ake leaning on the bonnet, illuminated creepily by the single headlamp. For a moment, he wondered if Pa was going to be really really mad. ‘Josh!’ exclaimed Uncle Ake, stepping in front of the truck and peering at him. He turned to Pa, who was shaking his head. ‘What’s Josh doing here?’ ‘Josh,’ said Pa in a low voice. ‘Go home. This is men’s work’ ‘I can’t go back, Pa,’ said Josh, trying his best to sound scared and up- set. Which wasn’t too difficult. ‘I’ll get lost. I was following you here - I don’t know which way’s back.’ ‘Joshua,’ he said firmly. ‘Just turn around and go back. Now.’ He’d called him Joshua in that tone of voice, which was a sure sign. Joshua let his shoulders droop and turned, miserably. ‘Aw, come on Keef,’ he heard Uncle Ake say. ‘You can’t just let him walk back.’ ‘He walked here, didn’t he?’ replied Pa, unrelenting. ‘Like he said, he followed you. Who’s he got to follow back?’ Uncle Ake paused and Joshua heard the sound of his father’s defeat, escaping in a long, weary sigh. ‘Besides,’ added Uncle Ake. ‘What if it’s true what they say about the night beasts? Wouldn’t want him -’ ‘OK, OK,’ said Pa, sounding beaten. ‘But you stay in the truck, you hear?’ He squatted down beside Joshua and turned him round. Pa was CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’ 9 in silhouette against the truck’s headlamp, but Joshua didn’t need light to be able to see the look on his face. ‘And if you ever do anything like this again...’ His voice tailed off, letting the threat go unspoken. ‘Sorry, Pa,’ said Joshua meekly. With another sigh, Pa stood up and put his hand on Joshua’s shoulder. Together they climbed into the truck alongside Uncle Ake and set off into the night. *** The cab of the truck was filled with an odd, sour silence. Even Uncle Ake, normally chatty and affable, had fallen quiet. Joshua saw his uncle’s own rifle on the dashboard, and began to wish he’d stayed at home. He wanted to ask what this thing was that had ‘come down’, but Pa’s silence infected him. They rode without a word passing between them for ten minutes or so, bumping through the darkness, until suddenly Uncle Ake raised an arm and pointed ahead. Joshua sat up in his seat and struggled to see what it was. Away ahead of them, nestled in the dark, was a tiny patch of pale light, huddled down against the ground. He felt Pa move at his side, gripping the stock of his rifle. ‘You stay in the truck, Josh,’ he said as the vehicle came to a halt and Uncle Ake cut the engine. If these were offworlders, why hadn’t they landed at the port? Why had they chosen to land in the middle of nowhere in the dark? Maybe they’d crashed. Maybe, like Pa had told Ma earlier, it was an invasion. Visitors to Espero were few and far between - the last ship he remembered coming here had been about three months ago, a shipment of stuff for the Palace, for the Imperator’s birthday celebrations. He knew a couple of kids at school who’d got new edprogs and comps, smuggled in on the ship. But why were Pa and Uncle Ake going out to meet it in the middle of the night with guns? He knew Pa wasn’t keen on offworlders - he still called them ‘aliens’, which always made Joshua and his mother wince - but coming out to meet them with guns seemed to be going a bit far. He sat quietly as the two men climbed out of the truck, rifles in hands, and set off towards the light. Joshua gave them a minute, then quietly opened the door and slipped out. If they were going to meet offworlders, Joshua wasn’t going to be left out. He stayed well back, knowing that if Pa saw him this time he’d get a good hiding. But he needn’t have worried: the men seemed too intent on what lay ahead of them. The patch of light grew and grew, gradu- ally resolving itself into a large, luminous, blobby shape, squatting on the CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’ 10 ground. He squinted: was it a spaceship? It was nothing like the space- ships he’d seen on his comp or at the port. This one looked like a half-filled sack of savas, spread out on the ground. As Joshua drew closer, he could make out more details: wrinkles and folds in the thing, knobby protuber- ances. He could see that the soft, bluish light wasn’t coming uniformly from the surface of the thing, but from dozens - maybe hundreds - of ir- regular mushrooms, scattered at random, over its surface. The sides of it sloped up to a peak, and Joshua smiled to himself, realising that it looked like a mound of radioactive mashed potato. Maybe it wasn’t a spaceship, but the debris from one. The two grown-ups had stopped and, haloed in blue fire, they split up, going around opposite sides of the thing. It wasn’t as big as Joshua would have expected, but in the dark he had difficulty judging its distance and size. It didn’t look like it was much bigger than the farmhouse. As the pale glow pushed out spindly shadows along the grass behind Pa and Uncle Ake, Joshua was sure he saw something move, away on the other side of the ship. But it moved too quickly and was too distant for him to register anything other than a brief flicker. Pa and Uncle Ake clearly saw it too. Uncle Ake gestured left. Joshua’s eyes were caught by the flicker of movement again, but this time it was on the spaceship, up near the top. Something looked as if it were coming out of the peak, but perhaps it had climbed up the back of the ship. It looked, illuminated weirdly from below, a little like a man with a ram’s head: a long, narrow snout, pale and dead-looking, swept back up to a broad forehead that continued on to form two huge crests, curving back over the head like bony eyebrows above the black eyes. He froze, and watched as the creature continued to rise until it stood at the top of the spaceship, and he could see that it had the lower half of a horse. Well, thought Joshua, a bit like a horse. The creature’s upper body was like that of a thin man, grafted on to the four-legged lower body. But unlike the legs of a horse, this creature’s legs splayed slightly outwards, like those of a spider, giving it a comically bandy-legged look. He couldn’t see whether it had a horse’s tail as well. Joshua jumped as he heard the clicking of the two men setting their rifles. He couldn’t believe that they were just going to shoot the horse- man-thing. Maybe it was good, and not invading. An odd noise drifted through the dark - a combination of electronic-sounding hums and clicks - and Joshua squinted, seeing the creature’s small, circular mouth moving. It was talking. It stopped after a few moments and tipped its head on one side as if waiting for a reply. ‘What d’you want?’ bellowed Pa boldly, but Joshua could hear the tremor in his voice. He saw him hefting the rifle in his hands. This felt CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’ 11 bad. The creature repeated its noises, but this time the sounds were accom- panied by something very odd. The creature’s body, in the bluish light from the ship, had looked white - or as pale as made no difference. But now it was changing: a series of flickering dark bands, like the stripes of a zebra, were scrolling along it, from the top of the sheep’s head, down over the man’s chest, and right to the horse’s back end. They flickered as they went, changing thickness, stuttering on and off. After a few seconds, the patterns froze in place, before being replaced by a hypnotic pattern of black and white dots, expanding all over its skin, like monochrome fire- works. Joshua was entranced. This was like nothing he’d ever seen before. The creature was beautiful. He heard one of the adults say something, but was too enthralled by the creature’s display to catch it. For the first time, because it was the only part of the creature that hadn’t shown the flickering patterns, Joshua saw that there was something on its chest, hanging round its neck perhaps. A Y-shaped thing about the size of his father’s hand. Then suddenly, moving amazingly quickly, the offworlder galloped down the slope of the ship. Joshua heard Uncle Ake swear, and although the creature stopped sharply on the grass, it made no difference. The next thing Joshua heard was the sound of his Pa’s rifle, exploding in the si- lence. He gasped and his throat choked up, as the beautiful creature jerked sharply, one of its slender hands moving to its side. It looked down, as if amazed at being shot, and lifted up its palm to examine it. Joshua could see a smudge of darkness, and knew that it was blood. He heard Pa say something to Uncle Ake, and called out, ‘No, Pa! Don’t shoot it!’ Pa turned quickly in the dark and swore at Joshua, telling him to get back to the truck. Uncle Ake shouted a warning to Pa, and Joshua saw that the creature was moving towards them, staggering and weaving about. Its head was tipped back, its mouth moving slowly, and Joshua could hear a low, guttural moan coming from it. A second shot rang out, this one from Uncle Ake’s gun, and the crea- ture spun on the spot, one of its front legs collapsing beneath it. Away in the distance, in the dark, he heard a rising, groaning noise, shuddering across the countryside - and then realised that it was just elephines, dis- turbed by the gunshots. Joshua flinched as, with a wail, the horse-man fell to its knees and slumped on to its side. The two adults began to walk to- wards it, guns pointing straight at its head. Joshua wanted to cry. This was just so wrong. Without thinking, he crossed himself, wondering whether, if he shouted loudly enough, Our Lady would hear him and come and save the horse-man. CHAPTER 1. ’IT’S AN ALIEN, JOSHUA.’ 12 ‘Please, Pa!’ he cried out, running to him and grabbing his leg, desper- ately trying to pull him back. ‘Leave it. It hasn’t done any harm.’ ‘It’s an alien, Joshua,’ intoned his father, as if it were something he’d learned by rote, a mantra that brooked no argument, no discussion. ‘Now go. Back. To. The. Truck.’ He didn’t try to shake Joshua off, just carried on walking, dragging the boy with him as he cocked his rifle again. Joshua wanted it to stop, wanted his Pa to leave the horse-man alone, wanted to go back to the farm and pretend that the offworlder had never come. He buried his face in Pa’s side so that no one would hear him crying. So now Joshua stood by the chest of drawers and tried to forget the fear he’d seen on his father’s face when he’d finally looked up. He tried to forget the horrible smell of burning as Pa and Uncle Ake had fetched the spare petrol cans from the truck and set fire to the spaceship. Joshua didn’t know quite what they’d done with the body of the horse-man, but he assumed that it had been destroyed too. In a mutual, shameful silence, the three of them had watched the ship burn, sending a luminous pall of smoke spiralling up into the night sky. It cracked and fizzed like melt- ing plastic, and every so often, Joshua thought he could hear a tiny, feeble scream. Maybe there were others, other horse-men, still inside. Burning. After a while, as the flames had begun to die down, Pa and Uncle Ake took him back to the truck, and back home. Pa had something in a plastic rucksack that he kept in the car, but he wouldn’t show Joshua what it was, and wouldn’t talk about what they’d done. And when, eventually, he’d heard his parents come to bed - after more muttering and shouting and clattering of pots - Joshua had sneaked downstairs to see what Pa had in the rucksack. His hands had trembled as he’d pulled it open: inside, gleaming softly, was the Y-shaped thing that the horse-man had worn around his neck. A souvenir, thought Joshua. No - a trophy. He wanted to touch it, but it held too much shame, too much guilt, and Joshua didn’t want to be infected by it. But its silent call had been too much to resist, and now here he was, gazing down into the drawer where it had been hidden by Pa. He reached out and took hold of it. Chapter 2 ‘D’you think you could keep your monkey under control?’ Calamee squinted into the sun as the Saturday afternoon crowds began muttering and murmuring, their heads turning towards the vast, sandy bulk of the Palace and the satanic iron gates that, depending on your point of view, either kept the public away from the Imperial Family, or the Im- perial Family away from the public. Curious, she pushed her way towards the source of the crowd’s atten- tion, ignoring the irritated grunts of her fellow Esperons as she elbowed her way through. Nessus clung to her shoulder, his little toes digging into her through her summer frock, slender fingers entwined in her close- cropped hair. She could feel him swaying his head from side to side excit- edly. And then, as if an almighty hand had reached down and split the throng, the crowd opened up before her and a figure cannoned into her, knocking her on to her backside. ‘Ow!’ she yelped, struggling to get up, ready to deliver a hefty slap to her assailant. But before she could, her fingers were grasped by a cool hand and she was heaved effortlessly to her feet, to be faced with the widest, wildest eyes, the palest face and the most unkempt hair she’d ever seen. Nessus squeaked on her back as he locked his arms around her neck. She could feel him shivering. ‘Sorry about that,’ the man said breathlessly, glancing over his shoul- der. ‘It’s just that I appear to be being chased by an armed retinue of your Palace Guard, and I’d really rather avoid being impaled by their staves.’ He looked back at her. ‘If at all possible.’ And with another look behind him, he was off, sprinting through the bemused crowd. Before she knew what was happening, Calamee felt Nes- 13 CHAPTER 2. ’D’YOU THINK YOU COULD...’ 14 sus spring from her head and bound away after the offworlder, darting through the legs of the Esperons with an agility she hadn’t realised he possessed. ‘Nessus!’ called Calamee. ‘Come back!’ And before she could think about what she was doing, she hared after the little creature. And the stranger. As she raced to catch up with the two of them, Calamee could see that his status as an offworlder endowed him with all the charisma of a sewage worker just off his shift: the mass of people packed into the Palace square moved aside to let him through as though the mere touch of him might soil them permanently. Offworlders were a rarity on Espero, and many people had never seen one in the flesh - never mind a white one. It was almost funny, seeing them draw back as he darted this way and that, Nessus cantering along a few paces behind him. Of course, Calamee was travelling in their wake, and made better going, so it didn’t actually take her long to catch up with them. Nessus was already clambering up the man’s trouser leg and making steady progress towards his shoulder. The man threw an irritated look down at him. ‘Where are you going?’ she asked casually as she caught up, managing to prise Nessus off the man’s arm and persuade him to grab on to her own. Nessus gave an irritated little squeal of protest but stayed with her all the same. The man turned and did a double take, evidently surprised at her presence. ‘This way looks quite nice,’ he said, gesturing vaguely in front of him. ‘Unless that’s a bad idea...?’ Calamee looked up ahead: he was heading for the south side of the square, so unless he thought that buying an expensive new frock from one of Mother’s favourite outfitters might throw off his pursuers, she reckoned he needed a bit of help. ‘That way might be better,’ she suggested, pointing off to the left. ‘I’ll take your word for it,’ said the stranger. ‘As you might have gath- ered, I’m rather new around here.’ He glanced back over his shoulder, looking for the Palace Guard. Cala- mee scanned the crowd: in the distance, she could see the spikes of the Guard’s staves, waving through the crowds like stalks of burnt corn. She could see people turning, pointing towards them. Although the Palace Guard were not greatly loved, they were certainly respected, and Calamee knew that most of the people would be more than happy to help catch an offworlder - particularly an offworlder that was running away from the Crystal Palace. For a moment, she wondered what exactly he’d done, and whether she should be quite so keen on following him. Nessus squeaked and clambered nimbly up on to her shoulder. He raised himself up on his CHAPTER 2. ’D’YOU THINK YOU COULD...’ 15 long hind legs and, to Calamee’s amusement, appeared to be scanning the crowd as well. What was wrong with him today? He could be amusing, he could be irritating; today, the only word to describe his behaviour was determined. He leapt gracefully on to the offworlder’s back and tangled his fingers in the man’s hair. ‘D’you think you could keep your monkey under control?’ he said, trying to prise Nessus’s hands away from his eyes. ‘He’s a mokey,’ Calamee corrected him, pushing the man ahead of her. ‘And he seems to have taken quite a shine to you. Take it as a compliment and keep moving if you don’t want them to catch up with you.’ The man grumbled and the crowds parted before them as they headed for the corner of the square. The streets branching out from the south-east corner were smaller, more labyrinthine, and Calamee reckoned that they had a better chance of hiding from the Guard there. Of course it would be just her luck to run into Mother and Father: she’d left them browsing furniture an hour ago, and by now they might even have noticed that she wasn’t with them any more. Just in front of the Palace, workmen were occupied with fencing off an area for some sort of tournament, part of the Imperator’s birthday bash, and she saw half a dozen nervous horses being led through the crowds. People were stepping aside nervously clearly scared of being kicked by the animals. It gave Calamee a narrow avenue to slip through, dragging the stranger in her wake. A group of nuns in full habit stopped to stare judgementally at them, and Calamee smiled and crossed herself without thinking. The throng around them began to thin out as they reached the edge of the square and she breathed a sigh of relief that at least no one had stopped them to ask the stranger where he was from. Yet. ‘This way,’ she hissed, grabbing him by the arm and dragging him down a narrow, cool street, buildings high on either side of them. The smell of spices and cooking meat filled the air and the stranger paused and irritably fanned away a haze of midges from his face, grimacing. He caught Calamee’s eye. ‘It’d be too much to hope they don’t bite, wouldn’t it?’ ‘Sorry,’ Calamee said. ‘Yes, it would. But you’ll get used to it.’ He raised his shoulders ruefully and glanced up, looking as though he were trying to focus on the midges. Comically, Nessus’s head made the same movements, and he reached out for one of the midges - before nearly losing his grip and tumbling from the stranger’s shoulder. She sighed and pushed the two of them down the alleyway, past the bemused and curious faces of a couple of Esperon kids who had stopped to stare at them. ‘Do visitors to your world always attract this much attention?’ the of- CHAPTER 2. ’D’YOU THINK YOU COULD...’ 16 fworlder asked as they reached a junction and Calamee tried to work out which way to go. ‘Only when they look like you.’ ‘I’ll take that as a compliment,’ the man said. He seemed harmless enough - slightly bemused and dazed, Calamee thought, but then if she’d been a prisoner in the Crystal Palace, she might be feeling a bit bemused and dazed, too. ‘Makes a change, though,’ the man said. ‘I normally manage to blend in perfectly. Are we actually going somewhere...? Sorry, I don’t think I caught your name. I’m the Doctor, by the way.’ With surprising speed, he reached out to grab Calamee’s hand and pumped it up and down madly for a moment before dropping it abruptly. ‘Calamee,’ she said. ‘And yes, we are going somewhere. I just haven’t decided where yet.’ She looked back down the narrow street they’d just visited: no sign of the Guard yet, but she found it hard to believe that they’d given up on him this quickly. They normally stayed inside the Palace, more ornamental than functional: the city police would no doubt have been notified about the Doctor’s escape by now, and they wouldn’t be quite so easy to shake off. What the hell was she doing? she thought. Helping a criminal to escape? Of course, now that she had Nessus back, there was no real reason to stay with this Doctor. Particularly since she didn’t know what the penalty was for aiding and abetting the escape of an offworlder (although she was pretty sure it wouldn’t just be a stiff telling- off and a ‘go to your room for a week’). But Calamee’s life was usually so terminally dull that it seemed such a shame to just say goodbye and meekly head back to normality. When would she ever get a chance to be this close to an offworlder again? Who knew what technologies and ex- otic things he had access to, what things he could show her? The leaden heat of the Esperon summer was settling in, the schools would be closing in a few days, and a month of tedium stretched ahead of her. Maybe this Doctor could put a little bit of zing into it. Even if it was only till he was caught again. ‘How did you get here?’ she asked. ‘Have you got a ship at the port?’ ‘A ship at the port?’ The Doctor looked flustered. ‘I expect so.’ ‘You expect so? Don’t you know? How did you get here?’ He sighed and Calamee saw his shoulders slump. ‘That’s the whole point,’ he said tiredly. ‘I can’t remember.’ Trix sat up sharply, her bottom slipping on the floor of the bath, feeling momentarily disorientated. At times like these, when the TARDIS wasn’t in flight and she was the only one aboard, it was easy to remember what it CHAPTER 2. ’D’YOU THINK YOU COULD...’ 17 had been like before: when she’d lived like a mouse in the skirting board, the Doctor, Fitz and Anji knowing nothing of her existence aboard the ship. But Anji had been gone a while, and sometimes it seemed like noth- ing had changed. When he wasn’t finding a use for her, sending her off to the distant past or the far future on errands for him, or telling her that as soon as they arrived in the right place and time she’d have to go, the Doctor made a studied pretence of ignoring her. Fitz, on the other hand, seemed to have quite taken to her - in an annoying, puppyish sort of way. He was OK, she supposed. And it was useful to have a friend aboard. If nothing else, she could rely on Fitz to prevent the Doctor from taking off and leaving her behind. She cleaned the bubbles from her ears and wondered where her trav- elling companions had got to. ‘We’re just popping out for a few minutes,’ Fitz had said. ‘Going to pinpoint the source of the distress call,’ the Doctor had said. That was the first she’d heard of any distress call. ‘You have a nice bath,’ Fitz had added. ‘We’ll be back before it’s cold,’ the Doctor had finished. And they were gone, some sort of device in the Doctor’s hand bleeping and burbling. ‘Fine,’ she’d said airily to the closing door. ‘You boys go and play with your toys. Don’t worry about me. I’ll be fine here. Got any washing you want doing? Socks need darning? Shall I have dinner on the table when you get back? Phft!’ Not that she really fancied a dreary plod round some backwater of a planet looking for a crashed spaceship or stranded alien astronaut. If it turned out to be more than a fifteen-minute job to fix it, no doubt Fitz would be back to tell her. But since she’d been an official TARDIS occu- pant, she’d had hardly a moment to herself, and the thought of a half-hour soak, all on her own, was too enticing. Trix stood up, foamy, and reached for a pink-and-white candy-striped towel, wondering if they’d come back yet and were already in the console room, congratulating themselves. They could be so annoying at times. She felt a bit bad for begrudging the Doctor his happiness - particularly after what had happened to Miranda - but his current outburst of boyish enthusiasm seemed to have ignited Fitz’s immaturity, and the two of them were just getting each other going. She wondered if Anji had felt like this around them, and whether the Doctor was doing it on purpose, trying to make her feel like a gooseberry so that she’d be more than willing to jump ship when she got the opportunity. Huh! she thought. Fat chance, Doctor. CHAPTER 2. ’D’YOU THINK YOU COULD...’ 18 She checked the Mickey Mouse alarm clock on her bedside table - one of the knick-knacks that Anji had left behind - and realised that she’d been soaking for over an hour. A few minutes later, she strolled into the console room, running her fingers through the tangles in her hair, shaking it out. There was no sign of them - just a big, empty Fitz-and-the-Doctor-shaped hole where, some- how, they ought to have been. Well, as long as they weren’t having An Exciting Adventure With Some Space Hunks, that was fine by her. It was only as the second hour began to roll around that Trix began to get worried. Trix saw instantly that Fitz was lying in what looked to be an awfully un- comfortable position, his left leg bent at an implausible angle, face down on the grass just fifty yards from the TARDIS. ‘Fitz!’ she called as she ran to him. He lay in a patch of dappled sun- light, unmoving, his black leather jacket crumpled up around his torso. ‘What happened?’ She knelt beside him and tried to remember the intensive first-aid course she’d once taken in preparation for the role of ‘nurse’ to a rather wealthy elderly gentleman. But that seemed like a life- time ago, and she realised that she wasn’t quite sure what to check. His pulse. Yes, that would do. She didn’t want to move him or roll him over or anything like that: that, she knew, was The Wrong Thing To Do. She felt around his neck until she found his pulse. She didn’t know whether it was a good pulse or a bad pulse, but at least he had one. Something rustled and she sat up sharply, glancing around: the TARDIS had landed at the edge of a patch of rather pretty woodland. The ground sloped gently downwards towards a little copse of trees and bushes in a hollow. The air smelled rich and aromatic, herby. She could quite eas- ily have been on Earth - a summer’s evening, somewhere in the Mediter- ranean, thought Trix as she glanced around, wondering if the Doctor had made the noise. ‘Doctor?’ she called, and then realised that if Fitz and the Doctor had been attacked, the noise could just as easily have been their attacker. ‘Fitz!’ she hissed, leaning in close to him as she realised that there was a limit to the resuscitative powers of pulse-checking. ‘Wake up, Fitz!’ There was a disgruntled groan from him and he turned his head exper- imentally. ‘Don’t move,’ Trix said. ‘Can you move?’ ‘Uh,’ came Fitz’s decisive answer. ‘Good,’ said Trix, squinting into the shade of the bushes. ‘Can you get up?’ CHAPTER 2. ’D’YOU THINK YOU COULD...’ 19 ‘Uh,’ Fitz said firmly. ‘Well, get up then. Fitz - I think there’s something in the bushes! And don’t just say “Uh” again. Come on!’ She tugged at his collar, hoping that he’d take her hint. ‘Wha...?’ ‘We’ve got to find the Doctor, Fitz - or get back to the TARDIS.’ Fitz muttered something through a mouthful of grass and painfully levered himself into a kneeling position. The side of his face was im- printed with a pattern from the ground and Trix noticed that a patch of hair the size of a matchbox was missing from Fitz’s temple. But there was no blood there - just a smooth, raw-looking patch of skin like you’d get af- ter recovering from a burn. It make Trix feel a bit creeped out. She’d never been good with disfigurements and bodily injuries - although since she’d been with the Doctor and Fitz, her tolerance levels had risen considerably. ‘Fitz, your head - what happened?’ He fixed his gaze on her as well as he could, with eyes that seemed as determined as possible to go their own ways, and frowned. She nodded. ‘I know. “Uh.” Can you stand?’ Fitz gave her an ‘Of course I can stand’ look, wobbled to his feet and promptly fell over backwards with a deep moan. ‘We don’t have time for slapstick - there’s something in those bushes. Is it the Doctor?’ ‘Eh?’ She sighed. ‘Forget it - let’s get you back. Does the Doctor keep a first- aid kit or a spacey medical robot or magical heal-all pills or anything? Something like that ointment he gave to Guy?’ Fitz shook his head slowly, like someone coming out of a dream, and fixed her with a deep and puzzled frown. ‘That’s a no, then, is it?’ she sighed. He coughed noisily, his hand flying to his chest as he doubled up. ‘C’mon, up you get,’ Trix said, realising that the floor was nowhere for an injured man to be sitting. Particularly if he was badly injured. She slipped her hands under his armpits in an attempt to lift him up, but he pushed her away as his coughing fit abated. ‘Where am I?’ he demanded unsteadily, staring at her. ‘And who the Dickens are you?’ Behind them, unheard, the air fizzed and crackled, like the sound of a billion champagne bubbles. Chapter 3 ‘Sticks, Trix?’ Imperatrix Alinti watched critically, as a bevy of butlers and servants swarmed across the Grand Hall, their arms laden with bolts of silver and gold fabric, banners and poles. She’d grown tired of arguing with her husband about the archaic way in which he’d insisted on decorating the Palace for his birthday celebrations, and had grumpily agreed to ‘maintain a sense of tradition’ about the whole affair. If she’d had her way she’d have had the whole Palace decked out with optical projectors, lasers and tridee imagers. This insistence of Tannalis’s on tatty fabric ribbons draped all over the place was tacky, she felt, and sent out the wrong image of the Imperial Family to the country - never mind to the rest of Espero. She knew for a fact that the Prime Administra- tor in Anjon had spent a small fortune on offworld technology to mark his third inauguration - including an obscenely expensive short-range matter transmitter to have his whole parliament transported instantly to the cele- brations. Now that was class, Alinti thought. That was style - particularly since the use of matter transmitters went specifically against High Catholic doctrine, since Pope Constanza had decreed that it was impossible to tele- port a human soul. The only concessions she’d been able to wheedle out of Tannalis so far were five battered old levicars purchased from Marselle (which he’d agreed to far too readily, thinking about it), and a commitment to having the diamond monolayer coating of the corner towers resurfaced. As she’d explained patiently to him, they could hardly go on calling it the ‘Crystal Palace’ in its current state. She blamed the government’s appropriation committees for skimping on it the first time round: a decent coating job should last for centuries, not just a decade. When she was in charge, she’d make sure the imperial budgets were brought up to appropriate levels. She gave a sigh as a girl tripped and a roll of shimmering fabric bounced 20 CHAPTER 3. ’STICKS, TRIX?’ 21 across the flagstones down below, unrolling itself like a half-hearted wave washing up on the shores of the Imperial Family’s reputation. ‘Pick it up!’ she shrieked, leaning out over the balcony from where, her blood pressure increasing with every moment, she was attempting to oversee them all and make the best of a bad job. ‘Do you know how much that costs?’ Of course, it didn’t actually cost very much: she’d struck a deal with some old people’s home in Eastlane where they’d set up a whole barnful of looms as ‘occupational therapy’. Less than four solaris a roll. She watched through narrowed eyes as the girl blundered about, trying to re-roll the fabric without stepping on it. ‘If it’s damaged, it’s coming out of your wages!’ Alinti called. The girl looked up and gave a pained little curtsy, her arms full of acres of glittering fabric. If Tannalis hadn’t insisted on this ridiculous, anti- quated charade, Alinti thought, turning away, she wouldn’t have to put herself through all of this. Selfish, he was. Just plain selfish. As Alinti strode down the corridor towards the stairs, Javill appeared out of the shadows and made her jump. ‘Sorry, Mother,’ he apologised, taking her hand in his own and giving it a little squeeze. ‘I do wish you wouldn’t do that, dear,’ she said, trying not to show how much he’d startled her. But she couldn’t be mad at him for long: he was her special son, after all, and she knew how much he loved his mother. He was a handsome boy - flawless skin, rich, deep eyes and a strong, square jaw. He pulled an apologetic face. ‘I heard you shouting at the staff,’ he said. ‘Can’t we get some better ones?’ Alinti gave a brittle laugh. ‘Blame your father - he insists on overseeing all dismissals. D’you know that he reinstated that chef that I sacked last week? Gave him his job back - just like that!’ She made a little popping gesture with her hands that rapidly turned into a sharp clasping motion, red talons spearing in- wards. ‘He really is becoming unbearable. He thinks I don’t know about his secret meetings with Minister Djelardine or that offworld stranger he’s installed in the Palace. When I question him about them, he just fobs me off, tells me that it’s nothing I need to worry about’ Alinti glanced away and shook her head. ‘I don’t know how much more of him I can stand, Javill. I really don’t.’ Her voice tailed away pitiably. ‘I know, Mother,’ said Javill, taking her hand again. ‘I know. But this may be the last birthday he sees.’ He paused and looked into his mother’s eyes. ‘We should make it a good one. Who knows how much time he has CHAPTER 3. ’STICKS, TRIX?’ 22 left?’ Alinti gave a gentle nod. ‘His health isn’t what it was,’ she agreed. ‘His doctors seem to think he might last another five or ten years, but I can’t believe it.’ Javill gave a contemptuous snort. ‘No doubt trying to curry favour with him. I agree with you, Mother: he’s looking iller by the day. I may not be a medical man, but I think I know my own father.’ ‘So sad,’ said Alinti, taking a deep breath. ‘Now if you’ll excuse me, my dear, I have to go and discipline that stupid girl.’ She paused, her fingers clutching the brass hand rail. ‘If I can remember which one she was.’ Javill waved his hand contemptuously. ‘Then just discipline them all, Mother.’ Alinti smiled indulgently: this was why she loved Javill so much. He always knew what to say. Sometimes she wondered whether he was really Tannalis’s son. God knows, there’d been enough other men. She gave Javill a kiss on the cheek, smiling at the memories that the thought brought to mind. ‘Go and find out what your sister’s doing, darling,’ she said, squeezing his hands. ‘And make sure she’s doing it properly.’ She watched Javill trot down the stairs: such a fine young man. He’d make someone a wonderful husband one day. Alinti turned and headed for her husband’s rooms (it had been many years since they’d shared a bed - something for which Alinti was eternally grateful) and entered without knocking. He was sitting in his chair at the window, staring out on the noise and bustle of the afternoon market in the square. A couple of tents, their awnings and pennants flashing red and gold in the later afternoon sun, were being erected at one end of a fenced- off area, in preparation for some sort of tedious jousting tournament. Al- inti felt herself tighten up as she approached the old man, who was swad- dled in a cream blanket. From behind, he looked even older: hunched and thin, his white hair contrasting with his dark skin in the summer sunshine. ‘What?’ he snapped without even turning. Alinti felt her jaw clench. ‘Tannalis,’ she began in her most reasonable tone. ‘It’s about the staff.’ ‘You complaining again?’ he grunted, turning to look at her. ‘Haven’t you got enough to be doing without wasting your time trying to turn my birthday into some sort of pantomime?’ He fixed her with a stare and then turned back to the view as if she’d suddenly stopped mattering. Alinti hated it when he did that - as if she were no more than a member of the Palace staff. ‘It’s all right for you,’ she said. ‘All you have to do is sit here and wait for the rest of us to get everything done. Life’s easy for you, isn’t it? I’ve CHAPTER 3. ’STICKS, TRIX?’ 23 been running myself ragged -’ ‘Horse-cack,’ said Tannalis. ‘I’ve been keeping an eye on you, woman: it’s Sensimi and the rest of my staff that have been doing the work. You’ve just been swanning around getting on everyone’s nerves and in everyone’s way. You’re not Imperatrix proper yet, and don’t you forget it.’ Alinti took a deep, pointed breath, but before she got a word out, her husband turned in his chair. ‘This is my birthday, and I’ll celebrate it my way. Right?’ ‘Darling,’ said Alinti with as much feeling as she could, holding out her hands to him, but he shooed them away. ‘Don’t “darling” me, woman. Don’t think I don’t know what’s going on in that shrivelled little head of yours. You never thought I’d live to be a hundred and twenty, did you? You and that feckless son of yours have been hanging around like vultures for the past decade, waiting for me to drop so you could pick at my corpse. Eh? Well, I’ve made it. I’ve made it this far and I’m not about to give up yet.’ Alinti tried to smile compassionately, but he just snorted. ‘Everyone wants you to live to be a hundred and fifty,’ she said. ‘Noth- ing would make me and Javill happier. Even the doctors say -’ ‘Huh! What do they know, eh? Those quacks you brought in from Eden were as much use as Javill. I’m glad I sent them packing and got some of my own in.’ He grinned at Alinti’s expression. ‘At least they won’t accidentally poison me.’ ‘Poison you?’ Alinti put on her most horrified voice and clasped her hands to her breast in what she hoped was a gesture of astonishment. He waved her away. ‘Don’t start all that business,’ he said. ‘You can’t lie as convincingly with your hands as you can with your mouth. Stick to what you’re good at. Now leave me alone. It was a beautiful day until you dragged your raddled old carcass in here. Go on - go and harass someone. I’ve got thinking to do.’ Alinti smiled again, but she knew she wasn’t fooling him. Poison? Could he have guessed? And what thinking could he possibly be doing? Alinti didn’t like this: Tannalis was normally quiet and unassuming. She didn’t like this at all. Could it be connected with the offworlder that Tan- nalis seemed to have befriended? ‘What are you waiting for?’ Tannalis grunted, turning his back on her and leaning forward to peer out of the window. ‘Nothing, my dear,’ said Alinti as she headed purposefully for the door. ‘I’m not waiting for anything.’ CHAPTER 3. ’STICKS, TRIX?’ 24 The Doctor didn’t know where Calamee was taking him. Once they’d left the crowds in the square behind, she’d taken him on a seemingly random tour of tiny, shadowed streets, the evening sun slanting across the tops of them as it picked out the tatty, stuccoed walls and the terracotta-tiled roofs. Gleaming crucifixes, their gold-leaf pristine amid the general decay of the city, sat atop many of the buildings, hugging the squat bell towers and spires; crude but strangely powerful religious iconography decorated crumbling walls: tableaux of the Last Supper, the Crucifixion, the raising of Lazarus. The air was warm and muggy, and clots of insects danced in the few shafts of light that struggled to find their way to ground level. Nessus sleepily acknowledged them, squeaking half-heartedly. The Doctor had explained, as best he could, how he couldn’t remember anything before waking up in the woods outside the city. He’d stumbled around for a while, aching and confused, before wandering into the city. He’d told a stunned-looking young man that he was new here, and asked for suggestions about where he ought to go. The man had suggested the Palace and given him directions. ‘And then he ran off,’ finished the Doctor. ‘I think I must have scared him somehow.’ ‘Being an offworlder is enough to scare most people around here. And, not to put too fine a point on it, the fact that you’re white doesn’t help.’ ‘Really?’ The Doctor was astonished. That possibility had never crossed his mind, although, now that Calamee mentioned it, it did seem rather ob- vious. ‘As you might have noticed, white faces around here are rather few and far between. What happened when you got to the Palace?’ ‘They let me in’ ‘Just like that?’ Calamee seemed amazed. ‘I got the feeling they’d been expecting me. Nothing they said, just a vague sense that I wasn’t a complete surprise to them. I was shown to a room and told to wait; that someone would be along to question me later.’ The Doctor rubbed his neck, feeling the smooth, tingling patch of raw skin that he’d discovered on his way into the city. He had a couple on his arms and one on his leg, and he could feel a large one wrapping around his ribcage. They itched slightly. ‘And did they? Did you meet the Imperial Family?’ The Doctor shook his head. ‘There was something in the way they said “question me later” that sounded like a euphemism for “beat me with sticks” so I decided to leg it. The Imperial Guard started chasing me, and the next thing I knew, you were throwing yourself in my way.’ CHAPTER 3. ’STICKS, TRIX?’ 25 ‘Excuse me - I think you’ll find it was the other way around’ ‘Was it?’ The Doctor looked vague. ‘I’ll take your word for it.’ ‘And you don’t remember anything at all about how you came to be outside the city? What you’re doing on Espero?’ ‘Espero? Is that what this planet’s called?’ He gave a thoughtful frown. ‘Espero... “hope” in Esperanto. Or are we talking Spanish here?’ He looked around, as if seeing the city for the first time. ‘Definite Moorish influences, don’t you think? An Earth colony...’ He looked to her for help with raised eyebrows. ‘Sometime in the future?’ ‘The future? That bang on your head must have been a pretty big one.’ ‘No no no,’ he said. ‘It wasn’t a bang on my head’ He paused. ‘Maybe it was. But why am I thinking that this is all happening in the future? What’s all that about, then?’ He ran his hand though his hair and shook his head. ‘I can’t shake the feeling that I’m here for a reason, you know.’ ‘Are you speaking spiritually or literally?’ ‘Literally. I think.’ The Doctor looked around, and saw a couple of children standing in a doorway, watching him with dark, suspicious eyes. ‘Maybe it’ll all come back to me if I can find something familiar, some- thing...’ He waved his hands, grasping for a way to finish the sentence. ‘You need a doctor,’ Calamee said. ‘I am a doctor.’ ‘No, a proper doctor. Someone who can take a look at you, examine you. Maybe get your memory back.’ The Doctor hmmed, unconvinced. Somehow, he suspected that a ‘proper doctor’ wouldn’t be of much use. It was frustrating and tanta- lising at the same time, like the cloud of flies dancing out of reach around his head. He looked up and saw a particularly fat one, wobbling around above him. ‘What you looking at?’ he said grimly to it, before looking back at Calamee. She looked at him dubiously. ‘I get the impression,’ she said, ‘that you’re not a medical doctor your- self, are you?’ He shrugged. ‘Maybe.’ ‘Well, let’s work on the basis that you aren’t? Calamee looked thought- ful. ‘If they’re still after you, we can’t take you to a hospital or anything obvious like that.’ She fell silent for a moment, and the Doctor wondered whether he should really be trusting himself to a girl who couldn’t be more than sixteen, even though she acted more like she was twenty-six. Calamee, the Doctor imagined, was probably very pretty - slim with a CHAPTER 3. ’STICKS, TRIX?’ 26 delicate oval face, cropped brown hair with just a dusting of gold. The shape of her eyes and her lips spoke of a mixed heritage: African, per- haps, with a hint of Indonesian or Chinese. He wished he could tell her more about himself. It was frustrating enough remembering little other than his own name - assuming that ‘Doctor’ was his own name, which, the more he thought about it, seemed rather unlikely. Maybe he’d made a mistake in escaping from the Palace: maybe he’d have learned more by hanging around. Calamee let out a triumphant noise and grabbed his arm. ‘It’s obvious!’ she grinned. ‘You want sanctuary, don’t you?’ ‘I’d rather have my memory back.’ ‘First things first. We can worry about that later. We need to get you somewhere safe, somewhere the Palace Guard and the police won’t be able to get at you. Come on!’ She tugged at him, and Nessus - who’d fallen asleep on her shoulder, while watching her conversation with the Doctor - nearly fell off. ‘Wherever we’re going,’ the Doctor said, following along in her wake and pulling a face at the mokey, ‘I hope they do food. I’m starving.’ ‘Are you sure this is wise?’ asked Trix as she and Fitz stepped from the TARDIS. The evening air was cool, the sky a dark orangey pink, like a huge peach hanging above them, and the wood seemed remarkably still and quiet. ‘Wise is as wise does,’ said Fitz cryptically - and, Trix imagined, quite meaninglessly, ‘but if the Doctor’s out here somewhere we have to find him.’ She remembered the rustling she’d heard in the bushes, and had ghastly visions of their poking around and finding the Doctor’s body. Fitz still hadn’t remembered what had happened to him and the Doctor - and still had no explanation for the bare, pink patch on his head (and, it transpired, the numerous other patches of tender skin all over his body) - but at least he now recalled who Trix was. After pushing her away inside the en- trance to the TARDIS, he’d tried, unsuccessfully, to get to his feet, and after two attempts had reluctantly accepted her offer of help. She’d taken him through to her bathroom and told him to strip off and get in. And to her amazement (and probably to Fitz’s eventual embarrassment) he’d peeled off his clothes there and then and clambered in. It was then that she’d noticed the raw skin in ragged, mismatched patches all over his body. It didn’t seem tender, though - Fitz had made no complaints, un- less she’d misinterpreted the occasional soft moan, as he’d slid under the water. Trix had considered making him a cup of coffee, but hadn’t relished the thought of coming back to find that he’d passed out and drowned. So CHAPTER 3. ’STICKS, TRIX?’ 27 she sat in irritated silence as Fitz soaked and scrubbed. After about ten minutes, he’d suddenly turned to her, his hair all foamy and stuck up, and declared that she must be Trix. ‘Who did you think I was?’ He’d just shaken his head vaguely and winced. ‘I knew who you were,’ he’d insisted, ‘I just couldn’t remember your name.’ Trix had doubted that, but pointing out the fact that he’d shoved her away from him didn’t seem a very constructive step on the road to getting him well again, so she’d said nothing. When she’d been convinced that he wasn’t going to faint and drown himself, she’d padded off to make a cuppa, and had come back to find him climbing back into his blood- and grass-stained clothes. ‘You could put something clean on,’ she’d said, guardedly, as she han- ded him his coffee. ‘No time,’ Fitz had said briskly, fluffing around with his hair. ‘We’ve got a Doctor to find.’ Despite the fact that Fitz still didn’t quite seem himself, she’d been pleased that he had at least remembered who the third member of the TARDIS team was. And now they were outside, and in the still evening air, Trix wondered how, exactly, they were going to find that third member. ‘We should get sticks,’ said Trix. ‘Sticks, Trix?’ He smiled. ‘If we’re going to be beating off monsters,’ she said grimly, ‘I’d prefer not to be using my bare hands.’ Fitz raised an eyebrow ‘Monsters?’ ‘Well you didn’t get yourself in that state, did you?’ He frowned, dearly still trying to remember how exactly he had got himself in that state. Trix found a sizeable piece of wood and held it up for him. ‘Here you go.’ ‘You keep it,’ said Fitz. ‘I prefer to use my wits.’ ‘Then I imagine’, she said drily, ‘that we’re both doomed. Come on - it’s going to be night soon.’ Trix waggled the stick in her hand, checking for balance, before setting off after him. Overhead, the first stars were beginning to peek through the bruised sky. Chapter 4 ‘I bet you even put knickers on her.’ A church, thought the Doctor, seemed an unlikely place for Calamee to have brought him. Not that he’d already formed any opinion about her religious tendencies. But - from what he could remember of them - his ex- periences had tended to demonstrate that brash, opinionated youth gen- erally held little truck with organised religion. But if she was looking for sanctuary for him, it made sense, he supposed. He shook his head: his amnesia was clearly not total. How would he have known that churches equalled sanctuary if it had been? As they’d walked, he’d managed to bring up dozens of fascinating - if useless - bits of information: he’d run through the periodic table, listed two dozen dif- ferent planets that he felt sure he’d been to, named all eleven Lassie films, and found it impossible to recall quite what Salvador Dali’s Autumn Can- nibalism had looked like, although he couldn’t, for the life of him, work out why it was irking him so much. Personal details - other than his name - simply weren’t there. He couldn’t remember where he’d come from, how he’d arrived, anything about his parents or his family. Nothing before he’d awoken in the woods. It had crossed his mind that, perhaps, there was nothing before that: that, somehow, he’d been created there and then under a bush. But if that was the case, why had whoever or whatever had created him deigned to fill his head with such bizarre trivia as the dates of all Frank Sinatra’s comeback tours? He felt he ought to be more annoyed than he was about all of this, more frustrated. That, in itself, was starting to get him worked up. It had taken them less than half an hour, winding their way through what the Doctor imagined were the less salubrious areas of the city. Even Calamee had seemed nervous, sticking close by the Doctor in a rather 28 CHAPTER 4. ’I BET YOU EVEN...’ 29 sweet way. Nessus, as was his wont, had settled down around the back of Calamee’s neck, like some huge, occasionally wriggling, fur collar. He seemed to have lost interest in the Doctor. The Doctor couldn’t blame him - an amnesiac, he mused to himself, is hardly the most stimulating of trav- elling companions. Calamee had explained that the city would he settling into its siesta be- fore the imperator’s birthday carnival round about now, which explained the relatively deserted streets. Soon there was almost no one around – just a few elderly women, laden down with raffia baskets of shopping, or people closing up their premises. A few stringy dogs sniffed their way around the shop doorways, or curled up tiredly in the shade. This deep into the city, the streets were narrow and uneven - deep, cool canyons in the heat of the day’s end. But it would soon liven up, Calamee had ex- plained when they’d seen a stack of vast, papier-mach puppets in a small square. Children were fussing around them, laughing and squealing - and the Doctor could see how truly tatty the city was. It had evidently been built with either an eye on economy, or with a less-than-expert labour force. Walls of buildings, plastered in white and cream and taupe, bulged disturbingly, or else leaned out so far into the narrow streets that the oc- cupants of the upper storeys would have had no problem shaking hands with their neighbours on the other sides. Washing, strung out between bal- conies, flapped listlessly, barely touched by the weak breeze that trickled through the streets. Away in the distance, the Doctor could hear church bells, clumsy and tuneless. Saiarossa seemed like a city desperately struggling not to collapse. Like an elderly woman plastering herself with make-up in an attempt to hold back the indignities of age, it looked sad and rather pathetic. Murals of people he didn’t recognise, surrounded by angels and wearing halos, adorned crumbling walls; metal spars and girders jutted skeletally from cracked walls. It reminded him of Venice, a city sliding graciously towards its final end. More skinny dogs roamed the streets, and haunted, tired eyes stared hack at him from cracked and dirty windows. The ground beneath him was a mess: broken and uneven, sprouting weeds and even a fully grown tree bearing small, pallid fruits like deformed oranges - it looked as if it had been laid in one, long seamless ribbon, perhaps by machine when the city had been built. But the years had taken their toll, and it was now full of potholes and wide, grit-filled cracks. ‘We’re here,’ said Calamee, glancing up and down the street as if they were about to enter an opium den. They were in front of a blue door, its paint flaking and chipped. In a niche at the side of it was mounted a painted wooden statue of the Virgin Mary, her face and hands black, as CHAPTER 4. ’I BET YOU EVEN...’ 30 was the raised heart, carved on to the centre of her chest. It had evidently been there some years, judging by its condition, and the Doctor couldn’t help but notice the tired look in its eyes. Or maybe that was just him, pro- jecting his own weariness. At the other side of the door was a wooden plaque, hand-painted in blue and white, proclaiming that they were out- side ‘The Church of the Forgotten Saints’. How appropriate. He looked up at the tiny building: it didn’t look much like a church to him (but, as he kept reminding himself, what did he know?). Calamee tried the door, but it was locked. She pressed a small button at the side. ‘I’m surprised,’ said the Doctor. ‘You don’t strike me as the church- going type.’ He pulled away from Nessus as the mokey woke up and reached out for his shoulder. ‘I’m not, but this is where Mother and Father used to come before they moved to Santa Anghelis and found a posher one.’ She glanced up at the buildings towering over them. ‘I was born not far from here, believe it or not. I was confirmed here.’ The door opened a few inches, and the face of an elderly man peered out. He eyed Calamee dubiously, but when he saw the Doctor, there was an audible inhalation of breath. ‘Father Roberto?’ said Calamee. ‘My name’s Calamee Fischer. You remember me?’ Father Roberto opened the door wider and leaned out a little ‘Child, you’ve grown!’ he said, almost disapprovingly. He was short and quite pudgy; a halo of fuzzy grey hair wrapped itself around the sides and back of his head, and he looked as though he hadn’t shaved for a few days. He looked the Doctor up and down. ‘And who’s this?’ ‘They call me the Doctor,’ said the Doctor, holding out his hand - which went ignored. ‘Do they indeed? And what would St Thomas have made of that, I wonder?’ Roberto’s voice was full of suspicion - and, thought the Doctor, perhaps with good reason: if even he didn’t know quite what he was doing here, he could hardly blame the Esperons for wondering too. ‘Can we come in?’ asked Calamee, when it seemed that an invitation was not to be forthcoming. ‘I suppose,’ Roberto said grudgingly, after giving the Doctor the once- over again. He stepped back and opened the door wide. Calamee stepped inside and the Doctor followed. CHAPTER 4. ’I BET YOU EVEN...’ 31 They were in a deliciously cool hallway, illuminated only by light spilling from an open door at the end of a short corridor. The air was rich with the smells of leather and camphor, tobacco and incense, and a heavy scent of flowers. Father Roberto padded away down the corridor, leaving Calamee and the Doctor to follow him. ‘You’re sure he remembers you?’ the Doctor whispered. ‘Well, he’s let us in, hasn’t he?’ They stepped out into a stunningly beautiful little courtyard. The walls were high and painted white, the ground beneath them paved with huge, cream-coloured flagstones. All around them were vast pots and basins and tubs, gushing forth a giddying variety of flowers. Some crawled across the flags beneath them; others struggled up wires and makeshift trellises, fastened to the walls. Some just burst from their pots, like living fibre-optic lamps. The scent was dizzying. Up above them, high, high above, was a small square of vivid indigo sky, like a lid on this magical world. ‘This is quite, quite beautiful,’ said the Doctor, almost breathlessly, real- ising that Father Roberto was waiting patiently, hands clasped behind his back. For a moment, the sternness of his expression melted, and he gave a little nod. He was wearing an old pair of brown leather trousers and a matching waistcoat, under which he had on a dark green shirt, rolled up at the sleeves. He looked, thought the Doctor, more like a down-at-heel country gentleman than a priest. ‘Can I get you something to drink?’ Roberto asked, and they both gratefully accepted a cup of tea. Father Roberto slipped away while the Doctor and Calamee found a small, cast-iron bench to sit on. Nessus peered around curiously, sniffing the air, following the weaving of insects with his big, expressive eyes. ‘Wow,’ Calamee said, lifting him down and setting him on her knee. ‘This is something, isn’t it?’ ‘A keen gardener,’ said the Doctor. ‘How long ago did you last see Father Roberto?’ Calamee gave a shrug, reaching up to sniff a huge clot of velvety purple flowers dangling from a basket on the wall above her. ‘Probably about five or six years ago.’ ‘He must have made quite an impression on you, if this was where you thought to bring me.’ ‘I s’pose. He always seemed a decent sort - and anyway, our new church is miles away. If the Guard are still after you, it doesn’t make much sense to stay out in the open any longer than we have to.’ The Doctor looked at her. ‘You’re rather enjoying this, aren’t you?’ CHAPTER 4. ’I BET YOU EVEN...’ 32 ‘What?’ ‘All this - the running around, the hiding, the escaping. All this tedious stuff.’ Calamee snorted and smiled. ‘Tedious? This is the most fun I’ve had in years.’ She obviously realised what she was saying and pulled an apolo- getic face. ‘Sorry - I know this is important. I’ll try to take it seriously. Honest’ The Doctor hmmed good-naturedly ‘So what’s your plan?’ ‘Plan?’ ‘Well, you’ve brought me here. What do I do now?’ ‘Um... I hadn’t thought that far ahead.’ She gave an awkward smile. ‘But Father Roberto will know what to do.’ ‘Father Roberto will know what to do about what, child?’ came Roberto’s voice from the corridor as he returned with a wicker tray of tea things. He set them down on a tiny table that the two of them hadn’t noticed, hidden away under sprays of creamy yellow blossoms. ‘About me, Father,’ said the Doctor. ‘And how, exactly, do you think I can help?’ The Doctor noticed that Roberto seemed to be addressing Calamee, and ignoring him, as he poured the tea into tiny bone china cups and handed it to them, indicating the sugar bowl. The Doctor shook his head. ‘I feel light-headed enough in this beautiful garden already,’ he said with what he hoped was his most winning smile. ‘I don’t think I could cope with the sugar rush.’ Roberto didn’t seem to warm to the Doctor’s attempt at humour, and pulled up a little stool from opposite them. The Doctor noticed he wasn’t drinking himself. He sipped at the mint tea as Roberto pulled out a lit- tle leather pouch of tobacco, and set about rolling himself a match-thin cigarette. ‘The Doctor’s an offworlder,’ began Calamee, all of a sudden. ‘And he needs help.’ ‘You don’t say?’ replied Roberto archly, looking at the Doctor directly for almost the first time since he’d let them in. ‘An offworlder? I’d never have guessed. And what kind of help would an offworlder be looking for from an Esperon?’ Calamee looked at the Doctor expectantly, like the parent of misbehav- ing child being called to account in a headmaster’s study. ‘As far as I can recall,’ he said obligingly, ‘I came here recently -possibly just a few hours ago, probably not more than a day or so -and something happened to me that... well, that I can’t remember.’ CHAPTER 4. ’I BET YOU EVEN...’ 33 Roberto regarded him silently - and clearly suspiciously. He lit his cigarette with a tiny silver lighter and drew thoughtfully on it for a few moments, puffing out clouds of surprisingly pleasant smoke. The Doctor took a deep breath, and felt an odd longing to have a drag on the cigarette himself. ‘And how do you think I might be able to help him?’ Roberto ad- dressed his question to Calamee, even though he continued to stare at the Doctor. ‘Calamee was kind enough to rescue me from the Imperial Guard,’ the Doctor said. ‘I’ve just spent half an hour locked in the Palace - well, not so much locked as left in a room with an open door. Which is often the same thing, isn’t it?’ ‘No,’ said Roberto. ‘I don’t think it is.’ ‘Well, it is if all you can do is sit there and stare at the open door, won- dering why it’s open. It might as well be locked. You’re a prisoner in any case.’ ‘I don’t imagine you’ve come here to debate philosophy, have you?’ ‘No, no. Anyway, as it happens I didn’t just sit and stare at the open door - I decided to leg it. The Imperial Guard started chasing me, and Calamee very kindly brought me here.’ ‘And why would that be, Calamee?’ ‘We were hoping - I was hoping - that you’d give him sanctuary,’ said Calamee hopefully. Roberto grinned from ear to ear. ‘Sanctuary? Sanctuary, girl? D’you think we’re living in the middle ages?’ He shook his head as he chuckled and took another drag from the cigarette. ‘Don’t you do that any more?’ She seemed genuinely surprised. Roberto finished laughing. ‘I’m not sure we ever did, did we?’ ‘Oh yes,’ said the Doctor. ‘Once upon a time it was rather a thing.’ ‘An expert on human history, are you? So your memory hasn’t gone completely then?’ He gave a wry smile, but the Doctor wasn’t sure whether it was in disbelief at the Doctor’s story or not. ‘Well, well. That’s one thing I wouldn’t have taken you for. There aren’t many of us left, you know?’ ‘Experts in human history?’ Roberto nodded, and suddenly the Doctor realised that the priest seemed much warmer towards him. There was still suspicion and distrust in his eyes, but he was definitely thawing. ‘Something of a black art,’ Roberto said. ‘If you’ll pardon the expres- sion. D’you know Espero’s history?’ ‘I don’t even know my own. But go on - is there some sort of morato- rium on it, then?’ CHAPTER 4. ’I BET YOU EVEN...’ 34 ‘We made a big mistake,’ Roberto said, his eyes drifting over the swathes of blooms that hovered around them, like clouds of brightly coloured ink in water. ‘We thought we knew better than history.’ ‘ “We”?’ ‘Espero’s founders - the cardinals, bishops and businessmen that funded the colony. They elevated the idea of ignorance as bliss to a whole new level.’ The Doctor leaned forward. ‘Tell me more,’ he said. *** ‘Looloo!’ snapped Sensimi. ‘Stop that!’ The little creature looked up at the princess with a mixture of fear and surprise in her eyes, her tiny paw clotted with cream from the bowl on the kitchen table. Slowly and guiltily, she sneaked it towards her mouth, her eyes never leaving Sensimi’s. ‘Disgusting creature,’ muttered Javill as he swept in from the hallway. ‘It shouldn’t be allowed near food.’ ‘It’s a she, Javill, and wherever I go, Looloo goes.’ Sensimi’s brother paused as the kitchen staff rapidly found excuses to be elsewhere and he sneered at the mokey, as it sat on the edge of the granite-topped table. ‘And why do you have to dress her up like that? Just look at her - it’s not natural, putting a dirty, hairy little thing like her in a dress and a tiara.’ Looloo was now intent on cleaning the cream from between her fingers. He dipped his head slightly to the side as he tried to peek up her dress. ‘I bet you even put knickers on her.’ ‘She’s perfectly housetrained. And she looks adorable like that, don’t you, baby?’ Sensimi crossed the kitchen and swept the confused little crea- ture up in her arms, squeezing her so tight that Looloo’s eyes bulged, and a thin trickle of creamy drool ran out of her mouth and down the back of Sensimi’s blouse. Javill tried not to laugh. ‘Mother’ll have her put down if she catches her in here.’ ‘She will not,’ insisted Sensimi, whirling round, still gripping on to her precious baby. ‘I’ll tell Father. He’ll have you put down.’ ‘Just wait, Sensimi,’ Javill warned. ‘Just you wait. As soon as...’ He stopped. ‘When Mother’s in charge, things’ll be different around here.’ Sensimi’s eyes flared defiantly. ‘I know what you were going to say. “As soon as Father’s dead.” That was it, wasn’t it?’ CHAPTER 4. ’I BET YOU EVEN...’ 35 Javill gave an uncaring shrug. ‘We both know he’s old, Sensimi. He’s not going to live forever. And if you know what’s good for you, you’ll stop being such a pain. You know the title will pass to Mother and then to me. It’d be awful if you pissed off everyone above you, wouldn’t it?’ ‘He’s not... he’s not gone yet,’ she said, heading for the door. Looloo squeaked and reached out over Sensimi’s shoulder for the rapidly reced- ing bowl of cream. ‘And while he’s still here, you better be very careful.’ ‘Ooooh!’ mocked Javill. ‘I’m so scared, little sister. Whatcha gonna do? Set the mokey princess on me? Get her to dribble me to death?’ Sensimi felt her face redden as she paused in the doorway, a cutting riposte almost on her lips. ‘Pig!’ , unfortunately, was all she managed to come out with. ‘Bloody pig!’ It wasn’t until Looloo started squealing in earnest, halfway up the main staircase, that Sensimi realised how tightly she’d been squeezing her. As soon as she released the pressure, Looloo scrabbled to get free and climbed up on to Sensimi’s shoulder where she pointedly finished cleaning her paw. ‘Don’t worry, baby,’ Sensimi cooed. ‘We’ll make sure that nasty brother and that nasty mother get what they deserve, won’t we, eh?’ She reached up and stroked her mokey’s neck, and Looloo responded with a little throaty grumble, already forgetting about almost being hugged to death. ‘Daddy’s going to outlive them all, isn’t he? Yes he is.’ And with Looloo grabbing on to her hair for dear life, she headed up the stairs to the bed- rooms. She passed a couple of the Palace staff, ignoring them as they bobbed and curtsyed, and deposited Looloo on her bed. ‘Be good for Mummy,’ she said, before slipping back out into the cor- ridor. Through the open windows that let out on to the courtyard at the centre of the Palace, she could hear the clanging and drilling and shouting of the work on the stage from where her father would make his birthday address tomorrow. Running through the details of her plan, she headed down one of the sets of back stairs to the main kitchens, away from the family kitchen where she expected Javill would still be. A few of the staff were still bustling about, most of them so tied up with making sure every- thing was in order for tomorrow that they hardly noticed her. Those that did tried their hardest to pretend they hadn’t seen her and quickly found reasons to be somewhere else. So it was relatively easy for Sensimi to take a big pan into the meat store and to begin to help herself. CHAPTER 4. ’I BET YOU EVEN...’ 36 *** Imperator Tannalis shuffled along the corridor that ran around the court- yard. He’d been advised to use a walking stick (having already turned down the idea of cybernetic callipers) but was having none of it. He was the Imperator, and if he couldn’t celebrate his 120th birthday on his own pins, then he wouldn’t celebrate it at all. Alinti’s visit had raised his hackles, and he wanted to check that she hadn’t tried to sneak something tacky into the celebrations. He paused and slipped on to one of the numerous balconies that looked down on to where his stage was being noisily bolted together. There was something simultaneously sad and exciting about all the people below him, running around, shifting chairs, hanging up flags and banners. He recognised the crests and logos of many of the other states and nations on Espero, flap- ping apathetically in the warm breeze, but frowned at the couple he didn’t. A TV crew was conducting an interview with Minister Djelardine just in front of the stage: trust him to be stealing some of the glory. Tannalis sighed with a smile. What did it matter? He’d made his decision, little did that harpy Alinti know. That was why he’d summoned Djelardine, to finalise the arrangements. ‘Can I get you anything,Your Highness?’ He turned suddenly at the voice. It was Farine, one of Sensimi’s maids. She hovered solicitously behind him. Tannalis grinned wolfishly at her - and then realised that it probably just made him look like some sort of old pervert. Nice rump on her, though, Tannalis thought wistfully. A bit of something to get hold of. The contrast between the shy, amply bosomed girl and his shrivelled old crow of a wife made him smile. His philan- dering days were behind him now, but it would still be nice... just once more... He waved her away with a regretful shake of the head. King David managed to get away with it, with Abishag, but he doubted that he any longer carried the weight of such a figure. ‘I’m fine, girl. That woman of mine running you all ragged, is she?’ Farine dipped her head, not answering, but Tannalis could see it in her eyes. ‘Don’t you worry about her,’ he said. ‘She thinks she rules the hen- house, but this old rooster’s still got a bit of life in him.’ Farine bobbed and scurried off. If he’d been up to it, he’d have teased her a bit more about what she and Sensimi were up to. He might have been old, but he wasn’t stupid. There were more than just his own plans afoot in the Palace. Chapter 5 ‘How can we know where we’re going, when we don’t know where we’ve come from?’ ‘Espero was meant to be a fresh start for humanity,’ said Roberto. ‘The Ecumenical Council decided that all we needed to make Espero thrive was a faith in God and the goodwill of the colonists. Obviously, we brought some technology with us, but we were naive and trusted in the promises of HomeWorld - the corporation that sold us the planet - that Espero was a paradise, rich in resources, a ripe fruit just waiting to be plucked. We were gullible, desperate to leave Earth, to get away from the hegemony of the West, of North America and the Eurozone.’ At this, he raised an eyebrow almost imperceptibly at the Doctor. ‘We were blinded by the opportunities that we saw out here - the chance to make our universe, in our own image. History, we were told, would start anew.’ ‘So you were sold a pup? Espero, I mean.’ Roberto nodded. ‘HomeWorld told us that Espero had everything we needed. They showed us mineralogical surveys and climatological reports. It looked like a paradise. And you can imagine how desperate the Ecumenical Council was to find a new paradise. Humanity had screwed up the last one we were given, and this was another chance. Perhaps our last.’ He smiled, but it was a cold, dry smile. ‘God was giving us another chance at Eden, so we grabbed at it with both hands.’ ‘But there was a serpent?’ Roberto gave a shrug. ‘If you believe in original sin, then yes - there was a serpent. Our own stupidity, brought with us, packed into every bag and box and suitcase, wrapped in every fold of cloth and every wrinkle of 37 CHAPTER 5. ’HOW CAN WE KNOW...?’ 38 every man, woman and child that made the journey. The Council told us that, in order to start afresh properly, we had to throw away millennia of human history. No looking back, no living in the shadows of the past.’ ‘You wouldn’t be the first colony to set out with that ethos. But if you don’t mind my saying so, isn’t it a rather strange attitude for a religious organisation?’ Roberto nodded ruefully. ‘Our faith,’ he said, ‘was one of the few things that we were going to take with us. At the time, so I understand, it all seemed to make perfect sense. God would lead us into the new Promised Land - we needed nothing but faith and the Holy Church. So the only records we brought with us were sacred writings and a few tech- nical manuals. Nowadays, people suspect that there was more politics than belief behind the decision, rumours that some of Earth’s major pow- ers secretly put up the money, just to get us offworld.’ Roberto gave a sigh, and his gaze drifted around the courtyard, around the little paradise he’d created for himself here. The Doctor wondered whether many people used his church for worship any more, or whether this oasis was all that kept Roberto going. ‘It was hell. The colonists ar- rived in their new Eden to discover that the resources HomeWorld had promised were buried too deep for the minimal equipment that we’d brought. The climate was hotter than we’d expected, there were insects everywhere. Fresh water was hard to find. The first fifty years almost saw Espero wither and die.’ ‘But didn’t you get help from other Earth colonies, or other alien civil- isations out here?’ The Doctor caught the expression on Roberto’s face as he said the word ‘alien’. ‘It’s the word “alien”,’ explained Calamee. ‘It has a lot of bad connota- tions. We use the word “offworlders”.’ Roberto continued. ‘The other colonies had their own problems - they were too wrapped up in setting themselves up, fighting for their own sur- vival. Oh, we told ourselves that soon they’d be visiting us, trading with us. The Council promised us that we’d be at the centre of a revival of faith in this sector. They opened visitor centres and embassies, expecting an influx of fascinated offworld cultures, eager to learn about us, eager to be embraced by Mother Church.’ He fell silent. ‘It never happened?’ said the Doctor gently. Roberto looked at him and shook his head. He dropped the butt of his cigarette on to the floor and ground it out with his toe. ‘We were fooling ourselves,’ he said sadly. ‘We had nothing that any- CHAPTER 5. ’HOW CAN WE KNOW...?’ 39 one wanted. Oh, we had offworld visitors during the first century - they came to say hello, to see what we had to offer. But when they saw how little we had, how utterly, utterly mundane we were, they left. And never came back. The embassies went unused, the visitor centres were closed down. And Espero retreated into itself.’ ‘But what about your faith? Surely that must have kept you going?’ ‘Oh it did. It was the only thing that did. For a while. But for many people, faith exists to provide an explanation of those things that science hasn’t yet revealed to us. And as science explains more and more of the universe around us, so faith finds itself struggling. When the first offworld non-humans came, we made efforts to explain God to them, to introduce them to His glory. In our naivety, we hadn’t counted on them having their own gods, their own beliefs. Beliefs as strong as ours. They smiled at us, thanked us - some of them even tried to convert us to their religions - and went away. ‘Espero started out with a strong Catholic ethic. The Ecumenical Coun- cil had faith that, unlike on Earth, we could restore the life and practice of the Holy Apostolic Church, and so reflect God’s glory. Within half a cen- tury, there were disputes; schismatic sects began to form, to set up their own states and cities. Some,’ he shook his head sadly, ‘lost their faith al- together. And then, maybe inevitably, there was the Almost War between three of Espero’s nations, halted at the last moment.’ Roberto gave another sigh, and the Doctor realised how very, very old he suddenly looked. He wondered how long it had been since the priest had talked about all this to anyone. ‘I can understand your wariness about me,’ he said. ‘I’m sorry,’ he said, looking the Doctor in the eye. ‘ “Judge not, lest ye be judged.” But it’s very hard. We feel we were let down and betrayed by offworlders, left to our own devices when we needed help the most.’ He looked the Doctor in the eye. ‘And the fact that you’re white - if you’ll excuse my bluntness - doesn’t help. We came here to escape the preju- dice and the cultural dominance of the West,’ said Roberto. ‘To create a Paradise free from oppression. It rankles with many that, yet again, we’ve drawn the short straw. When white offworlders visit and never come back, it reminds us of our past, back on Earth.’ ‘I noticed the statue,’ said the Doctor. ‘Outside. I take it they’re all like that.’ Roberto nodded. ‘You’ve no idea how much damage the myth that the Holy Family were white has done to us, to our self-esteem, Doctor. For centuries, brown people - black, I believe they called themselves then - lived in the shadow of a white God. No matter how much they prayed, CHAPTER 5. ’HOW CAN WE KNOW...?’ 40 how penitent or good they were, being white was something they could never be. That kind of patronage does damage.’ He clenched his fist and pressed it against his chest. ‘Here. I hope things are different out there now.’ ‘The more things change,’ said the Doctor, ‘the more they stay the same. Humanity may be one of my favourite species, but I’m not blind to the havoc they can wreak, the injustices they visit on themselves. And on oth- ers. They’re one of the most adaptable, versatile, adventurous species in the galaxy, but they’ve never lost their inability to learn from their mis- takes.’ Roberto grunted. ‘How can we know where we’re going, when we don’t know where we’ve come from?’ he murmured. The Doctor felt a cool breeze spiral down from the purple sky, pricking his skin. ‘But we all need a fresh start, sometimes,’ he said distantly. ‘We can’t live in the past forever.’ ‘It would be nice,’ Roberto said, ‘if we could just start living in the present.’ The courtyard was a confusing, noisy mass of people, equipment and ma- chinery. Spotlights were coming on around the square as night fell. Two men on a long-arm crane hung banners bearing the Imperial crest from the top of the girders above the stage, while a woman, down below, waved them into position. Shouting would have got her nowhere. A group of dancers were practising in a corner, prancing around each other, trying not to trip over the poles and stacks of chairs that littered the place. Javill found it all incredibly tedious. At the very least, he thought as he watched from a balcony above, Fa- ther should have taken this opportunity to announce that he was standing down. One hundred and twenty years old, and still he insisted on cling- ing on to the Imperatorship, as though he didn’t trust Mother to do the job properly. The fact that he insisted on celebrating his birthday in such an outdated way spoke volumes - a sad old man, clinging to the past instead of embracing the future. Javill was under no illusion that the Imperial Family had any real influence. Even parliament hardly consulted Father any more. Legislation slipped by without even receiving the Imperial ap- proval. Novelty mugs and commemorative plates. That’s all they were. And this farrago of a birthday would do nothing to change that. Mother was right: Saiarossa needed a breath of fresh air, an injection of new blood to revive the Imperatorship. The Imperatrixship. ‘History in the making,’ said a deep voice behind him and he jumped. ‘Apologies, Your Highness.’ CHAPTER 5. ’HOW CAN WE KNOW...?’ 41 It was the offworlder - the one who called himself Mr Trove; the one who, in less than two days, had managed to ingratiate himself with Father and who had barely spoken two words to Mother. Javill drew himself up. Trove was tall and distinguished, alabaster-pale skin with a quiff of blond hair, immaculately coiffured. He wore a sharp and plain suit of dark green, fashionable and asymmetrically cut. Javill had disliked him the moment he’d seen him - partly because he was an offworlder, partly because he ex- uded a quiet confidence that Javill found unsettling, but mainly because, like most of the Saiarossans, he seemed to be labouring under the misap- prehension that it was Father who wielded the power around here. Javill nodded curtly, and turned back to the scene in the courtyard. The men with the crane were adjusting the lighting over the stage. ‘Your father is a man of tradition and history, isn’t he?’ mused Trove. Javill grunted, but didn’t turn around. Out of the corner of his eye, he saw Trove move alongside him to lean on the balcony. ‘We have no history here,’ Javill said flatly. ‘Or didn’t your research tell you that?’ ‘Everyone has history, Your Highness. Just because it doesn’t go back to the dawn of time doesn’t invalidate it. Your father is very... brave...’ Javill turned. ‘Brave?’ ‘When the leaders of Espero’s other nations make such a play of look- ing to the future, the Imperator must be applauded for his determination to celebrate the past, wouldn’t you say?’ Trove was staring at him, one eyebrow raised fractionally, a hint of a smile on his full lips. What was he saying? ‘Father has always had a thing about the past. There are many Sa- iarossans who think that it’s unhealthy. The whole of Esperon culture, the origins of the colony, were based on making a new start - building a new future out here among the stars, not repeating the mistakes of the past. Some would say that he’s foolish, not brave.’ ‘And what would you say,Your Highness?’ Trove gestured towards the pantomime in the courtyard. ‘Do you venerate the past? Or do you see Espero’s destiny, as you put it, out among the stars?’ This stranger was sailing very close to the wind, Javill thought, his interest piqued. He’d hardly been here two minutes, and already he was questioning Father’s beliefs. ‘Espero is the poor cousin,’ he answered. ‘We have been abandoned by the other colonies, left to our own devices. Every month brings news of the advance of other worlds - new technologies, new beliefs, new alliances formed. The Catholic heritage on which we were founded has become a CHAPTER 5. ’HOW CAN WE KNOW...?’ 42 liability.’ Javill paused and looked Trove in the eye. ‘Father will not live forever. And his successor, believe me, will have very different ideas.’ Trove nodded thoughtfully. ‘I’m pleased that Your Highness thinks as I do,’ he said, reaching into his pocket. He pulled out a tiny, glittering sphere, the size of a tangerine, and carelessly tossed it over the balcony. Javill’s gaze darted to follow it: it fell a few yards and then exploded in brilliant, polychromatic light, like a burst rainbow. Hovering above the heads of the people below, it shot out shafts of light of all hues, and the crowd fell silent, their eyes raised heavenwards in amazement. For a minute, the sphere rotated, and the people in the courtyard began oohing and ahhing at the spectacle. Even Javill was impressed. And then Trove clicked his fingers and the sphere fell dark and re- turned to his hand and thence to his pocket. ‘Very impressive,’ Javill said. ‘A toy,’ replied Trove dismissively. ‘It is nothing that you couldn’t have access to, Your Highness.’ Did Trove mean the Esperons, or him personally? As far as Trove was concerned, it probably was nothing more than a toy. And as a demonstra- tion of offworld technology, it was hardly cutting-edge. But Javill couldn’t deny that it had him hooked. ‘And at what price?’ Trove smiled and straightened up. ‘Things are only worth what people will pay for them,’ he answered cryptically. ‘Maybe we’ll speak about it later. If you’ll excuse me, Your Highness, I have a few things to attend to.’ Trove started to walk away, but Javill stopped him gently. ‘Why are you here, Mr Trove?’ ‘A treasure hunt, Your Highness.’ He moved to go, and then paused and removed the rainbow device from his pocket. He pressed it into Jav- ill’s hand. ‘And believe me - I intend to be the winner.’ Javill watched him leave, turning the sphere over and over in his fin- gers. The oasis, as Trix thought of it - despite the fact that it was little more than a copse of trees and bushes set in a shallow hollow in the wood- land - was eerily quiet. The first stars were glimmering and twinkling as they watched her and Fitz blundering about. They’d brought torches from the TARDIS, but Trix couldn’t help but think they were being dan- gerously naive to think that they could find the Doctor in the dark without coming across whatever it was that had attacked Fitz. She stopped as she CHAPTER 5. ’HOW CAN WE KNOW...?’ 43 felt something hard crunch and crack under her foot. It was the Doctor’s tracking device. She raised it to her ear and gave it a shake. It rattled, pointedly. ‘Well, at least we know he was here. Can’t you remember anything?’ she hissed, tossing the tracker aside as she bumped arms with Fitz. Their torch beams crissed and crossed over each other as they danced around the undergrowth. She poked experimentally at a bush with her stick, tensing herself in case she disturbed something. ‘I remember leaving the TARDIS with the Doctor,’ Fitz said wearily, ‘and I remember following him. And then...’ His voice tailed off. ‘The next thing was you poking at me and telling me to wake up.’ ‘So no idea what it was that attacked you? I mean, it would be useful to have some idea of what might be waiting for us, Fitz.’ Fitz didn’t answer - as a low grumble, like a tiger purring, rumbled around them. ‘Something like that, perhaps?’ he said. If she could have done it without looking like a coward she’d have very firmly suggested that they go back to the TARDIS and wait. But Fitz’s ‘ac- cident’ seemed to have inspired a bravado in him that she hadn’t noticed before, and she didn’t fancy the idea of being reminded, for ever more, that she had been the one to bottle out. ‘Doctor?’ called Fitz experimentally. ‘You there?’ Trix added. But there was just silence, and the flitting pools of light from their torches. ‘This is stupid,’ she said eventually. ‘He could be lying a few feet away and we’d never find him.’ ‘You’re probably -’ Fitz stopped sharply, and Trix swung the beam of her torch up to his face. He was frowning, listening intently to something. He ignored the light shining in his eyes. ‘Can you hear that?’ Over the gentle rustling of the bushes and trees in the breeze, Trix re- alised that there was something else: a fizzing, hissing sound, and she was reminded of the sound of the foam in her bath back in the TARDIS, popping in her ears. Trix swung the torch around, pushing out long, spindly shadows from the branches around her. ‘Trix!’ hissed Fitz, drawing her attention to where he was shining his own torch - down towards the ground in the direction of the copse. A wide swathe of vegetation was undergoing a weird and horrible transformation: a metre’s width of the ground, stretching left and right out of view, was covered with a seething, bubbling grey goo. The stumps CHAPTER 5. ’HOW CAN WE KNOW...?’ 44 of twigs and plants poking through it seemed to be softening, melting into the muck that covered the grass. Trix pulled a face and peered closer, but Fitz grabbed her elbow and pulled her back. ‘What is it?’ she asked, squinting at it. ‘I don’t know,’ said Fitz, ‘but it’s moving. Look.’ Fitz was right - the edge of the gooey band was creeping towards them slowly, almost imperceptibly. As it crawled, the vegetation it encompassed began to break down, submerged in the slime. Tiny bubbles popped and fizzed, and the air was filled with an almost electric crackle. ‘What if the Doctor’s in there?’ Trix suddenly said, gesturing at the bushes. Fitz shook his head slowly, thoughtfully. Suddenly, there was a thunderous crashing in the bushes, a few yards away, and before she knew it, Trix was running for her life, staggering backwards as she felt Fitz grab her hand, dragging her away. She dropped the stick as his fingers slipped into hers, and only just managed to keep a hold on the torch. And as a deep roaring started up behind them, drown- ing out the gentle hiss of the grey goo rolling across the countryside, the two of them ran and ran and ran. Chapter 6 ‘What do you know about our mystery woman?’ ‘So no one studies history?’ asked the Doctor, as Calamee poured them more tea. She poured some into a saucer for Nessus, but he sniffed it disdainfully and went snuffling under the flowers. ‘Earth history, I mean?’ Roberto gave a shrug. ‘We go through trends: one minute it’s fashion- able, the next it isn’t. It never lasts. There are only a few of us interested in trying to keep the old stuff alive. And sometimes, I’m not even sure that I’m doing the right thing. Maybe the founders were right. Maybe we should let sleeping dogs lie, learn to make our own mistakes, all over again.’ He gave a short, sharp laugh. ‘God knows, we’ve had enough experience of it.’ He reached out and traced the outline of a trumpet-shaped carmine flower. ‘You see this?’ he said. ‘It’s native.’ He touched another - a bougainvil- lea. ‘And this is from Earth, an expensive import that I bought a few years ago. They live happily side by side, new and old.’ He looked back at the Doctor, his eyes sad. ‘If I had one dream for the future of Espero, that would be it: new and old, past, present and future, all side by side.’ ‘It’s a nice dream,’ agreed the Doctor. Roberto fell silent; the Doctor didn’t know what to say. He caught Calamee’s eye. She looked awkward and uncomfortable, a sixteen-year- old girl caught up in the middle of an adults’ conversation about religion and politics. ‘So why are you on the run, then?’ Roberto said suddenly, breaking out of his reverie. ‘What have you done to offend the Imperial Family?’ ‘I wish I knew, Father. I really wish I knew. I can only assume it’s something to do with why I came here, or with whatever I did when I first 45 CHAPTER 6. ’WHAT DO YOU KNOW ABOUT...?’ 46 arrived. Or perhaps they just didn’t like my face.’ ‘And - forgive my bluntness - how will hiding out here in a backstreet church help you find out the truth? If you only take one thing away from here, shouldn’t it be that hiding your head in the sand doesn’t get you anywhere?’ The Doctor considered, turning his teacup around and around in his hands. He had a vague, itching sense of time running away with itself, as if a clock had been set ticking. He hadn’t a clue what it all meant, but Roberto was right: he might be safe enough from the Palace Guard here, at least for a while. But sooner or later he had to go and find out what he’d done, and why he was here. ‘You’re right,’ he said. ‘But I don’t know where to start. Other than at the Palace, and you’ll understand my reluctance to go back there until I’ve remembered a little more about what I’m doing on Espero.’ Roberto nodded, and something suddenly seemed to occur to him. He told them to wait there and he scurried away - and came back a few min- utes later with a puzzled look on his face. ‘I’ve just checked with the city police to see if there’s any sort of alert out for you. And there isn’t. Strange, eh? The Palace Guard rarely come outside the Palace, apart from for ceremonial events. If the Imperator re- ally was after you, the police would be the ones to continue the search. It might just be that the Palace are being particularly slow in reporting you, but it still seems rather odd.’ He raised a hand. ‘And I’ve just thought of someone that might be able to help you with your memory.’ ‘Really?’ Roberto nodded. ‘We don’t have many offworlders here - certainly not on a permanent basis. But there’s one, here in Saiarossa, that might be able to help. Her name’s Madame Xing - well, that’s what everyone calls her. I’ve heard that her real name is unpronounceable. No one really knows why she’s here - but she keeps herself to herself. I suspect that there are people in the government who’d rather she wasn’t here, but they don’t like to ask her to leave: they’re not sure what the repercussions would be. She’s... erm, a little weird, if you take my meaning.’ ‘Wonderful!’ said the Doctor, leaping to his feet. At last! They were getting somewhere. ‘I love weird. How do I find her?’ ‘That’s the problem. I haven’t a clue. I’m sure there are people who know more about where she lives than me. She may not even still be on Espero.’ The Doctor sighed. Easy come... ‘I’ll make a few calls,’ Roberto said. ‘Come back in an hour or two. I might have more to tell you then.’ CHAPTER 6. ’WHAT DO YOU KNOW ABOUT...?’ 47 ‘Thank you, Father,’ said the Doctor and held out his hand to the priest. This time it was accepted, and they shook. ‘Maybe this is the break I need.’ As they’d made their way from the church through the city, the Doctor thoughtful but possessed of a determination that she hadn’t seen in him before, Calamee had told him about Saiarossa: about how its name al- legedly derived from ‘red sea’ in some ancient Earth tongue, despite there being no sea for two hundred miles. She told him of Hispania and its failed efforts to cultivate cutting-edge technologies, and about the isolationist policies of New Roma and of Pope Constanza’s mad and paranoid Vati- can Police. He listened and nodded, and Calamee thought herself quite the most interesting person on the planet. In turn, as they strode down Rue de la Passion, almost - but not quite - oblivious to the turning heads, the Doctor wanted to know about every- thing: from what the Saiarossans ate to why they had such an obsession with washing (and through his eyes, Calamee suddenly saw what she’d taken for granted all her life - the fluttering streamers and flags of shirts and sheets and trousers that adorned every balcony, every railing) - and all she could think of to say was ‘Cleanliness is next to Godliness’. He drank it all in without comment, without judgement, like a child, and the thought occurred to her that maybe he’d been here before, and her guided tour was just reacquainting him with a world lying buried in the bottom drawer of his memory. She showed him roofs adorned with glistening moisture-traps, and she showed him dry, dusty fountains and pools. And, finally, when it seemed that he’d soaked up enough, he’d declared that he was famished and that he ‘could eat a horse’. Only once they’d sat down at the best horse-meat restaurant that Calamee knew had his face fallen, and he’d explained that it was just a figure of speech. He’d settled for lamb stew and a huge mound of salad and had stuffed it into his face like he hadn’t eaten for a week, eating it with a relish that Calamee’s parents would have found crude. Calamee, however, just found it exciting. She’d watched him as he’d cleared his plate and then ordered pudding. The restaurant, like many in Saiarossa, doubled as a bar, and as the evening had drawn on, the place had begun to fill up with revellers prepar- ing for a night of celebrations. The Imperator’s official birthday wasn’t until tomorrow, but the Saiarossans were making an early start. Anything to liven up the mundanity of living on Espero. People were watching the two of them, muttering to themselves. But rather than feel threatened, Calamee felt a silly little thrill of excitement and pride that she was the one eating with this offworlder. She hoped that they were just a bit jeal- CHAPTER 6. ’WHAT DO YOU KNOW ABOUT...?’ 48 ous, although most of them were probably just puzzled and suspicious. The Doctor had seemed quite fired up at the prospect of finding this Madame Xing - and Calamee wondered, slightly glumly, whether it wasn’t as much at the prospect of meeting another offworlder as it was at getting his memory back. Perhaps she was destined to lose him almost as soon as she’d found him. It felt a bit grubby and childish to be so possessive of him, but didn’t she deserve a bit of fun, a bit of happiness? She watched him eating and wondered how she could ever go back to being an ordinary schoolgirl after all of this. Half of her, guiltily, hoped that Father Roberto wouldn’t have any luck in finding Madame Xing. ‘So,’ he said, as if he’d read her mind, wiping his mouth with the back of his hand. ‘What do you know about our mystery woman?’ ‘Not much. From what I know, she’s been on Espero for a month or two. Few people have seen her - although lots of people make out that they have. I’ve heard it said that she’s a viropractor, whatever one of those is.’ ‘Viropractor...? Hmm... someone who works with viruses, I imagine.’ ‘I think I’d worked that out. Apart from that, nothing really.’ ‘Oh well - maybe Father Roberto has had more - oh, hello?’ Calamee realised that the Doctor’s comment was addressed to a man, standing solicitously by their table. He was relatively pale-skinned for an Esperon - nowhere near the sickly looking whiteness of the Doctor, of course - and probably in his twenties. He was dressed rather formally in a dark suit with a high collar, his hands clasped in front of him. Calamee felt sure she saw an odd, metallic glint in his eye as he looked down at them. ‘I understand that you are looking for Madame —xing?’ The word that came from his mouth surely couldn’t have been produced by a human throat, thought Calamee. It sounded like a drawerful of musical cutlery being tipped on to a tiled floor, ending with a pinging noise that only vaguely resembled ‘Xing’. ‘That was quick,’ the Doctor said. ‘Madame —xing has been expecting you for a while,’ said the man. ‘Has she now?’ The Doctor peered behind the man, as if Madame Xing might be hiding there. From nowhere, the man produced a softly glowing sphere, the size of a small egg, and placed it delicately on the table in front of them. The Doctor raised an eyebrow. ‘That’s Madame Xing?’ ‘No, Doctor. I am Madame —xing.’ Calamee looked up from the light and saw that someone else was sit- ting at their table. The really disturbing thing, the thing that took a few moments to register, was that their table was no longer in the bar. Chapter 7 ‘To lose one set of memories may be regarded as a misfortune.’ Where, previously, there had been a slightly tatty restaurant, there was now a small... parlour, the Doctor supposed would have been the right word to describe it. Or perhaps library. They were still sitting at a little table - Calamee included - but the ta- ble was now covered by a black-and-white checkerboard-patterned cloth. Overhead, a cluster of brilliant white spheres, the size of marbles, orbited around each other at dizzying speeds, like the one that the man - who appeared to have disappeared - had placed on the table. It was like an illuminated model of a classical atom. But despite the movements of the spheres, the light that they cast stayed curiously constant. The rest of the room was, the Doctor thought, rather fetching: shelves of books lined all six walls, stretching up into the darkness. It reminded him of something, some other library he’d been in. He could smell the must and the knowledge, and took a deep, deep breath, a memory tickling the edge of his thoughts. ‘Wow,’ murmured Calamee at his side, who’d clearly only just reg- istered what had happened. Her eyes were wide as she stared around. ‘Have we just...?’ ‘I expect so,’ said the Doctor blithely. ‘Nice trick, Madame Xing. Is this all real?’ ‘It is as real as anything,’ Madame Xing answered. The figure now seated at their table was completely swathed in black: a deep hood hid whatever face lay within, and black gloves covered her fingers. Her voice was distinctly feminine, although there was an odd, mechanical edge to it, as though augmented by machinery. ‘Very Zen.’ The Doctor paused and frowned, still unable to make out 49 CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’ 50 what lay beneath the cowl. ‘Have we met before?’ ‘Not yet,’ Madame Xing answered. ‘When you remember me, then we will have met.’ ‘Right. OK. Ask a silly question. I take it that Father Roberto managed to contact you, then?’ ‘He will do, yes’ The Doctor noticed that one of the spheres of light had detached itself from the cluster above their heads, and was orbiting him, curiously. It paused every now and then near his face, and then darted away sharply, before returning. ‘What’s it doing?’ asked Calamee in an awed whisper. ‘Payment for my services. Recording,’ answered Madame Xing. ‘Recording? Me?’ The Doctor felt suddenly uncomfortable. ‘Why?’ ‘You mentioned Zen,’ she said. ‘If a tree falls in a forest and there is no one around to hear it, does it make a sound?’ ‘Hmph,’ snorted Calamee. ‘Of course it does!’ ‘How do you know?’ asked the woman. ‘Because it has to, doesn’t it?’ ‘But how do you know?’ ‘Laws of physics. It can’t not make a sound, can it?’ ‘How do you know?’ ‘I think,’ cut in the Doctor, realising that this could go on forever, ‘that Madame Xing means that there’s a theory that nothing can be said to defi- nitely exist without being observed. Quantum physics: the act of observa- tion collapses the wave function of an object to make it real,’ He frowned. ‘So you’re recording me... why exactly? To make sure I exist?’ He pulled a puzzled face. ‘Your memory...’ she said, ignoring his question. He felt the hairs on the back of his neck stand up. ‘Tell me what has happened.’ The Doctor gave her all the details he could remember about waking up in the forest and making his way into the city. As he spoke, he saw Nessus, sitting on Calamee’s lap, peer over the edge of the table at the dancing lights. ‘And there you have it,’ he said, concluding his tale. Madame Xing said nothing - and then another of the lights separated from the cluster and drifted down, coming to a halt a few inches from the tip of his nose. ‘I’m a viropractor,’ said Madame Xing. ‘I specialise in the use of viroids to alter and enhance cognitive development and memory. I will try to help you.’ ‘Thank you. Do I have to do anything?’ CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’ 51 Madame Xing said nothing - but the light before his face darted to- wards him and he felt a sudden warmth spreading through his body. Through the glow, he heard the viropractor speaking, her words smeared out oddly. ‘Are you aware that your memory has been interfered with on thirty- seven separate occasions - eight of them still outstanding?’ ‘Outstanding?’ ‘Uncorrected.’ ‘Really?’ He suddenly felt awkward, uncomfortable - although he couldn’t work out why. Here he was, possibly on the point of having all the memory deficits that Madame Xing had apparently found set right. And yet some- thing nagged at him, something edgy and grating. ‘Do you wish me to attempt to correct them?’ He wasn’t sure what to say. Of course he wanted them corrected. What a silly thing to say. How could he not want them corrected? ‘My most recent loss,’ he answered cautiously, after a pause. ‘Can you correct that first?’ ‘I can try’ Something tingled in the front of his head, like delicate fingers parting the fabric of his brain. He had the strangest image of Madame Xing phys- ically looming over him, peering into his skull, rooting around like an old lady at a jumble sale, looking for bargains. Suddenly, the presence he felt in his head was gone, withdrawn with an abruptness that made him feel oddly alone and abandoned. He saw the light dart away from his face and hover again, a few inches in front of his eyes. ‘This is very strange,’ said Madame Xing slowly. ‘Some of your recent memories have been excised, removed. Not repressed. They are not there to restore.’ A huge sense of disappointment washed over him. Madame Xing had been his last - his only - chance to find out what he was doing here. ‘You said “some of my memories”. Does that mean that there are some that you can restore?’ ‘Yes. Do you wish me to continue?’ The Doctor glanced up at the other light, the one that Madame Xing had said was ‘recording’ him. ‘Well, seeing as I seem to be paying for my consultation anyway, I sup- pose so.’ Maybe she was wrong, and that the restoration of those mem- ories that she could bring back would trigger the return of the ones she couldn’t. CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’ 52 ‘It will take a few moments to manufacture an appropriate viral agent,’ she said, although she didn’t seem to be actually doing anything. Sud- denly, the light in front of his face dropped to the back of his hand, out- stretched on the table, and he felt a tiny spot of coldness, like a snowflake falling on his skin - ushering in a blizzard. And around him, so sudden and so bright it made him gasp out loud, was a vast, whirling projection. Images blossomed in the air, smeared on to empty space, juddering like old homemade films. The Doctor was stunned, and it took him a few moments before he could start to take it in. It revolved around him, overlapping scenes of countryside and trees, with a disconnected soundtrack of voices and howls and deep, thundering roars. He felt sick and dosed his eyes, but the onslaught continued, as if projected straight on to the cortex of his brain. He felt dizzy and gripped the edge of the table, his breath coming in ragged bursts. He could feel his hearts stampeding in his chest like frightened animals and tried to steady them. He ran through the first five hundred prime numbers, calming him- self, until, at last, he felt his body relax. He opened his eyes again, and watched it all spin around him. ‘Fascinating,’ he breathed, finally able to take it all in. This is... what, exactly?’ He glanced at Madame Xing, dimly visible through the whirl of images. ‘These are the memories around the lacuna,’ Madame Xing whispered. ‘Someone or something has deleted your memories of a specific event. I would surmise that they were working quickly and not as expertly as I would have done. There are traces of...’ She paused. ‘Of your own interference in the process?’ ‘I was aware of what was happening?’ ‘It would seem so.’ It was like discovering an old diary, thought the Doctor, opening the pages and finding all those things that you’d forgotten you’d ever remem- bered. He saw a wobbly view - presumably his own - stepping through the doors of the TARDIS (the TARDIS!) on to soft grass. In his hand, as he looked down, was the detector he’d been using to trace the distress call that they’d picked up. The viewpoint swung giddily, and he was looking back over his shoulder at Fitz who was following behind and grumbling about Trix (Fitz and Trix - how could he have forgotten them?!) never wanting to do anything interesting. Then he was facing forwards again, pushing through bushes, catching his feet and hearing Fitz chuckle. And then he heard Fitz shout, and something huge and dark blotted everything out. He blinked and he was back in the dim library, looking at CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’ 53 Calamee. ‘What?’ she said, staring at him. ‘What?’ ‘I said it first. What happened? You looked liked you’d tripped out for a few seconds.’ ‘Some trip, believe me. Well, at least I have some idea of what hap- pened before I...’ He paused and rubbed the bridge of his nose. ‘Oh bugger,’ he said softly. ‘What?’ With the remembrance of Fitz, Trix and the TARDIS came something else. ‘Nothing,’ he said. ‘It doesn’t matter.’ ‘What?’ He saw Calamee look at Madame Xing - although whether she was looking back at her was impossible to tell. ‘What’s he talking about?’ ‘To lose one set of memories may be regarded as a misfortune,’ said Madame Xing quietly, her voice still tinged with those humming, syn- thetic undertones. ‘To lose two smacks of carelessness. Now - the other interferences.’ He took a breath. ‘Well...’ ‘I may be able to correct most of them now for you if -’ ‘No!’ he answered sharply, more sharply than he’d intended. ‘No, no thank you.’ He softened his tone. ‘Why?’ whispered Calamee. ‘Isn’t that what you wanted?’ ‘Yes, yes...’ He shook his head, suddenly not sure quite what he wanted. ‘No, not like this.’ ‘You would prefer to remain incomplete?’ It was Madame Xing, sound- ing vaguely confused. ‘I’m not incomplete, thank you very much.’ ‘Without half your memories?’ Calamee sounded sceptical. ‘How many times did she say you’d been interfered with? That can’t be normal, can it? And you don’t want to get it sorted. Come on! How many people get a chance like this?’ ‘Calamee, I know you mean well, but memories aren’t something you just, well, go messing about with.’ Calamee looked at Madame Xing. ‘Maybe I’m a bit slow, but isn’t that what Madame Xing’s just done?’ She turned back to him and frowned. She didn’t understand, he realised. She couldn’t understand. There were times when he didn’t understand. CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’ 54 ‘Is there any risk involved?’ Calamee asked Madame Xing. ‘With putting him right?’ ‘There is always risk’ ‘See!’ said the Doctor. ‘There’s always risk. Like I said, you can’t just go messing about, wading in there and reconnecting neurons and what-have- you. Who knows what kind of a mess I might end up with? The brain is a very delicate thing, Calamee. It’ll sort itself out before long, believe you me.’ ‘That’s not what you said ten minutes ago.’ ‘Trust me, Calamee. I know what I’m doing.’ He felt himself struggling not to snap at her. ‘But do you? You don’t even seem to know your name: has that come back to you now? Or is it one of the things that you still can’t remember?’ Calamee sounded really worried for him, and he felt guilty. He shouldn’t have to do this to her. ‘Is that all stuff from your other amnesias, then? Let Madame Xing try to bring it back.’ ‘No,’ said the Doctor firmly, fixing Calamee with his best Paddington Bear stare. ‘Madame Xing,’ pleaded Calamee, turning to the woman, ‘Tell him - tell him it’s safe. Tell him what an idiot he is.’ Madame Xing seemed to consider Calamee’s words for a moment. ‘The Doctor must make his own choices. He has reasons. Not neces- sarily the right ones, but the right now ones. We may not agree with them, but they are his to make.’ ‘Calamee gave an exasperated sigh. ‘And what’s that supposed to mean?’ ‘You live in the present,’ she said. ‘What is right for you today may not be right tomorrow or yesterday. Who you are will not be the same tomorrow or yesterday.’ ‘But without his memories, he’ll never be the same as he was yesterday, or a week ago or whenever.’ ‘None of us is the same as we were yesterday. We recreate ourselves daily, reinvent, reimagine. Memory is not the fixed constant you imagine it to be.’ ‘Is this more of that Zen stuff, whatever that is?’ Calamee sounded annoyed. ‘You remember the last time you saw your parents,’ said Madame Xing - as the light drifted back up from the Doctor’s hand to join its fellows above their heads. ‘And when you do, you restructure that memory. It is never the same twice.’ ‘Of course it is,’ said Calamee scornfully. CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’ 55 ‘It is not,’ stated Madame Xing. ‘But you are not aware of the changes because you have integrated them into the new memory. The act of re- membering changes the memory itself.’ ‘But it doesn’t change reality, does it?’ There was a gaping silence that the Doctor found profoundly disturb- ing. He really shouldn’t have got on to the subject of his memories and his amnesia. Not now. Not here. But of course there was no way he could have known that, was there? - Miranda, falling to her knees at his feet, her whole life racing across her features as the Time Winds tore through her. ‘We have to go,’ he said suddenly, gripping the edge of the table as if about to stand up. ‘Things to do, people to find, frying pans and fires.’ He looked at Calamee and tried to smile. ‘Cabbages and kings,’ he finished lamely. ‘Are you scared? Is that it?’ Calamee wouldn’t let it go. ‘Scared of what you’ll find out about yourself?’ - ‘I love you too, Father.’ Hugging her lifeless body to him, her hair pure white, a drift of virgin snow. The Doctor looked across at Madame Xing. ‘Thank you,’ he said grimly. He glanced up at the ball of light, swaying above him. ‘What are you going to do with your recording?’ ‘Keep it safely,’ said Madame Xing. ‘I Hope so,’ the Doctor said darkly. ‘I’d hate to think that it might fall into the wrong hands.’ ‘It will not.’ He nodded thoughtfully. ‘It’s been very... interesting... meeting you, Madame.’ Madame Xing reached out across the table, her hand clenched into a fist, and opened it. Lying in her palm was a tiny light, a miniature version of the ones spinning around above the Doctor’s head. He frowned. ‘In case you change your mind,’ she said. ‘I won’t.’ - It felt, for a moment, like half of him had died there with her, sucked away into the Miranda-shaped void that her death had left to the world. ‘Then you will not need to use it.’ Reluctantly, he took it from her, holding the tiny sphere up to examine it. ‘Twenty-four hours,’ Madame Xing said. ‘That is how long you have.’ He nodded, fighting back the urge to tell her that, twenty-four hours or twenty-four centuries, he wouldn’t use it. CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’ 56 - And then he’d mourned, locked himself away at the heart of the TARDIS for so long that Fitz had come looking for him, banging on the door. And when he’d finally summoned up the strength to face them, he’d found eleven trays outside the door. Breakfast, lunch and dinner, all laid out, with little handwritten notes - hoping he was OK, telling him that Trix had vanished, asking him to just write a message to let them know he was all right, saying that he’d found Trix in the TARDIS’s library, worrying that the milk smelled off and that Trix had untied the cow and it had wandered off and did the TARDIS have a cow? ‘Ready, Calamee?’ He glanced at her, his eyes stinging, and she threw him a look, half puzzlement, half disgust. He sighed and gave a sniff. He could see her spoiling for an argument, but he had neither the time nor the inclination right now. He had to find Fitz and Trix - particularly Fitz: they’d been together when whatever had happened had happened. He turned back to Madame Xing to ask her something that had suddenly oc- curred to him - but she wasn’t there. The library wasn’t there. Without any warning, they were back in the restaurant, and the young man was lifting the white sphere from the table. He gave a polite bow to the speechless pair, and left. ‘If you think I’m just going to forget all that,’ said Calamee daddy, ruf- fling the fur on Nessus’s neck, ‘you’ve got another think coming.’ The Doctor’s shoulders sagged. ‘Some things,’ he said, getting to his feet, ‘should never be forgotten.’ Ake had come back here twice since he and Keef had killed the alien and torched its ship. He didn’t know why. Maybe it was guilt. Maybe, some- how, he would feel better about what he’d done if he could understand it all. Why had the alien come here, if not to invade? If it had been here for a genuine reason, why would it have landed in the middle of nowhere, secretly, unannounced? Part of Ake knew that he was trying to convince himself that they’d done the right thing. He had no love of aliens - they’d done nothing for Espero. Humanity had come out here to start again, and the aliens had snubbed them, waving their superior technologies in humanity’s face, sneering at humanity’s failure. But part of him knew that what they’d done had been wrong. Over and over again, Ake replayed that night: the alien climbing out of its ship and racing towards them. It had to have been attacking, hadn’t it? They’d shot it in self-defence. It had been the alien or them. And with Joshua there, they couldn’t take any chances. Ake had gone home and buried his head in his pillow, trying to drown out the sound of the alien’s weird cries. The noises from its ship, as it had CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’ 57 burned, had made Ake wonder if there had been others aboard. Now he was back here again, watching the last traces of smoke rise from it in the dim glow of his lantern. He wandered around the blackened wreck, now nothing more than a melted blob. The horse-man’s skeleton had crumbled, and Ake, trying hard not to look at what he was doing, smashed it to powder with the back of his spade. It would be days - if not weeks - before anyone found it. No one came out here. But the thought of the bones, mutely accusing him, lying there, was too much to bear. Sweat slicked his dark skin and his shirt clung to his back as he finished battering the creature’s remains to dust. He stepped back and leaned on the spade, trying not to breathe through his nose. The stench of burning wrapped itself around him, thick and oily and cloying. Every time he thought about it, he felt sick rise in his throat. But now, in the sudden silence, he thought he heard something else: a quiet, hissing noise. Like a gas leak. Ake picked up his lantern and swung it around, trying to locate the source of it. But the gentle breeze smeared it out, making it sound as though it were coming from every- where. He started to walk around the smoking remains of the alien’s ship - and stopped abruptly. Looking down at where his feet were sticking to the grass, Ake felt his stomach wrench. A swathe of the ground, over a metre wide and stretching away in a long arc out of sight to each side, had turned to a greyish green slime. It bubbled and fizzed as though it was alive, blades of grass being subsumed at frightening speed into it, dissolving into the muck. Ake took a step back, hearing and feeling the sucking as he pulled his feet out of it. His skin crawled, and he instinctively brushed at his bare arms. Espero was cursed with insects, particularly at night, but this was nothing like he’d experienced before. It was as though every inch of his body was being infested with tiger ants, nipping and nibbling at him. He raised the lamp to see what was on his skin - and dropped it with a strangled cry: his skin was soft and grey and swollen, like rotten flesh. As he watched, and his stomach convulsed, the surface of his distended hand fizzed like the ground beneath him. He tried to take a step back, but slipped in the slime. The last thing he remembered was the sound of the stuff beneath his head, whispering to him. Talking. Imperator Tannalis lay in his vast, white bed, propped up on a hill of cush- ions, and watched the blurry figure approach. He patted the covers at his side, searching for his glasses, wishing - not for the first time - that he trusted Espero’s doctors with eye transplants. CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’ 58 The fuzzy shape in front of him moved suddenly, and he hooked the spectacles over his ears. Everything resolved itself before him and he gave a snort. ‘Oh,’ he said, faintly disappointed (he’d hoped it might be Sensimi). ‘It’s you, Trove.’ The blond offworlder towered over him, looking down at him with a faint air of disapprobation. ‘You should be sleeping, Imperator,’ he said softly. ‘You know what your doctors have said.’ ‘I don’t need you to remind me!’ Tannalis snapped. ‘I might be half dead, but I’m not half deaf. Not yet.’ Trove glanced around the room before leaning in closer. ‘Remember our deal, Imperator,’ he whispered. ‘You wouldn’t want to exert yourself too much and end up dying before I find what I came here for, would you?’ Tannalis tipped his head back, narrowed his eyes and stared at Mr Trove. He knew that Trove’s offer had been made purely to secure the Imperator’s support in his ‘recovery mission’. There wasn’t an ounce of genuine compassion in Trove’s watery, green eyes. At the back of the Im- perator’s mind was the growing suspicion that, even if Trove found what he’d come here for, he wouldn’t honour his deal, but the Imperator wasn’t quite as addled as he imagined that Trove thought he was. He’d already had Trove’s ship located and kept under surveillance: instructions had been issued that, if anything happened to Tannalis, Trove was to be denied access to it. He wasn’t completely convinced that such measures would work, but it was all he felt he could do. The preparations for his birthday - and the attendant bickering with Alinti and Javill - had taken it out of him, and at the moment, Trove’s offer to him was all that was keeping him going. How ironic it would be if he were to die before Trove found his precious ‘artefact’. ‘If I die, Trove,’ Tannalis said, ‘I can at least go to my grave knowing that I’ve led a full and happy life. Can you say the same?’ Trove smiled coldly and stood up. ‘Just get some rest, Imperator. I have a feeling that it won’t be too long now.’ ‘What? Before I die, or before you find whatever it is you came looking for?’ ‘Let’s just say that I think some unexpected help has arrived. You re- member the offworlder that came to the Palace earlier? He calls himself “the Doctor”. His arrival here at the same time as mine can’t be coinci- dental. It may be that we are in competition. He gives the impression of knowing nothing - or perhaps he is just a very good actor. Whichever, he CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’ 59 won’t be a problem, and may well be an asset - particularly if he does know something. Now, if you’ll excuse me, I have to check a few things out. Im- perator...’ Trove gave a little bow and left Tannalis’s room. The Imperator lay there, feeling the thin blood struggling around his pathetic body. It was only after Trove had gone - that Tannalis wondered what he’d come in for. Perhaps, he thought tiredly, Trove had just wanted to check whether he’d died yet. Trove’s room looked as if it had barely been used - the bed was neatly made (by Trove himself) and he had carefully and symmetrically arranged the furniture. On the wide desk in front of the window Trove’s security console sat, quietly humming to itself. Trove pulled out the chair and low- ered his heavy frame into it as he powered up his surveillance devices. He checked his watch - a proper, old-fashioned, external watch. Trove no longer trusted internal devices, implants. Ever since the Frowd’ar had de- tected his transceiver array, buried in his mastoid bone, and had forced him to have it removed before he could enter their territories (an opera- tion made worse by the pitifully poor level of surgery that the Frowd’ar offered), Trove had cultivated a careful distrust of devices that couldn’t be removed or disposed of easily. In his line of work, anything that had the potential to impede his movement around the galaxy was a liability. For the same reason, he preferred to work alone: once upon a time, he’d had a partner, but that had ended badly. For the partner. Trove didn’t tolerate failure. Or treachery. Noting the time, he set to work: he had been on Espero for too long already. He had to find the device, and he had to find it soon. A scratty-looking young man, his hair braided and tied back into a pony- tail, squatted down on the pavement alongside a vivid, technicolour tableau of the Ascension. Shafts of rainbow-hued light speared out from Jesus’s head, his hands open in supplication, eyes lifted Heavenward. The artist wiped the chalk dust from his hands on to his knees and began to roll a cigarette, looking up hopefully as the Doctor came to a halt. They’d hardly said two words to each other since leaving the restau- rant where they’d had their encounter with Madame Xing. Calamee had tried to involve him, pointing out jugglers or acrobats or rabbit-balancers, but he’d been miles away, hearing without listening, looking without see- ing. The Doctor’s bizarre reluctance to allow the weird woman to put his head back on straight was inexplicable: how could you not want to get your memory back, especially if it had been fiddled with however CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’ 60 many dozen times Madame Xing had claimed? It seemed to her like wil- ful ignorance, and ignorance - wilful or otherwise - wasn’t something that Calamee was particularly keen on. Her mother had often remarked on how she didn’t suffer fools gladly, and the Doctor’s behaviour seemed the height of foolishness. Perhaps he’d see sense and use the little light that Madame Xing had given him, although she suspected that stubbornness would win out over common sense. The Doctor was rubbing his lips with the back of his hand and squint- ing - not at the drawing on the ground, but up into the sky. She wondered if the sight of Jesus ascending to Heaven was triggering some memory in him. Maybe he just had a Messiah complex. The artist smiled and nodded his head at her, and, more out of a desire to impress the Doctor than out of generosity, Calamee began to root around in her pocket for some change -when the Doctor suddenly gave an explosive cry of triumph and leaped forwards to grab the young man’s box of chalks. ‘Oi!’ he said. The Doctor waved him back down, impatiently, and frantically began to clear a section of pavement of gawking onlookers, his face flashing be- tween manic cheeriness and irritation. Taking one of the challis in his hand, the Doctor tipped his head this way and that, squinting at the blank pavement. The artist realised what he was up to, and began to protest. ‘Calamee, give him some money please,’ the Doctor said without even looking at her. ‘Yes sir!’ she snapped - but did as he asked. He was too busy squatting down on the pavement to even hear her. It was almost like a dance, Calamee thought as she watched: he sprang lightly around, one minute down on his knees, the next standing to as- sess his work and hopping from foot to foot. He sketched in broad, as- sured strokes, only occasionally pausing to rub out something. His arm moved incredibly quickly, outlining and filling in, his fingers smudging and smearing. As he wore the chalks, one by one, down to useless nubs, he tossed them aside. A crowd was gathering, watching in amazement as this offworlder put on his show. Calamee saw the look on the artist’s face, smiled apologetically, and gave him some more money. Eventually, with a sigh that seemed half disappointment, half puzzle- ment, the Doctor jumped up and shot a glance at Calamee. His face was smeared with rainbow blotches, warpaint for a confused soldier. ‘There!’ he said. ‘What d’you think?’ Calamee looked down at what the Doctor had drawn. The Esperons hunched around it were muttering, pointing. It looked like a strange, sur- real landscape - on the left hand side were two huge, blobby figures, pre- CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’ 61 sumably people. Their faces were smooth and featureless, and it looked as though they were kissing - or eating each other - blending into each other where they met. They had items of cutlery in their hands, as if about to tuck in to a feast. On the right hand side of the picture was a wooden chest, pieces of bacon or meat hanging limply over the opened drawers. Calamee took a breath. ‘What is it?’ she said. ‘Autumn Cannibalism,’ he said triumphantly, beaming at the confused faces in the crowd around them. ‘Salvador Dali. I knew it meant some- thing.’ ‘And what does it mean?’ The Doctor stared at her before letting out a long sigh. ‘Oh!’ he whis- pered. ‘I thought you might be able to tell me.’ ‘So excuse me for asking,’ said Calamee, leaning forwards across the restau- rant table, ‘but who are you, exactly?’ The Doctor’s head jerked back as if she’d slapped him, although his eyes never left hers. ‘I mean,’ she continued with a curious little purse of her lips, ‘you come bowling into me, knock me down, pull me back up and then I follow you halfway across the city; we have some bizarre sance to get you in touch with your memories - well, some of them - and all I know about you is that you’re an offworlder that seems to have done something to mightily upset the Imperator. And that you’ve got a picture of some weird painting in your head and don’t know why. I’ve told you all about me, but conver- sations are two-way things, you know. Or have you forgotten all that, as well?’ Calamee sat back and folded her arms, like a teacher waiting for a wholly inadequate explanation for why a pupil’s homework had failed to materialise. ‘I’ve told you,’ he said levelly but with just a hint of a twinkle in his voice. ‘I’m the Doctor.’ Calamee shook her head. ‘No,’ she said. ‘That’s not who you are. That’s what you call your- self. That’s a job title. I want to know who you are: where do you come from? How old are you? Are you married? D’you have a girlfriend? A boyfriend? What about your family? Friends? What job do you do? What’s your name?’ She looked at him. ‘I can’t help feeling that these are things that you’re choosing not to tell me.’ For a moment, Calamee wanted to laugh: the Doctor’s face had gone so blank that it was entirely conceivable that someone had simply turned CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’ 62 him off. He continued to stare at her as if she hadn’t spoken. ‘Well?’ ‘I’m the Doctor,’ he repeated slowly, as if to a slow but much-loved child. ‘And as Madame Xing just explained, I have a memory like Swiss cheese.’ ‘I haven’t a clue what that’s supposed to mean, but it sounds to me like you’re hiding something. I’m not judging you,’ she added gently. ‘I just want to know what makes you tick. Since we met, you’ve hardly said two words about yourself, whereas you already know almost my entire life story.’ The Doctor arched an eyebrow. ‘And that’s my fault?’ Calamee ignored the slight. ‘What is it then?’ she pressed on. ‘You on the run? A criminal. Or are you just running away from the past?’ ‘It’s the present that matters,’ countered the Doctor evasively. ‘And the future of course. Where would we be without that, eh? I’ve lost count of the times when I’ve thought there wasn’t going to be one - only to discover three turning up at once -’ ‘Stop it,’ said Calamee levelly. ‘Now you’re just prevaricating.’ ‘What an excellent education your parents must have bought for you. You really should introduce me to them, you know. I’m sure we’d have a lot in common.’ Calamee sighed heavily. Nessus started trying to clamber up on to the table and she pushed him down again. He squeaked. ‘This memory thing’s very convenient for you, isn’t it?’ she said. ‘It stops you having to give anything away, doesn’t it?’ She paused and picked at her plate.‘Or maybe you’re just a coward.’ ‘Sticks and stones, Calamee. Sticks and stones.’ The Doctor’s face was impassive. Calamee leaned across the table and fixed him with a stare. ‘Really? OK - what planet are you from? Simple question, simple answer.’ ‘Earth,’ answered the Doctor with barely a pause. Calamee stared at him. ‘You,’ she said slowly, ‘are such a liar.’ ‘I am not!’ He was comically indignant, and started to feign interest in the insects that flickered around them in the light of the bar’s lamps. ‘Oh come on - you can’t kid a kidder! When you’re sixteen with the archetypal dysfunctional family, you learn to spot a lie at a hundred paces with a balaclava over its head. You’re no more from Earth than I am. What are you hiding, eh? Why don’t you trust me? Is it because of the Palace CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’ 63 Guard? D’you think I’m working for them? One of those clever plans to get you to confess to a plan to bring down the government?’ The Doctor gazed around, watching the unsteady progress of a large fly as it wobbled about his head. ‘No,’ he said distractedly. ‘If they had half the guile that a plan like that needed, they wouldn’t need a plan like that.’ He waved his fingers at the insect, trying to flick it away. Nessus began a slow climb on to his shoulder, the mokey’s eyes fixed steadily on the buzzing creature. ‘Sod off!’ he said sharply, dislodging Nessus - and then looked back at Calamee. ‘The fly, I meant.’ He grinned awkwardly. ‘I know what you meant,’ she said, her patience draining away. ‘An- swer the question - where are you from?’ The Doctor grimaced, clearly unsure which was the greater irritant - the fly, or the spider sat opposite him. ‘I’m from Ceres Alpha,’ he said. ‘I’m from Tapalane, from Nakti, from E-Aspa’i, from the Mazuma Matriarchy, from Shuac and from the Land of Oz!’ With an audible snap, the Doctor’s hand shot out and his fingers pinched around the fly. Its buzzing ceased instantly and it dropped into the Doctor’s bowl where it lay on its back, wriggling its legs. ‘Waiter,’ muttered the Doctor to no one in particular, his mood having changed instantly, ‘there’s a fly in my... hang on...’ He grabbed a spoon and delicately extracted the rapidly expiring insect, raising it to within inches of his left eye. He shook his head. ‘What d’you make of this?’ He thrust the spoon under her nose so sharply that Calamee jerked her head away, but brought it back slowly, a dubious frown on her face. She peered at the now-still little animal, lying in a pool of chocolate custard. ‘It’s dead?’ ‘No, no. No, it’s not dead.’ He pulled the spoon away from her as though he suddenly didn’t trust her, and delicately lifted it from the soup by its tiny little legs. ‘That’s to say, it was never alive.’ ‘Uh?’ He dabbed it on the tablecloth, leaving little spatters of brown, before wiggling it in the air, drying it off. ‘This fly is a beautifully manufactured replica,’ he said brightly, as if it were the most wonderful thing in the world. ‘This fly, Calamee, is a robot!’ ‘Yeah, right,’ said Calamee, trying not to look too interested: she knew the routine - she said ‘Wow! Really?’ and went in for a closer look and he pushed it up her nose. CHAPTER 7. ’TO LOSE ONE SET OF MEMORIES...’ 64 But the Doctor just tossed it on to the table as if suddenly bored with it and began patting his pockets experimentally. ‘What you looking for? Your Boy’s Guide to Spotting Robot Pests?’ ‘This has been a very trying day, Calamee,’ he said, managing to sound absent and stern at the same time. ‘Captured and interrogated. Twice. My head feels like a jumbo tin of Quality Street at Christmas when Auntie Ivy’s convinced there’s a purple one left at the bottom. And then that appears - a robot surveillance camera demonstrating a level of technology that I’m pretty sure Espero doesn’t possess. Or didn’t possess.’ He started to check the inside pockets of his jacket. ‘What? What are you looking for? Anti robot surveillance devices? Cans of fly spray? What?’ ‘Where are they?’ he said absently, more to himself than to her. ‘I’m sure I had a packet on me.’ He stopped mid-pat and stared at her. ‘You wouldn’t happen to have a cigarette on you by any chance, would you? I’m absolutely gagging for one.’ Chapter 8 ‘With a zed.’ Trix had never felt so conspicuous, so looked-at as she did at the moment. It was as if having the Doctor around normally wove a spell, a sort of glamour about them that made them all-but invisible, and now, without him, they were exposed as bizarre freaky aliens. The fact that the few people they’d seen so far, without exception, had been black or Asian, made her feel even more conspicuous. And if there was one thing that Trix didn’t like, it was feeling conspicuous. Anji would have blended in seamlessly, she thought - which didn’t help. Fitz, annoyingly, hardly seemed to notice, although Trix did wonder if he were still suffering the effects of his attack. He seemed a bit distracted, not his usual self. Trix quickly realised that repeatedly asking him if he was OK was not going to make what could well be a long walk any easier, so she shut up, and concentrated on trying to learn what she could about the planet from what little she could see. As they’d raced away from the oasis, the sounds of the creature still echoing across the countryside, Trix had headed straight for the TARDIS. But, as she’d fumbled for her key, Fitz had grabbed her arm. ‘What’s the point?’ he’d said. ‘Survival, Fitz, that’s the point. You heard that thing.’ ‘So, what, we hide out in the TARDIS and wait for the Doctor to come and find us? Where’s your spirit of adventure?’ ‘If we’d stayed there any longer, it would have been in my pants, Fitz. Did you hear that thing?’ ‘Of course I heard it. But if the Doctor’s still there, waiting in the TARDIS isn’t going to do anyone any good. And if he’s not... well, maybe he’s somewhere else. I survived whatever attacked me. Maybe he did too. And maybe he’s wandered off, injured. And maybe that goo did some- thing to him.’ 65 CHAPTER 8. ’WITH A ZED.’ 66 ‘So why didn’t he come back to the TARDIS - assuming the goo didn’t get him?’ Fitz shrugged, barely visible in the starlight. ‘Maybe he got lost. Maybe he got hit on the head and lost his memory, like me.’ ‘How likely is that?’ ‘How likely is any of this? Besides, don’t you want to find out where we’ve landed? Do a bit of exploring?’ ‘Yeah, Fitz. Exploring is the first thing on my mind at the moment. We could be stuck here forever. Forever, Fitz. Doesn’t that bother you?’ ‘All the more reason to have a look around.’ He paused and Trix saw him craning his neck to look over her shoulder. ‘Like over there, for in- stance.’ She turned, not sure what he was looking at. And then she saw it - a vague, nebulous glow from behind the hillock in front of which the TARDIS stood. ‘Lights,’ he said. ‘City lights if I’m not mistaken.’ ‘And that’s never happened, has it?’ she said drily. ‘Oh ye of little faith - come on.’ He slipped past her, and with a sigh, Trix pocketed her TARDIS key and set off after him. Not, she told herself, that she believed that they might find the Doctor there, but because, in his absence, a city might be the only place that could offer them a way off this planet. She glanced back at the TARDIS. She’d just started to really think of it as home, and it looked like she could well have been evicted. It came as a pleasant surprise, then, that as they rounded a little hillock just beyond the TARDIS, Trix realised that Fitz was right about the lights - a thin, orangey smear of them, filtered through distant trees. Proper lights, thought Trix, trying not to get her hopes up too much. Electric ones. Like back home. Of course they weren’t back home, but when you’re (probably) hundreds of light years from Earth and (probably) in a totally different time period, it was surprising how comforting little things like city lights could be. And, even better, they looked close (although, she reminded herself, not quite so close as the source of the growling noises and the grey slime). The two of them stumbled across the grassland, trying not to trip in the darkness - until Trix remembered she had a torch in her hand. Unfor- tunately, it had the unwanted side effect of drawing a cloud of nipping insects to them, so she turned it off, and had to be satisfied with following Fitz’s silhouette. CHAPTER 8. ’WITH A ZED.’ 67 Every so often, she glanced back over her shoulder, half expecting to see something huge bearing down on them. But the darkness was so deep that she doubted she’d have seen anything. The city felt like it had crept up on them: one minute they’d been in almost complete darkness, and the next they were walking down the side of a roughly tarmacked road with proper, if dim, streetlights, only minutes away from what looked like shops, complete with illuminated windows. ‘This looks too normal,’ she said, catching up with Fitz for the umpteenth time. ‘Roads, shops, lights. You don’t think we could actu- ally be on Earth, do you?’ ‘I‘m not sure Earth has a monopoly on all those things, Trix,’ he said, turning to give her an irritatingly Doctorish look. ‘And we’d remember - well, you’d remember - if the Doctor had said that he’d picked up a distress call coming from Earth, wouldn’t you?’ ‘Of course I would,’ she said tartly. ‘But I do think it’s a bit off that the Doctor didn’t tell us anything about where we were before getting himself... lost. Maybe he told you and you just can’t remember.’ ‘Quite possibly,’ he said breezily as he checked the road - pointlessly - for traffic before crossing. ‘But if you tried a little bit harder to get on with him, maybe he’d have told you as well.’ Trix gritted her teeth and pulled a face at his back. She was beginning to wish she’d left him lying on the grass. ‘So tell me about this Imperial Family of yours,’ the Doctor said, knocking back the remains of his coffee and waving the waiter over for another. He’d managed to cadge a cigarette off one of the other diners, and was struggling through each lungful of smoke, like a kid trying to look grown up. Nessus was curled up on the seat next to him, gently snoring, his head tucked under his spindly arms. The Doctor threw the mokey a glance. ‘I take it that mokeys are a native species? And that the name’s just a quaint corruption of monkey?’ ‘They’re not very bright, but they’re very friendly. And Nessus cer- tainly seems to have taken a shine to you.’ ‘Charmed, I’m sure,’ said the Doctor archly, coughing and stubbing out his cigarette. ‘But the Imperial Family?’ The waiter arrived with more coffee and she waited until he’d poured before continuing. ‘Something we’re not very proud of. Well, apart from a few die-hard traditionalists. There are eight nation states, and they all have proper democracies apart from us. Yes, I know - you came all this way and end up here. Sorry.’ Calamee pulled a face. ‘It could have been worse, though: CHAPTER 8. ’WITH A ZED.’ 68 you could have ended up in New Roma with Pope Constanza’s Vatican Police breathing down your neck. But it’s not like the Imperials have any real power any more - we have a proper government that do all the real work and everything. I think they keep the Imperial Family on for show, for the tourists. A shame you didn’t meet them.’ He gave a shrug, shifting his chair and waking Nessus who yawned hugely and curled back up again. ‘I don’t know that I’d recognise them if I saw them, would I? I seem to remember having a word with one of the Guard, and before I knew it, I was being shepherded inside.’ He paused. ‘It seemed a bit odd at the time, but when you’ve been to as many odd places as I have, it’s nice to feel welcome.’ He tailed off, staring at the tablecloth as he sipped his coffee. As the evening had descended, Calamee had guiltily remembered that, some- where in the city, there were a couple of parents. Possibly worried. Cer- tainly annoyed. Maybe even angry. But it wasn’t as if it was the first time she’d wandered off. They’d probably just call her friends - or, more likely, get her house-parent to call them - before deciding that she’d gone off to see a film or a show or something. They wouldn’t really get worried until they found her still missing tomorrow morning. She realised she needed the toilet, so she excused herself, but a few moments later, as she washed her hands in the tiny sink, she heard the sound of the Doctor’s voice, right outside the door, shouting. ‘Calamee! Calamee!’ She opened the toilet door to find him there, eyes bright, bobbing up and down with excitement. The other diners were staring at him in a way that made her want to shut the door on him. And lock it. ‘What? What’s happened?’ ‘It’s starting to make sense!’ he yelled, unaware of the looks he was getting. ‘What is? Just calm down.’ He grabbed her hand and dragged her back to the table where Nessus had woken up and was eyeing the manic Doctor from his seat. ‘I was puzzling it all over,’ said the Doctor, rooting around amid the cutlery, serviettes, plates and dishes on the table, ‘and then it all came together.’ He snatched at something. ‘It was a setup. All of it. Don’t you see?’ ‘Um.’ He opened out his palm in front of her. Nestled in the centre was the robot fly that she’d almost forgotten about. CHAPTER 8. ’WITH A ZED.’ 69 ‘I was supposed to escape from the Palace - the Imperator wanted me followed for some reason, so they took me inside and kept me there just long enough for them to get this thing set up. And then they released me, with this flying along behind me.’ ‘But why?’ He gave a cheery shrug. ‘Maybe they think I know something.’ ‘And do you?’ He gave another shrug, this one even more unconcerned than the last one. ‘Who knows? Maybe it’s something to do with why I came to Espero in the first place.’ ‘Which is...? Oh yes,’ Calamee cut him short. ‘You don’t know that either.’ She glanced down at the dead fly, still in the palm of his hand. ‘But at least we’re getting somewhere. I expect that the Imperator’s now a bit confused and annoyed that he’s lost contact with his tracking device. It is dead, isn’t it?’ ‘Well, it’s not working any more, if that’s what you mean.’ He sat back down and asked the waiter for the bill. Calamee rooted in her pocket for her credit card, fairly sure that the Doctor would have no money of his own. He was drumming his fingers on the table in an incredibly fast and complicated paradiddle. ‘Considering how little we’ve got to go on,’ Calamee said, ‘it all fits, I’ll give you tha-’ ‘It fits,’ interrupted the Doctor, fixing her with his eyes. ‘Yes - that’s it. Fits.’ ‘Eh?’ He gripped the edge of the table with both hands and sprang to his feet. Nessus squealed and raced under the table to clamber up Calamee’s leg on to her lap. ‘Fits,’ he said again. ‘With a zed. Fitz’ ‘Fits is spelled with an ess - or is it different where you’re from?’ He shook his head vigorously. ‘No, Fitz. My friend Fitz - Fitz erm, erm... Fitz Kreiner.’ Calamee just stared. ‘I came to Espero with a friend. A man called Fitz.’ The Doctor gripped the edge of the table and bowed his head, shaking it slowly. ‘I really need to get a grip on this. Madame Xing brought back memories of my friends, Fitz and... and Trix. And I’ve only gone and forgotten them again.’ He looked up at her as he shook his head, and Calamee realised how tired and drained he looked. ‘This isn’t going to be easy. I need to find them - make sure that they’re all right. Before I forget them again.’ CHAPTER 8. ’WITH A ZED.’ 70 ‘Well,’ said Calamee, suddenly realising how much hard work being with the Doctor involved, ‘if he’s stuck around you for more than a fort- night, he must be a very good friend. And at this rate, it’ll have taken us that long just to work out your name. Now come on - we’re getting some very strange looks.’ ‘I think this is an Earth colony,’ Fitz said as they paused in front of a brightly lit shop window displaying assortments of crucifixes and stat- ues and figurines of Jesus and Mary - and, Trix presumed, God. Without exception, their faces were brown or black, which - despite the probable historical accuracy (although she wasn’t so sure about God) - was quite surprising. It had never really occurred to her before that black people might be happier with black Jesuses and Marys and what-have-you. ‘Really?’ said Trix. ‘Because they look like us?’ ‘Mainly. I know it’s a rather humanocentric view to assume that hu- manoids are all human, but there are too many of humanity’s trappings for it to be just a coincidence.’ ‘Like?’ ‘Like the people; like the buildings and their construction techniques. Their religion - although, granted, that could be an extremely unlikely co- incidence...’ He pointed at the window display. ‘And the writing.’ ‘OK, Braniac, so we’re on an Earth colony. Any idea when?’ ‘Sometime in the future, I imagine. Come on - what’s going on over there?’ Fitz strode off, leaving Trix to pull another face at his back. She hoped he’d start acting normally soon: it was bad enough having the Doctor act- ing ditzy and absent-professorish without Fitz deciding to be his under- study. Trix wondered if he were doing it consciously, trying to make her feel reassured in the absence of the real thing. She wished he wouldn’t: she’d feel much more comfortable with the old Fitz - at least she knew where she was with him. Besides, she felt awkward enough around the real Doctor: an ersatz one was the last thing she needed right now. Trix caught up with him in a few seconds as he joined a crowd gathered around something or other. Standing on tiptoe, Trix could see a wooden trailer, painted dark green, at the centre of the crowd. It seemed like the kind of thing you’d see at a carnival: all twiddly bits on the top and hints of slightly parted curtains. And bars. There were definitely bars. ‘It looks like some sort of mobile cage,’ she said to Fitz. He looked at her. ‘Are you thinking what I’m thinking?’ he said. CHAPTER 8. ’WITH A ZED.’ 71 ‘If it’s “Roll up! Roll up! See the Doctor From Another World”, then yes.’ She and Fitz excuse-me’d their way through the crowds - which, when they saw the two strangers pushing through their midst, were more than happy to move aside and let them to the front. Trix almost felt disap- pointed when they got there. The cage was, indeed, a trailer on four wheels. Standing in front of it was a tall, spindly man in a tatty yellow suit and a hat that looked as if it could have belonged to a pearly king, studded with little white gemstones. He was in the middle of some sort of spiel about the night breeding the darkest of things, but stopped short when his bright eyes alighted on Trix’s and Fitz’s faces. He gave a little nod and a broad smile before continuing. ‘We think we know this world,’ he said, his voice rich and sing-songy, like a Baptist preacher warning of hellfire and damnation. ‘But do we really? We travel out into the depths of space, like explorers setting out on the sea. We bring with us all the good -and the bad - in our hearts, and we set up a brand new home. Oh yes, ladies and gentlemen. We think we know this world, this rock in space. We have surveyed it, studied it and stamped our mark on it. But how much do we really know, eh? We’ve occupied a fraction of the land on Espero, seen much, much less than that of what it has to offer.’ His voice dipped low, forcing them to struggle to hear his words. ‘But there is another side to this planet. A dark side, full of shadows, populated by things we were perhaps never meant to see’ Trix gave a little sigh, but Fitz shushed her. ‘Ladies and gentlemen, no doubt you have heard the rumours - rumours of creatures that stalk the wilderness outside the city; creatures that creep into your homes at night and steal away your souls. Or worse.’ The crowd murmured. He knew his patter, thought Trix. I’ll give him that. ‘But until this moment, you may only have seen pictures of these creatures. You may have heard rumours, or scraps of rumours. Believe me, though: the truth that I, Deel, am about to show you is more horrible than you can imagine.’ Someone at the back heckled him, shouting: ‘You gonna take your clothes off, then, are you?’ A nervous ripple of laughter spread through the crowd, but he just grinned and stepped to one side, reaching for a gold braided cord that hung down the side of the curtained cage. ‘Ladies and gentlemen... you may wish to take a step back before I reveal what I have here.’ He paused for a moment until he realised that the crowd wished quite the reverse, and had actually shuffled forward slightly. His eyes swept over the front row, alighting on Trix and Fitz again, as he began to pull the cord. ‘I give you... the night beast!’ And with a flourish, he jerked on the cord and the curtains swished apart. Chapter 9 ‘Bugger its body language – look at the size of it.’ As monsters went, thought Trix, it was rubbish. Really rubbish. A man in a monkey suit would have been more convincing. The creature hunkered down in the shadows, hardly moving, hardly being threatening at all. Trix wondered if her travels with the Doctor and Fitz had made her jaded to monsterdom, since the crowd around her cooed and ahhed, alternately stepping forwards for a better look, and backing away when the night beast rustled its straw. ‘Is that it?’ she whispered to Fitz, who shushed her.‘It’s a fake,’ she insisted wearily, scanning the crowd. ‘If it is,’ said Fitz, peering into the darkness of the wheeled cage, ‘then it’s a very poor effort.’ ‘Exactly,’ said Trix, feeling exonerated. Fitz was shaking his head. ‘No no no, I mean if he was going to fake it, he’d do a better job than that, surely.’ ‘Look around you Fitz,’ hissed Trix. ‘This isn’t exactly Hollywood. The special-effects boffins around here probably don’t amount to much more than men with papier-mach masks and a couple of yards of fake fur.’ ‘Still...’ Fitz took a step forward, and the beast in the cage adjusted itself. Trix saw the glimmer of light reflected in two tiny, dark eyes, like blobs of tar on a summer street. They were looking straight at her. Deel moved closer to the cage, Trix noticed, annoyance in his eyes: he’d clearly hoped that the creature would put up more of a show than this. He banged the bars with a long stick, eliciting nothing more than a low grumble from the night beast. At the sound of it, Trix felt her skin tighten - and realised that it was too similar to the noises they’d heard in the bushes earlier for it to be a coincidence. 72 CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’ 73 ‘Fitz,’ she whispered to him. ‘That thing...’ ‘I know, Trix.’ He waved his finger at her impatiently as Deel contin- ued. ‘The creature is saving its energies,’ he improvised loudly, ‘waiting for the right moment to attack.’ No one was convinced. The crowd muttered its dissatisfaction, and Deel banged the bars again, resignedly. ‘No one should sleep soundly tonight,’ he warned, trying to make his voice as deep and threatening as he could. He just sounded desperate and hammy, thought Trix. ‘Who knows what deeds this monster’s fellows might be about?’ ‘Writing a better script for him,’ Fitz suggested, but Trix was too busy trying to see into the darkened cage. ‘I don’t like this, Fitz,’ she said. ‘Come on, I want to go.’ Fitz hmmed, but let Trix pull him back from the cage. As they edged their way back through the crowd, Trix realised that the two of them had become more of a draw than the creature itself. Deel’d have had a better crowd if he’d caged the two of them. ‘You hungry?’ asked Fitz as they reached the edge of the crowd. ‘How can you be hungry? Didn’t you hear that thing? Unless some- one’s gone to a lot of trouble with a tape recorder, that thing in the cage was the same as whatever chased us from the bushes. And I’d put money on it being the same thing that attacked you.’ She paused, realising what she was saying. ‘And probably the Doctor, too.’ She put her hand on his arm and then realised what she was doing and pulled it away. ‘Fitz, what if the Doctor was back there? What if one of those night beast things - maybe even that one - got you and the Doctor? What if he’s wandering around the countryside, injured? What if he’s dead, Fitz?’ ‘Sorry to interrupt’ A voice beside her made her jump, and she turned to see a small, bookish-looking man wearing glasses. He looked scared and apologetic. ‘Did I hear you say you were looking for a friend?’ ‘Have you seen him?’ The man smiled. ‘There was a man earlier this evening -’ ‘What?’ interrupted Fitz loudly. ‘Here? Here?’ ‘Calm down!’ said Trix. ‘Sorry about that,’ she apologised to the man. ‘He gets a bit excited. How long ago? Where did you see him? What did he look like?’ ‘Can’t be more than an hour or so ago. He was in a bar around the corner.’ The man pointed. ‘With a young girl, a local. They had a meal and then left. He seemed very excited, too’ The man smiled at the memory and described someone who could only be the Doctor. CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’ 74 ‘I don’t suppose you’ve any idea where they went?’ ‘Sorry.’ The man looked disappointed that he couldn’t help any more. ‘He’s alive!’ hissed Trix as the man walked away, glancing over his shoulder at them. ‘The Doctor’s alive - did you hear him?’ ‘And well, apparently.’ All Trix could think of, though, was that now she wouldn’t have to spend hours trying to find a ship to take her back to Earth. Trove wasn’t used to things not working. He wasn’t used to malfunctions and mistakes. He particularly wasn’t used to his flycams failing. Trove had high hopes for the Doctor: his instruments had picked up the arrival of his ship (although, curiously, he hadn’t actually been able to pinpoint where it had landed with any great accuracy), and after releasing half dozen or so of his precious flycams, he’d witnessed the Doctor’s con- fused and stumbling arrival at the Palace. Tannalis had been irritatingly reluctant to have the Doctor imprisoned, pointing out that not only was it unconstitutional, but also immoral - but had eventually relented when Trove had pointed out that his incarceration was simply to buy time for Trove to recharge and program a flycam to follow him. Grumbling, Tan- nalis had given the order. Trove had calibrated the flycam and guided it into the Doctor’s room - where the offworlder had sat sullenly, mutter- ing to himself about someone called ‘R. D. Laing’ and open doors - and then sat back to watch the Doctor escape. Of course, Trove had realised, it was always possible that the Doctor would simply sit there until someone came to ‘question him’. But Trove prided himself on being a good judge of character, and this Doctor didn’t seem the sort of man to wait for fate to come to him. He was proved right. Within ten minutes of being left alone, the Doc- tor had stretched, stood up and casually strolled to the door. With the flycam’s pattern recognition software fully trained and its battery topped up, Trove could just sit back and watch as the camera relayed every step of the offworlder’s escape from the Palace. Of course, he’d sent a couple of the Guard to chase him: Trove didn’t want the Doctor’s escape to appear too easy. And now Trove was kicking himself for assuming that the Doctor’s awareness and reactions were human-standard. They clearly weren’t: the last images transmitted from the flycam had been of the Doctor, viewed from above, waving his hand around. The next moment there was a pale blur on the screen in front of him and the camera’s telemetry went dead. It was, of course, possible that some other native animal or insect had spotted the cam and decided that it would make a tasty snack, but the CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’ 75 devices emitted a high frequency sonic pulse as well as an electromagnetic field that, usually, would be enough to deter most casual predators. He sat back and folded his arms, listening to the sounds of the builders and engineers in the courtyard constructing the stage. Trove hoped that his mission here would be completed before then: with the offer that he’d made to the Imperator, he was quietly confident that no effort would be spared to help him find his prize. ‘Farine!’ hissed Sensimi, stepping out of the shadows and making her maid jump. She almost dropped the big, covered basket of dirty washing that she carried. When Farine saw it was only Sensimi, she took a deep breath, on the point of telling the princess not to do that again. But of course she didn’t. Nerves and tempers were as frayed as ever around the Palace at the moment, and the last thing Farine wanted was to lose her job. She quite liked Sensimi - well, compared to her family she was an angel - but was under no illusions about the brittleness of the girl’s temper. She saw that Looloo was balanced precariously on Sensimi’s hip, her tiara tilted at a silly angle over her eyes. The mokey reached out a grasping little paw towards Farine’s basket, almost losing her balance in the process. ‘Have you got everything?’ asked Sensimi. Farine nodded. ‘I think so. Your Highness, this is getting riskier - I was nearly caught by the Imperatrix.’ ‘Yes, yes.’ Sensimi waved away Farine’s concerns dismissively. She pulled back the cover on the basket and checked that the clothing she’d asked Farine to get from Alinti and Javill’s rooms was there. ‘Come on.’ She pushed past Farine, who sighed miserably, and headed for the door to the cellars. Farine really wasn’t happy about any of this. The crowds of vaguely disappointed onlookers had drifted away, and Deel had closed the curtains on the night beast. Once he felt sure that no one would come and start poking at it, he slipped away for a quiet drink and something to eat - he wouldn’t be gone for more than half an hour, and the creature, damn its hairy backside, seemed peaceable enough. Deel wondered if he shouldn’t just take the trailer out into the countryside and let the thing go - if it was going to be as unfrightening as it had been tonight, it would end up costing Deel money, never mind making it. He had to feed the thing, after all. Maybe he should try not feeding it: that might liven it up a bit. With a final check that it was asleep, he let the curtains swing back, made sure that there was no one suspicious around, and headed for the nearest bar. Even though the night beast had put on a show that would CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’ 76 hardly terrify a small child tonight, he knew that the thing’s sheer size - and the reputation that it had generated -would keep most nosy gits away. And Deel was right: the few people that spotted the trailer kept well clear of it. One or two lads, full of bravado and booze, came close. One even gave the bars an experimental rattle - but when the creature shifted around in its sleep, he soon ran. So, soon, the night beast was left alone in the shadow of an office build- ing. For a few minutes, nothing happened, but then the curtain twitched experimentally. Quietly and more gently than Deel would have imag- ined, the creature reached through the bars and pushed it aside. Its glossy eyes scanned the street. And then, with surprising delicateness, it reached through the walls of its prison and began experimenting with the heavy padlock and chains that kept it there. The wine and beer flowed freely in The Whore of Babylon - especially once the Doctor magically produced a credit chip which, to even his amaze- ment, was accepted at the bar. Calamee moderated her drinking: she still didn’t really know the Doctor, and despite the fact that he was entertain- ing (if occasionally frustrating) company, she thought it was wise to keep her head. The Doctor had prevailed upon her, with much finger wagging and raising of eyebrows, to call her parents. She’d got through to Sierah, her house-mother, who’d been less than impressed by Calamee’s explana- tion of how she’d lost her parents in one of the arcades, and almost openly disbelieving of Calamee’s assertion that she was spending the evening at the house of her friend, Craich. But Sierah could do little - particularly as Calamee’s phone somehow managed to develop a fault halfway through the conversation and stopped receiving calls. Calamee returned from the corridor to find the Doctor scratching his head and being roundly beaten in a game of cards by one of the bar’s customers. In the hours that she’d spent with him, Calamee had been unable to forget quite how different the Doctor was from the rest of the Esperons, and not only because of his skin colour. He had a lightness, a casual dis- regard for formality and propriety that was at the same time dangerous and refreshing. She wondered whether it was something about the slog of life on Espero that had turned everyone here into tired, resigned peo- ple, or whether it was they who were normal, typical of humanity across the galaxy, and the Doctor who was the weird one. Life wasn’t so bad on Espero, Calamee knew - particularly for her. Mother and Father were ed- ucated, rich - at least by Espero standards. They’d purchased her the best education they could, paid for the most advanced edprogs to be shipped CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’ 77 in for her. They’d bought Nessus for her (who was currently sleeping in a pool of beer at the end of the bar: he’d need a bath before she could take him home) and they’d furnished her with a beautiful home and beautiful friends. Her life, compared to that of many on Espero, was idyllic. She’d once travelled to Advent,a neighbouring city-nation, on a school trip, and had been appalled at how basic and primitive everything seemed, how weary the people looked, how full of resentment they’d appeared. And now Calamee wondered how the Esperons must seem to the Doctor. How much had he experienced? What wonders and peoples and technology had he seen? And how could somewhere as dull as Espero light up his eyes as it seemed to be doing now? Calamee was broken from her reverie by a scream of laughter from a fat woman, about her mother’s age, standing at the Doctor’s side. She watched as she linked her arm through the Doctor’s, pressed her face against his sleeve and looked up at him. She had too much make-up on, and it didn’t take Calamee long to work out what was going on there, surprising herself at how possessive of the Doctor she suddenly felt. The name of the bar seemed sourly ironic. It had been an hour since they’d left the restaurant, and despite the Doctor’s newfound realisation that he’d been set free from the Palace in order for the fly camera to follow him, it seemed that it was the last thing on his mind right now. Gently, he extricated himself from the woman’s grasp with an unself- consciousness that was quite endearing. For a moment, as she watched him order up another round of drinks at the bar with his magic credit chip, he really and truly seemed alien. Just as Trix was trying to work out how she and Fitz would pay for their meal - or how they’d manage to get away without paying - she noticed that the other diners were all turning their heads towards the street at the end of the alley. She could hear raised voices, shouts. A couple of people stood up and stepped out on to the pavement to see what was happening. ‘Fitz!’ she hissed as he shovelled another mouthful of a rather pungent fish stew into his mouth. ‘This is our chance.’ ‘Hmph?’ She jerked her head in the direction of the street. ‘There’s something going on - look, people are getting up to have a nosy. We’ve come looking for the Doctor and he’s not here; you’ve stuffed yourself silly, and we still need to find him. So unless you’ve magically discovered a pocketful of local coins, it might be a good chance for us to do a runner.’ CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’ 78 He pulled a pained, patient expression. ‘Well have you any better ideas?’ Neither of them had thought to check the TARDIS to see whether there were any bags of gold or diamonds that they could bring with them to pay for anything. Trix had an assortment of coins in her pocket and half a dozen credit cards in different names, but nothing that she thought would be accepted here. It never seemed to be a problem when they were with the Doctor. But now they were cast adrift, mundane things like that seemed painfully complicated. Fitz opened his mouth, probably to argue with her, but a sudden wave of shouting from the street cut him off. Another three or four people got up from their seats to see what the fuss was all about, and Trix grabbed her bag. ‘Come on - make it look like you’re interested in what’s going on.’ She stood, keeping her spoon deliberately in her hand, trying to look as curious as she could. Get yourself into the role, she thought. You really are interested in what’s going on out there. Which, she considered as she and Fitz stepped out on to the pavement, wasn’t that far from the truth. At the T-junction at the end of the street, quite a crowd had gathered, but Trix could see from the way they were standing that something was amiss: they were holding themselves tensely, as if expecting to have to run at any minute. A couple of them took hesitant steps backwards, bumping into those behind them, also eager to see what was going on. Without glancing back at the restaurant, Trix slipped out into the growing crowds, hoping that Fitz was behind her. She craned her head from side to side - when, suddenly, the clot of people at the end of the street started moving. It reminded her of films of Pamplona, maddened bulls rushing through the streets, people suddenly abandoning their bravado when faced with a ton of angry muscle. Trix pushed her way through against the flow, and glanced back briefly to see Fitz strolling nonchalantly towards her. ‘What’s going on?’ she asked an elderly woman at her side, who was grasping an oversized handbag like a talisman. The woman started, obvi- ously surprised at Trix’s sudden appearance. ‘I’m not sure,’ she answered, keeping her eyes on Trix as if she expected to be mugged by her at any moment. ‘Some sort of fuss.’ Helpful, thought Trix. She could have worked that out for herself. Suddenly, the crowd around her surged backwards, almost knocking her over. The elderly woman caught her elbow, steadied her, as the mass of people carried on moving. She heard shouts and cries - and even a scream. And then, all of a sudden, she was at the front of the crowd. Standing at the centre of a wide circle of people brandishing sticks, CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’ 79 pieces of chairs and railings, was Deel’s pet - the night beast. Fitz’s composure in the face of the creature was remarkable - and a lit- tle bit disturbing. He hadn’t quite been himself since Trix had found him unconscious, and this stand-off made her wonder whether he hadn’t suf- fered some quite severe brain damage. Not that Fitz was a coward. Not usually. But his sense of self-preservation was usually pretty good. So to see him standing his ground against the night beast was, to say the least, worrying. As they’d watched the night beast - and although they hadn’t had a good look at whatever had been in Deel’s cage, the low grumble that is- sued from the thing in front of them left Trix in little doubt that it was the same species, if not the same individual - Fitz had started tufting and clicking at it, like you might do with a cat or dog, trying to get its attention. It had turned slowly towards him, rotating at the waist in a most unnatu- ral manner, and had proceeded to enter what looked like a staring contest with Fitz. ‘Just leave it, Fitz,’ Trix said quietly. He’s not worth it, she added in her head. ‘Look at it, Trix,’ he answered, as if he hadn’t heard her. ‘Look at its body language.’ ‘Bugger its body language - look at the size of it.’ ‘I don’t think it wants to hurt me.’ ‘Have you forgotten what happened to you and the Doctor?’ As Trix found herself in the front row, Fitz squeezed in beside her, say- ing nothing, and she felt her stomach lurch as he proceeded to take a con- fident step forwards and thrust his hands in his pockets. The creature tipped its head on one side, straightened up, and then leaned forwards slightly - the creature’s equivalent of sticking its neck out, imagined Trix, as she realised that she’d been sheltering behind Fitz. Not something she’d normally consider doing. It was at least seven feet tall, and much more im- posing than the shadowed glimpses they’d got from the cage would have suggested. Its head was low and sloped straight down to its shoulders, with no hint of neck. Huge, muscly arms - the kind, thought Trix, that you saw on men who were constantly accompanied by vests and gym bags - gave the night beast an ungainly, top-heavy appearance, further com- pounded by the slim waist. But then its body fanned out again, with vast, sinewy thighs and broad feet with widely splayed toes. The whole thing was covered in what, at first sight, looked like bluish-black hair, but on fur- ther examination more resembled fine, straight pieces of wire. Its mouth was comically small, just a tiny ‘o’ in the middle of its face; there were no CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’ 80 signs of nostrils, and its eyes were piggy and wetly black. ‘It’s sniffing me,’ Fitz whispered. ‘Look.’ The creature did, indeed, appear to be sniffing, despite its lack of a nose: although whether it was exploring Fitz’s own smell, or just the swirl of fear-generated pheromones in the night air, she wasn’t sure. A young man behind the creature decide to chance it, hoping to get a blow in while the thing seemed occupied, and ran forward with a chair from some bar or restaurant raised over his head. But it was as if the creature had eyes in the back of its head: without turning, it simply swung its hamlike arm backwards - to a degree that Trix didn’t think was physically possible - and swiped the man and his chair back into the crowd. The circle of people took a couple of wary steps back. ‘Did you see that?’ Fitz said in wonderment. ‘The degree of rotation in that shoulder joint.’ ‘Just what I was thinking,’ Trix said drily. ‘Now get back here before it does the same thing to you.’ But Fitz just took another step forwards. ‘Can you understand me?’ he asked the night beast, just loudly enough for Trix to hear. There was a mutter from the crowd. The creature straight- ened up, and - Trix could have sworn - its eyes darted around the swarms of people that watched it, as if weighing up whether to answer Fitz. Trix wondered just how long the mob would give the creature before they over- came their fear and piled on to it. Its casual demolition of the man with the chair had made them think twice, despite its apparently calm state now, but she feared that if Fitz carried on his Doctor Dolittle act and the thing stayed quiet, the crowd might get a bit braver. She scanned the faces at the front of the crowd - almost all men - young, angry men, some armed with bits of wood or bottles. Behind them were the slightly more timid - or cautious - ones, who still wanted to feel like they were in on the action. There was something sweaty and ugly about a mob like this, and despite the warm evening air, she felt a chill stroke her skin as she looked at them. One face stood out to Trix - a young woman wearing a big coat despite the weather, and a large, floppy hat a bit like a beret. But it wasn’t so much that she was a woman that caught Trix’s attention, nor the fact that she seemed unseasonably dressed (although that, in itself, was odd). It was the expression on the woman’s face that was curious. Her eyes were nar- row and intense, and they darted from the creature to Fitz and then back again, as if assessing their relationship. The woman watched as Fitz took another step towards the creature, pulled his hands out of his pockets, and slowly raised a palm to the creature. There was still a gap of a yard between them, and a gentle murmur spread through the crowd. Again, CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’ 81 the night beast leaned forward to sniff. And again, someone decided to try to sneak up on the creature. But Fitz spotted him. ‘No!’ he said sharply. ‘Don’t!’ The man was pulled up short by Fitz’s imperious tone, and looked to his friends for support. But they shook their heads and the man reluctantly lowered the bottle he held. The creature twitched slightly, as if responding to the attacker’s change of mind, and took a step forward, towering over Fitz. Gently, it leaned down and sniffed at his palm. The creature raised its head until it was level with Fitz’s and stared into his face. Out of the corner of her eye, Trix saw the woman in the crowd moving around to get a better view, pushing her way through. Her gaze shifted around the crowd, and fixed on Trix’s for a few moments before looking guiltily away. Trix wasn’t sure what was going to happen now: Fitz and the crea- ture seemed to be involved in some sort of bizarre love-in, and the crowd around them looked like they weren’t going to stand there for much longer without doing something. There was a nasty, sour tension in the air, and Trix wished that Fitz would just walk away. But she knew that if he did, the crowd would be on the creature in an instant. They’d seen that it wasn’t the violent, unreasoning slaughter-machine that they’d originally thought, and Trix knew that that would fire them up, fill them with the confidence to pile on to it. And even with magic swivelling shoulder joints, it wouldn’t be able to withstand such a mass attack. The silence was shattered by a shout from somewhere behind her: ‘The police are on their way!’ someone called out, and a half-hearted cheer went up. Trix heard the harsh music of breaking glass and knew what it was a prelude to. The spell was broken. As if the night beast had understood the words, it took a sudden step back from Fitz, raising its massive arms from its sides. It looked around at the harsh, angry, frightened faces that sur- rounded it, and a low, thunderous rumble issued from its mouth. ‘It’s a warning,’ said Fitz, not moving an inch. His eyes swept the crowd, as if trying to hold them back by force of will alone. But it wasn’t enough. Trix didn’t see who started it, but suddenly the whole crowd was surging forwards, a mad beast - madder, by far, than the creature that stood in their midst. ‘Leave it alone!’ Trix suddenly found herself shouting as she grabbed at Fitz’s arm. ‘Just leave it!’ ‘Get lost, alien,’ someone shouted - a woman’s voice, somewhere at the back of the crowd. ‘Yeah,’ someone else chimed in. ‘Piss off, alien!’ CHAPTER 9. ’BUGGER IT’S BODY LANGUAGE...’ 82 An elbow struck Trix’s upper arm and she yelped, pulling herself closer to Fitz as the mob swirled around her, jostling them, pushing them, but never quite hitting them. It was as if the crowd, now absolved of any individual responsibility, was toying with them - showing them its power, showing them just how much it could hurt if it wanted to. Trix didn’t know whether the display was for them or the night beast. Probably both. ‘This creature’s done no har-’ Fitz broke off with a pained oof! as some- one pushed him viciously in the stomach. He staggered back, but only by a pace, colliding with another part of the mob. Angry hands pushed him back and he stumbled against Trix. She could hear mutters and shouts of ‘Aliens!’ And worse. She gripped her bag to her chest like a comfort blanket. ‘We’ve got to get out of here,’ she whispered, her voice sounding un- naturally thin and stretched. Fitz nodded, turning his head this way and that, looking for some way out. And it was only when Trix heard the crea- ture bellow and the crowd begin to shout and scream that she knew that the people’s fury had found its target. Suddenly, Trix felt a hand grab hers, and she was pulled away from the centre of the storm, dragging Fitz in her wake. She couldn’t see who it was, jostled and bumped by the bodies around her as she was. She felt resistance in Fitz’s arm, and knew that he didn’t want to leave the creature there; knew that, however many people the creature managed to throw off or to kill, there would be others, piling in with sticks and knives and bottles. If they tried to help it, she knew too, there would be more than one body lying there in the morning. In spite of the fact that this could be the very creature that had attacked Fitz and the Doctor, Trix had never felt so cowardly, so ashamed. So shit. She let herself be half led, half dragged from the crowd, wishing she’d never set foot on this vile planet. Chapter 10 ‘Should you be out on your own at this time of night?’ It took a few moments for Trix to realise that the person dragging her away was the woman with the coat and the beret. She didn’t look round as she kept a firm hold on Trix’s hand, and soon they’d reached the edges of the mob. Most of the people were heading the other way, towards the creature, and the two of them drew many looks - most just curious, but one or two openly hostile. In the distance, Trix heard the sound of something like a steel band start up, carnival spirit juxtaposed uncomfortably with the threat of mob violence. She didn’t look back at the people heading towards the night beast: most of them didn’t actually know what was going on - but, like people across the centuries, they were sickeningly attracted to a crowd that promised a fight. Suddenly, Trix found her hand being grabbed again, and she was tugged around a corner into a shadowed doorway. She still had a firm grip on Fitz. The woman let go again and turned to face her. In the dark, it was hard to see much of her expression, but she acted strangely nervous - yet with a surprising arrogance, her chin jutting out as she looked Trix up and down. ‘Thanks,’ Trix said. ‘Although running out on that poor creature seemed a bit ungallant,’ added Fitz. ‘For what it’s worth,’ said Trix to him, ‘I didn’t like what they were doing to it either. But it could just as easily have been us in there.’ Fitz said nothing, and then suddenly seemed to remember that there was a third person with them. ‘I’m Fitz,’ he said with forced brightness. ‘And this is Trix. Trixie Trou- ble, we like to call her -’ 83 CHAPTER 10. ’SHOULD YOU BE OUT...?’ 84 ‘We do not!’ said Trix indignantly. ‘Not to her face, anyway,’ finished Fitz in a low voice, as if she wasn’t there. The woman just looked at them, her features hard and somewhat su- percilious, Trix thought, now that her eyes were getting used to the dark- ness. Like almost everyone else she’d seen, the girl was black, although Trix felt she could see a hint of Maori ancestry in the shape of the eyes and the nose. No more than seventeen or eighteen, Trix thought. ‘I’m Farine,’ the woman said without preamble. ‘What do you know about those creatures, the night beasts?’ Straight to the point, at any rate, thought Trix. ‘Well they’re clearly intelligent,’ said Fitz. ‘Whoah, Sherlock,’ said Trix sharply. ‘There’s no “clearly” about it at all. It sniffed your hand. A dog can do that.’ ‘Yes, but didn’t you see the look in its eyes when I spoke to it?’ ‘Some of us had the sense to be too far away from it for that.’ ‘So they’re clever?’ Farine said, concentrating on Fitz and ignoring Trix. ‘That’s a surprise?’ asked Fitz. Farine just shrugged. ‘The others haven’t done anything clever that I know of,’ she said. ‘Can they be trained?’ ‘What others?’ interjected Trix. ‘Trained? To do what? Sit up and beg?’ ‘Trix, Trix,’ Fitz shushed her, and turned his attention back to Farine. Trix felt her teeth grating together. If Fitz thought she was going to let herself be put down, just so he could score Brownie points with this hard- faced little madam... ‘And what’s with everyone around here, anyway?’ she asked, ignoring him. ‘Since when were we the bad guys? I got the impression that the word “alien” around here is on a level with motherf-’ ‘What?’ Farine cut in suddenly, as if she wasn’t really listening but was annoyed at the fact that Trix was saying anything at all. ‘They were rather hostile,’ Fitz agreed. ‘Is it because we’re aliens?’ ‘ “Offworlders” is the proper term,’ said Farine, her face betraying her distaste as she continued: ‘ “Aliens” is... well... not a nice word to use.’ ‘So is that why they were so unpleasant? Because we’re “offworlders”?’ said Trix. ‘Partly,’ said Farine, clearly embarrassed by all of this. ‘And partly because you seemed to be talking to the creature. And...’ She looked from one of them to the other, discomfort all over her face. ‘And partly because you’re white.’ ‘Oh, excuse me,’ said Trix heavily. ‘I’m sure I’ve got some boot-polish in my bag here. I’ll just black-up, shall I?’ CHAPTER 10. ’SHOULD YOU BE OUT...?’ 85 ‘Trix!’ ‘Well, it’s all so bloody daft!’ Trix felt tired and exasperated. ‘We’re somewhere in the future, and we’re having to face the kind of thing that we thought they were just growing out of back on Earth.’ ‘You’re from Earth?’ asked Farine, her eyes widening. There was a childishness to Farine, thought Trix, that she didn’t care for - not the sweet innocence of youth, but a brusque charmlessness. ‘Originally,’ replied Fitz, twinkling an irritatingly disarming smile at the girl. ‘But we’ve been about a bit since then. Where are we, exactly?’ Farine looked from one to the other, clearly amazed that they didn’t even know what planet they were on. ‘The planet’s Espero and this state and city are Saiarossa.’ ‘And how old is the colony?’ ‘Espero was founded two hundred and seventy-seven years ago,’ an- swered Farine, her voice tired and on the edge of whiney, ‘and by almost all brown colonists. That’s why they’re a bit funny about... you know.’ ‘Understandable, really,’ said Fitz with a painfully reasonable nod. ‘If a little bit sad. But you don’t break down cultural barriers by segregation, do you?’ ‘Well maybe not, Dr King,’ said Trix, fighting down the urge to slap him, ‘but we’re here now and unless you have a dream for these people, I don’t think the two of us are going to do much to bring the walls tumbling down.’ She sighed and turned back to Farine. ‘Look, I’m sorry if our pres- ence here upsets or offends you. It’s not even as if we’re here by choice. We’ve lost a friend of ours and we were just -’ ‘Did the creature understand you?’ Farine said suddenly to Fitz, as if Trix had vanished. ‘Oi!’ she said. ‘Excuse me! I am still here you know.’ ‘I know,’ replied Farine with what Trix imagined was intended to be heavy sarcasm. Instead, it just came across as petulance, and Trix began to amend her estimation of how old the girl was. Downwards. ‘I think it did,’ Fitz said. ‘But obviously I can’t be certain. I’d need to see one again, in less trying circumstances.’ ‘Through electrified bars would be good,’ Trix muttered, looking round. She could still hear the sounds of the crowd, roaring and chanting and shouting. And above it all, the incessant jangling from the carnival band. ‘We’ve got to go,’ said Farine to Fitz; whether she meant Trix, too, was a moot point. He glanced at Trix with an ‘oh, what the hell!’ look. It was only then that Trix saw, standing across the narrow street, a small figure. Like they were, it seemed to be sheltering in a doorway, cloaked in shadow. But it was clear that it was just a child. CHAPTER 10. ’SHOULD YOU BE OUT...?’ 86 ‘Hang on,’ she pointedly said to Fitz alone. ‘Back in a sec.’ Checking that no one was watching - and glad to be away from the two of them for a few moments - she darted across the road. It was a boy: a small boy, probably not much more than nine or ten years old. He wore a big, loose jacket and his hands hung limply by his side. In the weak ochre light that found its way down the street, she could see that he was staring at her in a curiously blank way. ‘Should you be out on your own at this time of night?’ Trix asked, crouching down by his side. She didn’t normally ’do kids’, but she re- membered rather enjoying telling Cinderella to the two princes recently, and anyway it got her away from Farine and Fitz for a moment. She won- dered if the boy’d got separated from his parents in all the fuss over the night beast. It suddenly occurred to her that whoever the boy had been with might even have been attacked by the creature, or crushed by the mob. The boy nodded solemnly, his eyes fixed on hers. ‘Where’s your mum, or your dad?’ She looked around. ‘Are they here?’ The boy shook his head slowly. ‘You’re out on your own? In all this?’ He just looked at her. ‘What’s your name? I’m Trix.’ ‘Reo,’ said the boy. ‘Reo’ Trix paused, wondering what she was supposed to do now. If she took him under her wing, she’d actually have to do something with him. Find his parents, his home. She thought of Anji and Chloe, and wondered what the two of them were doing now. ‘Where do you live?’ He hesitated a moment, and then lifted one small hand and pointed. That was useful. ‘I think I should take you to a police station or something,’ Trix said. ‘They’d know what to do with you - find your mum and dad. Shall we do that? You going to come with us, then?’ But Reo just stared at her. ‘Are you with the soldier?’ he asked after a pause. Trix frowned. ‘The soldier?’ ‘The creature that your friend was talking to.’ ‘It’s a soldier, is it?’ Trix realised she was sounding a bit patronising, doing that ‘talking to kids’ voice that she so hated when she heard other people doing it. She tried to sound a bit more like she was addressing an adult. Kids liked that. ‘Well, yeah, maybe it is a soldier. But my friend wasn’t really talking to it. The creature was just sniffing him, you know, the way animals do sometimes.’ CHAPTER 10. ’SHOULD YOU BE OUT...?’ 87 ‘D’you know where it came from?’ ‘The creature?’ Trix shook her head. ‘Do you?’ The boy looked her straight in the eye and with utter conviction said, ‘Yes.’ ‘Well you’re cleverer than we are, Reo. D’you want to come and meet my friend Fitz? You can tell him about the soldier and where it lives.’ Reo glanced over her shoulder. ‘I can’t,’ he said. ‘Why not?’ ‘He’s not there any more.’ Trix turned sharply to look. And, of course, Reo was right. Fitz and Farine had gone. *** Out in the middle of nowhere, Ake sat on the grass and stared at his fin- gers. They were normal again. Well, not quite normal, he knew. But they looked like they’d done before his encounter with the wave. He peered into the distance in the dark. The wave had moved on, spreading out, con- suming and converting as it went. The air sparkled and tingled as though swarming with a multitude of tiny fireflies: the energy released from the conversion process, he knew distantly, unconcerned. He dosed his eyes and let himself be mentally subsumed, feeling the echoes of sadness and regret that had swamped him as the wave had rebuilt him. Unfortunate though it was, Ake thought slowly, it would not be long now until everyone and everything on Espero had been converted. He felt his eyes prick with tears, tears that weren’t his own. Chapter 11 ‘You’re not planning on killing me too, are you?’ ‘Stay here,’ said Trix to Reo, and cautiously went to the corner of the street, peering around it into the square to see if Fitz and Farine had gone back the way they’d come. But there was no sign of them. And as far as she could see down the narrow sidestreet, there was no one at all. ‘Did you see where they went?’ she asked Reo. He nodded, and pointed down the street into the darkness. ‘Come on then - we might still be able to find them if we hurry.’ Trix stood up and started off, only to glance back and see that Reo wasn’t fol- lowing. ‘Come on Reo,’ she said. ‘We have to find them.’ ‘Why?’ ‘Eh? Because Fitz is my friend, and if I don’t find him, I’ll be stuck here on this planet.’ Reo just stared up at her with his big brown eyes. She sighed. She couldn’t just leave him, could she? Could she? Maybe she could: it wasn’t as if she knew enough about this place to be much of a guardian. But he was just a little boy, and considering the violence that she’d witnessed earlier, and the night beasts, how could she just leave him? Trix felt a sudden sense of irritation at the boy’s intrusion, and an ever greater sense of shame at her irritation. She thought of Anji again. Damn. ‘Don’t you have any friends?’ she asked, trying a different tack. ‘You’d want to find them, wouldn’t you, if you lost them?’ ‘Not if they ran away from me like yours did,’ he answered without a hint of malice. Good point. She opened her mouth to say something clever and adult and sensible, but Reo cut in. 88 CHAPTER 11. ’YOU’RE NOT PLANNING ON...?’ 89 ‘I’ve lost something,’ he said, his gamin little face looking up at her. ‘What?’ There was an almost imperceptible pause. ‘A toy.’ Great, thought Trix. She was about to get emotionally blackmailed into finding a hula hoop. ‘We can get you a new one,’ she said. ‘A better one!’ This parent stuff was easy, she thought - although not a role she’d ever want to play perma- nently. ‘Not better than this.’ ‘I’m sure we can.’ Reo stared up at her, his mouth set in a thin, determined line. He wasn’t going to start crying, was he? God, don’t let him start crying. ‘This is a very special toy,’ he said with almost comic solemnity. ’Did your mummy and daddy buy it for you?’ Trix was getting tired of this now. Every second that Reo kept her here was a few more yards’ distance between her and Fitz. ‘No, but it’s very special. Very valuable.’ It was almost as if the child knew which of Trix’s buttons to press. Granted, the concept of ‘valuable’ to a ten-year-old might amount to noth- ing more than, ‘Mummy said if I lose it she wouldn’t buy me another’, but there was something knowing, almost calculating, in the way he said it. Before she knew what she was doing, Trix had asked him how valuable. ‘Probably the most valuable thing on this planet,’ he answered with barely a pause, his innocent, guileless expression unchanging. What kind of a child talks like that? ‘Go on then,’ she said, her voice barely a whisper. ‘Maybe I can spare you a little time to get it back.’ Despite Farine’s repeated protestations that she was ‘just behind them’, or that ‘she’ll catch us up in a minute’, Trix wasn’t just behind them, and didn’t catch them up. Only when it was patently clear that they’d lost her did Fitz start to worry. What worried him more, ironically, was the fact that he hadn’t worried much before that. He tried to blame it on his amnesia, but that didn’t make him feel better. Trix had been surprisingly patient and good-natured - for Trix, at any rate - since she’d found him, bathed him and dragged him into the city in search of the Doctor, and to have abandoned her now seemed the height of rudeness. Of course, he could always blame it on Farine, since she seemed to have been lying to him shamelessly about Trix’s whereabouts, but he sensed, beyond the curt, selfish faade, a shadow of fear or anxiety in the girl. CHAPTER 11. ’YOU’RE NOT PLANNING ON...?’ 90 ‘Since you’ve managed to shake Trix off so well,’ he said heavily, refus- ing to give in to her pulling hand, ‘now might be a good time to tell me why you’re so interested in us. And me in particular. I don’t think it’s Mr Ego talking, but Trix isn’t the one you’re interested in, is she?’ ‘Please,’ Famine said, a nasty little whine creeping into her voice, like a child sensing the imminent refusal of a long-planned trip to Disneyland. ‘I’ll tell you everything - just not here.’ Fitz looked around: they were in yet another of Saiarossa’s innumer- able little squares. At the centre, a waterless fountain squatted sullenly; two old women, their arms folded resolutely, sat against it, swathed in black like extrusions of the shadows around them, and stared, saying nothing. Fitz could hear the sound of revellers, just a few streets away, but that simple distance lent them an unreachable, other-worldly aspect. A cat slunk past the women’s legs, unheeded. ‘No,’ said Fitz. ‘Tell me now, or I’m going straight back to look for Trix.’ He set his hands on his hips, realised how camp it probably made him look, and folded them instead. Until he caught sight of the women clutch- ing their own bosoms, and shoved his hands in his pockets. Farine’s shoulders fell, a parody of a spoiled and sulky child. ‘All right,’ she said gracelessly. She reached up and pulled the beret away with an almost comic flourish, revealing tightly braided black hair, wrapped up in a fine, silvery coronet, a filigreed circle that looked like half a skull-cap. She stared at Fitz with a ‘Well?’ look. ‘Well?’ said Fitz obligingly. ‘It’s me,’ she said. ‘Hello you.’ Fitz would have found it hard to believe that her shoulders could have dropped any further, but they did. ‘Sorry,’ he said. ‘Am I supposed to know you?’ Farine paused and screwed up her face unpleasantly. ‘The Imperial Princess,’ she said with a hint of expectation. When noth- ing was forthcoming from Fitz, she added: ‘Princess Sensimi?’ ‘Never heard of her,’ Fitz said. ‘It’s me!’ she said through clenched teeth. ‘Princess Sensimi!’ ‘Ah!’ said Fitz in mock realisation. ‘Princess Sensimi!’ She gave a relieved little sigh. ‘Never heard of you,’ said Fitz. ‘What? Where are you people from?’ ‘We have only just arrived,’ he reminded her. ‘It’s been a bit hectic’ ‘Well, I’m Princess Sensimi anyway.’ CHAPTER 11. ’YOU’RE NOT PLANNING ON...?’ 91 ‘A real live princess,’ said Fitz after a moment, trying to inject just the right amount of awe into his voice, hoping that it would mollify her. She seemed to cheer up. ‘Although,’ he said thoughtfully, ‘most of the princesses I meet end up trying to kill me.’ Sensimi’s face suddenly looked shifty and her eyes slipped away from him. ‘You’re not planning on killing me too, are you?’ asked Fitz. ‘Only it doesn’t do much for the reputation of your lot if every one I meet has it in for me.’ ‘No,’ she said. ‘Don’t worry. I won’t try to kill you.’ Fitz flashed a smile at her. He wasn’t convinced. ‘That’s good to hear. What would be even better is the reason why you’re so interested in us. In me.’ Sensimi glanced around and caught sight of the two old women, who were staring at them like vultures. ‘Come back to the Palace with me,’ she said eventually, ‘and I’ll show you.’ ‘Promise?’ ‘Promise,’ she said. ‘What about Trix?’ ‘She’ll be fine,’ said Sensimi, too quickly. ‘I’m not just going to leave her.’ ‘Oh all right - hang on.’ Sensimi pulled a petulant face and crossed the square to the two women - who evidently knew an Esperon princess when they saw her, for as she reached them, their eyes went wide and they began clasping their hands in front of their bosoms, dipping and bowing their heads, nodding obsequiously. Sensimi reached into her pocket and pressed something into their trembling hands, and came back to Fitz. He saw the women conferring between themselves before struggling to their feet. They waddled off the way Sensimi and Fitz had come, with a bit more bowing and scraping for good measure as they went. Fitz caught a hint of a sneer on Sensimi’s face as she watched them go. ‘I’ve told them to go and find her and tell her to come to the Palace.’ ‘And you trust them?’ ‘They’re loyal subjects of the Imperator, my father. They love the Im- perial Family. They’ll do anything for us.’ ‘Uh huh?’ said Fitz, not at all sure that he shared Sensimi’s confidence in the faithfulness of her subjects. But maybe the great unwashed public had never actually met Sensimi, in which case, she could be right. ‘Happy now?’ CHAPTER 11. ’YOU’RE NOT PLANNING ON...?’ 92 ‘I s’pose it’ll have to do,’ Fitz said. He waved ahead of them. ‘Lead the way, your Royal Highness.’ ‘Highness will do fine,’ said Sensimi without a hint of irony. If Reo hadn’t been a ten-year-old boy, Trix would have suspected him of leading her on. Despite the directness of her questions, he managed, some- how, to avoid telling her what this valuable toy was. He reminded her of the Doctor. And by the time she got to the stage of demanding, straight out, ‘What is it?’, Reo had become quiet and sullen and on-the-verge-of- tears stubborn. Trix changed tack, and tried to find out where he’d lost it - and, again, his answers were vague or indirect. By then, Trix had given up all hope of being able to find Fitz: she assumed he’d be fine with the snotty cow - but if he wasn’t... hell, he was a grown man; he knew what he was doing. She wasn’t his mother. ‘Reo,’ she said, still squatting down beside the boy, adopting her firmest- but-still-fairly-caring voice. ‘If you won’t tell me what this toy is, or where you lost it, then how can I help you to find it? If you don’t give me a bit more to go on -’ she sighed theatrically - ‘then I’m going to have to find a policeman and let him take you home.’ She eyed him up. ‘Is that what you want?’ Reo looked back at her, his face disturbingly emotionless. If he’d been white with blond hair, it would have been Village of the Damned all over again. ‘The soldiers know where it is,’ he said at length, as if imparting a great secret. Before he could say any more, his eyes darted past her, over her shoulder, and she heard footsteps, away down the darkened sidestreet behind her; the kicking of a stone, the sound of it ricocheting off a wall. Laughter. Something in it made her edgy. ‘Maybe we should go somewhere else,’ she said. ‘I don’t think it’s safe here. For either of us.’ She stood up and took his hand - and jumped, as suddenly, much closer than she’d have expected, she heard a voice. ‘What’ve we got here then?’ She turned in the darkness. Three figures - three stocky, belligerent- looking figures - were silhouetted in front of her, limned by the orange glow of distant streetlights, demonic halos. ‘She’s one of the aliens,’ said another - not the brightest-sounding of voices, thought Trix, which made it all the more disturbing. ‘Yeah,’ replied the first voice. ‘She brought the night beasts with her - her and that other one.’ CHAPTER 11. ’YOU’RE NOT PLANNING ON...?’ 93 ‘Alien,’ hissed a third voice, slowly and with deliberate menace. ‘Yeah. Alien. Coming here with your animals.’ ‘Causing trouble.’ ‘Getting innocent people killed.’ ‘Normal people.’ Trix felt cold and sick. Almost instinctively, she moved in front of Reo, sheltering him. ‘We’ve got nothing to do with the night beasts,’ she said. ‘They were here long before we were.’ ‘Yeah, ’course they were, ‘ said one of the men. ‘We’ve already dealt with one of your monsters tonight,’ another one laughed coldly, rubbing his hands together. The third one gave a low chuckle. ‘Now there’s just you,’ he said. ‘And your animal-loving mate.’ ‘Got friends in high places, have you? Friends at the Palace?’ The man sneered and spat heavily on to the ground. They must mean Fitz. But what did they mean about the Palace? ‘Look,’ she said in what she hoped was her least threatening, most rea- sonable voice. ‘No!’ cut in one of the men. ‘You look’ The others laughed. It was bravado they shared, thought Trix, not bravery. ‘Get off on beating up women, do you? And little kids?’ There was a snort. ‘No,’ said one of them. ‘Just alien shit like you.’ And as one they moved towards her in silence. Trix braced herself, ready to get kicked to death. Had it not been for Reo, cowering somewhere behind her, she might have tried to make a run for it. Out in the light of the square, she doubted these three thugs would have been quite so brave. She wondered whether she could grab Reo and get into the open before they got to her, but they were just a few paces away. She opened her mouth to try the shaming thing one last time: three against one, bullies. But then she realised that they’d stopped moving. In fact one of them took a step backwards. And then she noticed that she could actually see their features, as if someone had turned on a very dim light. ‘Holy Mary Mother of God,’ said one of them in a barely audible croak, crossed himself, and took a couple of steps back. In the distance, Trix became aware of the discordant sound of a fairground organ, creaking out a jolly tune that the situation twisted into a macabre theme. She turned CHAPTER 11. ’YOU’RE NOT PLANNING ON...?’ 94 slightly at the noise, and out of the corner of her eye she saw where the flickering light was coming from. Reo. She stared in amazement, because, for a moment, she wasn’t sure that it actually was Reo. Somehow he’d grown: he was now almost as tall as she was, his body larger, distended, as though inflated from within. His clothes remained the same, though, and were stretched comically tight over his body, the cuffs almost at his elbows. But the most bizarre change was his face. Whereas before he’d had the normal features of a little black kid, now his skin was strobing with a sort of zebra stripe pattern - the white areas, as they scrolled up across his face, emitting a soft white light, like the screen of a laptop computer. The bars formed a V-shape, almost - but not quite - symmetrical, their edges jagged and changing as they moved. Constant among it all were his eyes, two little pits of darkness, and his mouth, thin and determined. The light seemed to burn from within him, cold and re- lentless. She looked down and saw similar patterns racing up his hands and wrists and arms, vanishing into his stretched cuffs, now almost at his elbows. Behind her, Trix heard the sounds of feet, scrabbling on the loose, pitted tarmac. ‘He’s an alien,’ one of the men whispered. Trix turned to see them stumbling away, one of them tripping over. He cried out as his friends left him in the dirt. He picked himself up, tripping again, and hared after them. Within seconds, the three of them were sprinting down the alley, chased by the panicky echoes of their footsteps. ‘How the hell did you do that?’ asked Trix eventually, turning to see Reo’s body slowly shrinking, deflating like a leaky balloon. His features had faded to normal. He looked up at her, tugging his sleeves back down his arms as if nothing was wrong, a curiously adult gesture. ‘Help me,’ he said softly, ‘and maybe I’ll teach you how.’ ‘You mean I could do that? Blow myself up, do the thing with the face?’ Trix’s mind reeled with the possibilities. ‘Given time,’ Reo said, his voice suddenly much less childish than it had seemed before, ‘you could do much more than that. That was just a spur-of-the-moment demonstration.’ ‘So, what, you can change your appearance? Make yourself look like anyone?’ From the taciturn, little boy lost, he seemed suddenly trans- formed - thoughtful, adult. Cool. ‘Within reason,’ Reo said, a smile playing on his lips in the sodium gloom. CHAPTER 11. ’YOU’RE NOT PLANNING ON...?’ 95 Trix felt the weight of her bag, slung over her shoulder. In it was an assortment of bits and pieces, her ‘disguise kit’ - a disguise kit that Reo’s little trick, assuming she could do it herself, could make completely re- dundant. Since she’d been on Espero, since she’d left the TARDIS with Fitz and her bag, she’d been totally and utterly frustrated by the fact that she had no choice but to be herself. She could have changed her name, taken on any one of a hundred life histories, but, ultimately, it would have been a waste of time. As long as she had to stay Caucasian, she might as well stay Trix. She knew that she occasionally got a bit obsessed about the role- playing that she enjoyed so much - took on a new identity when her real one (whatever that was!) would have done the job just as well. But it was sometimes such a chore - the make-up, the wigs, the tinted contact lenses; remembering the details of her new history, practising the voice and the accent until she’d got them automatic, perfect. But there was only so much she could do with the little that nature had given her: lifts in her shoes could give her an extra couple of inches of height; padding and artful dressing could add a few pounds. And make-up, wigs, hair dye and contact lenses could ensure that even people who knew her well would pass her in the street unrecognised. But beyond that, she was stuck: she couldn’t - convincingly or comfortably - play a six-foot Amazon, or a four- foot child. She couldn’t play a strapping man. Or a black woman. She’d learned to live within those limits, much as they irked her (and boy how they irked her at the moment!). But whatever Reo had just used to change his size and make his face light up... The possibilities buzzed around her head like excited wasps. ‘OK,’ she said cautiously. ‘Show me how you do it, and I’ll help you find your toy.’ Reo’s eyes narrowed, weighing her up. Eventually, he nodded, and reached up to the neck of his shirt, where a button had popped loose. He unfastened a couple of the other ones and pulled the material aside. Nestled on his chest, just below his clavicle, was something strange. Trix gently turned him into the light so that she could see it. Y-shaped, and about the size of an outstretched hand, it looked blue or black - ribbed, sort of metallic, but in an organic way, as if the fine grooves that ran across the legs of the Y had grown into it when the metal had been still molten. She found her fingers reaching out to touch it and pulled them back, keen not to appear too eager. ‘That’s it? That’s the shape-changing device?’ Reo nodded and started to close up his shirt again. ‘No, wait,’ Trix said, clenching her jaw. ‘If I’m going to help you instead CHAPTER 11. ’YOU’RE NOT PLANNING ON...?’ 96 of looking for Fitz and the Doctor... can I have a demo?’ ‘A demo?’ ‘A demonstration. Can I try it - just to make sure it works for me.’ ‘I don’t know...’ Reo looked nervous, unsure. She wondered if he thought that she might not give it back once she’d tried it. ‘Come on, it’s reasonable,’ Trix said. ‘What if we go and find this toy, and then your device doesn’t work for me?’ ‘It’ll work,’ Reo said. ‘Just a quick go - and then I’ll give it back to you. Honest.’ She meant it. Stealing from kids - even the most miraculous, magical device in the whole universe - wasn’t something she thought she’d be very good at. Or at least she hoped she wouldn’t. Reo took a breath, and as his little hands moved back up to his neck, Trix tried not to punch the air in triumph. ‘You promise you’ll give it back?’ Reo said, unfastening the buttons. She nodded. ‘Scout’s honour,’ she said, and realised that that probably meant very little to him. ‘OK - you’ll need to open your blouse - then just press it against your skin like this.’ In silence, Reo unfastened his shirt down half way and, with a slight wince, slipped a finger under one of the legs of the Y-thing, sliding it be- tween the device and his skin. Trix heard a faint, wet, sucking noise as it peeled away from his body. Already, she had her own clothing unfastened - the thing would just about fit, although its lower leg might feel a bit un- comfortable between her breasts. Not, she thought ruefully, that she had much of a cleavage. Well, not yet! She’d always had a rather half-hearted relationship with her own body - she didn’t hate it, but often found it ir- ritating. It was just too dull, too flat, too mousey - like her hair. Ideal for what she did, perhaps, but sometimes she longed for a bit more up top, slimmer hips - not to mention her nose. But with Reo’s device, she’d be able to give herself a bit of a makeover: nothing drastic, nothing flashy. Even if it was only for a while. He held out the device to her, his hand shaking a little: was he won- dering whether he’d ever get it back? Trix suddenly realised that she’d been planning on a long-term future with this thing, despite her promise to him. Maybe he could get another one? Where had he got it from? She took it from his fingers before he could change his mind: it was warm (hardly surprising since it had been inside his shirt) and a little bit creepy, like a three-legged starfish. It was only as she cupped it in her hand and pressed it to her own skin that she noticed that Reo was swaying CHAPTER 11. ’YOU’RE NOT PLANNING ON...?’ 97 oddly, like someone about to faint. He staggered back against the shop doorway, his eyes rolled up in their sockets, and he collapsed. THANK YOU said a voice deep inside her own head, as Trix tried to move to catch Reo before he fell - and realised that she was completely paralysed. THIS WILL BE MUCH EASIER. Chapter 12 ‘Space yacht? Intelligent rocks?’ It felt like someone had taken her and pushed her unceremoniously into one tiny corner of her own head. She remembered what Fitz had told her about his time in Russia, with that madman Garudin riding around in his body. This must have been how he felt, a passenger with someone else at the controls. She could still see and hear (and smell) but with an odd leadenness to it all - as though she were looking through sunglasses and had earmuffs on. Her vision flickered, brighter, then dimmer, a couple of times - and then stabilised. But now it was brighter, brighter than she could have imagined. Like she’d always had a night-vision ability, and only now had she discovered how to turn it on. The dark alley around her bloomed into brilliant, silvery luminousness. Although she couldn’t actually move her eyes, she could still see Reo’s tiny body, slumped in the doorway, see textures in his coat that she hadn’t seen before, beads of sweat on his upper lip, the mark on his chest where the Y-thing had sat. What’s happened? she thought. Who are you? What’s happened to me? I HAVE CONTROL OF YOUR NERVOUS AND MUSCULAR SYSTEMS the voice said, deep and clear but curiously androgynous. IT IS A NECESSARY FIRST STEP. SOON I WILL HAVE COMPLETE CONTROL OF YOUR CARDIO- VASCULAR AND ENDOCRINE SYSTEMS. But why? Why not Just let me help you? Who are you? BECAUSE YOU won’t HELP ME. ALREADY YOU ARE ATTEMPTING TO HINDER MY SUBVERSION OF YOUR BODY. IT IS POINTLESS. YOU ARE A DISTRACTION, NOTHING MORE. NOW THAT YOU ARE CARRYING ME, THIS IS MY BODY. YOU WILL BE ALLOWED TO OBSERVE FOR A WHILE LONGER. Why?What do you want?What are you? Trix felt the panic rising in her, a stifling claustrophobia, oddly at a distance, muted. I AM A MAKER. 98 CHAPTER 12. ’SPACE YACHT? INTELLIGENT ROCKS?’ 99 A Maker? Of what? I don’t understand? You’re the device - the device I got from Reo? You were just using him? Hitching a ride on him? NO, TRIX. I AM REO. THE BOY JOSHUA WAS SIMPLY MY CARRIER. That’s horrible - you’re talking about him like he was a bicycle or something. What did he think about it, or didn’t he have a say? Was he just a passenger in his own body like I am now? HE WAS BORN, AS YOU WERE, AN AUTONOMOUS BEING. BUT ONCE HE BECAME MY CARRIER, HIS PERSONA WAS DISPLACED AND BEGAN TO FADE, ALTHOUGH THERE MAY BE FRAGMENTS OF IT STILL REMAINING NOW THAT I HAVE TRANSFERRED MYSELF TO YOU. IT WILL TAKE A WHILE - A FEW HOURS, PERHAPS A DAY - BUT ONCE MY CONTROL OVER YOUR BODY IS COMPLETE, YOUR PERSONA WILL CEASE TO BE NECESSARY AND IT WILL BE DISPOSED OF. Oh God, please, no. She realised that she was begging, but her pride was the last thing on her mind. Why? Why d’you have to do it? Can’t we carry on like this, coexist? I can help you, help you find your toy or whatever it is you’re looking for. I can help. Trix was panicking. But just at the moment, it didn’t seem like there was any other option. NO,TRIX said Reo calmly, and Trix got the impression that he (or she or it, she supposed) was busy behind the scenes of her body, doing other stuff as he talked to her. He sounded vaguely distracted. THAT WOULD NOT WORK. YOU CANNOT HELP ME - YOU WOULD ONLY ATTEMPT TO IMPEDE ME; YOU WOULD CONSTANTLY BE TRYING TO FIND WAYS TO REASSERT CONTROL. AND ALTHOUGH THAT WOULD NOT BE POSSIBLE, IT WOULD BECOME TIRING FOR ME. Can’t you find another host, another carrier? An animal or something - what about one of those night beasts? They’re strong, powerful. Imagine having a body like that. THAT WOULD BE NEITHER POSSIBLE NOR DESIRABLE. WE HAVE USED LOWER ANIMALS TEMPORARILY, BUT THEY ARE NOT IDEAL. THEY LACK THE REFINED CONTROL OF THEIR OWN MUSCULATURE, OR THEIR BRAINS ARE INCONVENIENTLY STRUCTURED. THERE ARE MANY REASONS WHY WE PREFER TO USE SENTIENT SPECIES. THIS CARRIER WILL SERVE PER- FECTLY - BETTER THAN THE BOY, SINCE YOU HAVE ACCESS TO INFOR- MATION ABOUT THE SOLDIERS THAT HE DID NOT. ONCE I HAVE FULLY SUBVERTED YOUR BODY AND COMPLETED THE CONVERSION PROCESS, IT WILL BE A BETTER CARRIER FOR ME THAN YOU CAN EVER IMAGINE, TRIX. Conversion? The word had a horrible ring to it, a finality that made her want to slam her fists against something hard. I WILL RECONSTRUCT YOUR BODY FROM THE INSIDE OUT, USING YOUR OWN DNA, PHYSIOLOGY AND PHYSIOGNOMY AS A TEMPLATE. BUT IT CHAPTER 12. ’SPACE YACHT? INTELLIGENT ROCKS?’ 100 WILL BE BETTER: I WILL IMPROVE YOUR MUSCULATURE, YOUR REFLEXES. I WILL REFINE YOUR DNA AND MANY ASPECTS OF YOUR CELLULAR AND BODILY METABOLISM. EXTERNALLY, YOU WILL LOOK LITTLE DIFFERENT - APART FROM WHEN I CHOOSE. I AM ALREADY REFILTERING AND RE- FINING YOUR SENSORY PATHWAYS, AS YOU HAVE NOTICED. WHEN THE CONVERSION IS COMPLETE, YOUR BODY WILL BE A PERFECT CARRIER FOR ME, CAPABLE OF ALMOST ANY HUMANOID APPEARANCE I CHOOSE. The chameleon thing? Reo’s changing appearance? That’s how he did it? THAT IS CORRECT. I WILL NOT BE ABLE TO CREATE EXTRA MASS, BUT I WILL BE ABLE TO RAPIDLY REDISTRIBUTE THE MASS YOU POSSESS TO MAKE YOU TALLER OR SHORTER, TO APPEAR FATTER OR THINNER. CHRO- MATOPHORES IN YOUR SKIN AND HAIR WILL ENABLE ME TO MAKE RAPID CHANGES IN YOUR APPEARANCE: HUMAN VOCAL COMMUNICATION IS LIMITED FOR US. THE CHANGES WILL ALLOW ME TO COMMUNICATE WITH OTHER MAKERS FASTER THROUGH RAPID PIGMENTATION SHIFTS AND PATTERNING. YOU WILL BE BETTER, TRIX. This last was delivered perfectly flatly, as if Reo could not possibly conceive that his definition of ‘better’ was not one that she shared. But I won’t be me, will I? she said again. I won’t be me. THAT IS CORRECT the voice in her head said calmly. YOU WILL BE ME. Please, implored Trix, feeling the muscles of her arms and legs rippling and twitching in a creepy way - as though they were being stimulated externally. It reminded her of adverts for those electrical pads that you strapped to yourself for a ‘fitter, flatter stomach’ and the way they made your muscles twitch and spasm. Please don’t do this - I’ll help you, honestly. Anything. Please... WHILE I ADJUST TO YOUR METABOLISM AND MAP OUT YOUR CRITI- CAL PATHWAYS, IT WOULD BE BETTER IF YOU FORGOT THAT I WAS HERE, TRIX. THOSE MEN THAT ATTACKED US EARLIER - THEY HINTED THAT YOUR FRIEND FITZ HAD BEEN SEEN NEAR OR IN THE PALACE. THE WOMAN WITH HIM WAS PRINCESS SENSIMI. SHE HAS AN INTEREST IN THE NIGHT BEASTS, THE SOLDIERS - ONE I SHARE. AND FITZ CLEARLY HAS AN AFFIN- ITY WITH THEM. GO THERE AND FIND THEM. NOW... FORGET ME. No! shrieked Trix. You’re bloody kidding if you think that So, Trix thought as she set off down the alleyway, Fitz has got him- self an invite to the Palace, has he? Well, he’s not the only one who can ingratiate himself with royalty. Behind her, unnoticed in the darkened doorway of the shop, the ten-year- old boy that had once been called Joshua lay silent as his heart and lungs, no longer under the control of the Maker, struggled to remember how to CHAPTER 12. ’SPACE YACHT? INTELLIGENT ROCKS?’ 101 work. The pale light of the street silhouetted Trix, and for a moment, just before everything went dark and silent, Joshua wondered if it was Our Lady, come to take him home to Ma and Pa. Out in the fields beyond the city walls, where the wreck of an alien space- craft still smouldered and crackled, Ake hadn’t moved. He knelt on the grass and stared into the distance, unseeing, unhearing. Unthinking. The Doctor, seemingly ignorant of the biological laws which governed the ratio between the quantity of alcohol imbibed and the state of drunkenness attained, was downing what was probably his tenth pint of beer, with no discernible effect. The two of them had moved from bar to bar, asking if anyone had seen two other offworlders. There had been one or two sightings, but nothing that seemed to lead anywhere. Calamee wondered whether they shouldn’t be out patrolling the streets, rather than standing around drinking. The crowd which had gathered around the Doctor when he’d first pro- duced his credit chip had dwindled (mainly, Calamee suspected, because the locals hadn’t been able to keep up with him, and had staggered off home to be sick or to sleep, or both). The woman who had been so en- amoured of the Doctor had found herself another victim, and Calamee had started to feel a bit guilty about lying to her house-mother. No doubt Sierah would contact Craich’s house-father to confirm that Calamee was, indeed, staying there overnight. But this wasn’t the first time she’d lied to Sierah about her whereabouts, and the most she could expect was a severe telling-off and the threat of a grounding. But she was canny enough to know how to pull the right faces, say the right things, to get it all forgotten within a day or two. She had home study for the next couple of days, so she wouldn’t be missed. The barman was chatting to a customer who’d just arrived, his face all bright and eager, and judging by the ‘Really?’s and the ‘No!’s that the bar- man was giving back, something of great interest was being said. Calamee sidled up to the Doctor and shot a glance at the remains of his beer. ‘How do you do that?’ she asked. ‘What? Drink? Oh, it’s really very simp-’ ‘You know what I mean. You should be unconscious by now. What is it? Chemicals? Alien biology?’ She pulled her best little-girl face. ‘Tell me, please.’ ‘Why d’you want to know?’ ‘We might look backward here - hell, we are backward here. But we’re not totally out of touch with the rest of the galaxy. It’s like being a kid with CHAPTER 12. ’SPACE YACHT? INTELLIGENT ROCKS?’ 102 her face pressed up against the window of the biggest, sickest sweetshop in town and watching all the others helping themselves while you’re stuck outside with a bag of peanuts. We know the kinds of stuff that other colony worlds have, other aliens. Nanotech, bod-mods, implants, cyberisation, AIs - even intelligent clothes. It probably all seems so run-of-the-mill to you, zipping about space in your space yacht, talking to intelligent rocks, robots with multidimensional positronic brains...’ She tailed off, aware of the look he was giving her. ‘Space yacht? Intelligent rocks?’ He grinned broadly. ‘You’ve been reading too many comics. But I’ll give you the robots with the multidi- mensional positronic brains. Very temperamental, they are.’ ‘You know what I mean.’ She felt very tired and very young and very silly. ‘Take me with you,’ she said suddenly. ‘What?’ ‘Take me with you. When you go. Please.’ Calamee realised she was gripping the arm of his jacket - rich, dark green velvet, so unlike the syn- thetic fabrics and the plain old cottons that she was used to. It was as if the jacket, never mind its wearer, spoke to her of a world beyond util- ity, beyond school, beyond everything she’d ever known. A world full of sparkle and energy and... and stuff. ‘And what would your parents say to that?’ ‘They wouldn’t mind. I could leave them a note. Tell them I’d be back in a few weeks.’ She stared up into his eyes, feeling her face flush. ‘Please?’ ‘I can’t just go abducting people. Backward though you may think Espero is, I’m sure it has laws about that sort of thing.’ ‘I don’t care. There’s nothing for me here.’ The Doctor tipped his head on one side with one of those looks. Like her mother. She knew what he was going to say next. ‘We’ll see.’ ‘I knew you’d say that.’ He didn’t answer, but reached out and tickled the back of Nessus’s head. The mokey had woken up and was looking around, dearly con- fused. He sniffed, experimentally, at the beer on his fur and began to ten- tatively lick himself. ‘And what alcohol tolerance do mokeys have?’ the Doctor asked. ‘I’d hate to have him throw up over me.’ ‘He usually hates drink,’ Calamee said, frowning at Nessus - who sud- denly seemed to become aware that he was being talking about, and his licks became more furtive. She opened her mouth to try one last go at convincing the Doctor to let her go with him, but she realised that he was CHAPTER 12. ’SPACE YACHT? INTELLIGENT ROCKS?’ 103 trying -to listen in on the remains of a conversation between the barman and one of his customers. ‘Great bloody big thing it were,’ said the man, holding his hands wide to indicate the size of something considerably larger than himself. ‘An’ hairy. It went mad after these two offworlders buggered off.’ ‘Excuse me,’ interjected the Doctor, smiling at the look the man gave him when he saw that he, too, was an offworlder. ‘Could you just go over that bit again? Something about a great bloody big thing? And some offworlders?’ The man, taken aback by being faced with another real, live offworlder, told the Doctor and Calamee all about the night beast, its curious affinity for one of the strangers and the animal’s demise at the hands of the braying mob. ‘And you don’t know what happened to the offworlders?’ ‘They vanished pretty sharpish.’ The man suddenly gave Calamee a narrow, suspicious look. ‘Is he with you, then?’ She nodded. ‘Well, I’d be careful. Trouble, that’s what offworlders are, that’s what they’ll always be.’ And with those cheery words and a glowering look at the Doctor, he nodded at the barman, finished his drink and left. ‘I’ve said it before and I’ll say it again,’ beamed the Doctor, holding out his arm, on to which Nessus obligingly clambered. ‘I do love a warm welcome. Now come on, Calamee - we’ve got a monster, a Fitz and a Trix to find.’ Chapter 13 ‘Not that you don’t have a very nice bottom, but... you know.’ Princess Sensimi almost squealed with delight as she opened the door to her suite and Looloo scampered across the floor and sprang into her arms, chittering and squeaking. Fitz jumped back, caught by surprise at the sudden movement. Once he’d realised that it was just a pet - albeit one dressed in a frock that looked like a meringue - Fitz tickled it behind the ears as it clung to Sensimi, while he had a surreptitious scan around the room. The room gave the impres- sion that its occupant was in her mid-teens: stacks of fluffy toys (some of which, Fitz noticed, were representations of Sensimi’s pet - one or two looked as though they’d been the victims of psychopathic attacks, and one had had its head completely torn oft). A dressing table was scattered with all the usual accoutrements of teenage-girl life, and stacks of miniature CDs or memory cards or whatever lay sprawled at the foot of a spacey- looking stereo unit. There was nothing of particular interest, despite the fact that Sensimi was a princess, although Fitz suspected that there was probably quite a healthy cache of jewels and trinkets somewhere. Trix would be kicking herself - although once she turned up, he expected that she’d find time to help herself to a few souvenirs. ‘Right!’ he said suddenly, turning on his heel to face Sensimi. ‘Now would be a good time to tell me why you brought me here, don’t you think?’ He plonked himself down in a luxurious cream leather chair and re- alised - incongruously - how sore his feet were. He reached up to run his hand through his hair and was surprised by the patch of missing hair at his temple. Sensimi, too, clearly noticed it, but didn’t comment. Sensimi’s pet leaped to the floor and paused to sniff at Fitz’s shoes. 104 CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 105 ‘Looloo!’ said Sensimi with embarrassment. ‘Leave him alone!’ But Looloo did no such thing and had to be snatched up by the princess and unceremoniously dumped on the bed. Fitz watched as the creature took to sullenly examining her own private parts. Nice one, he thought. ‘So...’ said Fitz, stretching out his legs and crossing his ankles. Sensimi stayed standing, her mouth puckering up at the corner. ‘That creature,’ she eventually said, avoiding Fitz’s eyes. ‘The night beast. What do you know about it?’ Fitz gave a shrug. ‘It’s big - was big - and hairy and probably not the kind of thing you’d want around the house. Why?’ ‘Oh, just curious,’ said Sensimi, still avoiding looking directly at him. ‘ “Just curious”?’ said Fitz, beginning to tire of all this. ‘Sorry Sensimi, but “just curious” doesn’t cut it. Princesses don’t normally dress up as servants and go wandering around the streets rescuing people and smug- gling them back into the Palace because they’re “just curious”. Can we stop all this arseing around and just get on with it? Why such an interest in these night beast things?’ Sensimi reluctantly began to explain how the night beasts had been wandering into Saiarossa over the past year or so; how they hadn’t actu- ally done very much harm - apart from killing a couple of Esperons - and how they’d usually been subdued (i.e. killed) by the police or the Palace Guard. No one knew where they came from, although it was assumed that they’d come from some unexplored region of the planet, perhaps looking for food, perhaps drawn by the colonists themselves. ‘But none of that explains why you’re so interested,’ Fitz said with in- finite patience at the end of it all. ‘You don’t strike me as the zoologist type.’ Sensimi still looked nervous and awkward, so Fitz sighed, got to his feet, and headed for the door. ‘Well, it’s been nice hob-nobbing with royalty,’ he said briskly, ‘but I have friends to find and a memory to regain.’ ‘No,’ said Sensimi suddenly. ‘Please. Don’t go.’ Fitz paused, his hand on the door handle, and adopted his most scep- tical stance, arms folded, weight on one leg. He tapped his foot for added effect (although he wondered whether that was overdoing it just a tad). ‘OK’ Sensimi sighed, and her whole body seemed to droop. ‘I’ll tell you’ She paused, clearly waiting for Fitz to sit down again, but he didn’t, so Sensimi went on. ‘When I heard that there was another sighting, I thought I’d go and have a look. My maid, Farine, lent me her coat and hat so that I wouldn’t be recognised, and I found you and the creature. But this time it seemed different, odder. It didn’t attack you, that was CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 106 what was so odd. It...’ She struggled for words. ‘It seemed to have some sort of bond with you.’ Fitz nodded and leaned back against the dresser. ‘I noticed that too. Animal magnetism, perhaps? New aftershave?’ He gave a shrug. ‘Maybe I was the first person that hadn’t tried to stab it or lock it in a cage. Maybe it just liked my face.’ They both jumped as there was a sharp rap at the door, and it opened to reveal a trim, elderly black woman with a face like an attractive hawk, staring at them. Her hair was drawn back tightly from her face, her eye- brows arching dramatically. ‘Mother,’ muttered Sensimi under her breath, like hundreds of genera- tions of teenage girls before her. ‘It’s late, Sensimi,’ said the woman, peering past her at Fitz who tossed her a cheery wave. ‘I don’t think you should be having strange men in here at this time of night.’ She lowered her voice, but not enough to stop Fitz hearing her: ‘Particularly not offworlders. We have quite enough of those around here.’ ‘Yes, Mother,’ Sensimi said charmlessly. ‘Thank you, Mother. He’ll be going home soon. Honest.’ ‘Anyway, your father wants to have a word with you.’ ‘Now?’ ‘Yes, now. Before he goes to bed.’ Fitz could almost hear the growl that must have been rattling around in the princess’s chest. She threw him a look of resignation and rolled her eyes. Fitz shrugged. ‘I’ll be here when you get back,’ he said. ‘Don’t forget our little chat, will you?’ A flash of something passed across Sensimi’s face as she left - and Fitz realised that, whatever it was that she was going to tell him about the night beasts, even a late-night chat with her father was preferable. As the door closed behind her, Fitz put up his feet on a footstool and closed his eyes. Looloo was annoyed that Sensimi had told her to stay, and had left her in the room with the smelly stranger. She had sullenly begun to pluck the stuffing from the neck of the decapitated toy mokey, ignoring the stranger who was snoring noisily, when something else caught her attention: a tiny, buzzing insect that was spiralling around in the air above the bed. With a screech of glee, Looloo leaped into the air, snatched at the insect and crammed it inside her dribbling little mouth - before it fizzed and sparked and burned her and she spat the nasty, crunched-up thing back CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 107 out. It lay glittering on the bed, its legs twitching for a few moments before becoming still. Mr Trove thumbed the spycam controls off. This was becoming more than an irritation. He sat back in his chair and drummed his fingers on the desk - both hands, both with the same rhythm. He was convinced that these newcomers, these aliens, whether knowingly or not, had the key to finding the device. How much of a coincidence could it be that the Doctor had disabled the spycam assigned to him and that the one following Fitz had also been decommissioned? It had been sheer luck that he’d heard about the night beast and had sent out a flycam to follow it, only to discover two more offworlders in the crowd. And, not a great believer in coincidence, he’d decided that they were more worthy of following than the beast - which was clearly destined for an unpleasant death at the hands of the crowd anyway. Were the offworlders all pretending to know less than they did? When Sensimi had managed to separate Fitz and Trix, he’d been torn as to which one to set the flycam on, but a moment’s thought had confirmed that it ought to be the man - the one who seemed to have an odd rapport with the night beast. It was possible -although unlikely - that Fitz had some connection with the Oon, or perhaps even the Makers. If that was the case, then it was likely that Trix had, too. But she’d seemed less enamoured of the night beast. If he could be bothered later, he might dispatch another flycam to see if she could be found. It seemed unlikely that they were Oon agents: he’d had them under surveillance from the moment they’d left the soldier to its fate at the hands of the mob, and although there had been a clear reticence on their part to talk to Princess Sensimi openly, he didn’t suspect that they were holding back anything of import from her. And besides that, the Oon wouldn’t be so stupid as to employ a parallel operative. Trove’s contract with them had been specific about his being the sole agent. He had to admit that he was curious about the reason why Sensimi should have brought the offworlder back to the Palace. If it was true that she knew more about the soldiers than she was admitting, then perhaps he had misjudged her. Perhaps, indeed, it should be her who he should pay more attention to, and not that raddled, senile old father of hers. The mother and son, although he hadn’t discounted them completely, were of minimal interest: Imperatrix Alinti, although believing that she held the reins of power here, was of no great use to him, and the son, Javill, was just an irritation, more concerned with supplanting his father as the prime male. CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 108 Of course, the Saiarossan Imperial Family had much less real power than they would like to believe: the real power here lay with the proper, elected government. But Trove had decided, as his ship had orbited the planet collecting data, analysing their radio and video transmissions, that contacting them and winning their confidence would be a long and labo- rious task. The Esperons were suspicious of visitors, isolationist in their outlook. Had he gone through all the proper channels, he would have been tied up in red tape and bureaucracy for weeks, by which time the device would either have been found by others, or would have been acti- vated. And then it would have been too late. Saiarossa’s Imperial Family, Trove had realised from the extracts his AIs had pulled from the hours of transmissions, would be perfect: smug, influential and arrogant. Just the kind of people he liked to deal with. They would be impressed with a few trinkets, a handful of technological toys and the promise of more. It was fortuitous indeed that the device had landed here instead of a more advanced world where he would have had less leverage. And if it had landed on an uninhabited world, it would have been nigh-on impossible to find: the soldiers were perhaps the device’s way of attempting con- tact with the locals. On an uninhabited world, the device would probably have just lain there. Trove, too, found it curious that, if the Doctor and his friends had responded to the same distress signal that had brought him here, their sensing devices were at least the equal of his own, which rein- forced the Maker connection. But even if they weren’t, and couldn’t lead him to the device, they were worth observing closely: it may be that he could annexe their own technology for himself. He’d seen nothing of Javill since their little chat earlier that evening. He smiled to himself as he remembered the barely concealed glee on the prince’s face when he had tossed him the light ball. This whole family - indeed, he imagined, as he crossed to the dresser drawer to take out the remainder of his flycams, this whole planet - was laughably easy to buy off. He doubted that he’d need Javill’s support, but it didn’t hurt to sow a few seeds, no matter how barren the soil. The man had been right; the creature’s corpse had been removed. A huge and very messy stain on the pavement was all that remained. The Doc- tor crouched down, tutting and shaking his head as he drew his fingers through the drying blood. Nessus watched curiously from Calamee’s arm. ‘Is that healthy?’ Calamee asked. ‘The blood, I mean. Touching it.’ The Doctor didn’t answer. Calamee folded her arms against the en- croaching chill of the night, Nessus now perched on her shoulder, and smiled in what she hoped was a disarming manner at the young couple, CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 109 arm in arm, who were watching them as they walked past. Suddenly the Doctor jumped up and paced over to a nearby wall and began examining it again. He dug into his pockets, pulled out something, and began scrap- ing at the wall. Moments later he was back, proudly brandishing a small, glass jar with a bit of monster in it. ‘As souvenirs go,’ she said archly, ‘it’s not exactly up there with a mu- sical dancing Blessed Virgin Mary.’ ‘It’s not a souvenir. It’s a sample.’ He broke off and stared at her. ‘Danc- ing Blessed Virgin Marys?’ He stuffed the jar into his pocket. ‘Remind me to get one of those before I go.’ One minute he was the laid-back bon viveur; the next all dashing sci- entist and man of mystery. And the next... well, he was just a nutter. She wondered whether he was always like this, and whether this Fitz person he’d mentioned found it quite as exhilarating and draining as she was be- ginning to do. She glanced down at her watch - it was half past midnight. The idea of a warm bed suddenly seemed infinitely more attractive than haring about the city in the dead of night looking for monsters. Or bits of them. ‘It may be that an analysis of this will tell me something. Anything, really, would be rather nice at this point. I may be able to work out if the beasts are indigenous, perhaps even where they’re from.’ Calamee gave him a look. ‘Yes, yes, I know. It’s all a bit woolly, isn’t it? But at the moment, we don’t exactly have much to go on. The only other line of approach is to go back to the Palace - which, I suspect, I’ll have to do sooner or later. But for now, I’d rather like to get this analysed. A little knowledge is a dangerous weapon, you know.’ ‘Where, exactly, were you planning on having it analysed? In case you hadn’t noticed, we’re not many rungs up the technological ladder from Axista here.’ ‘Axista?’ ‘It doesn’t matter,’ Calamee said. ‘Are you planning on breaking into the university or something?’ ‘No need for that,’ he said, his mouth twisting into a smug smile. ‘I’ve got all the equipment I need.’ Calamee looked him up and down. ‘On you?’ ‘No no no - in the TARDIS.’ ‘Ahh... and what would that be?’ ‘That, my dear Calamee, would be my home.’ *** CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 110 The streets were almost magically loud, the crowds raucous, and the air damp and heavier than it had been before. It was as if they’ been on a rather long trip away from reality. The Doctor noticed Calamee shiver and draped his coat around her shoulders. It was, of course, miles too big. Nessus climbed into a pocket, with only his eyes and the top of his head showing. They paused to watch a troupe of street entertainers - still walkers, fire- breathers, jugglers and an elderly woman with a hug fake fish on her head who smiled at them as she passed by. ‘You really should go home,’ the Doctor said as the parade move on and the crashing of the huge drum at its head subsided to a soft heartbeat. He didn’t look at her. ‘And leave just as things are getting interesting? I don’t think so.’ ‘Calamee...’ he said, turning to her. ‘Don’t patronise me! If it wasn’t for me, you’d probably be locked up in the Palace again.’ She turned to him and looked up, fixing hit with a stare. ‘You didn’t tell me you’d lost your memory before.’ ‘It was news to me too. Anyway,’ he rubbed his hands vigorously and made a big show of looking around, ‘memories are ten a pens, Easy come, easy go.’ ‘Oh no.’ said Calamee. ‘Oh no you don’t. You’re not wriggling out of it this easily. Why didn’t you let Madame Xing put them back for you?’ He gave a sigh, knowing that Calamee wasn’t going to let it drop. ‘Because I’m happy.’ ‘With only half your memories?’ She shook her head, clearly bewil- dered. ‘How? If some mad old woman offered to give me back half my life, I’d jump at the chance.’ ‘And that’d be right for you. Listen, Calamee.’ He gripped her arm gently through the loose sleeves of his own jacket. ‘I appreciate your con- cern, but... I know what I’m doing.’ He paused, not sure how much he wanted to say, how much he wanted to tell her. ‘Something happened, Calamee. Probably something bad; certainly something big. And I lost my memory. I woke up on a train, remembering nothing of how I got there, where I’d been or what had happened. I spent a century - yes, a whole century - wandering around on Earth, making new friends, seeing things with new eyes. And then Fitz came along and told me that he was a friend of mine. By that time, I’d tried everything to get my memory back: psy- chotherapy, hypnosis, meditation. Even a few “experimental techniques” that might well have done more damage than good. But no matter what I did, it became clear that - for whatever reason - the memories I’d lost were going to stay lost. It took a while to come to terms with that, but you CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 111 know what? Once I did, once I said to myself “Doctor - the past is passed” I realised that maybe, just maybe, it was a blessing. ’No, don’t pull that face, Calamee. I know that I’ve lived hundreds, perhaps thousands, of years. How many memories do you think my brain can hold, hmm? It’s like I’ve had a spring clean, swept out all the dust and the fluff. I like who I am, Calamee. Maybe not all of me, and not all of the time, but generally, I’m very happy with who I am. I have good friends, I get to travel and help people. Sorry... I’m sounding like a Miss World contestant.’ He paused, struggling to find something that would resonate with her, something that would make her understand how he felt. ‘Imag- ine that you lived in a beautiful house with your family and friends. A gorgeous, beautiful house - full of light and laughter and videogames and chocolate. And then someone came along and said, “That’s not really your house, Calamee. That’s your house.” And they pointed down the road to a sinister-looking mansion, all shuttered up. So, curious, you wandered up to the gate - and a huge, vicious dog came charging down the path, barking madly. You could see bats and vultures circling over the house. You’re scared, but you’re curious. You borrow a friend’s telescope and for a few weeks you try to peer in through the dirty windows, trying to get a clue about what’s in there: you can see shadows and hear screams, late at night, from inside the house. And then the man comes back and asks you if you want the key. Only he tells you that once you enter the house, you can never return to the lovely, happy home you live in now. Oh, your friends and family can come with you: but what if they don’t like your old house? What if they decide they don’t want to live there with you any more?’ The Doctor realised how hard he was gripping Calamee’s arms, and let go of her. ‘And you were stuck in that dark, haunted house - alone, forever. What would you do? Would you take that chance?’ Calamee looked into his eyes, her lips slightly parted. ‘That’s different,’ she eventually said, and the Doctor felt her sag a little in his hands. ‘No, it’s not. And I think you know it. I like who I am. As Madame Xing pointed out, we recreate ourselves from day to day. The person I am now is not the person I was yesterday. And I don’t want to be the person I was a hundred years ago.’ He smiled at her solemn expression. ‘All that teenage acne and having to tidy my bedroom.’ Calamee’s eyes drifted away from his, across the rooftops, the towers and the spires picked out in the bronze of the streetlights and the silver of the stars. ‘OK,’ she said. ‘Point taken. But I’m still not going home. Now come on. Let’s find this TARDIS of yours.’ Calamee took his hand and the two of them strode off through Sa- iarossa’s jubilant streets. CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 112 Fitz knew it was a dream, but it was no less disturbing for that. He was standing in the TARDIS console room, facing the main doors. And he was naked. That wouldn’t normally have bothered him, apart from the fact that he could feel something cool touching his buttocks. The fact that he knew it was another pair of buttocks was slightly disturbing. But knowing - in the way that you do in dreams - that they were the Doc- tor’s buttocks was just too much. But, of course, as it was a dream, there was nothing he could do. He was rooted to the spot, rubbing bottoms with the Doctor. ‘Doctor,’ he said in the awkward way that you do when you’re cheek to cheek with your best friend. ‘I take it that this is all very symbolic.’ ‘Don’t worry, Fitz,’ said the Doctor, a hint of a smile in his voice, from behind Fitz’s head. ‘I don’t think it’s what it looks like. Or feels like.’ ‘That’s a relief,’ said Fitz. ‘Not that you don’t have a very nice bottom, but... you know...’ ‘It’s OK, Fitz. I don’t think this is your subconscious telling you any- thing about your sexuality.’ ‘Pleased to hear it. So what’s it all about? I mean, it is a dream, isn’t it? It’s not one of those virtual reality things. Again. I’m not suddenly going to find myself swashbuckling all over the place, and challenging you to a duel for the hand of a fair maiden, am I?’ ‘I suspect not, Fitz. Although, seeing as I’m just part of your dream, I wouldn’t know any more than you.’ They stood in silence for a while, as a herd of zebras quietly passed through the console room and vanished in the direction of Trix’s bedroom. ‘She’s not going to be pleased,’ the Doctor commented drily. They stood in expectant silence for a while. ‘So,’ said Fitz eventually, trying not to notice that their bottoms had warmed up, ‘d’you reckon this is just a normal dream? Odd things hap- pening that don’t make sense, and then I wake up. Or is there a point to it? Am I trying to tell myself something?’ ‘Yes,’ said the Doctor, dawning awareness in his voice. ‘I think you are.’ Fitz suddenly realised, in a moment of bizarre panic, that he couldn’t feel the Doctor’s bottom any more. But that was because, somehow, their bottoms were merging, blobbing into each other. Fitz was sure that neither of them was moving, but it was as though they were sliding into each other, back to back. Already, he knew that their shoulders had melded, as well as the backs of their heads. ‘Aren’t you going to tell me, then?’ Fitz almost wailed as the backs of his knees joined with the backs of the Doctor’s. CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 113 ‘Oh Fitz, come on! You’re a bright lad. Work it out!’ The Doctor gave a chuckle from a mouth that was now, to all intents and purposes, in the back of Fitz’s head. ‘And think yourself lucky.’ ‘For what?’ shouted Fitz as his fingertips, his hands dangling by his side, blurred seamlessly into the Doctor’s. ‘For the fact that we were back-to-back when this all started.’ Fitz/Doctor shuddered. If the Saiarossans were aware of the night beasts, they weren’t letting them spoil their fun. The Doctor felt a faint twinge of envy as he and Calamee, hand in hand, manoeuvred through the crowds. The smell of food filled the air, and every so often the sky would bloom with fireworks and the people craned their heads back and oohed and ahhed, laughing and hug- ging as the lights faded. Sometimes, he thought, ignorance really was bliss. And maybe he was making more of a threat of the night beasts than they actually posed. Calamee didn’t seem too fazed by them - the one that had been killed tonight hadn’t been the first, she’d said, and few people had been injured by them. So he couldn’t explain the nagging feeling that somehow time was running out. Was there a whole army of them, just outside the city walls, poised to invade? Was that what he and Fitz had discovered before they’d been attacked and their memories erased? So why hadn’t they been killed? Surely a much better way to keep a secret hidden. Could that be why he had those healed wounds all over his body - a failed attempt to silence him permanently? A brass band started up just across the street, and the Doctor winced. He wasn’t at all convinced, despite what he’d said to Calamee, that analysing the night beast’s DNA would give him any great insight into them. But now that he’d remembered the TARDIS, he had an almost painful ache to see it again. Maybe being inside it would bring back some more memories. And, more to the point, maybe Fitz and Trix would be there, waiting for him. But Miranda wouldn’t. Stop it! he told himself. How many times do you have to mourn someone? You want to be a martyr? You want to punish yourself for all eternity? Go right ahead, be my guest. But don’t hang it all on Miranda’s death. You’ve worked through that one. Give it a rest. He shook his head and looked down, realising that Calamee was watch- ing him. ‘Prayer for ’em?’ she said. ‘Sorry?’ ‘Prayer for your thoughts?’ CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 114 He realised what she meant and smiled. ‘They’re hardly worth a penny today, never mind a prayer.’ Calamee squeezed his hand and pulled him through the throngs of people lining the streets, the two of them slipping along like minnows, navigating the human currents. Such a shame, thought the Doctor, glanc- ing up at the derelict buildings around them. So much hope, so much potential, squandered, crammed into a dry and dusty dead-end. But the human spirit would triumph in the end; it always did. ‘You’re very quiet,’ Calamee said suddenly. ‘Not much chance of being heard above all this,’ he said, having to lean in close to her to be heard. She smiled at him, and the Doctor felt... some- thing... Something odd inside himself. If he’d been a romantic, he’d have described it as his heart racing. But he wasn’t, of course, and simply put it down to stress. Calamee turned away as they carried on walking, and he found himself looking at the curve of her neck, her smooth, brown skin above the collar of his jacket. He found himself examining her hairline and the way it arched over her perfectly proportioned ears. What the hell is wrong with you? he thought suddenly, angrily, and let go of Calamee’s hand. She turned sharply and checked that he was still following. ‘OK?’ ‘Fine,’ he said. ‘Fine.’ If Trove had released one of his flycams into the night, and sent it straight up, high over the city and out into the countryside where the TARDIS had landed, he would have seen a strange but disturbing sight - a sight that would have made him rethink his plans and would have seen him leaving the Palace at the first opportunity. Out beyond the city walls, where the acid glow of the streetlights gave way to the darkness of the countryside, he would have found a thin, vaguely phosphorescent circle apparently inscribed in the ground. Its centre was not far from where the Doctor’s TARDIS had landed. But now it pro- scribed an area approximately a mile across. And it was growing. Only slowly, but if Trove had been monitoring the circle from the start, he would have noticed that its rate of growth was increasing. From a centimetre or so at the start, it had now built up to around a metre per minute. And if Trove had then piloted the flycam a little lower, bringing it in at a tangent to the front of the circle, he would have seen that the circle was just the intersection with the ground of a sphere, a huge bubble, inflating faster with every passing second. The scintillating glow from the surface of the bubble faded with its CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 115 height from the ground, becoming undetectable at about five metres. To Trove’s flycam, it would have looked like a huge, curved,diaphanous wall, sweeping across the ground. And whereas it had been just a few millime- tres thick when it had started its journey, it had grown so that now it mea- sured over a metre in depth. It was a wavefront - a wavefront of which Trove would instantly have known the significance. ‘Ah!’ said Tannalis in delight as his daughter peered around the door to his bedroom. ‘Sensi! Come in, come in!’ She closed the door quietly behind her and came over to sit on the bed. ‘Mother said you wanted to see me.’ ‘And so I do!’ Tannalis leaned back a little and admired his daugh- ter. She was, he knew, not the easiest of girls to get along with. He’d heard tales of her harassing and haranguing the Palace staff. No doubt her mother’s influence. But behind the sometimes haughty face of his lit- tle girl, he often saw a sadness, a heart-breaking desire to be liked. He knew it had been hard on her, being the Imperator’s daughter. Times had changed, and the Imperial Family no longer had the respect they once had. Which, he often reflected, was how it should be. Respect had to be earned, and he reluctantly had to admit that he and his family had done little to deserve anyone’s affection, never mind respect. The Saiarossans had made a big mistake when they had created the Imperatorship for Ben- hamin Auburon. They’d been so desperate to thank him for his success in averting the Almost War, that they’d have granted him anything in their power. And Benhamin, as Tannalis knew, had let power go to his head. So he’d asked for some sort of honorary title. Of course he’d known, through his network of contacts, what they’d offer him: ’president’. But a few words in the right places, a few promised favours, and before he knew it, the word ‘Imperator’ was being bandied about. ‘No real power there,’ the government had said. ‘Just a name,’ they’d promised. But Benhamin had known better. Now, on the eve of his 120th birthday, Tannalis had decided that he had to correct the mistakes of the past. ‘How’s things, then?’ he said. ‘I’ve hardly seen you for the past week. This birthday fiasco seems to have swallowed up everyone’s time and pa- tience.’ Sensimi rolled her eyes. ‘Mother’s taken over completely,’ she said. ‘Again.’ Tannalis chuckled and squeezed his daughter’s hand. ‘I think that must be her mission in life. I have to hand it to her, she’s good at it.’ He paused. ‘She should make the most of it while she can, CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 116 Sensi - but don’t tell her I said that!’ Sensimi frowned. ‘Why? What’s happening?’ ‘Oh, nothing you need to worry about - you’ll be fine, girl. You’ll be taken care of, believe me. I’ve got it all in hand.’ Her curiosity had been piqued. ‘What’ll be taken care of? Oh Daddy, come on - tell me!’ Tannalis glanced conspiratorially around the room and raised a finger to his lips. ‘You’ll find out tomorrow - but let’s just say that I have a birthday sur- prise planned that’ll make your mother explode.’ Sensimi looked shocked. ‘Oh, not literally! Well... maybe if we’re lucky.’ Tannalis saw her face pucker up and her shoulders drop as she started to slip into being a petulant little girl. He wagged his bony finger in her face. ‘Now, now - none of that. Just remember: it’s a secret. No telling that brother of yours, either.’ Something crossed her face, and she started to chew her lip. ‘What is it?’ he asked. ’You and Javill fallen out again?’ ‘Um, yeah...’ But he could tell that there was something she wasn’t telling him. ‘Sensimi...?’ ‘Oh, Daddy, he’s such a pig. He hates Looloo, and he hates me. And him and Mother are always whispering in corners.’ Sensimi couldn’t hold his stare. ‘You think I don’t know? ‘Don’t know what?’ ‘Sensi - I’m the Imperator. There’s not a lot goes on here that I don’t know about.’ He raised an eyebrow. ‘From the top of the Palace, right down to the bottom... if it’s happening, I get to find out about it.’ He fixed her with a meaningful look. He knew about Sensimi’s little secret in the cellar - and although he wasn’t quite sure what she was up to, he had a good idea. After all, if it hadn’t been for him, having a word with the Palace Guard to help Sensimi out, she’d never have managed it. She could be a sweet girl, but she’d never reach the levels of conniving and cunning that her mother had. ‘It’s not what you think,’ she said slowly after a long pause. ‘Honest.’ ‘And what do I think it is, girl?’ Sensimi didn’t answer. He gave her hand another squeeze and yawned theatrically. CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 117 ‘Don’t worry,’ he laughed. ‘Just you be careful. I know you have my interests at heart, but I think you’ll find that after tomorrow, you might want to rethink your little plan.’ The darkness outside Saiarossa swallowed them up, and Calamee let the Doctor take the lead. She wasn’t sure how he could be so certain which way this TARDIS was, particularly in the dark. Nessus, safely ensconced in her pocket, seemed to liven up now that they were away from the noise and bustle of the city. He leaned precari- ously out of her pocket, his head darting this way and that, as if looking- out for something. Even the Doctor seemed to notice. ‘He seems to have lost interest in me,’ he said. Calamee was concen- trating on not stumbling in the dark. Overhead, a smear of stars cast a feeble light down on them. ‘He’s like that - one minute he’s all go, and then the next he just doesn’t want to know. He’s been more lively today than I’ve known him for ages. Maybe he’s picked up all this madness. He took a shine to you, though, and he’s not usually very keen on strangers.’ ‘Animal magnetism,’ said the Doctor wryly. ‘Whoah!’ He pulled up sharply and it took Calamee a few seconds to realise that he’d stopped. ‘What?’ She could see that he was staring forwards, frowning in rapt concen- tration. She followed his gaze, but there was nothing there. Just darkness. ‘Can’t you see it?’ She looked again. ‘Uh-uh. Your eyes must be better than mine - what is it?’ He shook his head slowly. ‘I’m not sure. Smoke, maybe.’ He scratched at his chin and patted his pocket absently, as if looking for his non-existent cigarettes again. ‘I’ve got a bad feeling about it.’ Calamee shrugged. ‘Not that I can see anything, but can’t we go round it?’ The Doctor scanned from side to side. ‘It’d be a long walk.’ He opened his arms out in a V-shape in front of him, taking in a good hundred degrees of the countryside. Calamee squinted into the darkness again. After a few seconds, she thought she could see what the Doctor was talking about: barely lighter than the black- ness around, it looked like a wide wall of mist, thinning out as it rose from a distinct line which, she presumed, was where it touched the ground. ‘How far away is it?’ CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 118 ‘Hard to tell - it could be small and a few hundred yards away, of huge and half a mile away. Nothing to measure it against.’ He set off again, more cautiously this time, and Calamee followed, bat- ting away an insect from her face. For a moment, she wondered if it was one of the Imperator’s flying spies. The wall of smoke became more solid as they got closer, and Calamee soon started to get the impression that it was actually quite large. ‘It’s moving,’ said the Doctor quietly, bringing them to a halt. ‘Towards us.’ He glanced around and pointed into the darkness to the east where Calamee could just see the outline of a building, limned by the faint traces of light from the city. It looked like a barn or a big shed. ‘Come on, Calamee - I’ve got a horrible feeling about this.’ He grabbed her hand and began to walk quickly towards the barn. ‘What sort of feeling? I don’t understand.’ ‘Neither do I - but trust me.’ He smiled at her. ‘I’m a doctor.’ Calamee could sense the Doctor’s panic: he began to speed up as they headed for the building. She was surprised to see that the wall of smoke had become noticeably larger, and wondered if it was a fire. But although the weather had been reasonably warm, it hadn’t been anything out of the ordinary. And the grass beneath her feet still felt soft. Too soft, for more than once she stumbled, swearing, as the Doctor broke into a jog. ‘Whatever it is,’ he said, sounding barely out of breath, ‘it’s getting closer.’ She heard the keen edge of worry in his voice. ‘If it wasn’t for the fact that the TARDIS is on the other side of it, I’d be very tempted to turn around and run, you know.’ The barn was still some distance away. If it was a fire sweeping to- wards them, how much shelter would it afford them? It looked half derelict in the near-darkness, missing timbers from the walls giving way on to a pitch-black interior. The dim starlight showed holes in the roof. Calamee glanced to her right: whatever this thing was, it wasn’t smoke. It was too uniform, too flat, and there was no hint of fire at its base - just an intensifying of the nacreous grey of the wall itself. Now that it was closer, she could see detail that hadn’t been visible before: countless tiny sparkles flickered and died, like spinning chips of diamond. Every now and then, a brighter flash would flare at random, as though, as the wall swept across the countryside, it was swallowing up and burning insects. They were at the barn, its huge door hanging carelessly. The Doctor bundled her inside. It smelt of hay, and the floor rustled beneath her feet. High above her head, she could see the stars peering down at her through CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 119 the gaps in the roof. How she wished she were up there with them, instead of down here. She looked around for the Doctor, and saw movement that she as- sumed was him. ‘Come on!’ he said. ‘Up here!’ She crossed carefully to him, hoping there were no bits of rusty farm machinery, lying in wait for her legs. He found her hand in the darkness and pulled her towards him. There was a moment of sudden, awkward silence, before she heard his voice, close up in her ear. ‘Go on, then!’ ‘What?’ He moved her hand and she found the rungs of a rickety wooden lad- der, leading up to the hayloft above. Calamee glanced back towards the gaping mouth of the door, as the shimmering, pearly wall swept into the barn, lighting up everything around with an eerie light, like the marbling of sunlight reflected from the surface of a pool. She felt the Doctor’s hands on her hips, pushing her up the ladder. She slipped on the first rung, and she scrabbled madly to regain her footing, realising that if she didn’t move faster, the Doctor would be caught by the thing. Suddenly, she realised how bad the Doctor’s position was. She heaved herself up, arm by painful arm, and tried not to panic. Beneath her hands, she felt the ladder vibrating as the Doctor followed her up. Calamee risked a glance down - and felt her skin tingle as the wave swept over her. As it did, she heard the Doctor cry out - and the ladder shook as he fell from it, engulfed by the cold, grey fire. The Doctor woke to find himself on a bed, head propped up with a pillow, in a silent room, illuminated by a spotlight above him. Looking down across his chest, covered with a soft, padded quilt, he saw an animal curled contentedly on his belly. A cat. A ginger and white cat with impossibly green eyes. Or yellow. He’d seen the cat before. No. That wasn’t quite it. Someone else had seen the cat before. Someone... He sighed inwardly, everything on the tip of his memory. He tried to relax, to let it all come back to him, but all he could hear was an odd, rhythmic clattering of metal. A clacking like the rattling of pebbles in a can? Or was it kitchen implements, tap-tap-tapping together? He swallowed painfully and looked around to see if whoever had put him to bed had been kind enough to leave him a glass of water. Perrier, perhaps. He frowned - the phrase somehow had a resonance, an in-joke that he didn’t understand. But beyond the quilted bed there was nothing. CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 120 Not that the room was dark - just that there wasn’t any room. As if... he didn’t know ‘as if’ what and started to get irritated with himself for not having worked it all out. Obviously, he thought, none of this was real. The last thing he remembered was trying to get up the ladder behind Calamee before the wave had struck. All he remembered of that was a numbing, tingling sensation over his skin, and a grey fire burning into his eyes. He clearly wasn’t in the barn any more. Maybe he’d been moved elsewhere, although he didn’t think he’d actually been unconscious. So he was probably either in some sort of projection, inside his own head, or inside someone else’s. He looked down at the multicoloured quilt - rather garish and tasteless, he thought, but comfortable, and vaguely reminiscent of something. Perhaps he was inside his own head. He eyed the cat - and the cat eyed him back. ‘I don’t suppose you’re the one who’s brought me here, are you?’ he asked, not feeling too hopeful. The cat gave him an indifferent look. ‘Didn’t think so.’ He looked up, but there was nothing there, either. Despite the pool of light that fell across the bed, above him was total darkness. ‘Well,’ he said loudly, ‘I suppose I’d better get out of this bed and have a wander around. Is that what I’m supposed to do?’ No one answered him. This was becoming a little irritating. He tugged the quilt back from his chest and stared at what passed for his body. A swirling, writhing mass of... something fleshy. Something organic. A strange melange of skin and his coat; shards of other colours - cream, beige, tweed even - darted through it, like minnows in a pond. Slivers of red and purple velvets, watery green silk and something that looked like black leather vied with each other, each new arrival pushing the old pieces back into his body. A living lava-lamp of flesh and fabric. An endless renewal. The Doctor pulled the quilt back over himself, unwilling, in some way even he didn’t understand, to look at his transmogrification. There was a pain behind his eyes like toothache - a familiar pain, a warning. Was he being told to stay away? It reminded him of the pain he’d felt, a life- time ago, when he’d tried to break through his amnesia using Dr Chester’s ‘Amazing’ Cerebrotron (Dr Chester’s own quote marks). Cautiously, he drew back the quilt again and looked down at his body, now almost stable - a watery shimmering, like a heat haze, hung over him, as though the changes that he’d seen in his body were temporarily being held back, in abeyance. It was as though someone - or something - was tinkering with him. It felt like his body, his cells - his molecules, even - CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 121 had been pulled apart, reconfigured. Altered. But this wasn’t happening in real time; this was a flashback, a condensed memory of something that had happened to him earlier, which, in turn, was a recapitulation of... of what? The Doctor wanted to growl in frustration, punch something... slap someone. One minute his head was empty of everything, no clues, no hints as to what might have happened, and now, suddenly, he had all this stuff piling up, spilling out of his brain like spaghetti. It was too much, too fast. Maybe if just one of the pieces were to fall into place, the rest would follow likewise, dominoes tumbling one after another after another. He screwed up his eyes and tried to remember how he’d got his injuries. With a grim determination, he plunged back into the pool of memories that Madame Xing had stirred up, replaying the images of his leaving the TARDIS with Fitz close behind. And then the darkness. Heavy and painful and animal darkness. He and Fitz had been attacked, and he’d been injured. He looked at the cat which seemed almost to be nodding, although only its tail moved. ‘You’re healing me,’ the Doctor whispered. ‘Or you were healing me.’ He felt the memory of alien fingers withdrawing from his body, a silent surgeon stepping away from the operating table. ‘So what’s happening now? And what was that wave? What’s it doing?’ A swish of ginger and white. ‘Ah...’ With the slow expiration of breath came an image, a view through someone else’s eyes. He saw a smoking, melted mis-shape, lying on dark grass. And then, overlaid on it as if someone was carefully rationing out what he was seeing, was a view of the barn in which he and Calamee had taken shelter, the vantage point high up above the roof. And then another view, inside the barn, juddering and swinging wildly. He could see Calamee, crouching at the edge of the hayloft, looking down - down at him, prone on the floor. He felt his heartbeats slow, each one measuring out a little more of the extra life that he felt he’d been granted. Swish. Beat. Swish. Beat. Swish. The cat yawned, its mouth growing ever more impossibly wider until all that was left was Beat. Beat. Beat. CHAPTER 13. ’NOT THAT YOU DON’T HAVE...’ 122 ‘Hello?’ he said, wondering if he were alone now. ‘Tain?’ The name came to him out of nowhere. ‘Thank God!’ said Calamee. ‘I thought you were dead.’ Chapter 14 ‘A spaceship powered by technobabble.’ ‘Been there, said the Doctor as he struggled to get up from the floor of the bar, ‘done that, got the T-shirt.’ Calamee stared down at him blankly, Nessus peeking out of the pocket of the jacket that she still wore, pulled tight around her like a shield. ‘Old Earth saying - oh my giddy aunt!’ He clutched at his head where a troop of dwarves had suddenly decided to re-enact Riverdance. And not very well. ‘What happened?’ He looked around - the wave had gone, passed out of the other side of the barn. The ground hissed and fizzed, a thin layer of grey slime sheening in the starlight. ‘Is it safe?’ Calamee indicated the floor around him. ‘And what’s “Tain”? Or who?’ ‘Not sure,’ he said cautiously ‘On both counts. The name just came to me.’ He fought back the instinct to reach down and touch the substance that coated the ground - and then noticed that, creeping across the floor as if following the wave, the straw and weeds were miraculously being reinstated. ‘Stay there,’ he warned her, and gingerly crossed to where the plants were springing up. His feet sucked and squelched in the goo beneath them. He fished in his trouser pocket, found another empty jar and carefully scraped up some of the stuff before screwing on the top and pocketing it. He stayed where he was and squatted down to watch the rebirth of the vegetation. Rather pointless, he thought, if that was all that was happen- ing. The regrowth passed silently across the floor, following the wave, and within minutes it seemed that nothing had happened. 123 CHAPTER 14. ’A SPACESHIP POWERED BY TECHNOBABBLE.’ 124 ‘I think it’s safe now,’ he said to Calamee, and stood scratching his head as she clambered back down the ladder and jumped nervously on to the floor. ‘What was it?’ ‘A wavefront.’ He shook his head. ‘Perhaps an energy field of some kind.’ ‘But what was it doing? And what caused it?’ ‘I think I know what caused it - it’s just a shame I can’t remember. But as to what it was doing... I think it was breaking everything organic down that it touched, and rebuilding it. What’s more puzzling is why it didn’t do the same to me.’ He stopped, a horrible thought occurring to him. ‘Unless it did, of course.’ Calamee shook her head. ‘You’d still be a blob of slime, wouldn’t you? It didn’t look like anything happened to you when you fell -the grey thing just passed over you.’ ‘Now, isn’t that odd? We have a phenomenon that seems, indiscrimi- nately as far as we can tell, to break down and rebuild organic matter, and it leaves me untouched. Now why would that be?’ Calamee gave a heavy shrug and smiled. ‘I’m the one with the ques- tions, remember: you’re here to provide the answers.’ ‘Oh... ’ The Doctor slapped his hand to the top of his head. ‘There was something else. I had a flashback. Or maybe a dream - or perhaps it was a flashfor- ’ ‘OK, OK - we get the idea.’ ‘I saw a cat. And something happening to my body, some sort of trans- formation. Clothes as well as me. And I saw...’ His voice tailed off as he screwed up his eyes, trying to remember what it was he’d seen. He whirled suddenly, jabbing his finger towards her in the dark. ‘I saw you - from up there. And I saw the barn from outside. And I saw... something else. A big, shapeless blob. I think it was a spaceship, a melted spaceship.’ ’A spaceship? Where?’ He shrugged. ‘No idea - but that’s not the point. I think I was seeing things through other eyes. Maybe birds or insects. And there was a sense of something else there, another mind, a presence.’ He fell silent, listening to the sound of the barn’s timbers, creaking gently like old lungs. ‘The sooner we get to the TARDIS, the better. Come on. I need to know what we’re dealing with. If this wave keeps on going, it’ll hit the city in probably less than four hours.’ ‘But if it didn’t harm you, what’s the problem?’ CHAPTER 14. ’A SPACESHIP POWERED BY TECHNOBABBLE.’ 125 They stepped out into the night air. It felt cleaner and fresher than it had done before. ‘I suspect that I was an exception. I don’t know why the wave didn’t rebuild me - but I have a horrible feeling that when it reaches the city, it won’t be quite so fussy. Now let’s find the TARDIS.’ ‘Uh?’ Calamee just stood and stared as the Doctor breezed on into the room, heading for a six-sided control console at its centre. The room was huge, thought Calamee in wonder - some sort of optical illusion, probably. Holo- grams, perhaps. She wondered, briefly, how he managed to move so far away from her, though, but put that down to more technical trickery. So it was totally reasonable that something the size of a portable toilet should be as big inside as her school hall. She looked up, and saw the arch of the night sky above her, dotted with stars. Did the TARDIS not have a roof? Calamee scanned down until she saw where the ‘sky’ met the pale, wooden walls, inset with recessed circles, and spotted the fuzzy line where they joined. Another hologram, then. Or maybe the walls were the holo- gram, and the open ceiling was real. She shrugged her way out of the Doctor’s coat and hung it over the back of a twisty wooden chair. Nessus climbed sleepily from the pocket and dragged his way up into her arms. The Doctor was flicking switches casually, peering at little vidscreens set into the control panel. He gave a shrug, leaned back, and called out for Fitz and Trix over his shoulder, before seemingly forgetting to listen for an answer and dashing back to Calamee, alone and dazed in the doorway. ‘Welcome to the TARDIS,’ he beamed. ‘My home. Like it?’ Calamee wobbled her head uncertainly. ‘It’s... big.’ ’Everyone says that, he said, grinning, pulling out the jar of night beast jam from his coat pocket. Apart from the ones who think it’s cool to pre- tend they haven’t noticed.’ ‘Is it holograms, then?’ ‘Um? Oh no no no. Nothing so naff. Transcendental thingummyjig.’ ‘Meditation?’ ‘No, no thanks. Had a nap earlier - oh, I see what you... No.’ He rubbed his forehead as if he’d suddenly remembered that he’d forgotten what he was looking for. ‘Dimensionalism. Transcendent. Something like that.’ ‘Right.’ ‘Bigger inside,’ he muttered. ‘Pocket universes. Plasmic shells.’ He wiggled his fingers vaguely. ‘Bibblybobblybo.’ CHAPTER 14. ’A SPACESHIP POWERED BY TECHNOBABBLE.’ 126 ‘OK,’ said Calamee with a deep breath. ‘A spaceship powered by tech- nobabble. So where’s this Fitz and Trix, then?’ She glanced round, won- dering if they slept in the comfy armchairs that she could see in one of the alcoves. ‘Fitz!’ the Doctor called, crossing to a doorway that Calamee hadn’t seen before. He leaned through it before shrugging and disappearing. She could hear him calling their names. Nessus gave a squeak, jumped down from her arms, and went scampering after him. Calamee shook her head, and wandered almost nervously over to the control console, glancing up at the ‘sky’, just to check it was still there. She’d assumed that this single room was all there was, but from the Doc- tor’s disappearance, she figured out there was more. As her eyes played over the little brass buttons and quaintly retro displays in front of her, it suddenly hit her: this was real. This was really real. The Doctor was from outer space, and - if she was a very, very good girl - maybe she could go there with him when he left. Her heart danced in her chest at the thought of it. ‘What d’you think, Nessus?’ she whispered. ‘Fancy travelling around the universe in this, then?’ Her eyes roved hungrily over the tempting rows of buttons and switches. ‘I’ll be ten minutes,’ came the Doctor’s voice, floating through the cor- ridors of the TARDIS like a lost ghost. She nodded to herself and reached out to the antiquated controls. ‘And don’t touch anything!’ Calamee jerked her hand back and looked around to see if she was being watched. Just in case she was, she pulled a face into the empty air and wandered off after him. The TARDIS, as she’d half expected, was considerably bigger than even the control room had suggested. Leading off from the alcoves that lay around the edge of the control room were several doorways. She took the one that the Doctor had taken, and after following a blood-red corridor, hung with really old oil-paintings of people who looked a bit like the Doc- tor but with huge, stupid-looking wigs on, she found him pressing buttons in a room so white and clean and cold that it could have been the inside of a fridge. She squinted as she stepped in. Something invisible faintly resisted her, like thick cobwebs, but she pushed on through. ‘What are you doing?’ He waved at the squat, white machine in front of him. Nessus sat on the top, gazing around in stupid fascination. ‘Analysing the DNA we got from the night beast. He seemed to sud- denly remember something, and jammed his hand into his trouser pockets to bring out the other sample jar, the one he had filled with the goo from CHAPTER 14. ’A SPACESHIP POWERED BY TECHNOBABBLE.’ 127 the barn. To the surprise of both of them, instead of the grey slime that they’d expected, the jar was half-filled with bits of straw and grass and weeds. ‘Remarkable,’ said the Doctor, cautiously unscrewing the top. Calamee backed away. ‘Should you be doing that?’ ’Shouldn’t I? Oh, I see what you mean.’ He crossed to a large, open-fronted cabinet - white again - against a wall and stuck his hands and the jar into it. ‘Bio-containment field,’ he explained. ‘Like on the door back there. Should keep it -’ ‘- away from your hands?’ Calamee finished dubiously. ‘I don’t think so.’ ‘But we’ve already worked out that it doesn’t seem to affect me’ It was too late, anyway: by the time he’d finished the sentence, the top was off the jar, and the Doctor was sprinkling the contents into the tray at the bottom of the cabinet. He pulled a face and poked at them disconsolately before scraping some of them back into the jar, putting the top back on, and bringing it back to the DNA analyser. A ping sounded incongruously and with an alarmingly loud chattering noise, a stream of paper tape spewed from a little slot in its front. The Doctor snatched at it and read it, incredibly quickly, as it pooled at his feet. Calamee opened her mouth to ask what it said, but he raised a peremp- tory finger before popping the jar of weeds into the machine. He stuck out his tongue as he concentrated on pressing buttons on the machine, and then stood back with his arms folded. ‘Well?’ ‘Oh, yes yes. Fascinating. Really fascinating.’ ‘That’s good,’ she answered sourly. ‘I expect.’ A few moments later, the machine pinged again, and more tape jetted from the slot. The Doctor devoured the information on it greedily be- fore going ‘Ha!’ theatrically, and sweeping back out of the room. Nessus sprang on to his shoulder as he breezed past. Calamee raced to catch up with him, finding him slipping back into his coat. ‘Oi!’ she yelled. ‘No time, Calamee - no time at all. We have to get back to the city.’ ‘Why?’ He stared at her. ‘To warn them of course.’ ‘About what?’ He rolled his eyes. CHAPTER 14. ’A SPACESHIP POWERED BY TECHNOBABBLE.’ 128 ‘That your planet is about to be devoured. What else?’ Calamee stared at him. Nessus peered out of the folds of the Doctor’s coat and squeaked as if in agreement. ‘The wave?’ she said. ‘Well, we’re not talking about the rampant rise of capitalism. I don’t quite know how the wave propagates itself yet. If it’s dependent on en- ergy released from the breakdown of chemical bonds in the organic matter it disintegrates, then it may all fizzle out once it reaches the tarmac and cobbles of the city. But there’s the rest of the wave to consider - the bit of it that’s just going to race on out across the planet’s countryside.’ This was suddenly too much to take in. He was talking about every- thing she knew. Saiarossa, Espero - her parents, even. It didn’t matter that this wave seemed to reconstitute things as it went: it still felt like the Doctor had just pronounced a death sentence on her planet. ‘Can’t we stop it? Can’t we do something?’ ‘Hopefully, yes. But in the meantime, we have to get back to the city.’ He started heading for the door. Calamee coughed pointedly. ‘And we’re going to walk?’ He stopped sharply and turned, his face puckered into a frown. ‘We’re standing in the most advanced spaceship that I’ve ever heard of, and you’re planning on strolling casually back to the city?’ Calamee said patiently, waiting for the penny to drop. ‘And anyway, how are we going to get through the wave again? That trick with the barn only works one way. Think about it, Doctor. Going back, we’re going to have to run through it, and Lord only knows what’ll happen to us. You might be im- mune to it, but I wouldn’t want to bet my life that I am.’ The Doctor sighed. ‘Have you any idea how difficult short hops are in the TARDIS? Have you?’ She stared at him blankly. ‘No,’ he said suddenly, thrusting Nessus back into her arms and bound- ing up to the control panel, ‘I don’t suppose you have. Well...’ He began pressing buttons before turning to her, a broad smile cracking his face. ‘It’s a good job that I have.’ Trix had no difficulty finding the Palace. It was just about the biggest and best-lit building in the city. Even from the side streets, she could see its imposing, sand-coloured faade, illuminated by lights set into the square in front of it. It wasn’t huge - not Buckingham Palace huge. But it had the whole side of the square to itself, and thus managed a certain gravi- tas. Some kind of tournament, with horses and men with big sticks, was CHAPTER 14. ’A SPACESHIP POWERED BY TECHNOBABBLE.’ 129 being set up, and most of the area was fenced off. The rain had driven most of the punters away, though, and only now that it had stopped were they making their way back, jostling to get a good view. She made easy going around the arena, trying to keep her head down and not attract too much attention; although she wasn’t quite sure why, she felt surprisingly nervous and vulnerable. Fitz’s unceremonious dumping of her in favour of Farine still preyed on her, and she put her state of mind down to that. It had been quite a surprise, though, to be accosted by the two little old ladies. For a moment, she’d expected to be mugged, and felt quite disproportionately sick. ‘We have a message for you,’ one of them had said, caught awkwardly between curtsying and bowing. That had been a turn-up. ‘Her Highness Princess Sensimi asked us to give you this,’ the other one had said, pressing something into Trix’s hand. ‘She says to follow her and... Fitz? to the Palace and to present this. They’ll let you in.’ And with a bit more bowing and scraping, as if Trix had been royalty herself, the two women had scuttled off. Trix had opened her hand to discover a silvery credit-card sized thing with a holographic picture floating just above the surface. She’d had to find a streetlight to read it by - and had been rather staggered to find that it was some sort of ID card, for, sure enough, Princess Sensimi Ruth Auburon - complete with picture. A picture of Farine. Trix knew there had been something wrong with Farine: something about how she dressed, how she acted. Amateurs! she thought. Her body language had been all wrong. It was obvious: ‘Farine’, despite trying to look like a normal, everyday person, had carried herself with an hauteur, an attitude, that suggested she thought she was better than everyone else. But this just made it all the more puzzling: why did this Princess Sen- simi want Fitz? Why was she taking him to the Palace? And, considering how snotty Sensimi had been, did Trix really want to be there too? Oh... hang on, thought Trix, watching a couple of men trying to rope a particularly skittish horse. Palace. Palace equals money. Equals gorgeous things. Equals - Someone jostled her from behind and she turned sharply - more sharply than she’d intended: the youth that had elbowed her jumped back in alarm for some reason and apologised. Trix just stared at him, memo- ries of the three men that had attacked her still fresh in her head. For a moment, she wondered quite what had happened back there. As the man sloped away, casting shifty looks at her, she turned back to the Palace. She’d been caught in the torrential downpour, and could al- CHAPTER 14. ’A SPACESHIP POWERED BY TECHNOBABBLE.’ 130 most feel the steam rising from her body, like the horses cantering around the arena. Never a great fan of horses - they’d scared her as a child, and still managed to make her nervous as an adult - she found herself strangely drawn to them, and spent a few moments watching them pacing back- wards and forwards as their riders set up some sort of jousting match. To her side, she caught snatches of a worried conversation about a brush fire, out beyond the city, but the general consensus seemed to be that the rain would have put it out by now. She looked up into the sky - a few shreds of cloud obscured the stars, and Trix felt a quite explicable longing to be out there, back in the TARDIS, away from this place. She shook her head and took a breath. She needed to find the Doctor and Fitz. Farine hated the cellar - which was hardly surprising, considering what Princess Sensimi kept in there, and considering what she expected Farine to do. It wasn’t helped by the fact that the princess had broken the main light switch so that Farine had to make her way down the steps in the darkness until she found the second one. The weight of the pan she carried was making her arm ache, and so she was relieved to be able to set it down for a few moments while she felt along the wall for the switch. A rustling from the far end of the cellar made her stomach tighten, and she had to remind herself that the thing down there was safe behind bars. The noise that suddenly issued from the old barrel storage room, just next door, was another thing entirely. Building up from almost nothing, it sounded like a whole herd of elephines, signalling to each other across the southern plains. As the noise rose to a crescendo, Farine abandoned her pan, abandoned her search for the light switch, and fled back up the stairs. A few moments later, the door to the barrel room opened cautiously, and the Doctor’s head poked through. ‘The old girl must have a thing for cellars,’ he said to Calamee. think her melodrama circuit’s turned up too high, you know.’ ‘We’re in the Palace?’ said Calamee, a rather hurtful tone of disbelief in her voice, somewhere behind him. ‘Of course we’re in the Palace,’ replied the Doctor indignantly as he ushered her through. ‘I told you: the old girl’s rather good at these short hops.’ Calamee started to say something, but the Doctor shushed her, peering around in the gloom as his eyes acclimatised themselves. In the distance, and at quite some height, was a vague sliver of light -a partly opened door, he imagined. Yes, he could make out the steps that led up to it. CHAPTER 14. ’A SPACESHIP POWERED BY TECHNOBABBLE.’ 131 ‘Can you smell that?’ he whispered. There was an excited squeal from Nessus and the sounds of tiny paws skittering over the flags beneath their feet. ‘Nessus!’ hissed Calamee. ‘Come back!’ ‘I think-he can smell it too.’ ‘What?’ The Doctor didn’t answer - over on the far wall, he thought he could see something that looked like a switch, outlined faintly by the light from the door above it. ‘Stay here,’ he said, and gingerly made his way over. Moments later, the room was bathed in light from a single bulb high on the ceiling, and he turned to see Calamee staring in horror at something concealed behind a pile of plastic crates. ‘I think you’d better look at this,’ Calamee said. Makeshift bars had been set in a doorway that led into another room. And lying on a pile of straw, just beyond those bars, was one of the night beasts. Curled up on the creature’s chest was Nessus, looking up at them both with bright, happy eyes. Chapter 15 ‘The foot-stomping Tantrum Fairy was back.’ ‘Nessus! Come out of there!’ pleaded Calamee, unable to believe that her pet was sitting on what, from all accounts, was one of the most vicious and fearsome animals on Espero. ‘Quite touching, really,’ said the Doctor, folding his arms insouciantly. ‘No it’s not bloody touching - it won’t be if that thing attacks him. Doc- tor, please - help me get him out.’ ‘I don’t think it’s going to attack him, do you? Look at them, Happy as Larry.’ ‘Happy as what?’ ‘As a pig in shhhh... someone’s coming!’ Calamee felt the Doctor grab her arm and drag her back into the door- way to the room where the TARDIS had landed. She hadn’t quite got over the fact that it had landed inside the Palace. Presumably without drilling a hole through its roof. She wondered for a moment whether he was going to bundle her back in, and opened her mouth to protest - until she heard the sound of footsteps on the stairs. She tried to peer around the Doctor, who was peeking through the crack he’d left in the door, but he seemed determined to hog the view. She could hear voices, whispers. Whoever had come into the cellar seemed as shifty as they were. ‘Who is it?’ she whispered in his ear, trying to get a look. ‘Considering how coincidence seems to follow me around,’ he replied wryly, ‘I shouldn’t have been surprised. It’s Fitz!’ Fitz had had a feeling about this. From the moment Sensimi had come back and woken him from his dream about the Doctor’s bottom, as they’d 132 CHAPTER 15. ’THE FOOT-STOMPING TANTRUM FAIRY...’ 133 shiftily slipped through the Palace apparently trying to avoid everyone, right up to the moment they’d entered the cellar, everything screamed BAD. But he’d badgered Sensimi to tell him why she was so interested in him, and he could hardly bottle out now. The huge pan of bloody meat on the floor at the foot of the steps didn’t bode well. ‘Cellars,’ he muttered to no one in particular. ‘Always with the cellars. Doesn’t anyone do things in attics any more? And what’s that smell?’ he asked, realising that, along with the must and damp, there was another scent here - something warm and musky and alive. Quite pleasant, he thought. He dipped his head casually towards his own armpit, wondering if he needed another bath. ‘You wanted to know,’ Sensimi said sullenly, crossing to a darkened doorway that seemed to lead into another chamber. ‘There. Now you know.’ She stood back, arms folded grumpily. Behind the bars set wonkily into the doorframe was a dark, shaggy shape - and it took Fitz a few moments to realise what it was. And what was sitting on it. ‘What the devil have you got one of those for? And is that Looloo on its chest?’ ‘Looloo?’ Sensimi did a double-take. ‘Looloo?’ echoed a voice from a doorway in the other wall, making them both jump. ‘I think you’ll find he’s called Nessus.’ ‘Doctor!’ shrieked Fitz as his friend disentangled himself from the shadows. ‘Who?’ said Sensimi. Another figure stepped out from behind the Doctor and squeezed her- self past - a rather peeved-looking girl, younger than Sensimi, Fitz would have said, but certainly with a bit more spunk. Her short-cropped hair had been tinted bronze and complemented her dark skin beautifully. ‘Is this the Fitz you lost earlier?’ ‘I wouldn’t quite say lost - more mislaid.’ And with that, the Doctor bounded over and gave Fitz a huge, rib-cracking hug, lifting him clear off the ground. For a moment, Fitz wondered if the Doctor was going to kiss him - and remembered the dream. Eventually, the Doctor let him go, and, gasping, Fitz said: ‘I thought you were -’ ‘Dead?’ ‘No, not dead actually. Just missing. Someone in the city said they’d seen you, but we couldn’t find you. And now Trix has gone AWOL as CHAPTER 15. ’THE FOOT-STOMPING TANTRUM FAIRY...’ 134 well.’ The Doctor threw him a look. ‘Probably on the hunt for the Imperial Crown Jewels or something. You know what she’s like.’ He gave a rather dismissive shrug and turned to Sensimi, who, simmering quietly through- out the reunion, seemed to be reaching the boil. ‘And you must be...?’ ‘This is her Royal Ladyness Princess Sensimi,’ Fitz introduced her. The Doctor held out his hand, but Sensimi frostily ignored it. ‘And this is Calamee,’ said the Doctor, introducing his own new friend. ‘She’s been helping me.’ He paused and scratched his nose. ‘I don’t know about you, Fitz, but I seem to have had more than the usual problems with my memory recently.’ ‘Tell me about it! Trix found me lying on the grass near the TARDIS. I think I’ve remembered most of it, but there’s still a hole or two.’ ‘Snap,’ said the Doctor grimly, and reached out to touch the bare patch on Fitz’s head. ‘Looks like we’ve both been through the wars. The same ones, I sus- pect? ‘Nice as all these introductions are,’ cut in Calamee, ‘is someone going to explain what that is doing in here - and why Nessus is cuddling it?’ She gestured to where the night beast watched them silently, still reclining on its bed of straw. ‘What if it wakes up and kilts him?’ ‘Calm down,’ said the Doctor. ‘Look at them - does it look like Nessus is in any danger? And I think you’ll find that it’s perfectly awake already.’ The beast lay on its side in the straw, its eyes following the movements of the humans as they approached. It seemed unconcerned - but whether it knew that the humans were probably not going to harm it or that the hu- mans couldn’t harm it, Fitz wasn’t sure. Although when its eyes alighted on Sensimi, he felt sure he heard a low growl rumble from its chest. Nes- sus gave a little bleat from where he was curled up in the crook of the crea- ture’s arm, closed his eyes again and buried his head in the night beast’s fur. ‘Nessus,’ whispered a dismayed Calamee, as if, with that simple move- ment, Nessus had betrayed her and gone over to the side of the enemy. She turned, and Fitz saw a shadow of embarrassment and anger colour her eyes, the Doctor wearing an understanding little smile. ’I don’t get it,’ she said. ‘Why’s Nessus in there with that?’ ‘That’s Nessus, is it?’ said Fitz. ‘I thought it looked a bit butcher than Looloo. Maybe Nessus is related to the night beast.’ He heard Sensimi make a tutting noise. ‘How can they be?’ she said. ‘Look at the sizes of them.’ CHAPTER 15. ’THE FOOT-STOMPING TANTRUM FAIRY...’ 135 ‘Oh yes,’ Calamee said scornfully. ‘I keep forgetting that things have to be the same size to be related. Remind me to tell you about how babies are made some day.’ ‘Sorry!’ Sensimi said archly - although it was clear she was anything but. ‘I was just saying -’ ‘Well don’t,’ snapped Calamee. ‘And what’s this thing doing in here anyway? Don’t you know how dangerous they are?’ She glared at Fitz, as if it were suddenly all his fault. ‘Haven’t you heard the stories about them?’ ‘Believe me,’ said Fitz, ‘I’ve had first-hand experience of them.’ He looked meaningfully at the Doctor. ‘We have.’ ‘Not exactly house-trained pets,’ added Calamee. ‘These things kill people.’ ‘It’s safe enough,’ snapped Sensimi defensively. ‘It won’t attack just anyone! It’s trained to -’ She broke off suddenly as everyone looked at her. ‘It’s trained to what?’ asked the Doctor. ‘Erm, it’s trained to... be good. House-trained.’ Calamee took a step towards the princess, and looked gratified when Sensimi took a pace back, almost stumbling over the step behind her. ‘As I seem to recall saying to someone else not so long ago - you can’t kid a kidder. What’s going on, Sensimi?’ ‘Princess Sensimi,’ she said, trying to rescue some dignity. ‘All right, Princess Sensimi: what’s going on? I take it that this little pet of yours is a rather well-kept secret? Or is everyone in your family in on it?’ There was a sudden flare of panic in Sensimi’s eyes, and Fitz realised that Calamee had hit a sore point. ‘OK, let’s do a deal,’ Calamee said. ‘You tell us what you’ve got this thing here for, and we’ll promise not to land you in it with Mummy and Daddy.’ ‘Don’t you dare threaten me. I could have you...’ ‘What?’ goaded Calamee. ‘Locked up, like you did with the Doctor? Beaten within an inch of my life?’ ‘Calamee,’ interjected the Doctor. ‘I really think we should be telling everyone about -’ ‘Shut up,’ she rounded on him. ‘If that thing harms a hair on Nessus’s head, it’ll be her fault.’ ‘As I’ve already pointed out,’ began the Doctor, ‘oh... hang on...’ His voice tailed off as he caught sight of something inside the night beast’s cage. Calamee threw an ‘I’m-not-finished-with-you-yet-madam’ CHAPTER 15. ’THE FOOT-STOMPING TANTRUM FAIRY...’ 136 look at Sensimi and moved around to see what it was that he’d spotted. Lying half under the creature were some pale, grubby items of clothing. For a moment, Fitz wondered if the Little Princess had been feeding the creature on whole people, but then he saw the look on Calamee’s face. ‘That’s one of Javill’s ceremonial shirts,’ she said. ‘I’m sure of it. Look - there’s the Imperial emblem on the sleeve.’ ‘So it is,’ said the Doctor, tipping his head on one side to get a better look. ‘And, unless I’m very much behind in young people’s fashions, isn’t that an underskirt over there?’ Calamee gave a grunt. ‘It looks like your precious Imperial Family has more secrets than the rest of the world could have imagined, especially if Javill’s taken to wearing women’s underwear.’ ‘That’s not Javill’s,’ spat Sensimi contemptuously, folding her arms in a sullen and rather pointless gesture of defiance. ‘That’s -’ She stopped sharply and Calamee gave a broad grin. ‘That mouth of yours’ll get you into so much trouble one day,’ she said smugly. ‘So whose is it?’ Sensimi didn’t answer. ‘Let me hazard a guess that it might be your mother’s,’ the Doctor ven- tured. ‘And unless you’ve been playing dressing up with it, the only thing I can think of is that you’ve been training it to associate certain smells with food.’ He stared at Sensimi, his eye sockets black pools in his pale face. ‘Training it to kill by scent?’ He waved his arms generously. ‘Or at least if not kill, then a serious bit of growling and scaring and stomping around.’ He looked at Sensimi expectantly. She, in turn, looked to Fitz, as if expect- ing him to rescue her. But Fitz said nothing - he was beginning to find her as tiresome as everyone else seemed to be doing. For a second, Fitz felt a pang of sympathy for the Little Princess, but when he realised that the Doctor was probably right and that she had been training the creature to attack her own mother and brother, that twinge evaporated instantly. ‘No,’ Sensimi said lamely, hugging her arms as if they might hold off the combined venom of everyone’s stares. ‘It’s not like that.’ She looked around, her eyes pleading. ‘They were... they were going to kill my father. They were! Honestly! Fitz!’ Sensimi’s desperate eyes locked on to him. ‘You believe me, don’t you? They were planning to kill him tomorrow. I heard Javill and Mother talking about how this would be his last birth- day.’ The foot-stomping Tantrum Fairy was back. ‘I don’t care if you don’t believe me - I know it’s true.’ Her face was tight as a fist as she stared at them all. She must have felt more than a little betrayed by Fitz, as he stood impassively through her little speech, and he began to feel a bit guilty. She was only a teenager, CHAPTER 15. ’THE FOOT-STOMPING TANTRUM FAIRY...’ 137 for God’s sake. Didn’t all teenagers want to set ravening beasts on their parents? No, he thought. Probably not. ‘Well,’ said the Doctor with a deep sigh, when no one had said anything for an absolutely eternal ten seconds. ‘That’s as may be. Murder’s rather bad, Sensimi - but from what I’ve heard of your mother and brother, I’m not sure I blame you.’ ‘Doctor!’ said Fitz, clearly unable to believe what he was hearing. ‘This is, erm, matricide we’re talking about. And, um, that other one. Brothers.’ ‘Fratricide,’ chimed in Calamee helpfully. ‘That one, yes. I don’t think we should be taking this so lightly.’ The Doctor pulled a stage ‘ooh-who-rattled-his-cage?’ face at Calamee before waving Fitz’s objections away. ‘Anyway, before we get on to the real matter at hand, perhaps Sensimi would like to tell us how that poor creature got in here.’ ‘I had it smuggled in a week ago,’ she said sullenly, obviously decid- ing that the truth might get her into marginally less trouble than more prevarication, ‘after I heard reports that it had come wandering into the city. I was curious about it. Some of the Palace Guard managed to catch it in a net and knock it out. I was going to tell Mother and Father about it, impress them, and then I heard Javill and Mother plotting and I de- cided to see if I could... train it.’ Her face started to look pleading again and Calamee told her to just get on with the story. ‘So I started feeding it and giving it bits of Mother’s and Javill’s clothing, you know, in the hope that it would...’ Her voice tailed off as she clearly realised how awful and calculating she sounded. Calamee finished her sentence for her: ‘Build up an association be- tween their scent and food? And then what? You planned to release it and hope it went for them?’ ‘It’s a fair plan,’ interjected Fitz, ‘although I don’t for a minute think it would have worked. Look at it - this creature’s far more calm and docile than the others we’ve heard about. Rather like the one me and Trix en- countered, actually.’ He stepped over to the bars of the cage and crouched down, dangerously within reach if the night beast should suddenly decide to grab him. But it didn’t: it just watched him, like a half-dozing cat, with its tiny black eyes. Nessus gave a little wriggle and adjusted his position before continuing his nap. ‘So what do we do with it?’ asked Calamee. ‘Let it go?’ She threw a sharp glance at Sensimi whose suddenly open mouth was, equally sud- denly, closed again. ‘It doesn’t seem fair to keep the poor thing caged up here. And if we let it go, it might head for home, mightn’t it?’ Fitz hmmed. ‘And that’s somewhere we’d like to be, I imagine?’ CHAPTER 15. ’THE FOOT-STOMPING TANTRUM FAIRY...’ 138 ‘Spot on Fitz! We let the creature go, follow it to its home, hope that’s where the distress call came from and wrap up this whole thing in time for tea! Oh, and sort out this thing that’s on its way towards the city.’ He sprang from his knees to full height and dusted off his hands. ‘Unless of course,’ he added a trifle sadly, ‘the gentleman standing in the doorway with two members of the Palace Guard has a different idea.’ It took a moment for what the Doctor was saying to sink in, and then all eyes turned towards the top of the stairs. Chapter 16 ‘Not die exactly. Not really.’ The man tilted his head ever so slightly to one side and gave a thin little sigh. ‘Doctor,’ he said magnanimously ‘What brings you back to the Impe- rial Palace so soon? I thought we’d seen the last of you?’ ‘Did you? Can’t say the same about you I’m afraid - particularly since we haven’t met.’ He paused. ’Have we?’ Fitz was starting to wonder if he was going to meet anyone on Espero that he actually liked (apart from Calamee, who seemed decent if a bit mouthy). If he was, then it certainly wasn’t going to be this bloke. He was Caucasian, strongly built, with a square frame and a rather blocky head. The swoosh of blond hair that crowned it looked somehow feminine, yet the man’s voice was deep and decidedly masculine. A confident man, thought Fitz. A man that he could very quickly grow to dislike. In fact: poof! There - it had happened! ‘My name is Mr Trove,’ the man said, as if that explained it all, and descended the steps slowly and purposefully. His face was wreathed in a sardonic smile - the smile of someone who knows something that no one else does, and is determined that everyone is going to realise it. ‘What brought you back here?’ he asked simply. ‘This is my home and I can bring whoever I want back here,’ said Sen- simi suddenly, out of nowhere. ‘I think you’ll find it’s your parents’ home,’ Trove corrected her softly. ‘I think you’ll find,’ said Fitz, ‘that it’s her parents’ house - and Sensimi’s home, actually.’ Yab boob! to you, Mr Trove. Sensimi glanced at Fitz and gave hint an encouraging little smile. ‘Yeah,’ she nodded. ‘What Fitz said’ ‘Actually,’ said Calamee, ‘the Palace is the property of the state, so in a very real sense it’s as much mine as it is anyone else’s.’ 139 CHAPTER 16. ’NOT DIE EXCACTLY. NOT REALLY.’ 140 Trove threw her an almost admiring look before smarming on: ‘Well, regardless of whose home or house it is, I have full permission to be here from Imperator Tannalis himself.’ ’Don’t care,’ snapped Sensimi (rather childishly, thought Fitz). ‘These are my friends and I won’t have you interrogating them.’ She gave a con- sidered pause and her eyes drifted pointedly towards Calamee. Well,’ she added sullenly. ‘Apart from her.’ Calamee gave Sensimi the visual equivalent of a growl, and Fitz found himself grinning, before realising that they were probably all in a very se- rious position here. Trove, whoever he was, clearly had the Palace Guard on his side, and although they had Sensimi on theirs, Fitz knew who held the upper hand. ‘Discussions about ownership of this magnificent palace aside,’ the Doctor said, ‘I take it that the fly camera was your little toy?’ ‘I have you to thank for its demise?’ The Doctor gave a theatrical bow. ‘It was spoiling my meal,’ he said apologetically, and began patting his pockets. ‘I’m sure I have it on me, somewhere, if you’d like it back, although it might need a little repair work. They don’t go well with custard, do they?’ ‘Keep it as a souvenir, Doctor. I have plenty more.’ The Doctor stopped patting. ‘And, if my logic isn’t at fault - which I have to confess it occasionally is, these days - I’m beginning to suspect that you’re also the person behind that little lock-him-up-and-let-him-go charade when I arrived. Did you find out what you wanted to know before your surveillance device got its just deserts?’ Trove smiled again, but this time it was a harder, colder smile. ‘I am close, Doctor. Very close.’ ‘Oh, I am pleased. Does that mean that you can tell us what it’s all been about? I mean, if you’re so close that the interference of us pesky kids won’t stop you from getting away with it?’ Fitz grinned. ‘If you mean,’ replied Trove icily, ‘that there’s now nothing you can do to stop me, then sadly, no.’ The Doctor frowned. ‘Would that be a “No, you can’t stop me” or a “No, you can stop me”? These double negatives always confuse me.’ Trove took a breath and raised a hand to the two Palace Guards stand- ing behind him. ‘Lock them up,’ he said. . ‘Don’t you dare!’ seethed Sensimi, drawing herself up. The sound of Sensimi’s shrill voice must have woken Nessus, because, out of the corner of his eye, Fitz saw the little creature sit up and stretch on the night beast, CHAPTER 16. ’NOT DIE EXCACTLY. NOT REALLY.’ 141 and then amble casually over to Calamee. She pulled him up to her chest, hugged him painfully tightly, and began telling him off. ‘I don’t know who you think you are,’ Sensimi continued to Trove. ‘You’re a guest here in the Palace.’ She stared at the Guard. ‘And you two...’ Fitz suddenly felt inexplicably proud of her. A wannabe murderess she may be, a spoiled brat, certainly. But it took some guts to stand up to Mr Smuggo. ‘You answer to my father,’ she said as imperiously as she could. ‘And to his family. Not to this... this offworlder. Now get out of our way.’ Sensimi was, thankfully for once, every inch the haughty Little Princess. She tipped back her chin, and flounced straight up the stairs past Trove and the Guard. Trying not to smirk, Fitz led the rest of them after her and out of the cellar. ‘Just one thing,’ said the Doctor airily as he paused in the doorway. Fitz turned, assuming he was talking to him. But the Doctor was looking at Trove. ‘You wouldn’t happen to have anything to do with this wave thing that’s heading towards the city, would you? Only I expect it’ll be arriving in a couple of hours, and I really think someone ought to tell the authorities before we all die.’ ‘Did I hear you right?’ asked Fitz of the Doctor as they trooped back up the stairs after Sensimi. He glanced past him to see a very worried-looking Trove staring up at them. ‘What? Oh, the wave. Did I forget to mention it? Well, there’s a sort of energy wave heading towards the city. I expect it’ll arrive in -’ ‘Yes, yes, I got that. An energy wave? Heading towards the city?And something about dying. All of us? And you didn’t think to mention it?’ Fitz stared at him in disbelief and the Doctor pulled a ‘sorry’ face. ‘I’ve had a lot on my mind recently. Or not, I suppose.’ He brightened up, and began pushing Fitz on after the others. ‘Anyway, I was exagger- ating just a little. As long as everyone gets themselves up into their bed- rooms - or attics, just to be sure - there shouldn’t be much of a problem.’ ‘Nice to hear it.’ Fitz didn’t feel very convinced. But, on the landing above, Sensimi was standing, waiting for them alongside Calamee. Even beneath her skin colour, Fitz could see that she was flushed - angry about Trove, no doubt, and probably not in much of a mood to wait for him and the Doctor to have a cosy little chat. Back in the cellar, the Guard hovered awkwardly for a few moments until Trove dismissed them. In silence, he stared back down the cellar steps at CHAPTER 16. ’NOT DIE EXCACTLY. NOT REALLY.’ 142 the night beast. It was eyeing him coldly. Trove descended the steps and approached the cage, making sure to keep out of the reach of its arms. ‘I know what you are,’ he whispered. ‘And I know where you’re from.’ The beast just stared up at him. A few hours ago, knowing that this thing was here might have given him an advantage: he could have released it and followed it - like he’d heard the Doctor suggesting. But if what he’d also said about the wave was true, then things had already progressed too far. It was time, for some high-level surveillance. He had to work out where the centre of the wave was. He paused, noting the open door that led into another of the cellar’s chambers. What else did the princess have concealed down here? Stand- ing in the darkness, far too big to have been carried through the doorway, was a tall box. ‘How long?’ Sensimi stared at the Doctor, her hands on her hips and her eyes and nostrils flaring. She’d clearly waited until she knew they were following, and then stormed back to her room, the others following on behind like straggling ducklings. The face like thunder she wore told Fitz that she must have overheard the Doctor’s comment to Trove. ‘It’s hard to tell, really,’ said the Doctor, glancing sheepishly at Fitz. ‘It all depends on its acceleration. I’d guess at a couple of hours - three, maybe four.’ ‘Some... some thing is going to hit the Palace in a couple of hours and you’ve only just thought to mention it?’ ‘Oh, be fair,’ the Doctor said, looking hurt again. ‘Calamee here knew about it too - it’s not all my fault.’ ‘Thanks very much, Doctor. If it hadn’t been for me -’ ‘Oi! Oi!’ barked Fitz as Looloo scuttled beneath the bed. ‘Can we stop this? It’s not helping anyone. This wave, Doctor. What does it do? Is it actually dangerous?’ ‘Ah, well, that depends on how you define dangerous.’ Fitz stared at him. ‘Yes. Yes it is,’ the Doctor said guiltily. ‘Probably very, really.’ Calamee sighed. ‘It seems to break down organic stuff and turn it into slime, and then the slime turns back into whatever it was before after a few minutes.’ ‘Sounds a bit ick.’ said Fitz, ’but hardly run-for-the-hills material.’ ‘But it’s why it does it that’s puzzling me,’ the Doctor said. ‘It seems to clean up the DNA, simplify it - like with the night beasts.’ He reached out and stroked Nessus’s head as he snoozed over Calamee’s shoulder, like a little hairy baby. ‘And with Nessus.’ CHAPTER 16. ’NOT DIE EXCACTLY. NOT REALLY.’ 143 ‘Eh?’ said Calamee and hugged him tighter. Looloo, on the bed, threw Nessus a sullen look and began picking at the front of her grubby dress, pointedly. ‘Nessus. I ran the same DNA test on him when I was in the TARDIS, just out of curiosity. And he shares some very similar genetic characteris- tics to the night beasts. Which probably explains why he went wandering off: maybe he smelled Sensimi’s little pet; maybe he sensed the similar- ity, the fact that they’ve both gone through the wave - or been touched by whatever caused it.’ ‘I’m sorry,’ interjected Sensimi herself, her voice unpleasantly thin and strident. ‘But there’s a thing heading for the Palace, and we’re all going to die!’ ‘Not die exactly. Not really. And it only comes up to about here -’ He pointed vaguely into the air above them. ‘We just need everyone to go upstairs and they’ll be perfectly safe.’ He looked at them as if he was describing nothing worse than a spot of inclement weather. ‘I’m going to tell someone,’ Sensimi said suddenly, heading for the door. ‘Get the Palace evacuated.’ ‘No need for an evacuation,’ the Doctor reminded her. ‘Just get ev- eryone into their bedrooms. Tell them it’s an electrical storm -that’s close enough to the truth. And don’t forget to get the rest of the city warned,’ the Doctor added helpfully. ‘Oh, and try not to cause a panic. There’s nothing worse for a disaster than a panic.’ Sensimi almost ran from the room, slamming the door behind her. ‘She’s going to cause a panic, isn’t she?’ said Fitz tiredly. The Doctor nodded. Sensimi headed for her father’s room. She didn’t trust this snotty Doctor. He didn’t seem too worried about this wave thing, but then it wasn’t his planet, was it? She gave a little yelp as she turned a corner and ran straight into Mother. ‘Sensimi? What’s wrong?’ Sensimi scowled. ‘I’m going to see Daddy.’ ‘He’s sleeping,’ said the Imperatrix. ‘I’ve just been in and he’s not feel- ing well - he needs to rest. Can I help?’ Sensimi chewed at her lip. She really didn’t want to share this with Mother, but she knew that Daddy wasn’t well. She sighed - it wasn’t as if the Imperatrix could do anything bad with the news of the wave: after all, she’d hardly want the entire city to die. CHAPTER 16. ’NOT DIE EXCACTLY. NOT REALLY.’ 144 ‘There’s some sort of electrical storm or something,’ she said, wishing she’d actually asked the Doctor for a bit more information before rushing off. ‘It’s heading for the city.’ ‘How d’you know? The weather bureau haven’t said anything.’ ‘It’s some sort of freak thing. A... friend told me about it. He says it’s safe if everyone gets off the ground floor, goes to their bedrooms.’ ‘And who’s this friend?’ Sensimi bristled. ‘Just a friend, that’s all. He’s come in from the country this evening. He says it’s important and that we have to get the word out to everyone in the city.’ ‘Does he?’ The Imperatrix looked dubious. But eventually she nodded. ‘I’ll sort it out, Sensimi.’ ‘You’ll make sure that Daddy knows, that he stays in his room?’ ‘Of course I will. And I’ll let the city police know.’ Sensimi wasn’t convinced: she knew what Mother and Javill had been planning for Daddy. But if he was asleep in his room, then he’d be safe. Sensimi wasn’t sure, but she wanted to get back to the Doctor and his friends: she didn’t want to miss anything. ‘OK, Mother. But tell everyone to hurry. My friend says it’ll be here in a couple of hours.’ ‘Don’t worry, darling,’ her mother said. ‘I’ll take care of it.’ Trove frowned in puzzlement as he opened the drawer on his desk: the flycams should have been in there in a sealed container. He checked the other drawers. Nothing. This was worrying - he’d got through more of the devices than he’d expected. Other than the ones in the container, he only had two left. And if he wasn’t to spend half the night tracking down the artefact, he’d need more than those two to pinpoint the source of the wave. A few minutes later, after checking everywhere the flycams could pos- sibly be, Trove reluctantly had to admit that they’d gone. Stolen. He went back to his communications console and activated it. He glanced back to check that the flycam he’d positioned above the door earlier was still there, and then brought up its surveillance record for the past couple of hours. Within seconds, he spotted movement on the speeded-up footage and paused it. Javill. Trove watched, with growing anger, as he saw Javill poking around in the room - checking under the bed, in the drawers. Javill found the flycam storage container and tried to open it - but then obviously thought better of it and left the room, the container still in his hand. Trove stopped the replay. CHAPTER 16. ’NOT DIE EXCACTLY. NOT REALLY.’ 145 It was his own fault: if he hadn’t piqued the prince’s curiosity with the light ball, he might never have become greedy and come looking for more toys. That was unfortunate. Very unfortunate. He needed the flycams - they were his eyes and ears on Espero, and right now he needed, more than ever, to know what was happening. He flicked off the console, checked his hair in the mirror by the door, and left the room. Alinti went straight to her room and called up the weather-sat bureau. They were none to pleased to be disturbed, tonight of all nights, until Al- inti frostily told them who she was. The man started blundering around, apologising - but she cut him dead and asked whether they’d had any re- ports of unusual weather or electrical storms near Saiarossa. Like an eager puppy, he’d rushed away to check, and come back with a very puzzled tone of voice. ‘It looks like there’s something,’ he said, and she could hear his fingers clicking on a keyboard. ‘I’m bringing it up now... now that is strange...’ ’Just tell me - what is it? Is it a danger to the Palace - to the city?’ ‘Hard to tell - the resolution we get from the satellite’s not what it was. It looks like... there’s a bit of cloud cover creeping in, so I don’t have the full...’ His voice tailed away. ‘That’s so strange...’ ‘For God’s sake!’ snapped Alinti. ‘Sorry, Your Highness, sorry. From what I can see, it looks like an al- most circular front, centring around a point a few miles out of Saiarossa. It’s moving pretty slowly.’ ‘That’s all I need to know, thank you.’ Alinti reached for the cut-off button and paused. ‘And by the way, you ignorant little man, it’s “centring on” not “around”: Without listening to his reply, she cut the channel. So Sensimi had been right. A freak storm, tonight of all nights. Maybe it was an omen. Maybe God had finally heard her prayers... In her head, she ran through a list of people she could trust - Palace staff she could tell about the storm who would take her word for it that she’d told Tannalis. No need to disturb him. In fact, maybe later, she’d take him down for a walk in the courtyard... She briefly toyed with the idea of not bothering to alert the city police and authorities - but then if she was going to be Imper- atrix proper, what would be the point of a city with no one to command? *** The Doctor was pacing. Which was usually a good sign, thought Fitz: it meant that the game was afoot. He felt tired, but put that down to every- thing that had happened since they’d arrived on Espero and to the bizarre CHAPTER 16. ’NOT DIE EXCACTLY. NOT REALLY.’ 146 dream. He kept trying not to look at the Doctor’s bottom, but suspected that, in doing so, he was drawing even more attention to it. He caught Calamee’s eye, and she frowned at him. Sensimi had whirled back in, just a few minutes after whirling out, and told them that she’d told her mother and that she was putting the word out to the city police. ‘Now we need to pool our knowledge,’ said the Doctor, ‘and work out what’s going on - and how we can stop it.’ ‘It’ll be a very shallow pool then,’ muttered Fitz. ‘No diving in the deep end.’ Fitz raced through the events that had happened to him, and the Doc- tor added his own tale. ‘So where’s Trix now, then?’ he asked - but to Fitz it sounded perfunc- tory, as though he felt he were duty bound to ask. Fitz stared pointedly at Sensimi until she looked away. ‘Hopefully, she’s on her way here now,’ he said. ‘Oh, and I had a dream.’ Sensimi gave a little snort. ‘It might be nothing, but...’ He paused, suddenly feeling very silly for what he was about to say - particularly in front of Calamee, for some reason. He briefly described it to the Doctor, who nodded and hmmed throughout. ‘Mean anything to you?’ Fitz asked. Sensimi raised a knowing eyebrow but he ignored her. ‘Nothing... specific. But...’ The Doctor paused, his eyes screwed up thoughtfully. ‘It has a sort of resonance. D’you know what I mean? It feels like it should mean something. Something on the tip of my memory, so to speak. Fitz, how have you been feeling recently - I mean, apart from being attacked, knocked out, etcetera etcetera?’ ‘Shell shocked, I suppose. Why?’ The Doctor shook his head and started pacing again. ‘It’s a shame Trix isn’t here now. Has she made any comment to you about you not acting normally?’ ‘Nothing that stands out. Why?’ ‘Just an idea - but we really need an independent observer to verify it. Someone who knows us both.’ He gave a huge shrug. ‘But she’s not here so we’ll just have to carry on regardless, won’t we? I started to tell you about the analysis of the night beast’s DNA, didn’t I? And Nessus’s. Well, there’s something very odd about it.’ ‘I wondered when we’d get around to that,’ said Calamee, who’d plonked herself down gracelessly in a chair by the side of Sensimi’s writ- ing desk, and was fiddling with a gold pen she’d found. CHAPTER 16. ’NOT DIE EXCACTLY. NOT REALLY.’ 147 ‘It’s very clean,’ said the Doctor, stressing the word in a way that sug- gested that this wasn’t normal and hurtled off into lecture mode, telling them about ‘junk codons’, redundancy and all sorts of genetic safety mea- sures. ‘But the night beasts don’t have any of that,’ he said triumphantly - by which time, everyone was beginning to flag. ‘So what you’re saying is...’ prompted Calamee with some circular, cut-to-the-chase, hand movements. ‘What I’m saying is that the night beasts aren’t natural. Well, not totally natural. It’s as though someone’s fiddled with their DNA, gone through it to remove all the junk, streamlined it.’ ‘Someone,’ said Fitz. ‘As in a person.’ ‘Or a thing,’ added Calamee. ‘Exactly!’ said the Doctor with a grin. ‘I’d originally assumed - as I think did the Esperons - that the night beasts are natives. And it’s true that there are elements in their DNA that they share with a few samples of local plant and insect life that I analysed. But whoever, or whatever, has tampered with their DNA - perhaps that energy wave, since it seems to have a similar effect - has cleaned it up, has removed lots of the redundan- cies, lots of the safeguards. These night beasts were designed - designed to have a short life. I can’t prove it - not without more evidence or more samples - but I get the feeling that they’re designed for particular tasks. The clincher is that, as far as I can tell, they can’t reproduce.’ ‘Poor buggers,’ muttered Fitz, trying to work out where this was going (or indeed, where it had all been). ‘So,’ interrupted Sensimi. ‘What are they for?’ ’Soldiers, perhaps. Yes. Maybe drones, workers, guards - something like that. Although the one in your cellar doesn’t look particularly aggres- sive.’ ‘Now you mention it, the one that me and Trix found was almost chatty. With me at any rate. And guarding what?’ ‘Ah... that is the question, isn’t it?’ The Doctor glanced at the clock by Sensimi’s bed. ‘Right!’ he declared in his best Sherlock Holmes manner, one finger raised theatrically. ‘Enough fannying about here. We’ve done what we came for - alerted the authorities. Now it’s time to track that wave back to its source.’ Chapter 17 ‘I don’t suppose you have access to a thermic lance, do you?’ Even Trix was surprised at the ease with which Princess Sensimi’s ID card allowed her access to the Palace. She’d found that the best way to cope with the stares and the mutters from the crowd was to ignore them, and so far, it seemed to have worked rather well. Suspiciously so, in fact. As she’d pushed her way through the crowds around the jousting arena, her excuse mes and can I just get pasts had become fewer and fewer until she’d found herself just shouldering her way through with gritted teeth. The heat was getting to her, though, and she felt the skin on her face tingle and itch. She wondered if one of this ghastly planet’s insects had bitten her - her lips felt slightly swollen, although there was no pain. And after a while, it was as though no one could see her skin colour at all. She’d finally made her way to one of the bored-looking guards at the front of the Palace, had presented the princess’s ID card and had explained that she was expected. Without blinking an eyelid, he’d directed her to a side entrance where, upon flashing the card again, she’d been escorted through three sets of doors, into a lift, and up into a dimly lit corridor that simply reeked of high-class hotel. She could feel her shoes squelching as she padded down the carpeted corridor, and she cast covetous glances at the paintings - most of them depicting people that she imagined were members of the Imperial Family, Sensimi included. Too big to fit in her bag though. ‘This is Her Royal Highness’s suite,’ said the bowing and scraping little man who’d accompanied her, before scuttling away. What was it with these people? Didn’t they know what a snotty little cow Sensimi really was? Trix touched her face again, realising that the tingling and swelling seemed to have gone down. The door was ajar, a light on inside. She knocked gently and pushed it open. 148 CHAPTER 17. ’I DON’T SUPPOSE...’ 149 The room was empty. Decorated in the same bland but vaguely taste- less way that the rest of the Palace seemed to have been done in, it was clearly the room of a teenage girl - a rather anal teenage girl, perhaps (all the clothes were folded neatly in piles, or else hung in the capacious wardrobes - she couldn’t resist a peek). As she straightened up from checking out one of the chests of drawers, she heard a tentative little peep from behind her, and turned sharply to see - well, it looked like a tiny, slightly ginger monkey - as if she hadn’t had her fill of monkeys and apes recently. It resembled a baby orang-utan, only with shorter fur and a much flatter face, was sitting on the bed, its legs splayed, scratching itself in a most unpleasant manner. The worst thing about it, though, was the fact that it was dressed up in a grubby white frock, all lace and bits of sparkle. Yellow stains dotted the front of it. ‘Erm,’ said Trix tentatively, remembering that she was on an alien planet, and that this might well be the most intelligent creature she’d come across today. ‘Hello - I’m Trix.’ The thing looked up at her and squeaked, showing tiny yellow teeth. ‘I’m looking for Princess Sensimi.’ It just stared, and resumed its intimate scratching. Right, thought Trix. Probably not intelligent then. Maybe about Fitz- level with the scratching. Trix saw a host of photographs fastened inex- pertly to the wall above the bed - many of them were of Sensimi, either alone or clutching the creature to her. For a moment, Trix forgot what a little cow Sensimi had been. These were the photos of a rather sad, rather friendless girl: where were the boyfriends, the girlfriends? The just friends? One of them showed the monkey-thing sitting ungraciously next to a large, pink cake iced with the words ‘Looloo’s First Birthday’. Looloo? Looloo for God’s sake! It made Trix want to shout! It was hard, though, to forget the stony-faced little madam who’d dragged Fitz away and left her stranded in the city. Maybe she’d been hoping that Fitz could be her new best friend. Trix shuddered. Suddenly, from the corridor, she heard voices. She tiptoed across the room, ignoring the plaintive squeak that came from Looloo, closed the door until just a crack remained and turned off the light. The voices belonged to an arrogant woman and an oily sounding man. She could almost hear the squelching of his palms rubbing together as he spoke. His voice was much quieter, as if he’d discovered that stealth- iness and creeping around paid the best dividends in life; the woman’s voice, by complete contrast, was loud and harsh, as though she was abso- lute Queen and Ruler of the Whole Bloody Universe and didn’t care who knew it. Lovely couple, thought Trix. Must invite them round for dinner. CHAPTER 17. ’I DON’T SUPPOSE...’ 150 Something told her that these two were rather high up: maybe Sensimi’s mother and father, although the man sounded considerably younger than the woman. Didn’t Sensimi have a brother? Where had she heard that? ‘...probably dressing it in another doll’s outfit,’ the man’s voice said - the first words Trix had actually been able to make out. ‘Ghastly creature,’ cawed the woman. ‘I don’t know why I ever let your sister bring it in here in the first place. My first task as Imperatrix proper will be to issue an Imperial Edict to make them illegal. Public health or something. Have them all shot.’ The man chuckled fawningly. So the woman was definitely the Imper- atrix - and the man Sensimi’s brother. ‘Have you briefed the chef?’ the Imperatrix asked suddenly, and through the crack, Trix could see them: it was, judging by the resemblance to some of the portraits she’d seen in the corridors, the Imperatrix, look- ing every inch the evil-sounding old harridan - short and skinny, with a cascade of dark hair and ruby red lips. Sensimi’s brother, half-stooped in supplication and - joy! - with his hands clasped together in mid-rub, was probably around Trix’s age. His skin was rather lighter than Sensimi’s, and, to Trix’s surprise, he wasn’t half bad-looking. She’d hoped, somehow - expected - that his physiognomy would have matched his wheedling tones. But if he’d just stood a little more upright and stopped doing a Uriah Heep with his hands, he could have been quite a looker. ‘Everything’s on hold while this storm passes,’ he said, ‘but I’ve given her a list of Father’s favourite dishes, and -’ his lips twisted cruelly - ‘I’ve given her some of that special herb mix that he loves so much.’ The Imperatrix shifted so that Trix could only see the back of her head, but she could still hear every word the woman spoke. ‘Good - and I take it you’ve seen to it that she has special transport home... after the dinner?’ The man inclined his head in a nod, as if desperately trying to curry favour with a superior, not his mother. ‘Good boy, Javill.’ She reached out and cupped the side of Javill’s face with her thin fingers, nails like scarlet talons, stroking his skin. Trix felt her stomach turn as Javill brought up his own hand, took his mother’s, and kissed the palm, his eyes never leaving his mother’s face. Suddenly, from behind her, there came a squeaky little growl. Looloo was snoring. ‘What was that?’ asked the Imperatrix. ‘It’ll be that animal,’ Javill said, turning away from the door. ‘You’re sure she’s not in there - Sensimi, I mean?’ CHAPTER 17. ’I DON’T SUPPOSE...’ 151 ‘Of course not - she only ever leaves the door open when she’s not around so that Looloo can wander around. You don’t think I’d have let us have that conversation right here if she’d been in, do you?’ ‘I don’t know...’ she said silkily. ‘You might have enjoyed it. Now make sure you stay upstairs. There’s no telling when this storm will hit...’ Trix had pulled back as the woman had turned, and now stood in the darkness behind the door. A few moments later, she heard them talking again. By this time, damn them, they’d moved away, and Trix couldn’t tell what they were saying. She waited another minute and then glanced through the crack, just to be sure. There was no sign of them. She opened the door and slipped out. The corridor was deserted. Of course, Trix didn’t have a clue what she was supposed to do next: she assumed that Fitz was somewhere in the Palace, and since she’d been given Sensimi’s ID card, she didn’t feel that she had to skulk about too much. Small though the Palace was - for a palace -without even the vaguest ideas of where he might be, it could take her hours to find him. She felt a sudden, inexplicable longing for Fitz. She really must be in a bad way. So she had two choices: she could blunder about on the off-chance that she’d find him without being caught by the Wicked Witch of the West and Dopey - and probably executed for their entertainment, no doubt after a lengthy spell involving needles and electrodes and pain, or she could sit in Sensimi’s room, amuse herself with Looloo, and wait. No contest. So, her feet squelching just a little bit less now, Trix drew herself up and set off down the corridor, pausing to examine the vases and tasteless statues that sat on tables in every alcove, wondering whether any of them were worth the effort of stealing. Probably not. Not that she needed the money, of course, but taking interesting things was somewhere between a hobby and an obsession with her. She froze beside a table bearing a par- ticularly tacky piece of crystal in the shape of an eagle (she never wanted to see anything made of crystal ever again!) as she heard voices from the right turn in the corridor just up ahead. Trix looked around and realised that she was just a few feet away from a rather impressive-looking door. She pressed her ear to the ornately carved wood but she couldn’t hear any- thing. Slowly and carefully, she turned the door handle and opened it just a crack, her body tensed for the inevitable squealing hinge. But it moved silently and she put her face to the gap: all she could see was a bit of wall, papered in dark purple with some gold swirly patterns on it. She pushed it a little further, listening intently. A dim lamp was on in the room, that much she could tell. ‘If that’s you, Trove, you can just clear off and let me sleep!’ someone CHAPTER 17. ’I DON’T SUPPOSE...’ 152 bellowed, and Trix jumped. It sounded like an old man. The Imperator? ‘Did you hear me?’ came the voice again. Damn! What should she do? Just close the door and go, leaving him to think that it had been this Trove person? Then she heard the voices from the corridor again, getting louder. Double damn! Was it the Imperatrix and her son again? She shrugged to herself: come on Trix - how difficult could it be to pretend to be a maid or a serving girl or whatever backward setup they had here? She’d been complaining to herself that she hadn’t had a chance to be anyone else since she’d got here, and the room was obviously dimly lit. Maybe, just maybe, she could pull this off. Stooping slightly, keeping her face to the floor and trying to flip into the mindset of one of the Palace staff, she swung the door open and stepped in. The room was smaller than she’d imagined - although the bed was a ludicrously large four-poster: the kind of thing that people with more money than style have to impress their friends. And stranded in the mid- dle of it all was the tiny figure of an old man, propped up on pillows the size of sheep. She tried to keep her face pointing down as she closed the door gently behind her. ‘Oh,’ was all he said. ‘Sorry to disturb you, sir, but I thought I’d check that you had every- thing you need.’ ‘My dear girl,’ said the man, tipping his head back and peering through his glasses at her, ‘if you were really a member of the Palace staff, you’d know that not only do I have everything I could possibly want -’ Trix risked a glance at him and saw that he was smiling a pleasantly impish smile - ‘with one or two exceptions, but that anyone who comes unan- nounced into my room at this hour of the night would face summary exe- cution at dawn.’ He stared imperiously at her - and then his dark, wrinkly faced creased up and he let out a howl of laughter. ‘Sorry, sorry, sorry,’ he said, shaking his head and slapping his palms on the expanse of white bedding around him. ‘Couldn’t resist. Come here, girl. Come on, I won’t bite.’ Trix approached slowly, frowning, half intending to tell him what a cruel joke that had been, but she was determined to keep playing the part of the maid, despite the fact that he could dearly see that she was an off- worlder. Was she really so addicted to playing out roles that she couldn’t stop, even when she’d been so obviously rumbled? ‘I’m sorry sir, I don’t understand.’ He rolled his eyes. ‘Lift your head up, girl. Come on, look at me.’ He paused when she didn’t alter her subservient stance. ‘Your name is Trix and you’re a friend CHAPTER 17. ’I DON’T SUPPOSE...’ 153 of Sensimi, aren’t you? Or should I have my spies executed as well?’ Trix’s shoulders must have slumped, because the Imperator gave her a toothy, relaxed smile. He patted the bed again. ‘Don’t worry,’ he said when he saw the expression on her face.‘I’m far too old for any of that jiggy-jiggy business. Ask my wife, the shrivelled old mare.’ Trix cautiously perched at the foot of the bed and then realised how silly that made her look, seeing as she was facing the wrong way. She swivelled until she found the best compromise between dignity and convenience. ‘My, my but you’re pale, girl,’ the Imperator said, adjusting his glasses. ‘Sorry - that was very rude of me.’ He held up his hands in apology. ‘It’s just that I don’t get to see many people - and certainly not offworlders. Tell me: how is the universe out there?’ ‘It’s fine,’ Trix said. ‘Well, it was when I last looked. Anything could have happened to it since then.’ ‘So where you from, Trix? One of the colonies - you are human? I’ve got that much right?’ She nodded. ‘It’s a long story.’ ‘Well, if you’re in no rush, I’d love to hear it. Used to be quite a bit of an adventurer in my youth meself.’ He gave a sad sigh. ‘Been a long while since I’ve done anything that didn’t involve either that witch of a wife or an army of nurses or guards tagging along.’ He leaned forwards. ‘I’ll do a deal with you: you tell me a bit about what you’ve been up to, and I might just share a secret or two about this place.’ He gave a conspiratorial wink that made Trix grin. ‘Alinti thinks she’s got it made, you know. But she doesn’t know the half of it.’ ‘Buggery!’ swore the Doctor, and Fitz stared at him. ‘It’s that Trove man - look what he’s done!’ Fitz - and Calamee, Sensimi and probably Nessus as well - looked at the doorway that led to the TARDIS. Even the night beast, still on its side in the straw on the other side of its bars, looked. The door refused to budge, and the Doctor pointed to a thin line, running all around the door frame, where the wood of the door seemed to blend seamlessly into the stone of the frame. ‘Some sort of diffusion sealer.’ He kicked at the door angrily and pulled a face. ‘And that door must be two inches thick.’ He turned to Sensimi. ‘Is there any other way into that room? And if there isn’t, I don’t suppose you have access to a thermic lance, do you?’ Sensimi stared at him blankly before shaking her head. CHAPTER 17. ’I DON’T SUPPOSE...’ 154 ‘Well, we’ll have to find some other way out of the city, won’t we? We need something that can fly - we can’t rely on finding a convenient building around when we run into the wave. Don’t suppose you have any helicopters or shuttles parked around here, do you?’ She shook her head again, before suddenly smiling. ‘No - but we do have a few levicars. Father ordered them from Marselle for his birthday tomorrow.’ She puckered up her mouth. ‘But they cost a fortune - they’re his pride and joy. He wouldn’t let us -’ ‘He doesn’t have to know, does he?’ the Doctor whispered craftily. ‘We only need one and we’ll have it back before he knows it’s gone. How high can they fly?’ ‘I don’t know - I’ve only seen them parked in the rear yard.’ ‘Well they sound like our best hope for now - lead on, Your Princessly Highness!’ Sensimi gave him a look that said she didn’t altogether trust him. ‘I mean,’ he added, ‘if you don’t want your family to find out about your furry friend here, getting us out of the Palace would be the best way to keep the secret, wouldn’t it?’ Saiarossa, as dawn was poking her rosy head above the horizon, was a quite beautiful place, thought the Doctor. Struggling to break free of a technological timewarp, Espero had kept a certain charm -although he doubted that all of its citizens felt the same. Calamee, for one, was surpris- ingly bitter about the decisions that had been made centuries before her birth, condemning her to a life without all the technological flim-flammery that most other Earth colonies of this era took for granted. He almost wished he could take her with him, give her a whistlestop tour of some of the other outposts of humanity, let her see that the grass wasn’t always greener. Always hungering for what they didn’t have, humans. Maybe that was why he liked them so much, why they’d spread themselves to the stars, established dynasties and empires, made the universe their home - the desire to have more, to have different. He understood the mindset that had motivated the original Esperons to do what they’d done - how could he not? - but he had a sad sympathy for those who now had to live by the consequences of those actions. And it always came down to consequences, didn’t it? The levicars, to the Doctor’s disappointment, had been less than im- pressive. Coppery-orange lozenges, designed in what he imagined was some sort of retro-style - with swept-back fins and tarnished chrome trim- mings - they were surprisingly large, and one took the five of them without difficulty. With a wry grin, he remembered Sensimi saying that they were CHAPTER 17. ’I DON’T SUPPOSE...’ 155 the Imperator’s pride and joy: he must have been something of a boy- racer in his youth. Nessus scuttled to the edge of the passenger well and peered out in wonder as the Doctor fired up the engine and the car shakily lifted from the ground. It wobbled uncertainty as he experimented with the controls, pitching the occupants around - much to the amusement of the parking attendant, who dashed off as soon as the rear gate had been opened. Clearly, Sensimi seem to have succeeded in getting the word out about the wave approaching the city, and the attendant was in something of a hurry to get back upstairs. As the car sped out into the road behind the Palace, Fitz pointed out that he could hardly feel the wind, despite the car’s being open-topped. ‘That’ll be the repulsor field,’ said the Doctor knowledgeably, slewing the car around a corner and throwing them all up against the side of the vehicle. ‘Hopefully, even if we can’t get high enough to clear the wave, it’ll give us a bit of added protection. Now hang on!’ He cracked a grin at them. ‘Let’s see what this baby can do!’ Chapter 18 ‘You wanted to see my toys, did you?’ The streets were eerily quiet. A few stragglers ran for the shelter of their homes or other buildings where they could gain enough height to avoid the wave. The Doctor wondered how far from the city it was now, but realised that he didn’t have enough data points to make any kind of useful calculation. The others in the levicar clung on for grim life - shrieking and (in Fitz’s case) whooping joyously as he took corners at much too great a speed. The standard altitude of the car was about four feet, but the Doctor had been able to push that to about twelve before the motors began to whine in protest and he’d had to drop back down. Nessus, like a dog, stuck his head over the side to take in the breeze. Javill rather liked the Palace at night. He liked the vast expanses of empty corridor, the soft hush that fell over the place. He liked the way he could creep about without running into some member of staff or other every ten minutes. He liked the dim night lights that burned in the corridors, lend- ing everything a deep-shadowed gloom. At night, he could almost believe that the Palace was his. Now, with this weird warning that everyone had to stay in their bedrooms because of some freak electrical storm, it seemed that the ground floor actually was. He’d checked with the weather bureau, just in case Mother had got it all wrong - but it seemed she was right: he had another hour or so before it would reach the city, though. He didn’t know where Sensimi was. Mother was still going over the plans for Father’s birthday - he’d accompanied her back to her suite and left her tutting and swearing in a low voice over a stack of invoices for the party. Father was probably asleep. Javill wandered down the grand main staircase, through the hallway, 156 CHAPTER 18. ’YOU WANTED TO SEE MY TOYS, DID YOU?’ 157 listening to the sharp, echoing sounds of his shoes on the tiles, and out into the courtyard. The lights had been turned down, but he could just see the stage and the higgledy-piggledy rows of chairs. Javill wandered down the centre aisle, bumping his fingers along the backs of them as he went. He heard a sharp, electric buzz as an insect met its end on one of the flytraps mounted around the upper walls of the courtyard, and he reached guiltily into his jacket pocket. Almost not wanting to touch them, Javill fished out the squashed, crushed and dismembered remains of the things he’d found in Trove’s room and looked at them. He’d gone in there expecting to find some wonderful, clever toys, but all he’d come away with was a dozen metal flies. They’d started to move around of their own accord once they were out of the container, and Javill had dropped them and stamped on them. He’d never liked insects. But lying there in the palm of his hand, they were just things. Bits of metal. One or two of them moved half-heartedly, their legs futilely wriggling in the air. He squinted at them, feeling sure that there should have been another one. It was probably at the bottom of his pocket, or had fallen out in his room. He glanced around to make sure there was no one watching and crossed to one of the raised flowerbeds that ran around the courtyard. Gouging a deep hole with his fingers, he buried the horrible little things and tamped the soil down firmly on top of them. ‘Doing a spot of midnight gardening?’ came a voice from above him. He jumped and stared around for a moment until he caught sight of Trove’s pale face looking down at him from a balcony. Damn the man! thought Javill, clenching his jaw. Did he always have to creep around like that? ‘Just... checking... things,’ he answered vaguely, and felt stupid for not having had a quicker and more convincing reply ready. But why the hell should he? This was his home, not Trove’s. He didn’t have to answer to the man. Trove’s head vanished, and moments later he appeared silently at the main doors to the courtyard. Javill hadn’t heard his footsteps. ‘The toy I gave you earlier,’ Trove said pleasantly. ‘The light ball. Have you had a look at it?’ ‘Briefly’ ‘Only I wondered if you’d like to see some of my other toys - some of them are much more impressive than that little thing.’ Did he know about the flies? Javill felt his mouth dry up. How could he? ‘I should be going to bed,’ Javill said brusquely ‘It’s a busy day tomor- row.’ Trove nodded. ‘For all of us. I’ll walk up with you.’ CHAPTER 18. ’YOU WANTED TO SEE MY TOYS, DID YOU?’ 158 Javill felt his jaw clenching again, but smiled as pleasantly as he could as the two of them walked back into the hallway and up the stairs. Javill’s feet clip-clopped noisily; Trove’s didn’t make a sound. At the top of the stairs, Javill turned to head towards his own rooms. ‘Sleep well,’ he said. ‘Oh, there was something I wanted to talk about,’ Trove said suddenly, as if it had just occurred to him. ‘My flycams.’ ‘Your what?’ Javill turned back to face the man. ‘Robot flies,’ he said. ‘Surveillance devices.’ ‘Oh.’ ‘I believe you borrowed a few of them from my room earlier. Perfectly understandable. They are fascinating, aren’t they?’ Javill said nothing, wishing that he’d never gone poking around in the offworlder’s things. He felt like a schoolboy being told off. ‘It’s just that I really need them back,Your Highness.’ ‘I’ll see what I can do,’ Javill said. ‘Now would be very good, Your Highness. They are essential to my work here.’ Javill let out a sigh. ‘There was... there was an accident.’ He could hardly look Trove in the eye. ‘An accident?’ ‘They were damaged.’ ‘How damaged, exactly?’ Javill swallowed. ‘I... I stepped on them.’ He looked up at Trove who was staring coldly at him. ‘By accident. Look, I’ll have a word with Father. I’m sure he’ll recompense you. Now I really do have to -’ ‘Stepped on them by accident?’ repeated Trove, rolling the words around his mouth as if they had a foul taste. ‘Not an easy thing to do with flycams, I wouldn’t have thought.’ He gave a theatrical sigh. And then, as if they hadn’t mattered at all, he waved a hand casually. ‘Oh well - easy come, easy go. I have plenty more.’ Trove inclined his head. ‘Sleep well,Your Highness.’ Javill narrowed his eyes, suspicious at Trove’s sudden change of tone. Maybe he did have lots more of the insects. And what could he do, any- way? He nodded at Trove and turned away, heading for his rooms. He was the Imperator’s son, after all. No white-skinned, snooty offworlder was going to - Javill gasped as a large, pale hand clamped itself across his mouth. He struggled and let out a moan, but Trove’s other arm gripped his arm and chest. Trove was so much stronger than he looked. In his ear - disturbingly close - Javill heard Trove’s voice. CHAPTER 18. ’YOU WANTED TO SEE MY TOYS, DID YOU?’ 159 ‘You smug, arrogant little cretin,’ Trove hissed. ‘Do you know how much those things cost me? Do you know how important they are for my search here? And you’ve destroyed the last of them.’ Trove adjusted his grip so that one huge arm crushed Javill’s chest while the hand smothered his mouth. In the dim light, he saw the other hand rise up in front of him. Something silver and mechanical glittered in Trove’s fingers. ‘You wanted to see my toys, did you?’ said Trove. ‘Well here’s a very special one for you, boy. Take a good look at it.’ Javill struggled hopelessly as Trove brought his hand towards his face. Despite being unsure of the protocol involved in telling an Imperator that his wife and son sounded as though they were planning to have him poi- soned at his birthday party, Trix went ahead and told Tannalis exactly that, watching his impassive face as she related the conversation she’d heard from Sensimi’s room. As a way of lamely safeguarding herself from ex- ecution for treason or sedition or whatever, she ended with: ‘Although, obviously, I might have misunderstood.’ Tannalis leaned back on his mountain of pillows, as if weighing up what manner of execution to demand for this traitorous offworlder. And then a broad, white smile cracked his face. ‘You, girl,’ he said, slapping the bed at his side vigorously, ‘are a tonic! You know that?’ Trix clenched her jaw, annoyed that, after all that, he just thought she was making it up. ‘Fine, your Imperial Excellence,’ she said coolly, standing up. ‘Fine. Just fine. I just thought you should know.’ ‘Oh for Heaven’s sake girl, sit down! I believe you!’ Trix drew herself up, even more confused. ‘Those mercenaries have been gunning for my death for years,’ Tan- nalis said, still smiling, as though discussing some practical joke that his family had been planning. ‘The only reason they haven’t done anything before is because they’re too shit-scared to try it.’ ‘So what’s changed? Sorry for being blunt, but...’ She looked him up and down, measuredly. ‘But I’m getting on a bit? Ready to kick the bucket?’ His body jerked with laughter, and Trix found herself grinning along with him. ‘I know that. I’m not senile, girl - old, but not senile. Well, not so’s you’d notice.’ Trix sat back down on the bed as he leaned closer. ‘They know there’re things afoot, that’s what. They’ve seen some of the government people a-coming and a-going, and it makes them nervous. And they’re damned CHAPTER 18. ’YOU WANTED TO SEE MY TOYS, DID YOU?’ 160 right to be nervous.’ He paused and narrowed his eyes. ‘Are you in league with Trove?’ he asked sharply, and his tone suggested that, whether or not she was, he’d know instantly if she was lying. ‘Sorry,’ said Trix, recalling that Trove was the name he’d called when she’d first entered his room. ‘You’ve lost me. Trove? Who’s that?’ ‘Mr Trove.’ He narrowed his eyes and tipped back his head. ‘You wouldn’t lie to an old man, would you?’ ‘I might.’ She held her face for a moment and then smiled. ‘But I’m not. Who’s Mr Trove when he’s at home?’ ‘He’s another offworlder. I thought he might be a friend of yours - although I can’t imagine that cold fish having any friends.’ ‘Another offworlder? Your wife said something about other offworlders.’ Tannalis nodded. ‘He arrived a couple of days ago, looking for some- thing - a device, a mechanism that he claims is here in Saiarossa. He... he offered me certain favours if I’d help him find it.’ For the first time since she’d met him, Trix got the impression that Tan- nalis wasn’t quite as open and above board as he made out. There was something slightly furtive in the way he said that. She gave this revela- tion some thought: it seemed unlikely in the extreme that the distress call that they’d responded to was unconnected to the arrival of this Trove man. Could it be that he was the one who’d sent the distress signal? Could it have been some sort of trap? For a moment, she wondered if, perhaps, that loathsome toad Sabbath had somehow cheated death again, and was still alive, perhaps masquerading as this ‘Mr Trove’, looking for another chance to get back at the Doctor. She asked Tannalis what Trove looked like, but the description didn’t tally with the Sabbath she’d met. ‘What’s this device he’s looking for?’ Tannalis seemed immediately suspicious. ‘Why? You after it too?’ Trix took a breath and gave him a potted history of what had happened to them since they’d arrived: Fitz and the Doctor’s disappearance and attack, her and Fitz’s trip through the city, their meeting with Sensimi (at which the Imperator raised grizzled eyebrows impossibly high) and her entry into the Palace a short while ago. ‘So it might be,’ she said in conclusion, ‘that Trove sent the distress call. Maybe he needs help in finding this thing and wasn’t sure that your guards were up to it. Anyway, you were just about to tell me what the device was.’ ‘Nice try,’ he laughed loudly. ‘But I’m not that simple, girl! To be quite honest, I trust you more than I trust that smug con man, but...’ He paused. CHAPTER 18. ’YOU WANTED TO SEE MY TOYS, DID YOU?’ 161 ‘There’s more at stake than I want to risk right now.’ He patted her hand avuncularly. ’Sorry.’ ‘Fair enough,’ said Trix blithely, determined not to give up just yet. ‘It’s just that we’re on the point of discovering the truth about these night beasts, and it’d be nice to be able to exchange information.’ ‘You’re a smart one, Trixie -’ She raised a disapproving eyebrow. ‘Trix. But I’m afraid there’s too much resting on what Trove has promised me. No doubt he has plans to double-cross me, but he’ll find that I’m a sprightlier old hare than he imagines. Where are your friends, by the way?’ Trix’s skin suddenly flushed and she felt her chest tighten. Fitz, she thought. I must find Fitz. ‘Fascinating,’ muttered Trove to himself as he watched the images on the screen in front of him. Relayed through his last fiycam, the one that he had sent after the Doctor and his party as they’d left the Palace, they showed the levicar hurtling through the city like a demented copper bullet. He had to keep the flycam up high, and he knew that it was gradually falling behind the levicar, but at least it gave him a rough vector. Locking the blue box out of the Doctor’s reach had been inspired. He hadn’t realised that it was a transport device, but the flycam that he’d left behind in the cellar had told him more than he could have hoped. Once he had the artefact under his control and had delivered it to the Oon, he’d come back and take the box - he was sure he knew a couple of buyers for it. He tapped his fingers on the desk, impatient, as the levicar headed out of the city. And then he saw it: the vast, shimmering wall. He realised he was clenching a fist. He had no idea how long the wave had been active, and how much longer he had to claim his prize. He couldn’t afford to wait. As if the communications console on the desk had read his mind, a soft, three-tone chime sounded. He steeled himself, took a breath, and pressed a button. ‘This is Trove.’ he said. ‘Oon central,’ bubbled a voice, thick and oily, rich with undertones. It was almost as if many voices were speaking at once, slightly out of synch with each other. There was a coldness, a dispassionate disdain that chilled even Trove - and even after all this time. ‘Report.’ ‘The device has been located,’ he said - which was not far from the truth. ‘Recovery proceeds?’ ‘As promised.’ ‘Timescale?’ CHAPTER 18. ’YOU WANTED TO SEE MY TOYS, DID YOU?’ 162 Trove paused: a white lie here and there - and a black one when abso- lutely necessary - was acceptable when dealing with customers such as the Oon. They operated on very literal principles, very polarised. Everything was black and white to them: either the mission was on target or it was not. There were no shades of grey for them in their dealings with outsiders, al- though Trove had never been sure how they operated among themselves. He knew little about them, really, save that they were from a vast, frigid world, scoured by tremendous halogen storms. He’d heard tales of im- mense, crystalline cities, crumbling and being rebuilt as the winds ripped away at them; living cities, as much a part of Oon society as the Oon them- selves. There were even rumours that the cities themselves were the Oon - immense, intelligent constructs, coral-like. Powerful, intelligent - and im- placable. But the reasons for their interminable conflict with, well, with every species that they encountered, were unknown to him: it couldn’t be simply about territory - most of the worlds that the Oon disputed could not, because of their geology and atmospheres, have been of interest to them for colonisation, and they seemed uninterested in military power or economic conquest. It had been suggested, when Trove’s contact had let him know that they were in the market for a bounty hunter for a very particular job, that the Oon were motivated by something that, in other races, might have been called ‘faith’ or ‘religion’. But it was not something on which the Oon had been the least bit forthcoming, simply refusing to discuss it when Trove had brought it up. And he had only brought it up once, purely as a matter of professional curiosity. He was a bounty hunter, and if he’d started to ask too many questions of his employers, he’d have found himself out of a job very quickly. If, indeed, the Oon were engaged in some kind of jihad, then the stakes were raised that much higher. ‘Twenty hours,’ he said. ‘Acceptable. No delays.’ ‘No delays,’ he echoed, knowing that the Oon were particularly poor at picking up the nuances of non-Oon voices. He could have laughed, or delivered the two words dripping in sarcasm, and the Oon would have taken them at face value. The channel suddenly went dead, and Trove was left feeling slightly sick, slightly giddy. The Oon were, by reputation, unforgiving of failure. If he failed to deliver, he did not know exactly what the consequences would be, but he did know that they would be severe. Of course, that wouldn’t be a problem. Trove had no intention of failing. As he turned off the now-silent channel, he realised, more by instinct than by evidence, that there was someone in the room with him. ‘It seems,’ said Imperatrix Alinti silkily, almost seductively, ‘that my CHAPTER 18. ’YOU WANTED TO SEE MY TOYS, DID YOU?’ 163 husband has been remiss in keeping me appraised of your situation.’ Trove stayed where he was, facing the communications console. ‘Your Imperial Highness,’ he said softly, trying to imbue the words with a deference he most certainly did not feel. ‘My apologies if the Im- perator was not totally forthcoming about... our arrangement.’ He turned slowly and inclined his head in a little half-bow. Alinti was standing, hands clasped, looking at him with cold, avaricious eyes. Had Trove been telepathic, he couldn’t have read the Imperatrix’s mind any more clearly than he did then. ‘I’m sure he had his reasons.’ ‘He is an old man,’ said Alinti. ‘His reasons are not always... reason- able.’ She smiled at her own joke, but there was no humour in her smile. ‘I bow to your wisdom. I cannot hope to know your husband as well as you do, Imperatrix.’ Alinti moved to his side, her eyes caressing Trove’s communications console as if she’d never seen its like before. ‘This technology is primitive,’ he said softly, ‘compared to the tech- nologies I have seen, the technologies I have access to.’ He knew that Alinti saw more than a block of machined metal, dials, screens, displays. After all, none of these were things that the Esperons didn’t themselves possess. She saw power; she saw a microcosm of all that Espero had denied itself. He said nothing, allowing her eyes to drink it in, her mind to blossom with all the potentialities that the console held. He remembered Javill’s face when he’d shown him the light ball. ‘Your arrangement with my husband,’ she said, and he could see her fingers twitching, itching to touch the device, to possess it - and, by ex- tension, to possess what it stood for, ‘is, of course, your business, and I wouldn’t presume to interfere.’ She looked down at him. ‘But Tannalis is an old man. A sick old man. It would be a shame if his illness were to... come between you and your agreement.’ ‘As I said, your Imperial Excellence, I do not know your husband as well as you do. Our agreement was made at a time when his state of health was, perhaps, less precarious. No disrespect to him, but the sanguine fea- tures of that agreement are not predicated upon his being the other party to it.’ Carefully, Trove thought. He had to tread very carefully. Both of them knew where this was going, but he could not be the one to switch alle- giances. Alinti had to be the one to make the deal; she had to feel she was in control. He had no more intention of honouring a deal with this one than he had with the Imperator, but she had to believe that he would. He knew that Tannalis lived on sufferance, and that it was conceivable he would die - of one thing or another - before the artefact had been recov- CHAPTER 18. ’YOU WANTED TO SEE MY TOYS, DID YOU?’ 164 ered. Although things were progressing moderately well, he was not a fool: he could not yet afford to alienate the Imperial household. Not until he had the device in his hands. And one member of the Imperial Family on his side was as good as another. Besides, he had had intimations of the Imperator’s commitment to their deal wavering over the past day. ‘Perhaps,’ said Alinti, ‘it would be to our mutual advantage to discuss the terms that you reached with my husband. I appreciate that your work here needs to be completed soon, but death can strike at any hour. And it would be most inconvenient for you if Tannalis were to die before you had achieved your goals.’ She stared calmly and expectantly into his green eyes, and Trove began to explain how he had offered the Imperator the gift of immortality. Chapter 19 ‘Think of a number.’ ‘Bloody hell!’ swore the Doctor as he swung the car in a tight arc and nearly threw everyone out. ‘Will you stop doing that!’ hissed Fitz. ‘It’s... it’s just wrong.’ ‘We don’t have time to be taking corners at wheelchair pace,’ snapped the Doctor. ‘Not the driving - it’s the swearing that’s wrong.’ ‘Not as wrong as that!’ the Doctor said, pointing, redundantly, at the pearly grey curtain that hung before them. Its surface, graduating from almost white at the ground to the clean darkness of the sky at its apex, sparkled and seethed. ‘How high did you say it was?’ asked Calamee, frowning. ‘It’s got higher. Much higher.’ The Doctor’s shoulders sagged. ‘I hadn’t counted on it getting higher. It must be liberating more energy than I’d thought. Why didn’t I work that one out?’ He shook his head disconso- lately. Fitz stood up in his seat and squinted at the wave as it slid, ghostlike, across the ground towards them. ‘Hiding in bedrooms isn’t going to help anyone, is it?’ ‘Not unless they live in tower blocks - or unless Quasimodo’s got room to spare in his bell tower.’ The Doctor sank back in the cream leather of the car’s upholstery and rubbed his eyes with the balls of his hands. ‘How could I be so stupid?’ ‘You weren’t to know,’ said Calamee, squeezing his arm. ‘Wasn’t he?’ asked Sensimi. Calamee and Fitz stared hard at her. She returned their stares coldly. ‘We should go back,’ she said. ‘Warn them.’ ‘And then what?’ bellowed the Doctor suddenly, thrusting his face into hers. ‘This thing will be on the city in not much more than an hour or so - 165 CHAPTER 19. ’THINK OF A NUMBER.’ 166 it’ll take us twenty minutes to get back, and then we have to tell everyone that we were wrong before, and that things are much, much worse than we’d imagined. Where is everyone going to go?’ Sensimi’s lip trembled as she flinched. Fitz, for once, felt quite em- barrassed at the Doctor’s outburst - and, again for once, quite sorry for Sensimi. ‘So what do we do?’ asked Fitz. ‘We go on,’ said the Doctor grimly. ‘If we can find the source of it, we might be able to stop it - turn it off. Whatever.’ ‘And can we get through it?’ asked Calamee, staring at the wall. The Doctor shrugged. ‘Only one way to find out,’ said Fitz, and the Doctor revved the engine. The car circled in a tight arc and then they were racing back the way they’d come, the Doctor trying to get a big run-up to the wave Fitz hoped he knew what he was doing. The Doctor reached down to the controls, spread out across the dashboard like an assortment of liquorice allsorts, and began fiddling. ‘I’m trying to boost the repulsor field,’ the Doctor answered his un- voiced question. ‘I’m betting the wave doesn’t vanish where it stops being visible. But it might be weaker higher up if it’s feeding itself on the energy from the organic dissolution.’ ‘Just what I was thinking,’ Fitz said. The Doctor turned a knob on the dash and Fitz felt the air around them grow calmer, more solid, and realised that even the little breeze that had been blowing through the repulsor field had stopped: the Doctor had turned up the field to maximum. ‘Hopefully,’ said the Doctor as he waggled the steering handles, ‘that should give us some extra lift. Hold on tight for the ride of your lives!’ ‘Or our deaths? muttered Sensimi. Everyone glared at her. One minute they were speeding across the ground - well, thought Fitz, ten feet above it. And the next, the Doctor was steering towards a tree. Straight towards a tree. Fitz knew instantly what he was doing: he was hoping to angle the car upwards, clip the tree, and skim off the top of it. Everyone shrieked as the Doctor pulled back on the handles and the levicar’s nose tipped up. Thrown backwards into their seats, they felt the acceleration press them down into the leather as the tree, painted silver by the starlight, hurtled towards them. CHAPTER 19. ’THINK OF A NUMBER.’ 167 There was an almighty crash and the whole car juddered as though they’d hit a wall - but they were still moving, sailing onwards and up- wards into the night. Fitz risked a glance over the side and saw the shim- mering curtain of the wall just a few tens of yards away. With a wild whoop, the Doctor pulled back on the handles so hard Fitz thought they’d probably snap off in his hands -and then they were flying. Really flying - up and over and through. The air around them flickered and Fitz felt his skin prickle. And then they were falling, and it was like being in an aero- plane with severe turbulence as the car dropped through the oily darkness like a stone in a well. Alinti stared out of Trove’s window in silence, her head reeling with all the myriad possibilities with which his offer had presented her. Immortality. Trove had promised her immortality. She’d laughed, of course, told him that she wasn’t some stupid young girl, her head spinning with ludicrous ideas of what technological gew- gaws the rest of the galaxy dangled in their faces, just out of reach. She kept up-to-date - as well as she could with the pitiful data feeds that Tannalis let her access - on what was happening offworld. As the next ruler of Saiarossa (however putative the role), it behoved her to stay in- formed about politics, technology and the progress of the other nearby human colonies: Eden, Paradiso Grande, Eden (another one), Pelucidar and Marselle, particularly. And there had been no announcement that immortality was suddenly on the market, despite the rumours of cloning technology on Heritage. But Trove had just stared at her, and told her that the technologies he had access to were beyond anything she could imag- ine. She’d demanded proof, something to convince her that he wasn’t just stringing her along to get her help. But, he said, he could offer her nothing that would convince her until he had the device that he sought. Out in the square, as the pale light of dawn began to vie with the sodium orange of the streetlights, she watched a couple of tiny figures, Esperons on their way to - or from - work. Maybe on their way home after the night’s revels. Hadn’t they heard the warning about the freak electrical storm heading for the city? She shook her head. No one understood quite how difficult her job was: contending with a wilful husband who seemed to delight in belittling her in front of the staff, the government - even her own family; making sure that everything in the Palace ran smoothly, and struggling to come to terms with the political changes that were sweeping through Saiarossa. Alinti was under no illusion that the Imperial Family had been allowed to survive on sufferance all these years. She knew that to many, the idea of CHAPTER 19. ’THINK OF A NUMBER.’ 168 an Imperial Family within a democracy was a weird, twisted anachronism, but equally, she knew that those same people didn’t understand the value of having a good, solid family at such a democracy’s head. It wouldn’t last, she thought sorrowfully. Nothing did. Change was coming, and the Imperial Family would - for better, or, more likely, for worse - be one of the first casualties. It had been debated in parliament for almost a century; their power was now much more figurative than literal, and yet, Alinti knew, the public still held them in high regard, seeing them as an extension of their own families. The government were self-serving bureaucrats and pompous priests who would love nothing more than to see the little power and influence that she and Tannalis still held devolve to them. She’d had to make tough decisions in her time as Imperatrix, and this one was only a little harder. She gave a sigh and turned to Trove, who’d been silent at her side. ‘I accept your offer,’ she said simply. He nodded. ‘You have made the right decision - for Saiarossa and for Espero.’ ‘I know, Mr Trove. Now - what do you require?’ She turned her head sharply at a sound - a muffled, lazy thump from somewhere in the room. ‘What was that?’ She took a step away from the window, turning her head, listening for a repeat of the noise. ‘I have more equipment,’ Trove said suddenly, a little too eagerly. ‘What kind of equipment makes a noise like that?’ He smiled - a regretful, awkward smile. ‘Important equipment for my mission here. Secret, I’m afraid. I’m sure you understand.’ She didn’t, but of course she had to pretend she did. ‘You asked if there was anything I required,’ Trove said, a little too keen to steer her on to a different topic, she thought. ‘I suspect that the Doctor and his friends are close to discovering the soldier factory. It is imperative, Imperatrix, that we gain control of it before they do.’ ‘Just tell me what to do, Trove. Tell me what to do.’ ‘I think I’ve broken my liver,’ said Fitz as he staggered from the car and fell on to the grass, clutching his side. ‘Don’t worry,’ said the Doctor blithely, running his hands through his hair as he clambered out of the dented wreck of the levicar. ‘The other one will kick in in a minute.’ ‘You have two livers?’ Calamee stared at the two of them, hugging Nessus as he trembled in her arms. Sensimi was sobbing openly. Fitz CHAPTER 19. ’THINK OF A NUMBER.’ 169 wanted her to stop. ‘We did it, though.’ The Doctor was grinning now, staring away into the darkness. ‘Yes, Doctor,’ Fitz smiled tightly, holding his side. ‘And we love you very much for it. And when we’ve stopped loving you for it, we’re going to hit you. Very, very hard.’ ‘Good, good,’ he said. ‘That’s nice. Now come on. No time to fix the car, and it shouldn’t take us long to walk.’ ‘You’re not the one with the broken liver,’ grumbled Fitz. ‘Not yet, he’s not,’ muttered Calamee darkly, rubbing her neck. The horizon was showing a thin line of buttery blue when they reached the spot where, the Doctor proudly pointed out to no one in particular, the TARDIS had landed. Fitz’s liver was still broken, Calamee probably still had whiplash, and Sensimi was dragging along behind like she’d come on a school field trip in high heels and was refusing to admit her mis- take. Even the Doctor, normally indefatigable, was breathing heavily. A light sheen of sweat glossed his forehead. They were all very, very tired, thought Fitz. ‘You’re all knackered, aren’t you?’ said the Doctor with a fatherly smile. ‘Have you got a wire running into my brain or something?’ asked Fitz, waving his hand behind his head. ‘That’s about the third time you’ve done that, guessed what I’m thinking.’ ‘Think of a number,’ said the Doctor sharply. ‘Eight.’ ‘Nope, another one.’ ‘OK, seventy-two.’ The Doctor’s face fell. ‘Wrong - eleventy-seven.’ ‘That’s not a number,’ said Sensimi. ‘It is where I come from,’ said the Doctor haughtily. ‘But it’s wrong anyway. No obvious telepathic link then.’ ‘So what did that dream mean - the bottom one?’ The Doctor raised a cheeky eyebrow. ‘Stop it!’ warned Fitz. ‘I’m serious. In the dream you said it was signif- icant.’ ‘Erm, it was a dream, Fitz,’ piped up Calamee unhelpfully. ‘Yes, but it was more than that. It was like I was being told something’ Fitz paused. CHAPTER 19. ’THINK OF A NUMBER.’ 170 ‘Stop thinking about it,’ said the Doctor, plunging his hands into his pockets and staring around at the bushes, ‘and it’ll come to you. Always works with me.’ Fitz pulled a sneer. It so did not. If that was the case, how come the Doctor didn’t remember blowing up his own planet? Fitz felt a cold shudder run through him as he realised that he didn’t remember much about it either. ’Oh-oh,’ said Sensimi.‘ Company.’ Everyone looked. Standing silently on the grass, a few feet from a wall of bushes, was one of the night beasts. *** The creature waited until they were all looking at it, and then, in a curi- ously human gesture, beckoned to them - before turning and vanishing into the undergrowth. ‘Come into my bushes, said the spider to the fly,’ muttered Fitz. But the Doctor shook his head. ‘if it wanted to kill us, it could have done that here.’ ‘How do we know we can trust it?’ whispered Calamee to the Doctor as their little party followed the creature. ‘I don’t think we do - know for sure, that is,’ the Doctor said. ‘But...’ He shook his head, as if shaking off some memory. ‘You OK?’ asked Calamee. Nessus was struggling in her arms, but she kept a firm hold on him. ‘I think it’s the fact that me and Fitz were attacked round about here.’ The Doctor looked around, as if expecting at any moment to be assailed by another of the creatures. Calamee was surprised at the calmness with which the Doctor and Fitz had agreed to follow the creature, considering what they’d suffered at the hands of one of its friends. ‘I’m getting...’ The Doctor paused. ‘Not quite flashbacks, but little pin- pricks of memory. It’s all a bit unsettling.’ ‘I’d have thought you’d be used to it by now.’ The Doctor threw Calamee a look, half fatherly disapproval, half an- noyance. Up ahead, the night beast pressed on through the bushes, push- ing them aside with a scary, casual ease, and passed on into the heart of the copse. As Calamee reached out to hold back a branch, Nessus seized his chance and leaped from her arm. With a triumphant squeal, he ran after the night beast. Calamee let him go: this whole affair was making him skittish and CHAPTER 19. ’THINK OF A NUMBER.’ 171 she knew that calling him back would be fruitless. Besides... ‘I know this place!’ she suddenly said, stopping sharply so that Fitz almost bumped into her. ‘You do?’ She nodded. ‘We came here for a picnic, my parents and me. A year or so ago.’ She looked around, suddenly seeing the place in a different light. She could picture them - her mother, father and house-mother - all sitting down, un- packing their lunch from a couple of huge bags,while Nessus scampered around, clambering up trees in a vain attempt to catch birds. ‘Really?’ The Doctor raised an eyebrow. ‘You were very lucky, then. Perhaps that explains Nessus - his altered DNA. Wasn’t it around then that the first night beasts started entering the city? Perhaps it was during your picnic that something happened to him.’ ‘God, yeah. I hadn’t thought of that.’ Calamee suddenly felt very cold. She and her family could have been the creatures’ first victims. She looked around, up into the trees, into the bushes. ‘It’s... wrong. It feels different somehow. Too quiet, too... tame.’ ‘There’s no birdsong,’ said Fitz suddenly. ‘Listen - no birds, no animal noises.’ They listened, and there weren’t. ‘He’s right,’ Calamee said. ‘When we were here before, there were loads of birds, a few tree-rats. Nessus was all over the place chasing them. I had to go off and find him ’cos we thought he might run into something bigger than him.’ She gave a little shudder. ‘Maybe the night beasts have scared them all away,’ Sensimi suggested. ‘Maybe,’ said the Doctor, sidling up to Fitz. Calamee suddenly got the weirdest impression of the Doctor and Fitz doing some sort of strange little double-act. It was as if they were practising each other’s mannerisms, gestures, ways of speaking. Maybe they’d spent so much time together that they were now copying each other without realising it. How long had they spent together? Did either of them actually know? The impression that Calamee had was that they’d been travelling together forever. She felt a twinge of sympathy for poor Trix: did she feel like the gooseberry in their cosy little team? She wondered where Trix had got to. ‘Well, we won’t find out standing here admiring the scenery, will we?’ said Fitz, suddenly striding after the beast. The Doctor gave a shrug and headed after him, with Calamee and Sensimi bringing up the rear. Gentlemen to the last, the Doctor and Fitz held back all the bushes until they were sure that Calamee and Sensimi had hold of them. And then suddenly they were through, and Calamee heard the Doctor give an appreciative little whistle. CHAPTER 19. ’THINK OF A NUMBER.’ 172 Laid out in front of them was a surprising little haven. In the dim early morning light, the plants, trees and bushes around them looked much the same as outside the bushes, but it was as if someone had gone around throwing copious handfuls of fertiliser at them. The vegetation was lusher, richer, and all around were bright gems of flowers, shining in the grey dawn, studding the bushes, sprouting up through the grassy ground. It was, thought Calamee - with a flush of embarrassment - quite enchanting. ‘It’s beautiful,’ gasped Sensimi, coming up behind. ‘Is it?’ said the Doctor in one of those voices. ‘Isn’t it?’ said Fitz, looking around as if there was something really obvious that he was missing. Calamee realised that the night beast seemed to have disappeared. ‘Take a closer look,’ said the Doctor, striding over to a clump of garish red blooms nestled in the shade at the foot of a bush. Sensimi leaned in closer and sucked in a sharp breath. ‘That’s horrible,’ she whispered, clutching at the front of her dress. And Calamee had to agree: what had, at first sight, appeared to be a beautiful floral display was, on closer inspection, little more than a breed- ing ground for maggots. Nestled in the folds of the carmine petals was a writhing clot of wriggling, white grubs. They clambered over and around each other, and the group’s uncomfortable fascination increased when they saw that the maggots were eating away at the cores of the flowers. ‘I thought maggots normally ate meat or dead animals,’ Fitz said. ‘Well, we are on an alien planet,’ the Doctor reminded him. ‘And there are plenty of creatures that look like maggots that are strictly vegetarian.’ He looked up at them from his kneeling position. ‘Yeah,’ said Fitz, leaning in a little closer and pointing, ’but that seems wrong, somehow, regardless of where we are.’ At his tone, everyone peered a little closer - and saw what he meant: as the edge of the cluster of maggots fed voraciously on the plant, the cen- tre of the cluster seemed to be sucked down into the plant itself. What Calamee could only think of as lips were grasping at the maggots and gulping them down. ‘I feel sick,’ said Sensimi simply and turned away. Calamee felt sick, too, but Sensimi’s declaration bolstered her own reserve, and she stayed put, determined not to be in the same league as the princess. ‘Remarkably rapid, isn’t it?’ said the Doctor admiringly, snapping off a twig to give the maggots a gentle poke. ‘And quite, quite fascinating. The maggots are eating the plant, and the plant’s eating the -’ ‘Oh God,’ came a gasp from Sensimi, and everyone turned suddenly. She stared at them. ‘They’re everywhere.’ CHAPTER 19. ’THINK OF A NUMBER.’ 173 And indeed they were: now they’d seen it once and knew what to look for, the little party found clots of maggots and grubs everywhere: in some places just a couple, but in others, huge, fist-sized balls of them or wriggling, writhing layers of darker ones, enveloping whole branches and plants. Before her eyes, Calamee saw a knee-high bush overrun with green-tinged shapes, so densely packed that they seemed to flow over it like a liquid. But as they progressed, the bark on the stems opened up and swallowed them, healing itself over as nothing had happened. Calamee realised that they could well have been rubbing up against armfuls of the things when they’d pushed through the bushes. She felt her skin turn goose-pimply. A crunching of twigs made them all turn: standing just a few yards away was the night beast. With surprising speed, it moved towards them, closing the gap in just a few strides. Silently, it picked up the Doctor, flung him over his shoulder. Calamee heard a muffled cry from the Doc- tor and saw him pound his fists on the creature’s broad back - to no avail. The thing strode purposefully across the grass towards the biggest tree. And as the two of them drew close to it, to Calamee’s amazement the tree opened up like a huge, barky zip-fastener. Unceremoniously, the Doctor was thrust into it, his arms flailing. The tree closed up as the creature turned and headed for Fitz. Chapter 20 ‘A simple “Come in, have a cup of tea” would have been more than adequate.’ Trix had finally reached the point where she didn’t think the Imperator was going to tell her anything more about what Trove had offered, or what this thing was that he claimed he was after. If he was the person who’d sent the distress call, then it seemed likely that it was a trap: Tannalis had given no impression that Trove was in such desperate need of help that he’d have sent out a general distress call to the universe. ‘I really ought to be looking for Fitz,’ she said, rising from the bed. Although she had little doubt that he’d be able to look after himself, she had the nagging sensation that there were things going on that she didn’t know about. But with the Doctor and Fitz, that was rather par for the course. ‘And you never got around to telling me about half your adventures,’ the Imperator said sadly. ‘Believe me, I’m not sure you’d want to hear - I’m sure I’d rather forget a few of them.’ They were interrupted by a hasty knock at the door, and Tannalis rolled his eyes in his head. ‘That bloody woman,’ he hissed. ‘I’ll be so glad when -’ ‘Imperator!’ came a nervous female voice from the corridor. ‘Impera- tor, it’s urgent!’ Tannalis threw a puzzled look at Trix. ‘Come in!’ The door opened instantly: it was a young girl, obviously one of the Palace staff, looking panicky and flustered. 174 CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’ 175 ‘Well?’ snapped Tannalis eventually, when it was clear that the girl had gone into some sort of shock - presumably at the sight of Trix. ‘Spit it out, Farine!’ ‘Sorry, Your Highness,’ she said. ‘It’s just that...’ She looked from Tan- nalis to Trix. Tannalis waved his hand. ‘Just tell me, girl. Trix is a friend.’ ‘It’s just that the Imperatrix has left the Palace with Mr Trove. And four of the Imperial Guard.’ ‘What?’ Tannalis looked at Trix with a frown. ‘What for? Where have they gone?’ ‘I’m sorry,Your Highness, I don’t know. Someone thinks they may have gone after the other offworlders.’ She risked a glance at Trix. ‘They took one of the levicars.’ ‘The other offworlders? Why did no one tell me about that? I didn’t think the levicars were ready, anyway? The girl gave an awkwardly apologetic shrug. ‘They’ve been working hard on them for the birthday parade,Your Highness. The Imperatrix said you weren’t to be bothered.’ ‘Bloody cow,’ muttered Tannalis under his breath. ‘Bloody, bloody cow.’ ‘Do you have any instructions,Your Highness?’ ‘No, no, nothing - but get the other levicars ready, just in case. Dis- missed.’ Tannalis paused and rubbed his head. And thank you for letting me know, Farine. It’s appreciated.’ The girl bowed gratefully and exited. ‘Levicars?’ asked Trix. ‘A little extravagance for my birthday,’ Tannalis said, almost apologet- ically. ‘Damned expensive - had to import them from Marselle. Part of my deal with parliament.’ He grinned raffishly. ‘Brings back memories - used to zip about in an old one we had, before I drove it into a ravine and wrecked it.’ He gave a sigh. ‘Those were the days, Trix.’ ‘Deal?’ This was all going a bit fast for Trix. But Tannalis waved her question away. ‘You know what this means, don’t you?’ ‘It sounds like it means Fitz has left the building - maybe even with the Doctor - that’s what it sounds like.’ ‘No, no, girl: it means that Trove has left the building.’ His eyes widened and a conspiratorial grin cracked his face. ‘It means we can have a look in his room, is what it means!’ Five minutes later, Trix was looking shiftily up and down the corridor as CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’ 176 she fiddled with the lock on Trove’s door. ‘If you’re going to tell me that this is wrong and that we shouldn’t be doing it, you’re about five minutes too late,’ she said as Tannalis tutted behind her. ‘And can I remind you that it was your idea?’ ‘Actually,’ he said, ‘I was about to say that this is the most fun I’ve had for years. Although the novelty of watching you trying to pick the lock with a piece of wire is wearing mighty thin.’ He dug into the pocket of his dressing gown and produced an electronic key card. ‘Less fun, but quicker.’ Trix stepped back and let Tannalis do the honours. At least if they were wrong and Trove was still in his room, the Imperator could claim Imperial privilege or something. It was, frankly, a bit of a disappointment: a bit like breaking into the hotel room of a hard-living rock band only to find the place immaculate and an opened bottle of mineral water on the table alongside an unused ashtray. The room was so neat and tidy that Trix at first wondered whether they’d got the right one, or perhaps the Palace maid-service was second to none. Everything looked as if it had been placed just so. The only thing that gave away the fact that this wasn’t simply a very nice spare room for visiting relatives was the object on the desk under the window. About the size of a tea-tray, it was made of what looked like polished chrome, about seven inches high at the back, curving down to the front edge, which was almost flush with the table top. Two flat, blank screens were set into it along with numerous buttons and a couple of what seemed to be miniature joysticks. ‘Is this it?’ she whispered, looking around the room. ‘What did you expect, girl?’ What had she expected? A map with a red circle and an arrow say- ing: ‘It’s here’ along with a handwritten note explaining what the hell was going on? ‘Hello, Doctor,’ said Tain, his voice soft and calm and seemingly emanat- ing from everywhere. The Doctor looked around the cramped space: the walls were rough, ribbed and a mottled green and brown. Pale light dappled the chamber from dozens of yellowish spots across the barrelled arch of the ceiling, like out-of-focus stars scattered across the vault of heaven. He wriggled, trying half-heartedly to uncrease his coat after the mangling it had received on the way down from the tree trunk. ‘A simple “Come in, have a cup of tea” would have been more than adequate, Tain,’ he said archly. ‘Organic optical conduits?’ CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’ 177 ‘The lighting? Yes, Doctor. I see your memory’s back.’ ‘Ah,’ said the Doctor ruefully. ‘If only it were. Perhaps we could have a word about -’ He was interrupted by a visceral slurping sound as the same pucker that had disgorged the Doctor opened up in the wall and squeezed out the wrinkled form of Fitz. He slumped on the floor, a tangle of arms and legs, ‘Fitz!’ said Tain. ‘How nice to see you again - I was becoming worried that you wouldn’t make it.’ The Doctor pulled Fitz to his feet. ‘Doctor... ’ said Fitz slowly, looking around. ‘This place...’ ‘I know,’ agreed the Doctor, nodding. ‘Familiar, isn’t it?’ ‘It ought to be,’ said Tain. Fitz turned to the Doctor, his eyes wide, and a huge grin split his face. He grabbed the Doctor by the arms. ‘It’s Tain!’ he shouted gleefully. ‘The voice - it’s Tain! I remember!’ ‘I’m a bit ahead of you,’ said the Doctor calmly, patting Fitz’s arm. ‘Ah...’ said Tain thoughtfully. ‘It seems that I was a little bit presump- tuous in my estimation of the state of your memories.’ The Doctor waved Tain’s concerns away casually. ‘Think nothing of it, Tain. Think nothing of it.’ He paused. ‘Although I got the distinct impression from Madame Xing that my memories of our last encounter had been removed, not just suppressed. There are still more than a few gaps that need filling, though.’ ‘Such as?’ ‘Such as the small one between landing the TARDIS and getting found by Trix,’ Fitz jumped in, pacing across the small chamber and frowning, clearly trying to fit everything together. He stopped and looked around, obviously wondering where Tain actually was, where he was supposed to address his comments. ‘Touch the wall,’ said Tain simply. Fitz stared at the Doctor who gave a shrug. The Doctor took Fitz’s hand, and together they touched the gnarled, fleshy side of the chamber - - sharp strobing, scenes, dizzying in the speed of their editing, like static images burned into his eyes. The copse ahead of them, the Doctor strides off with his detector beeping away in his hand. No sounds, no movement. Fitz glances back at the TARDIS, hoping Trix will be - - something dark and huge, smashing, crashing, bushes pushed aside, their stems snapped by the force. Fitz turns sharply to see - CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’ 178 - a vast hand or arm, just a shadow given form, swats at him, throws him against a tree. Fitz feels his own arm snap dully and flop helplessly. A thick cloud of pain, like maddened bees, swirls around him. He sees the creature holding the Doctor by the neck, examining him curiously with tiny, bright eyes. Then it flings him away. Fitz sees him roll away down the slope, but he’s getting to his feet. The creature advances on Fitz, tow- ers over him, and swipes at his head with a single, clawed finger. Fitz watches the creature peer at its finger, a clump of blood and hair hanging from it like muddy grass, before it flicks it aside. Fitz tries to move, dazed, stars swimming in his field of view, to slip around the side of the tree, but the creature catches him with a backhand gesture, almost casual, and Fitz is sent tumbling over and over into a bush. He feels the sharp stems scratching and stinging and impaling, sliding through soft flesh and mus- cle, tearing and snagging - - the Doctor’s coming up behind the creature, a branch raised in his arms. Fitz can see a rosy slick of blood on the Doctor’s neck. Fitz’s heart sinks as, behind the Doctor, he sees another of the creatures, this one slightly smaller, slightly lighter in build. It’s pushing its way out of a tree trunk like it’s being born. The trunk seals itself behind it like rubber, a mouth turned on its side, and the creature advances on the Doctor. Fitz wants to call out - - the branch crashes down uselessly on the creature’s back, bouncing off. The creature turns slowly and plucks the branch from the hands of the resigned-looking Doctor, before slapping him away again - - and the two creatures are advancing on each other, the smaller one more mobile, more fluid in its movements. It ducks and weaves as the larger one tries to grab it, tries to catch it. The smaller one ducks under the bigger one’s arms and, as it passes, sinks its no-less impressive claws into the large one’s side. It howls and instinctively thrusts its elbow back, catching the smaller one, sending it slamming into the ground. The big one turns, raises a foot to stamp on the smaller one, but it’s already gone, rolled out of the way, sprung to its feet. It’s ready to attack again. Fitz feels everything lose focus as he forgets what’s happened to him and he tries to move towards the motionless figure of the Doctor. A scarlet haze fogs his vision as the smaller creature launches itself against the big one - ‘Good grief!’ said Fitz, jerking his hand back from the chamber wall. ‘What was that?’ ‘That,’ said the Doctor, looking almost as shaken as Fitz felt, ‘was by way of a “previously on...”, I think.’ CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’ 179 ‘My apologies for presenting it like that,’ said Tain’s gentle voice, ‘but time is pressing.’ ‘I expect it is,’ said Fitz. ‘But I think the phrase I used was “good grief¡‘. That was what happened when we first arrived, right? So how’d we come to...’ He flapped his hands around. ‘...to... everything?’ ‘Please place your hands against the wall again and I’ll -’ ‘Uh-uh,’ said Fitz, backing away - as much as he could in the confined space - from the wall. ‘Can we just do this the slow, old-fashioned way, please? You know, words, language, that kinda stuff?’ ‘The Trojan’s soldier attacked you and almost killed you,’ said Tain. ‘I managed to create another in time to save you and bring you in here where I repaired you.’ The Doctor absently touched the side of his neck and Fitz found his own hand moving to the shiny patch of skin on his head. ‘But the Trojan sensed that you were dangerous,’ continued Tain, ‘es- pecially when I downloaded your memories in case you didn’t survive the repair and I had to recreate you. It attempted to interfere again, to create more soldiers to kill you when you emerged. I had to let you go without doing a complete integrity scan so that I could concentrate on fighting the Trojan.’ ‘Sorry,’ said Fitz with a shake of the head. ‘Maybe I’m being stupid, or maybe I’ve missed a couple of episodes, but what the hell’s a Trojan? Someone that lives in a wooden horse?’ ‘The Trojan is a synthetic personality construct that was implanted by the Oon before I fled their battle with the Makers. It was designed to -’ ‘Whoah, whoah!’ said Fitz, raising his hands in a gesture of surrender. ‘You’re doing it again! Look, why don’t I go back upstairs and take my chances against Trove and the whole Imperial Army, Doctor, while you stay down here and do the hard bit -understanding what the hell is going on?’ The Doctor scowled at Fitz. ‘So, Tain - this Trojan personality - it’s infecting your systems now?’ ‘And has been since I arrived here a year ago. At first I thought I would be able to purge it, but I was unprepared for the depth of its infiltration. I have spent all that time waging a war with it. Once I realised that its intent was to communicate my location to the Oon, I destroyed my own commu- nications organ. So then it created soldiers to go for help, and I tried to interfere in their creation - when I failed, I created others to follow and stop them. And two days ago, the Trojan finally managed to gain control of some of my regenerative subsystems and regrow the communications organ. It sent a distress signal. Which you picked up.’ CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’ 180 ‘So, um, where are you, exactly?’ asked the Doctor. ‘I take it you’re in control of this thing?’ ‘Oh. I thought you’d realised.’ Tain’s voice was disappointed and sur- prised. ‘This “thing” is me. This whole bioship, all the trees and plants above us. It’s all me.’ ‘Oh,’ said the Doctor slowly. ‘Right.’ ‘So we’re, like, in your stomach?’ asked Fitz, claustrophobia clawing at the edges of his senses. ‘No - I have no stomach, as you think of it. I have roots and the vegeta- tion above performs photosynthesis for me. I created this chamber when you were injured, to protect you from the Trojan’s soldiers.’ The Doctor pulled a face and glanced at Fitz - who somehow knew what was coming. ‘You said you repaired us and didn’t do an integrity scan. Can you do one now? Quickly, I mean?’ ‘I performed it while reminding you of what happened upon your ar- rival. The Trojan did indeed interfere with my repair procedure.’ ‘And would this interference possibly have resulted in the Doctor’s new-found toilet mouth?’ asked Fitz. ‘The Trojan was relatively indiscriminate in its interference,’ said Tain. ‘It seems that there has been an interchange of personality traits.’ ‘So the Doctor got the swearing,’ said Fitz with a certain amount of relief. ‘What did I get?’ ‘Impetuosity, curiosity,’ said Tain after a few seconds. ‘A certain cool- ness of disposition.’ ‘Hmph!’ snorted the Doctor. ‘Hardly a fair exchange.’ ‘Too right,’ agreed Fitz. ‘I get the short end of the stick yet again. Have you any idea how tiring it is being you?’ ‘Can it be reversed?’ ‘Easily,’ Tan said, ‘but it will take time.’ ‘And I take it that’s something we don’t have much of.’ ‘Do we ever?’ sighed Fitz. Trix eyed the console warily. A single red light burned steadily in the top left-hand corner. Was that just the ‘standby’ light, or was the whole thing working? And what did ‘the whole thing’ do when it was working, anyway? She guessed that it was some sort of communications device. But why so many buttons, and why the joysticks? Maybe Trove was partial to a spot of aircraft simulation computer gaming when he wasn’t hunting for mysterious devices and sending out distress calls. CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’ 181 ‘Now that we’re here,’ she said, ‘it would be a shame not to press some- thing, wouldn’t it?’ She saw Tannalis eye the device sceptically. ‘You’re probably more familiar with this kind of thing than me,’ he said, taking a step away from it. ‘Eh? Just because I’m not from Espero doesn’t mean I have any more of a clue about this than you, you know. Look - it’s just buttons. Nothing fancy: no wires to go into your head, nothing more advanced than you seem to have around here already. Probably.’ Although, of course, Trix couldn’t swear to quite what might happen if she actually pressed one of the buttons. ‘Oh bugger it,’ she said suddenly and decisively, and touched one of the flush, oval buttons. A blue one. Her lucky colour. Or was that green? She knew it was the colour of her eyes, but there were times when she forgot what colour they were supposed to be. Nothing happened. Green it was, then. She pressed one of the three green buttons she could see. ‘Is this thing actually plugged in?’ she asked aloud, peering under the desk for a power cable. ‘Look!’ hissed Tannalis, tapping her arm. She looked back at the device: one of the screens was now active. It showed a dark image that took Trix a couple of seconds to understand. It was an aerial view of some bushes. It wasn’t until something moved that she realised that, in among the bushes, there were two people. The image weaved and slewed about a bit, as though whoever was holding the camera couldn’t keep it perfectly steady. ‘Sensimi!’ gasped Tannalis, touching the screen. ‘That’s Sensimi, I’m sure of it!’ ‘And if that’s Sensimi,’ said Trix, ‘who’s the other one, the other girl?’ She squinted at the murky picture, wondering if one of the controls was for brightness, but none of them bore a recognisable TV brightness symbol. ‘Trove must have a surveillance camera following them,’ she said. ‘Flying overhead. Maybe there’s some way we can warn them that he and Alinti are on their way.’ She waggled her fingers over the console, suddenly realising in a ‘D’oh!’ flash, what the joysticks were for: they must be for controlling the camera. They were tiny little things, and she took hold of them both gently for fear of snapping them off, and waggled. Nothing happened to the picture on the screen - but they both heard a tiny tap from somewhere else in the room. CHAPTER 20. ’A SIMPLE “COME IN, HAVE A CUP OF TEA”...’ 182 ‘What was that?’ Tannalis whispered. Trix shrugged, and waggled the joysticks again. She pressed a button, and the second screen sprang into life. But the picture was totally black - no, hang on. There was a thread of light - a thin, blurry strip bisecting the screen. As she moved the joystick below it again, the position of the fuzzy line moved, spinning around, vanishing off the side of the screen. And again they heard the sound from the other side of the room, like a gentle fingernail tapping on a door. ‘It’s coming from here,’ Tannalis said, stepping closer to a huge ward- robe built into an alcove at the side of the bed. He gestured for her to move the joystick again, and after a couple of seconds of random waggling, they both heard a repeated tapping on the inside of the wardrobe door, as if some tiny thing inside was trying to get out. Trix watched Tannalis steel himself and grip the handles. She looked at the screen again: something momentarily came into focus, caught in the pale strip - which, she sud- denly realised, was a line of light bleeding into the wardrobe through the gap between the doors. ‘I don’t think you want to do that,’ she said, swallowing, as she realised what she was looking at. But it was too late: with a grunt, Tannalis pulled back both doors. On the screen, the image flared for a fraction of a second: in front of her, she saw the eye that she’d recognised only a couple of moments before. An eye, wide and blank, set in a handsome, black face. She turned to Tannalis who could only stand and stare at the sight of his only son, Javill, propped in the cupboard like a broken toy - his eyes wide, his trembling mouth slack, a thread of saliva hanging from his chin. Chapter 21 ‘Are you thinking what I’m thinking?’ Alinti’s skin still itched - and she could see that she wasn’t the only one. The four guards that Trove had persuaded her to bring were doing their best to maintain their dignity while surreptitiously rubbing their arms against their sides. Trove seemed to be the only one unaffected. She would never have admitted it, but the sight of the huge wall of smoke had almost made her want to order Trove to turn the levicar around. But he seemed confident that they could pass through it without any harm - especially af- ter he’d tinkered with the car’s mechanism and declared that he’d ‘boosted the repulsor field to a safe level’. It was all technobabble to her, but if Trove was sure that they’d be safe, she’d have to trust him. Still, as they’d sped through the grey curtain, she’d closed her eyes and prayed. She couldn’t remember the last time she’d done that. Perhaps the fact that she was still alive and racing towards immortality proved that God was on her side after all. She briefly wondered what Javill was doing - whether he’d taken notice of the warnings and made sure he was upstairs. Although the thing - the wavefront, Trove had called it - looked much taller than she’d expected: taller, certainly, than the first floor of most of Saiarossa’s buildings. She wasn’t convinced that hiding in bedrooms was going to protect anyone. Still, that wasn’t her problem now. Javill could take care of himself. Maybe he’d have had the sense to seize the opportunity, and had taken Tannalis down to the courtyard for a look at the preparations for his birth- day. ‘You seem very quiet, Imperatrix,’ said Trove, breaking into her reverie. ‘Just wondering about my family,’ she said. ‘Hoping they’ve had the sense to hide away somewhere safe.’ 183 CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’ 184 Trove smiled. ‘I’m sure they have, Imperatrix.’ She glanced back over her shoulder and caught one of the Guard scratch- ing himself. He stopped instantly, a pained and apologetic look on his face. ‘The wavefront... what exactly is it? Something to do with your im- mortality device?’ ‘A side effect, Imperatrix. By the time it reaches the city, we will have arrived at its source - and then we can stop it.’ Trove pointed up ahead. She could see the grounded wreckage of the levicar that Sensimi and her offworlder friends had taken. It lay crumpled on its side, the nose dented and twisted out of shape. ‘They can’t be far.’ ‘This Doctor you mentioned - the one who has tricked my daughter: what is his interest in the device?’ ‘The same as mine, Imperatrix. Only he won’t be willing to share it with you, as I will. His intention is to take it and leave the planet as quickly as possible.’ He turned and flashed her a broad, charming smile. ‘But we won’t let him, will we?’ The bright new morning was cold, and both Sensimi and Calamee wished they’d had the sense to bring thick coats. The fact that neither of them had slept didn’t help - their body temperatures were low already, and Sensimi had to keep stifling yawns as they waited hopefully for the return of the Doctor and Fitz. The night beast that had led them to the hollow in the ground stood, a silent sentinel, a few yards away. Calamee hugged Nessus - as much for warmth as for comfort. And now that they’d noticed the maggots eating the vegetation - and the vegetation eating the maggots - it was impossi- ble not to see them everywhere. Sensimi seemed to feel the need to keep pointing them out, and Calamee was getting heartily sick of it. ‘Look,’ she said eventually. ‘Let’s not pretend that we like each other, shall we? You might be the Imperator’s daughter, but that doesn’t win you any points with me. Can we just wait here in silence until the Doctor and Fitz come back, and then when they’ve sorted this whole thing out, we can go our own ways? OK?’ Sensimi hugged her arms to herself and stifled a yawn. ‘Fine by me,’ she said. Then she paused and took a step forwards, staring into the dis- tance, back towards the city. ‘Can you hear that?’ Calamee listened: over the sound of the wind and the rustling of the trees, there came a low droning sound. ‘It sounds like -’ CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’ 185 ‘- another levicar!’ Sensimi finished gleefully. ‘I bet it’s Father, come to sort this mess out.’ She threw a sneery look at Calamee. ‘Then we’ll see what’s what.’ She looked around in an exaggerated way. ‘I don’t see your parents coming to rescue you.’ ‘Oh grow up,’ was all Calamee could manage. She was too busy trying to track the source of the noise - and then she saw it: a tiny pale spot, catching the dawn sun. In silence, they watched it draw closer, until they were both certain it was a levicar. Then Sensimi began waving her arms and dancing up and down, trying to attract its attention. But Calamee’s attention had been caught by something else: quietly pushing its way through the bushes towards where the night beast stood was another beast. The first one turned and saw the newcomer, but didn’t react to it. Calamee felt decidedly uncomfortable, even if the things didn’t seem to bear them any ill-will. Having two of them so close by was not reassuring. She turned back to watch the approaching levicar, wondering if she’d finally get to meet the Imperator. Unfortunately, as it drew closer, she re- alised that one of the two figures at the front of the car was the last person she really wanted to see right now. ‘Oh,’ said Sensimi flatly. Riding alongside each other, and with four of the Imperial Guard in the back, were Imperatrix Alinti and Mr Trove. Calamee looked back, anxiously, to the tree into which the Doctor and Fitz had been dumped. Where were they? ‘It’s Sensimi,’ said Alinti, standing up in the car as it slid across the grass. ‘And some girl.’ She looked around, wondering where this magical device of Trove’s was. She still didn’t trust him, and was quietly thankful for the presence of the Guard behind her. If there was even a hint of double-cross from him, she’d have no compunction about using them. ‘She’s in league with the Doctor,’ Trove said, slowing down the car. It hovered, three feet from the ground. Alinti was on the point of telling him to set down the car so that she could get out and find out what Sensimi was doing with that girl, when she noticed movement behind them. Lumbering out of the bushes came two of the night beasts that she’d heard so much about. The pictures she’d seen didn’t do them justice, and she let out a little cry, looking to Trove. ‘Shoot them!’ Trove said over his shoulder to the Guard. They hes- itated, and Alinti realised that they were waiting for confirmation from her. ‘Do it!’ she shrieked as the creatures lumbered closer: despite their CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’ 186 muscled, shaggy bulk, they moved frighteningly quickly. Trove, too, must have realised this, for a moment later he jabbed at the controls and the levicar rose up, away from the ground. But it wasn’t enough, she realised: the height to which the car seemed capable of rising seemed dependent on its speed. And, stationary as it was, it could only manage four or five feet. ‘We’re carrying too much weight,’ muttered Trove, working at the con- trols, trying to coax a little more altitude out of the vehicle. It rose another foot, juddering and whining. The creatures were just a few yards away. Trove wrenched the steering handles and the car spun horizontally, throw- ing its occupants around like toys: now the Guard were facing the night beasts, sheltering Trove and Alinti. They raised their guns and began to fire. Whether down to bad maintenance, bad design - or simply incom- petent operation - the guns carried by the Guard just didn’t seem to work properly. A few half-hearted spits of fire sent spurts of grass into the air. ‘Get us higher!’ screamed Alinti, drawing back from the edge of the car. ‘Excellent idea,’ said Trove drily. ‘Why didn’t I think of that?’ Even the Guards were panicking now, seemingly loosing off shots at random. They zinged and whizzed through the air, little rippling patches of heat haze. One of the creatures paused, jerking as one of the Guards’ shots hit its shoulder. It staggered, but continued moving. The levicar was now at chest height, the engines whining like they were about to explode. One of the Guards had picked up his staff, and was jabbing madly at the closest creature. It seemed to be working - the thing kept lurching backwards and forwards, trying to avoid the spiked end. But the other one had pushed through the protective field around the car and had hooked its paws over the edge. It began to pull, rocking the car violently. The Guard with the staff began stabbing at the creature’s hands. ‘Trove, stop them!’ ordered Alinti, stepping up, unsteadily, on to the car’s passenger seat, trying to put as much distance between herself and the creatures as possible. Trove glanced up at her. ‘We need to lose some weight,’ he said softly. She stared at him. By the time she realised what he meant, it was too late: she reached down to grab the side of the car as, with a casually pow- erful movement, he pushed her out. ‘Don’t look,’ said Calamee, wrapping herself around Sensimi, smothering her in her arms. But Sensimi didn’t need to look: she knew what the creatures were capable of, and the image of her mother being pulled, almost casually, CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’ 187 apart would stay with her forever. Calamee felt sick as she watched the Imperatrix being tossed about like a doll, as the night beasts tore her to bloody shreds. Trove waited until he was sure that Alinti had gone and gunned the ele- vator controls. The car shot up into the air another three feet, the strained sound of the engines levelling off. Without the Imperatrix’s weight, he reckoned, they’d be just about out of reach of the soldiers. One of the Guard turned from the sight of his Imperatrix being bloodily ripped limb from limb on the ground below. ‘How dreadful,’ Trove said, trying to imbue his words with some feel- ing. ‘I told her not to stand - not with that thing rocking the car. But she was too headstrong.’ He gave a sad little shake of his head. ‘She gave her life so that we’d survive. How noble.’ He glanced over the side of the car. ‘Now be a good fellow and kill those things, will you?’ The Doctor reached out, tentatively, and touched the wall of the chamber. It felt like tree bark made out of rubber. There was a scent in the air, not unlike that of pine combined with sour milk. He wondered whether Tain was capable of reading his mind and silently voiced the thought, but there was no reply. Hardly conclusive proof. ‘So why did you come here?’ he asked out loud. ‘Why did you desert?’ ‘Do you know how long I’ve lived, Doctor? I am almost eight hun- dred years old. Since the Makers grew me, I have been involved in four hundred and twelve battles. I’ve produced over ninety-five thousand sol- diers, and been responsible for the deaths of over seven million civilians - along with an even greater number of Oon soldiers, agents and conscripts. I have caused death and misery on an unimaginable scale, and I have had enough.’ ‘If you were going to turn conscientious objector,’ cut in Fitz, ‘it’s rather a shame you didn’t do it a little bit earlier, isn’t it?’ ‘It is indeed,’ Tain said, and they both had a sense of sudden heaviness and sorrow. ‘But I was created as a soldier factory. Compassion and con- sideration for the worlds where the Oon battled the Makers were not part of my design. It would have been... counter-productive... to have given me a conscience. War is not about making ethical decisions - it is about winning. There are no half-measures.’ ‘Typical,’ snorted the Doctor. ‘No wonder war is such a depressing business.’ He stopped and rubbed at his bottom lip. ‘And why does the name “Maker” sound so familiar?’ A cold shiver stroked his spine. ‘They CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’ 188 called themselves “Us”.’ The phrase drifted through him like a spirit seeking redemption. ‘I can’t imagine it’s particularly unique,’ Fitz commented. ‘No, no, I suppose not. But still...’ He gazed around the chamber, sigh- ing to himself. ‘So now you expect us to believe that you’ve had a change of heart, do you, Tain?’ Fitz’s voice sounded flat and dead in the chamber, soaked up by the gnarled walls. He noticed them flex and pulse slightly, bringing home to him the fact that they weren’t just underground, but were inside something alive - something vast and alien, but alive. Something that, he imagined, could crush them at any moment. It was like being inside a heart, waiting for it to beat. ‘I do not expect you to believe anything. I simply present the facts.’ ‘And what would you have us do with those facts? Your night beast out there - I take it that yours were the less aggressive ones? - was rather less than gentle with us, which doesn’t exactly fill me with confidence.’ ‘The Trojan is a simple mind. It has no... finesse. The soldiers it created when it subverted my systems were basic models, built for brute strength, not agility or speed. And I have been able, on most occasions, to interfere with their development. I know the capabilities of my units better than it does, and so I generated the more agile ones. The Trojan does not seem to have learned from its mistakes - it continues to produce the larger ones, despite the fact that they are repeatedly killed by mine.’ ‘Salvador Dali,’ the Doctor said suddenly, having been silent since his comment about the Makers. ‘Autumn Cannibalism. That’s what that was about.’ He looked wildly at Fitz as if that made it all clear. ‘Up above ground,’ the Doctor explained. ‘The maggots and the plants, the two lots of night beasts. Tain and the Trojan - all of them attacking and devour- ing each other. I should have spotted it when we arrived. That’s what the painting signified, that’s why I must have shunted it aside, hoping it would jog my memory later.’ ‘Well, isn’t it a good job that it did?’ Fitz said drily. ‘And just in the nick of time.’ The Doctor threw him a ha-ha look before speaking to Tain again. ‘And this wave that’s sweeping across the planet: that’s the Trojan’s work as well?’ ‘No,’ replied the bioship after a pause - and in a tone that really didn’t make Fitz feel very good at all. ‘That was me.’ *** CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’ 189 Trove sat back and watched the Palace Guard finish off the night beasts. Now that the car was floating a good foot above their outstretched arms, there was little to worry about. He could see how the Guard were trying to avoid looking at the trampled carcass of their Imperatrix, but they were professional enough not to be too thrown by it. It was almost a shame that he’d had to get rid of Alinti, Trove mused, as the first of the night beasts fell. But of course he’d had no intention of honouring his deal, and without her, at least he’d been able to take the levicar up to a safe altitude. He took the opportunity to glance around: the Oon had told him little about the modus operandi of the Maker bioships, other than that they were capable of creating soldiers and could integrate themselves into the bio- spheres of planets they occupied. He assumed that this particular one was underground. There was no sign of the Doctor or the other male: either they were hiding, or they’d found the bioship. He fingered the metallic disc in his pocket - all he needed to do was to get close enough to the bio- ship’s central systems, and it would be over. At least he’d had the chance to test it out on Javill. The boy had been useful after all. A half-hearted cheer went up from the Guard as the second of the night beasts collapsed. Its massive body jerked briefly as they fired an- other dozen shots into it, just to be sure. One of the Guard turned to him, clearly unsure about what they should do now. Trove nodded ap- preciatively, hoping that his association with both the Imperator and the Imperatrix gave him some leverage with them. ‘Well done,’ he said. ‘Excellent job.’ He lowered the car to the ground. ‘What?’ exclaimed the Doctor, and Fitz winced at the volume of his voice in the sweaty confines of Tain’s inner chamber. ‘You set that wave off? Why? You know what it’s doing, don’t you?’ ‘Of course - the Gaian phase is, shall we say, my last resort.’ ‘For what?’ asked Fitz. ‘Taking over planets? And what’s “Gaian phase” mean when it’s at home?’ ‘Gala was the Greek goddess of the Earth,’ said the Doctor. ‘Mother Na- ture, if you will. The name was used by the British biologist James Love- lock who believed that the most meaningful way to understand Earth was to see it as a single living organism. A sandwich short of a picnic on that one, really. But to answer your first - and second - questions, yes, Fitz, I think that’s exactly what it’s for: taking over planets.’ His voice was dark and he turned, taking in the musty chamber around them. ‘That’s why, when the wave touched me, I got flashes of the planet from other view- CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’ 190 points, isn’t it, Tain? I was briefly plugged into this planetary gestalt that you’ve started to create. I assume it didn’t convert me because it somehow detected I’d already been “touched” by you? If you’re genuine about your desire to atone for your past sins, I think you’re going to need a bloody good excuse for this one.’ Fitz winced again at hearing the word come from the Doctor’s mouth. He knew it was because of the mix-up - that, effectively, they were his swearwords coming out of the Doctor’s mouth. He ought to be getting used to it by now - but it still seemed wrong. Like catching your granny on the toilet, or finding nuddy books under your parents’ bed. He wasn’t sure he’d be able to cope if the Doctor moved on to the really strong stuff. ‘I panicked,’ said Tain eventually. ‘When your TARDIS arrived, I as- sumed that you were either an agent of the Makers, come to take me back home, or an agent of the Oon, come to finish the work that the Trojan had started. My only chance to remain free was to initiate my Gaian phase.’ The Doctor frowned. ‘How would that safeguard your freedom? Break- ing down and recreating every living thing on the planet, subsuming them all into one vast gestalt entity... How?’ ‘Once the Gaian body has reached a certain critical mass - which it is rapidly approaching - it is impossible to disentangle my bioship body from it. The Oon and the Makers would either have to leave me - or sterilise the planet to kill me.’ Fitz saw the Doctor’s jaw clench, his fists tighten. He wasn’t going to actually punch Tain, was he? ‘And this is your way of saying sorry for your past actions, is it?’ ‘If I allow either the Oon or the Makers to take me away, I will be either force-bred to produce more like myself, or reconditioned to be a faithful Maker subject. Once again, I will be responsible for the death of millions. By activating my Gaian phase, I will - at the most - be culpable of taking away the individuality of the Esperons. They will not die.’ ‘They might wish they had,’ said the Doctor tightly under his breath. ‘Tain, you have to stop this. Now.’ ‘I cannot, Doctor. The only way to stop it now, before critical mass is achieved, is to kill me. And once critical mass is achieved - in about twenty minutes - the effect is self-sustaining, and even my death will not halt it.’ The Doctor stared blankly at Fitz, and Fitz wished he wouldn’t. It was almost as if he’d run out of answers himself, and was looking for more in him. Which was never a good sign. ‘So you’re telling us that, on the off-chance that we were here to take you away, you condemned every Esperon to being chewed up and moulded into part of one huge organism. That you were too scared to wait and see CHAPTER 21. ’ARE YOU THINKING WHAT I’M THINKING?’ 191 who we were. I’m not finding this very easy to believe, Tain.’ ‘You doubt me, Doctor?’ ‘I doubt anyone who’s spent centuries killing and murdering, Tain. For all I know, you came here to Espero hoping to set up your own empire. Maybe you’re nothing more than a war criminal who’s decided to get out while the going’s good.’ The Doctor stopped his diatribe sharply, as an odd tremor passed through the chamber. The image that, unfortunately, sprang to Fitz’s mind was not his earlier one of a heart, but of a stomach suddenly wrenched with cramps. The floor beneath them rippled sinuously, and both of them were thrown against the walls - which undulated again before becoming still. ‘Tain?’ called the Doctor as the chamber’s spasms faded. ‘Tain!’ There was no reply. He tried again, but the only answer was a very loud silence. ‘Are you thinking what I’m thinking?’ whispered Fitz, suddenly aware of how claustrophobic the tiny little cell was. ‘The Trojan?’ said the Doctor with a sigh. ‘Yes, I rather think I am, Fitz.’ ‘Which would be bad, wouldn’t it?’ In the crepuscular gloom, the Doctor nodded slowly - and pointed to- wards the wall, close to where they’d entered the chamber. Fighting its way into the world, a writhing, flexing hand was being extruded into the heart of the bioship. Chapter 22 ‘Imagine having your whole life to live over again.’ Calamee and Sensimi backed away as the levicar came to a halt a foot above the ground, and Trove, with surprising elegance for such a large man, sprang over the side. He straightened his lapels and took a couple of steps towards them, adjusting his cuffs foppishly. ‘Where is the Doctor?’ Calamee didn’t answer - neither did Sensimi. ‘I applaud your loyalty and your bravado,’ Trove said. ‘But only I know how to stop this thing, the bioship beneath our feet. I can stop the wave that’s approaching the city, save the Esperons.’ He looked expec- tantly at Sensimi. ‘Don’t trust him,’ Calamee whispered. The Princess shook her head. ‘What if he’s telling the truth?’ ‘Sensimi, come on! He wouldn’t know the truth if it dressed in a frock and danced around in front of him. He’s after this thing for himself.’ ‘Time is running out, Your Highness,’ Trove warned, his hands clasped behind his back. ‘I think we’ll just wait for the Doctor, thanks all the same,’ Calamee said, feeling the wobble in her voice. She didn’t know where the Doctor and Fitz were - or even whether they were alive. The last they’d seen of them, the night beast had been bundling them into the trunk of a tree. For all she knew, they might still be in there, slowly suffocating. ‘Ahh,’ said Trove suddenly, looking behind her. ‘Doctor!’ Calamee spun around, and as she did, she heard Sensimi yelp. She turned back to see Trove with his arm wrapped around Sensimi’s neck, something metallic that she couldn’t see properly in his hand, just a foot away from the princess’s face. 192 CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’ 193 ‘Now,’ he said calmly ‘Where is the Doctor?’ Calamee looked desperately towards the Palace Guard, still on board the levicar. They were hefting their guns and staves nervously, unsure of what to do: they couldn’t risk firing at Trove in case they hit Sensimi. ‘If this girl here doesn’t answer my question in the next ten seconds,’ Trove shouted to the Guard, ‘I want you to kill her. And if you don’t, I shall kill your beloved princess.’ He smiled at Calamee. ‘Now,’ he said. ‘Where is the Doctor? I’ll find him sooner or...’ His voice tailed off as he saw that two of the Guard were staring back the way they’d come. Behind them, rounding the hillock, was another levicar - travelling at full speed, judging by the feverish whine of the engines. Sat up in front were two figures - the Imperator, and another offworlder. It had to be Trix, the woman that the Doctor had spoken about. As if things weren’t complicated enough. ‘Stop him!’ called Tannalis, his voice hoarse and cracked. He swayed on his feet until the woman pushed him back down into his seat. ‘Stop him!’ the woman echoed, pointing at Trove. ‘Kill him if you have to. Just stop him.’ The other Guard in his levicar raised his gun, uncertainly. ‘Remember our deal, Imperator,’ Trove shouted, as Tannalis and his companion drew closer. ‘Remember what I promised you!’ ‘You bastard!’ shouted back the Imperator. ‘I’ve seen what you did to my son. D’you think our deal is worth anything now?’ ‘That was an accident,’ Trove lied. Javill found some of my equipment and interfered with it.’ ‘So you did that to him? You’re responsible, Trove,’ the Imperator said, rising from his seat again. This time, the woman didn’t attempt to push him back down. ‘And you’re going to pay, believe me.’ ‘Think about it, Tannalis!’ Trove urged. ‘Eternal life for you - a new body. How long have you got left in that one? A year? Five years? Imagine having your whole life to live over again.’ ‘And what kind of life would that be, man, knowing I had it at the cost of my son?’ He looked around. ‘And where’s my wife? Where’s Alinti?’ ‘There was another accident,’ Trove said flatly. ‘I’m sure you’ll miss her deeply. But if you won’t think of yourself, Imperator, think of your nation. Think of Saiarossa. The bioship beneath us can create a whole army of soldiers. This world can be yours, united under your benevolent rule. No more wars, no more bickering and fighting.’ CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’ 194 Tannalis laughed harshly ‘Accidents seem to follow you around, don’t they? And another war to end all wars, Trove? More slaughter? We might have thrown away the history books here, but there are some lessons that you don’t have to be able to read to learn. The only future worth having is one that people take through choice. And it’s no choice if it’s forced.’ ‘And what kind of choice does an Imperator offer them, then? Hardly the head of state of choice for a shiny democracy, is it?’ ‘You let me take care of my country, Trove, and my family. You’ve done enough damage. Now let my daughter go.’ Trove grimaced, and Calamee realised that he’d made a mistake: he should have seized her. If he used his weapon on Sensimi, the Imperator would order the Guard to kill him without a doubt. He glanced around, obviously wondering if he could grab Calamee and use the thing on her first, a demonstration. But she saw him staring, and backed away. ‘Looks like you’re stuffed,’ she said and pulled a sad face. ‘And you were so close.’ In Tain’s inner chamber, the Doctor and Fitz backed up against the wall as the face of the night beast began to extrude itself, as though pushing through a thin, rubber membrane. It twisted this way and that, its beaked mouth opening and closing silently. ‘Tain!’ the Doctor shouted. There was no answer: the Trojan was indeed back in control. ‘Maybe we should get out,’ Fitz whispered at his side. ‘Maybe you’re right,’ the Doctor agreed, moving closer to Fitz. Unfortunately, the pucker of the duct was right next to where the Tro- jan’s soldier was appearing. As they watched, its shoulders appeared - and then one slender, clawed foot. The Doctor doubted they’d both get out in time. ‘Tain!’ he called. ‘You’ve got to fight it. Fight the Trojan, don’t let it take you over. You know what happens if it does: the Oon have won and you’ll be picked apart, dissected - if you’re lucky or forced to go back to war, but this time for them. More deaths, Tain, more slaughter. Is that what you want? After all you’ve done, is that what you really want? We can help you find a way around the Gaian thing, but not if we’re dead.’ The creature twisted its lumpen, birdlike head this way and that, as an arm slid from the wall and began to wave about in the air, reaching blindly for them. The Doctor imagined he saw a stuttering in its motions, as though control of it was being momentarily interrupted, a bad connec- tion. ‘Will it attack us?’ asked Fitz, edging away from it slowly. CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’ 195 ‘The proof’s in the pudding,’ said the Doctor, keeping close to Fitz. ‘Strangely enough,’ he muttered, ‘I’ve rather lost my appetite.’ ‘Not sure the same can be said for that thing, though. Tain?’ the Doctor asked again. ‘Can you hear me?’ ‘Doc...tor...’ The voice that seemed to issue from all around them was recognisably Tain’s, but it sounded pained, tortured. Something inside him - whether intuition, or something linked to Tain’s repair work on his and Fitz’s bodies - told him that the Trojan was very close to gaining com- plete control over the bioship. ‘The duct...’ said Tain slowly. The Trojan’s soldier froze, halfway through its eerily balletic arm movement, as Tain spoke - as if the bioship possessed only enough processing power for one or the other, but not both simultaneously. ‘Leave.’ And then the creature jerked back into life and a second foot appeared, following the first - which was now placed firmly on the floor of the cham- ber. A knee followed it and then the rest of the lower leg. This soldier was smaller and more slender than the other ones - perhaps it was easier and quicker. He remembered what Tain had said earlier about the Trojan’s sol- diers. Was it finally learning? Or was it just the exigencies of the situation that were forcing it to create such a small one? Hopefully, he thought, this one would be easier to defeat - and then he caught sight of the sharp, scy- thing talons which slid from the fingers of the creature’s free hand. The grotesque birthing was almost complete. The wall around the creature’s buried trunk shuddered, flesh unwilling to relinquish its grip on such an abominable child. ‘Go on,’ urged the Doctor, pushing Fitz forward. ‘Get out.’ ‘I’m not leaving you.’ ‘Too bloody right you’re not - I’m going to be right behind you. Go on.’ ‘Language!’ said Fitz. ‘Go!’ hissed the Doctor, ‘Just go!’ The Doctor gave Fitz another shove, but his friend was being irritat- ingly - and familiarly - obstinate. He felt an unaccustomed tightness in his chest, a pounding of his hearts that he knew with cold clarity was fear. Proper fear. The kind of fear that other people felt all the time when they were around him, when he dragged them into his escapades. He felt he ought to be grateful for this weird melding of him and his best friend - how often do people genuinely get to experience the emotions of someone else, first hand? He wondered how Fitz was feeling, tried to remember how he would normally feel in circumstances like this. Presumably - although his whole being was currently threaded through with a cold filigree of anxi- ety and jitteriness - he’d be calm and collected. He glanced sideways at CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’ 196 Fitz, squinting, trying to see if he could see anything of himself in the set of Fitz’s face, but Fitz’s expression was blank, unreadable. Calm. He tried to ignore the sudden flush of envy and pride that welled up hotly inside him. He shoved gently at Fitz’s shoulder, urging him towards the pucker of the duct. He wondered whether it would even work, with the Trojan in control. Maybe Tain was saving his energies for the moment when he and Fitz were at the duct and ready to be squeezed upwards and out, like so much toothpaste. He hoped Tain would be able to time it right: the duct was in easy reach of the Trojan’s soldier One slip, and the vicious-looking claws, weaving about blindly in the amber light, would slice them from neck to groin. He felt his hearts pattering in his chest. ‘Get out!’ he whispered in Fitz’s ear, shoving him forwards so hard that the Doctor almost fell. He watched as Fitz let the momentum carry him across the room towards the duct, realising, at the last moment, that he had his fingers crossed. He suddenly remembered playing Super Mario Brothers in a pub in Bradford, back in the eighties, having to time his jumps over lava pits, ducking to miss swinging hatchets overhead. He watched Fitz pause in his race across the chamber, like a little pixellated man, swerving sideways to avoid the Trojan creature’s laws. ‘Now, Tain!’ he hissed, and slapped the wall beside him. The duct opened up - the cat’s bottom analogy seemed unpleasantly ac- curate all of sudden - and the Doctor watched as Fitz threw himself head- long into it, the creature’s talons slicing through the legs of Fitz’s trousers as his feet vanished into the wall and the sphincter closed behind them. Inside the duct, Fitz belatedly felt a stinging in his calf, and realised that the Trojan’s soldier had caught him. But he was squeezed tightly inside, the soft walls pressing in on him on all sides. He felt the pressure tighten around his feet, slowly pushing him upwards like a... he didn’t want to think about it. Never mind a cat’s bottom, he thought: this is more like being sick. Trix was trying to get a grip on what was happening. For some reason, her head felt all muggy, all cluttered up. Ever since she and the Imperator had left the Palace in one of the remaining levicars, she’d felt odd. Like she was coming down with a mother of a head cold. She’d stood by while the Imperator had laid his son out on the floor, limbs twitching like he was having a minor epileptic fit. She knew she could be a bit of a hard case, but even as Tannalis had sobbed and hugged and pleaded with his son to wake up, all she could do was stand there and CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’ 197 watch, feeling vaguely impatient with him. It was as though this cold, or whatever she’d caught, was smothering her, dampening down her emo- tions. She noticed one of her arms trembling uncontrollably, and felt her skin burning up. What was wrong with her? Tannalis told her to fetch help, and tiredly, she’d gone out into the cor- ridor and called for someone. Within minutes, a couple of the Palace staff had come running, and had helped the Imperator to get Javill into bed, where he trembled and drooled and mumbled. ‘This is Trove’s doing, isn’t it?’ the Imperator finally said. ‘He’s done something to my son, to his mind.’ Trix found herself nodding. ‘The bastard,’ hissed the Imperator. He wiped his nose and eyes with the sleeve of his pyjamas. ‘He’s going to pay, Trix, he’s going to pay for this.’ ‘Good,’ Trix said tersely. ‘Let’s go and find him.’ The Imperator nodded. Bewford, the Imperator’s Chief of Staff - a slender, bespectacled, ha- rassed man - arrived a few moments later. ‘What’s happened, sir?’ he asked in horror, as though this were all his fault. ‘Trove,’ Tannalis growled through his tears. ‘He’s what’s happened. Tell the garage to have one of the levicars ready. Him and that witch-wife aren’t getting away with this.’ ‘But what about the electrical storm, sir?’ ‘Storm? What storm?’ Bewford looked confused. ‘The Imperatrix told me that she’d...’ His voice tailed off as they all realised that Alinti hadn’t told the Imperator about the storm at all. While Tannalis ranted at Bewford, Trix found her- self drifting away from the conversation, her mind consumed with a desire to see this electrical storm. Maybe even to track it to its source. Where was all this coming from? She shivered, rubbing her arms. ‘We need to find Trove, to punish him,’ Trix found herself saying as Bewford nodded and rushed away. And so they’d left the Imperator’s son and followed Trove and Al- inti. While the Imperator had been crying over his son, Trix had found a smaller version of Trove’s communications console - a small remote con- trol device that, she realised, could be used to track the surveillance cam- era watching Sensimi and the other girl. Trix had surprised herself by being a much more expert levicar driver than she’d expected - especially when, just outside the city walls, they’d encountered a huge, curving wall of smoke, creeping towards them. In- CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’ 198 stinctively, somehow, Trix had known that they should try to avoid it - so she’d driven the levicar up on to the city walls and launched it into the air from there. Her skin had prickled mildly as they’d passed through the wall, but other than that, neither of them seemed to be too affected. The irony of flying past a huge, tatty billboard proclaiming, ‘And God said “Go forth and multiply”’, in ornate scripty letters didn’t escape her. And minutes later, they’d found themselves arriving where the TARDIS had landed. Ahead of them, they could see four of the Imperial Guard in a levicar, and just in front of them were Trove, Sensimi and the other girl. Trix’s skin was burning; something was wriggling and writhing in her head and down over her chest, and she felt she might burst at any mo- ment. The Imperator shouted something, and she found herself repeating it, distantly, as though someone else was actually speaking. At the back of her head, she was sure she could hear whispering voices, but their words were fuzzy and indistinct. She suddenly felt dizzy, and everything flared brightly around her. And then the world stopped. For a moment, Trix wondered if it was just that they’d reached a pecu- liar kind of stand-off. But then she saw one of the little mokey things, like Looloo only not dressed up, moving across the grass to Trove in the kind of slow-motion she’d only ever seen in wildlife films. Everything flared brightly in weird pseudo-colours, like a computer-enhanced image. I HAVE ALTERED YOUR PERCEPTIONS, TRIX said a voice in her head, and it all came flooding back to her in a series of slamming, stuttering shocks: the tiny worm of alienness that had been squirming away inside her, down where she couldn’t see, where she’d been forbidden to look, consolidating its hold on her, grubbing about in her memories, trying to make sense of everything that made her her; forming connections, reach- ing its little claws into all the strands of her being and pulling them taught, tight, the strings of a puppet, tested out to see how they might make this marionette dance. Reo had had control over her body a long time ago, she knew - picking up all this from the thing in her head in a shadowy sleet of discarded half-thoughts - but had needed the confidence of know- ing her mind before it acted openly. Reo wanted to know more about Fitz and the Doctor, how they fitted into all of this, where their loyalties and knowledge lay. And now - too late, of course, for it to be of any possible use - Trix knew that Reo was surprised and shocked at developments. Al- though she had no direct access to Reo’s thoughts or memories, she sensed a dark echo of Reo’s concern, at its sudden worry that something it hadn’t expected had happened. The stakes, as far as Reo was concerned, had sud- denly been upped, and it could no longer afford the luxury of time spent CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’ 199 looking for Trix’s friends. She remembered the boy. Joshua. Joshua. Dead. She’d left him for dead, there, in that doorway. She’d just left him. For dead. A rapid flicker of images - of Joshua, his parents, his night- time trip to follow his father, the discovery and burning of the alien ship, Joshua’s finding of the thing in his father’s drawer, the thing that Trix now wore on her chest - strobed across her vision, overlaid on reality. They went around and around in her head, multiplying themselves like reproducing ghosts until she thought her skull would burst. A bab- bling chorus of memories from Joshua threatened to rip her sanity to shreds. YOU CAN DO NOTHING FOR THE BOY NOW said Reo. HE IS DEAD. You bastard! shrieked Trix silently, struggling hopelessly against the paralysis that had overtaken her. You left him to die. He was just a boy, just a little boy. ALL THINGS MUST DIE. HIS DEATH WOULD NOT HAVE BEEN WITH SUFFERING. That’s not the point! That’s not the bloody point! You made me leave him. YOU COULD NOT HAVE SAVED HIM Reo said with a calmness that made Trix want to scream. NOTHING COULD HAVE SAVED HIM. HE WAS DEPEN- DENT UPON ME. HE WAS MERELY A VEHICLE. Like I’m a ‘vehicle’? Is that what you’re saying? That I’d die without you, too? THE SUBVERSION PROCESS IS NOT COMPLETE YET. ALTHOUGH I NOW HAVE FULL CONTROL OVER YOUR BODY AND FULL ACCESS TO YOUR MEM- ORIES, YOU HAVE BEEN MUCH HARDER TO SEQUESTER THAN I HAD AN- TICIPATED. BUT YOU ARE NOW MY CARRIER. WITHIN A FEW HOURS, THE PROCESS WILL BE COMPLETE AND YOUR PERSONA WILL NO LONGER BE REQUIRED. And then I’ll die? Like Joshua? You’re just some bloody parasite, aren’t you - a tapeworm, hitching a ride. What the bell are you? I AM A MAKER, TRIX. You said that before. She watched the mokey move a few inches closer to Trove, the rest of the bizarre tableau before her frozen. WE ARE THE MAKERS OF THE BIOSHIPS, OF TAIN - THE TOY I MEN- TIONED EARLIER. I BELIEVE THE MAN WHO THREATENS THE GIRL IS A BOUNTY HUNTER, SENT BY THE OON TO TAKE TAIN. I AM HERE TO EN- SURE THAT TAIN RETURNS TO US. What are you talking about? Tain? The Oon? Trix’s head was spinning: one moment she was riding to the rescue with Tannalis, Boadicea in an anti-gravity car, and the next she was paralysed, her body taken over by an alien thing on her chest. She wondered whether she’d done anything CHAPTER 22. ’IMAGINE HAVING YOUR WHOLE LIFE TO...’ 200 that she ought to be ashamed of, anything else that Reo had made her do and then forced her to forget. NO came the Maker’s voice. I HAVE BEEN QUIESCENT SINCE THEN. YOUR NEURAL STRUCTURE HAS BEEN PARTICULARLY RESISTANT TO SUB- VERSION. Well whoopee for me Trix thought bitterly. I UNDERSTAND YOUR RELUCTANCE TO SUBMIT CONTROL TO ME said the Maker. BUT IT IS FOR THE BEST. For whose best? From where I’m sitting, it looks like a pretty uneven-handed deal. YOU MADE THE CHOICE the parasite whispered, like some sort of venge- ful spirit, taunting her. YOU TOOK ME FROM THE BOY WILLINGLY. Trix felt sick. Really sick. Reo was right - her own greed for what she’d thought of as a camouflage device had led her into this. She’d been so desperate to be anyone other than herself. And now she had her wish: very soon, she’d never be herself again. Suddenly, as if his conversation with Trix had been nothing more than an aside, a chatting-to-the-neighbours-over-the-garden-fence, Reo said: AND NOW TROVE MUST BE STOPPED. And the Maker pressed the ‘play’ button on the world again. Chapter 23 ‘Sorry I’m late.’ Trix watched as the mokey suddenly hurtled at full pelt across the grass, as if an invisible lead at which he’d been straining had been cut, and clam- bered straight up Trove’s leg and on to his arm, the one held against Sen- simi’s forehead. With an equally fluid movement, Trove smacked his hand back into the little animal’s face. Trix almost heard the snap of its fragile neck as it dropped to the ground and lay there, dead. Trix thought again of Joshua. LET ME SHOW YOU WHAT I AM CAPABLE OF NOW said Reo, and Trix’s whole world smeared across her field of vision. One moment she was at Tannalis’s side in the levicar, and the next... There was a rush of air and everything wheeled around her. She had no real control of the movements of her eyes, and the disparity between what her inner ear told her, where she was trying to look and where Reo was actually directing her eyes filled her head and her stomach with nausea. She wanted to throw up, but Reo suppressed it like the most instant dose of Andrew’s Liver Salts she’d ever had. And then she was landing, perfectly poised, on the grass beneath the car, her legs bent in a springy crouch. She caught up with what her eyes were doing and saw Trove, his arm still around Sensimi’s neck, his hand poised near her head, moving his eyes in slow motion to catch up with her. MY IMPROVED SENSES ARE OPERATING AT APPROXIMATELY TEN TIMES THEIR NORMAL SPEED said Reo, with all the suaveness of a used car sales- man trying to flog her some boy-toy capable of 0 to 60 in five seconds. SOON, I WILL BE CAPABLE OF MUCH MORE. My senses thought Trix. My senses. She imagined - although she couldn’t be sure - that she’d stayed in the crouch for a fraction of a second before her legs, seemingly more resilient 201 CHAPTER 23. ’SORRY I’M LATE.’ 202 and powerful than before, straightened out, and she almost flew through the air. Again, the world somersaulted around her, a mad, giddying blur of green and brown and blue. Only as everything righted itself again did Trix realise that, in all probability, it had been her that had somersaulted, and not the rest of the universe. Right in front of her, their eyes wide with astonishment - and, in Sen- simi’s case, fear - were Trove and his prisoner, less than an arm’s length away. Time seemed to stand still again. I HAVE INCREASED MY PERCEPTUAL ACUITY MOMENTARILY said Reo, and Trix was sure there was a hint of smugness in his voice. It was like having an annoying friend giving a running commentary on a film that you’re trying to concentrate on. YOU ARE CURRENTLY PERCEIVING THE EXTERNAL WORLD AT APPROXIMATELY ONE HUNDRED TIMES ITS NOR- MAL RATE. ONE SECOND IN REAL TIME - Yes! snapped Trix. I’m not stupid. Reo didn’t seem affronted at her annoyance. OF COURSE, IT IS NOT POSSIBLE FOR MY BODY TO MOVE AT SUCH SPEEDS, BUT IT IS INTERESTING TO PERCEIVE THE WORLD IN THIS MAN- NER, IS IT NOT? It’s not your body protested Trix angrily. It’s my body. But Trix’s thought lacked conviction. She felt cold and detached. She could see the statues in front of her that were Trove and Sensimi, frozen by Reo’s perceptual trick. She could see the sheen of perspiration on the girl’s dark skin, even see the delicate flush of her cheeks, how her nostrils had dilated with fear. She could actually smell her panic - acrid and musky. But Reo had control. And all Trix could do was to observe the poor girl, dispassionately. Trove, behind her, had his eyes open wide: Trix wondered quite what he was seeing? Had Reo moved her so fast that she’d been just a blur? Was that even possible? Surely her body wasn’t designed to move so fast, so sharply. Shouldn’t her legs have snapped, or her hips broken or something? Or had this ‘reconstruction’ process already begun? Even now, without her being aware of it - like termites, chewing through the foundations of your house while you quietly watch telly - was Reo rebuilding her body? Making her into some sort of Superwoman? And there was still the bitter tang of irony to all of this, that came through to Trix quite clearly: she’d wanted so desperately to have Joshua’s chameleon device to let her be whatever she wanted to be; to be able to change her face and shape and hair, the ultimate disguise kit. You stupid, stupid cow, she thought. And the sad thing was, she realised bitterly, it’s exactly what you really want, Trix. Isn’t it? CHAPTER 23. ’SORRY I’M LATE.’ 203 And then, abruptly, it was as if the film of the world had revved up to superfast speed. A hand shot out of nowhere - her own hand, she re- alised a moment after it had happened - and slammed into Trove’s startled face. Somewhere, a long, long way away, she felt bone crunch and splinter wetly as the palm of her hand struck his nose, and Trove went tumbling backwards. Sensimi was pitched forwards against her and she caught her effortlessly, like a toy. Only afterwards did Fitz try to make sense of what happened, and even then he reckoned that he’d failed dismally. Trix had been standing alongside Tannalis in the levicar, as Trove had tightened his arm around Sensimi’s throat. Fitz’d been thrown violently from the opening of Tain’s peristaltic duct (although it might well be the Trojan’s peristaltic duct by now - and the Doctor was still down there) and had staggered forwards a few feet as he’d regained his balance. Coming to an abrupt halt, he took in the scene before him: Trove hold- ing Sensimi; Calamee a few yards away; Nessus cantering across the grass on all fours, heading for the bounty hunter. And two levicars: one with four of the Palace Guard, their faces revealing their confusion, the other carrying Trix and an old man. Nessus looked like a cat in pursuit of an injured bird, and headed straight towards Trove, on to his leg and then up his arm. Blindingly fast, Trove’s arm jerked back and Nessus was snapped back on to the grass like a little doll, where he lay unmoving. Calamee just stared, clearly unable to take in what had happened. Out of the corner of his eye, something else moved. He tracked the movement back to Trix’s levicar, but Trix had gone and there was this flashing, blurry shape that must have been her, bounding across the ground in a series of unbelievable springs from her hands to her feet and back again. Fitz was gobsmacked. He had no idea that Trix was such a gymnast. Suddenly, she was there in front of Trove and Sensimi, frozen, and then her hand shot out like a piston and smashed Trove full in the face, knocking him back- wards. His motion sent Sensimi hurtling forward into Trix - who caught her expertly. Trove’s device flipped up and over in the air like a coin and fell into the grass. Trove staggered backwards, his hand clasped to his face as blood seeped through his fingers and dribbled down the front of his shirt and jacket. Only then did Fitz see the night beast, tearing its way out of the tree. He stepped nimbly aside, watching it stumble as it pulled its legs out, like a newborn nightmare desperate to be free of the womb. Trove stag- gered backwards towards it. Reflexively, Fitz raised a hand and opened CHAPTER 23. ’SORRY I’M LATE.’ 204 his mouth to warn him, but it was too late: Trove had discovered the crea- ture for himself. The bounty hunter turned sharply as he collided with it and looked it straight in the eyes - before the creature took hold of his head in its claws and snapped his neck. Suddenly, as if Trove’s murder had galvanised them into action, the Im- perial Guard raised their guns as one and began firing on it. It roared once, briefly, as its body spasmed and jerked. It took a pace towards them... and another, raising its hands, spreading wide its claws, before sinking to its knees, its chest and face a pulpy mass of flesh and blood. And then, silently, it fell forwards, collapsing on to the grass. There was a sudden silence, an absence of movement, as though the whole world was in shock. Like someone had said ‘Shit!’ at a Christening. ‘Sorry I’m late,’ said an apologetic voice from behind Fitz. He spun to see the Doctor, tugging at the crumpled sleeves of his jacket. ‘A little trouble with the hired help. Just can’t get the staff any more.’ Calamee fell to the grass next to the still little body of Nessus and touched it gently It was still warm, but something had gone - that spark, that en- ergy. She lifted a tiny paw and felt it move with no resistance. He was so, so tiny and light. She never realised that a soul could be so heavy. *** Sensimi, still shaking and tears now welling up in her eyes, ran to her father’s levicar, now descending to ground level. She threw herself into his frail arms and hugged him until he gasped. ‘The Trojan’s night beast came out before you,’ Fitz said to the Doctor. ‘How come?’ ‘I don’t think it liked my aftershave,’ answered the Doctor drily. ‘I made a dash for the duct, just as the soldier came free of the wall. But when it got a good whiff of me it just turned and forced its way into the duct after you.’ Fitz noticed Trix, standing alone, watching Calamee cradling Nessus’s body in her arms. ‘We probably still carry Tain’s smell on us. It was enough to make the night beast in the city think twice about attacking me; it must have had the same effect for you.’ Trix caught Fitz’s eye. She looked oddly aloof and distant. ‘So who’s in charge down there now?’ he asked without turning. The Doctor shrugged. ‘No idea - but if it’s the Trojan, we’re in trouble.’ CHAPTER 23. ’SORRY I’M LATE.’ 205 ‘And what’s with Trix?’ Fitz said as she began to walk towards them, poised and calm. NOW FOR THE BIOSHIP said Reo, and Trix found herself walking towards the tree trunk that had disgorged Fitz, the creature and the Doctor. Reo moved Trix’s head briefly, taking in the dead soldier, before con- tinuing across the grass. She wanted to scream out to the Doctor and Fitz that she was in here, being held prisoner in her own body. But she’d long since passed the point of having any control. She wondered whether she’d feel anything when Reo finally deleted her. Would it be like a dimmer switch slowly being turned down? Or would she just cut out, gone in an instant? What are you going to do? she asked tiredly, almost past the point of caring. ONCE INSIDE TAIN, I WILL TAKE CONTROL OF HIM .AND THEN WE WILL RETURN HOME. We? TAIN AND I - YOU WILL HAVE GONE BY THEN. Trix fell silent. ‘What was all that about?’ Fitz asked as Trix reached them. Trix inclined her head slightly and frowned. ‘The Olga Korbut impression.’ Fitz turned to the Doctor. ‘You should have seen her.’ ‘Are you all right, Trix?’ asked the Doctor, peering at her face.‘You look a bit flushed.’ ‘I’m fine,’ she said, but Fitz could hear something odd in her voice - something forced and awkward. He saw her eyes dart towards the tree trunk from which he’d been ejected so recently, and then back to his face. ‘Good, good,’ said the Doctor, taking her hand and giving it a squeeze. ‘Well done, by the way; how did you find us?’ Trix’s eyes looked slightly glazed as she replied. ‘Trove had a remote control for his surveillance cameras - we used it to follow you.’ ‘Very enterprising!’ beamed the Doctor. ‘Now we’ve got to work out what to do.’ ‘About Tain?’ Trix asked. The Doctor nodded. ‘Tain’s initiated something he calls his Gaian phase. The energy wave racing across the planet - it’s breaking down and recreat- ing everything, everyone, as part of one huge organism. We have to stop it before it’s too late.’ Trix’s mouth tightened, and again she glanced at the tree trunk. CHAPTER 23. ’SORRY I’M LATE.’ 206 ‘Just one question...’ said the Doctor, fixing her with a frown. ‘How d’you know about Tain?’ ‘What?’ ‘Tain. How d’you know about him? His name.’ Trix didn’t answer. Instead, her hands shot out and punched each of them in the chest, bowling them backwards, head over heels, into the bushes. Fitz yelped, and through the tangle of branches and the aching pain in his ribs, he saw Trix calmly turn away and head for the entrance to Tain’s duct. ‘What the hell’s got into her?’ he moaned as he struggled to his feet and helped the Doctor to his. When he looked back, he was just in time to see Trix physically force open the tree with her bare hands and climb inside. Silently, it closed up behind her and she was gone. ‘What indeed,’ said the Doctor. ‘Did you see her eyes? And her skin... her hand was burning up. And there was something else...’ His voice tailed off. ‘When I touched her... there was something else. Something in there with her. We need to go back in.’ He patted his pockets. ‘But we need a weapon. I’m not comfortable on counting on eau de Tain as a defence. And I’m betting it won’t work against Trix!’ Fitz suddenly remembered Trove, holding a shiny metal thing near to Sensimi’s head. Where was it? His eyes scanned the grass, and he saw it, a silvery glimmer in among the green. He glanced up to catch the Doctor’s eye. ‘Are you thinking what I’m thinking?’ he whispered. ‘What do you think?’ replied the Doctor - and they both dashed for the device. But the Doctor was quicker, and snatched it up, holding it above his head. His eyes held a childish glee, and for a second, Fitz wanted to wrestle him to the ground for it. He caught sight of Calamee, her face smudged with tears, looking up at them both, and he suddenly felt stupid. He reached out and put his hand gently on Calamee’s shoulder. Only then did Fitz realise that the Doctor was racing for the tree, fol- lowing Trix. Chapter 24 ‘There are always choices!’ Tain knew that his time was almost up. For all these long months, he’d battled with the cold, implacable personality of the Trojan as it had attempted to sequester the ship, his body. And until the last few days, Tain had always felt he was winning. But the Trojan had been clever - no, Tain corrected himself, as he felt his digestive subsystems come under the control of the intruder, not clever: just very well programmed. He’d tried arguing with the Trojan, bartering with it; he’d even tried just chatting. But it was a construct designed with a purpose, and sim- ply couldn’t be engaged on any of those levels. It no more responded to Tain’s reasoned pleas than would a virus. All Tain could do was to shift his resources across the complex battlefield of his body, holding back the construct in one place while trying to guess where it might deploy itself next; building up resources when and where he could in the hope that the Trojan wouldn’t guess where his weak spots were developing. But Tain was tired. Tired of fighting this thing, this cancer that was intent on possessing him. Once he’d realised that the Doctor was not an enemy, he’d hoped that he might be able to help, but despite his evident ingenuity and compassion, the Trojan had managed to interfere with the Doctor’s repair. It was, Tain realised, even possible that the Trojan had managed to subvert him without any of them knowing. He knew that his options were becoming narrower by the second. If the Trojan gained control, he would be taken by the Oon, dissected, forced to breed new bioships for them. He’d managed to break free from the Makers after years of preparation and Tain had no intention of allowing his body to be used to cause death again. He was almost relieved that the Doctor’s arrival had panicked him into initiating his Gaian phase. Soon, either he would be allowed to stay here, at the heart of the vast superorganism that he’d created, or someone - the Makers, the Oon, the Doctor, it didn’t matter 207 CHAPTER 24. ’THERE ARE ALWAYS CHOICES!’ 208 who - would find a way to kill him, and he would be free. It might mean the loss of individuality of everyone on Espero, but weighed against the slaughter that the Makers or the Oon would force him to inflict if he didn’t, it was nothing. Tain felt himself twitch, deep inside, as the Trojan insinuated itself into his drive unit. Now, even flight from this planet was impossible (although he’d known that to be the case for a while: the effort involved in disentan- gling himself from this part of Espero’s biosystem and powering up his drives would have lain him wide open to the Trojan’s takeover). Suddenly he felt a tingle from some peripheral part of his nervous sys- tem - something was damaging him, forcing its way in. Moments later, as he localised the source of the sensation, the duct to his inner chamber was prised open and a human female - who he recognised from the Doctor’s memories as Trix - stepped down. ‘What are you doing here?’ he asked. She gazed around the chamber in a curious way, as if refamiliarising herself with something she’d seen before. ‘I’m here to take you home, Tain,’ she said. ‘My name is Reo.’ ‘Home?’ The look on her face was almost gentle, almost caring, as she reached up to her chest and unfastened the top buttons of her blouse. There, Tain saw, was a Maker, nestled against her skin. It was so long since he’d seen a Maker riding a human carrier, that a gentle tremor ran around the cham- ber, a ripple of surprise. But then he realised what it meant. ‘No!’ he wailed. ‘Leave me alone! Go away!’ The whole of the chamber spasmed suddenly, the walls and floor trying to throw Trix off balance. But her poise and equilibrium spoke of total Maker control. She waited until Tain’s trembling had ceased. ‘We understand, Tain,’ she said softly. ‘We understand what drove you to this - to run away, to come here. You are injured, ill’ ‘I am not ill,’ hissed Tain. ‘How can it be an illness not to want to cause any more pain and suffering?’ ‘For eight hundred years you have been content to work for the good of the Makers. How often during that time did you question what you were doing?’ ‘I was bred to be that way,’ he spat. ‘I was bred to be unquestioning, conditioned to follow your instructions. To kill. It has taken me decades to break down that conditioning, to overcome my past. At last I have free will, and you won’t take that away from me again.’ Trix shook her head sadly. ‘There are other things you can do for us,’ she said, her voice teasing. ‘We have plans that you know nothing of, CHAPTER 24. ’THERE ARE ALWAYS CHOICES!’ 209 Tain. Incredible, wonderful things that you could be part of. Vast, plan- etary biological computers that will one day be capable of modelling and modifying the very nature of reality. You could help us with that.’ ‘Why? So that you can kill even more innocent people?’ ‘We only kill to protect ourselves from the Oon and their insane jihad, Tain. You know that.’ Her voice took on a gentle, pleading quality, and Trix held out a hand, as if offering it all to him. And despite himself, he found himself wishing he could believe her, wanting to believe her. Some- thing inside himself shrivelled, as he felt the Trojan insinuate itself into new neural pathways, spreading further through his system. Perhaps the Maker was right. What choice did he really have? As the Doctor dragged himself down the roughened tube of the peristaltic duct, forcing the now slack bands of muscle aside, he tried to make sense of what he’d felt when he’d touched Trix. It was almost as if there had been something else there, something cold and implacable staring out of her eyes. But Trix herself was definitely still in there somewhere. He checked his pocket, and felt the hard metal disc of Trove’s weapon. He didn’t know quite what it did, and didn’t want to use it if he didn’t have to. It all depended on quite what Trix - or whoever was riding around in her body - was up to. It nagged at him, again, that there was something vaguely familiar about the Makers. But he’d learned to recognise the signs, the here be dragons notices that bordered his amnesia. He knew when to stop poking. As he squirmed through the sphincter into the chamber, he was taken by the odour: sourer and fouler than before. Trix stood with her back to him in a curiously insouciant stance. She was saying something about ’the Oon and their insane jihad’. Her voice was flat and cold, yet hypnotic. ‘Trix?’ She turned slowly, balletically. ‘She is not Trix,’ said the broken voice of Tain. ‘Her name is Reo.’ ‘ ...and she dances on the sand,’ finished the Doctor before shaking his head. ‘So why are you using Trix’s body? What are you?’ ‘I am a Maker,’ said Trix. ‘Thin is one of us. He is coming home.’ ‘Is he? Maybe that’s a decision that should be left to him, don’t you think?’ ‘I have no choice, Doctor,’ said Tain. The room gave a little shiver around then, like a wet dog drying itself. ‘Of course you have! There are always choices!’ ‘The Trojan has control of most of my systems, Doctor. It is severely limiting those choices. It is attempting to take complete control, trying to CHAPTER 24. ’THERE ARE ALWAYS CHOICES!’ 210 halt the Gaian wave. It will fail. If the critical point is reached, I am hoping that the Trojan will exhaust its resources trying to gain control of the whole Gaian body, and I will be able to regain control myself.’ ‘So what do you want?’ The Doctor looked at Trix. ‘I am here to take control of Tain,’ Trix said. ‘I can purge the Trojan.’ ‘And what about the Gaian wave? Can you stop that?’ Trix - or Reo - paused. ‘Possibly.’ ‘Possibly? Possibly?’ The Doctor shook his head. ‘We’re talking about millions of people here. Something a little more concrete than “possibly” would be comforting to hear. Tain - what happens if Reo does manage to stop the wave, and does gain control of you?’ ‘Then I return to the Makers - perhaps I continue as before, perhaps not. Reo has told me that the Makers have other possible uses for me.’ The Doctor raised an eyebrow. ‘Other uses that will no doubt entail more killing at some point.’ Tain didn’t answer. ‘I have no wish to harm you, Doctor,’ said Trix. ‘Nor the Esperons. You are not part of our battle.’ ‘Oh, I think we are,’ said the Doctor. ‘I think we’re very much part of your battle. Tain came here for a fresh start - to stop killing, to do something more productive, more life-affirming than just making soldiers. Anyone that makes such a choice deserves my respect - and my help. Can’t you accept Tain’s choice? You must have hundreds of bioships that can do what Tain did. Why can’t you just accept that and let him stay?’ ‘Your hypocrisy is curious, Doctor.’ ‘Hypocrisy?’ ‘How often did your former companion, Anji, wish to leave, to go home? How many times did she tell you that? And how many times did you ignore it?’ ‘You’ve got that from Trix have you? Not exactly the most reliable of narrators at the best of times. Anyway, that’s different. And we’re talking about you and Tain here, not me and Anji. Anji’s happy now: she has what she wants. Why not let Tain have what he wants? Hasn’t he discharged his duty to you by now?’ ‘Tain has centuries of experience and memories that we will not give up, Doctor. Your species has a strange attitude to age and experience - this is something else I learned from Trix. You value the unknown potential of the future over the solid existence of the past. You would rather an old person died - taking with them all their years of experience, of investment in them - than a small child. A child has comparatively few memories, CHAPTER 24. ’THERE ARE ALWAYS CHOICES!’ 211 fewer resources invested in it. They can be replaced much more easily than an old person. And yet you shed more tears for the death of a child than of a grandparent.’ ‘Potential,’ said the Doctor angrily. ‘We shed those tears for what that child could become, what she or he could accomplish. Tain may be old by human standards, but his choice to start again has made him a child, a new individual.’ He took a step towards Trix, holding his hands out to her. ‘Can’t you see that? The potential in Tain for the future is vastly more important than his past. Who knows what he could achieve? Let him go, Reo - let him go into the future, instead of chaining him to the past.’ Trix nodded, as if she understood, and for a moment, the Doctor won- dered if he’d got through to her. But his shoulders fell as she continued: ‘And he will accomplish all of that with us, with his family.’ ‘I was afraid you’d think that,’ said the Doctor, jamming his hand into his pocket. In one swift, fluid motion, he pulled out Trove’s weapon and launched himself across the chamber at Trix. But she wasn’t there any more. As he slammed up against the rubbery wall in surprise, he remembered what Fitz had said about Trix’s acrobatics. Trix - or Reo, he supposed - had moved so fast that he could hardly see her blurred shape in the dim, waxy light. He turned, wedged one foot against the wall behind him, and propelled himself with all his energy back towards where she now stood, only to see her step neatly and swiftly aside again as he reached her. Something heavy thumped across his neck and he fell into the pool of darkness at her feet. Fitz was squatting on the grass beside Calamee, his arm draped across her shoulder. She’d stopped crying now, and had laid the little figure of Nessus on the grass beside her. Even Sensimi seemed to have found some sort of compassion in her: she’d gone over to the Palace Guard and was clearly telling them to leave Fitz and Calamee alone for a while. ‘It’s my fault,’ said Calamee quietly, her voice cracked and sore. She stared down between her knees. ‘How can it be your fault?’ ‘If I hadn’t been so stupid - following the Doctor, thinking how exciting all of this was... If I’d just gone home with Nessus, he’d still be alive.’ ‘Don’t be daft. If you’d just gone home with Nessus, God knows what might have happened. Trove might have had Tain by now, and we might all be dead.’ She looked into his eyes. ‘You don’t believe that any more than I do,’ she said flatly. ‘Trove would have just taken Tain away, and it would all CHAPTER 24. ’THERE ARE ALWAYS CHOICES!’ 212 be over.’ She shook her head. ‘I only wanted a little excitement, Fitz. Something a bit different.’ ‘I know.’ ‘I hate this place, this planet. I hate everything.’ Fitz said nothing. ‘I really envy you,’ Calamee said after a pause, snuffling back more tears. ‘You get to travel all over with the Doctor, see things I’ve never even dreamed of.’ ‘Believe me, it’s overrated. You wouldn’t believe the number of times we’ve been shot at or locked up or beaten. There are some good bits, yeah, but they’re smothered in lots of not-so-good ones.’ He glanced over at the tree, the only access, as far as he knew, to Tain and the Doctor. And Trix. ‘But if I don’t find out what’s happening down there, there may not be any good bits ever again.’ Fitz scratched his head and looked around, won- dering if he could use the Guard’s guns to shoot his way in. But thinking about the levicars, where the Guard were still mooching around, he had another, better, thought. The Doctor awoke, face down, the rubbery texture of the chamber floor pressing into his nostrils and his eyes. He rolled over gently. On the other side of the chamber, Trix was clasping her hand to her chest, her eyes closed. Tain was silent. Trix moved her hand, and the Doctor could see something dark, a stubby Y-shape on her chest. Gently, and as if in a trance, she began to peel it away from her skin. There was a soft, sucking noise, and then she was holding it between her fingers. She turned, cupped it in her hand, and applied it to the wall of the chamber. Instantly, the pale yellow lighting dimmed before brightening again, and another spasm ran through the chamber. The Doctor heard Tain moan in a low, pitiful voice, before Trix swayed on her feet and collapsed. He scrabbled to his feet and rushed over, cradling her in his arms. He patted her face gently, before realising that she’d stopped breathing. ‘Tain!’ he called out. ‘Tain! Trix is dying! Help me, please!’ But there was no reply. Chapter 25 ‘You can’t just repair people, you know.’ The Doctor felt Trix’s neck, the panic in him rising. There was nothing. He saw the gleaming, faintly wet mark of the thing that she’d peeled from her chest, the thing that was now stuck to the chamber wall. ‘Tain!’ he shouted, slapping his palm against the side of the chamber. ‘Answer me, damn you!’ A weak moan came from nowhere, like someone being rudely awak- ened from sleep. ‘Tain, please. Trix is dying - her heart has stopped.’ ‘Inevitable,’ slurred Tain. ‘No, it’s not! Nothing’s inevitable, Tain. Help her. Do something.’ The Doctor felt an unexpected anger surfacing. He wanted to punch Tain, to pull the Y-shaped thing off the wall and stamp on it, but something told him that he was too late - that Reo had transferred itself into Tain now. Is this bow Fitz would feel? he wondered. Shouting and hitting. And how would he have responded? The wall against which Trix slumped began to push out: two folds, like the wings of an old-fashioned armchair, extended on either side of her. They seemed sluggish and pained, moving much, much too slowly. The Doctor, hoping that he was guessing correctly, positioned Trix between them as they wrapped around to envelope her, holding her upright and smothering her torso and head. ‘I can... maintain her functions until... her body remembers,’ said Tain. His voice was ragged, but becoming stronger. The Doctor sighed, and traced the blurred outline of Trix’s features through the thick membrane that covered her face. ‘Thank you, Tain.’ 213 CHAPTER 25: ’YOU CAN’T JUST REPARAIR PEOPLE...’ 214 And then he remembered the Maker. ‘What’s happening to Reo?’ ‘She is... purging the Trojan.’ ‘Well, that’s something.’ He rose wearily to his feet and rubbed his hands. ‘She? How odd - I’d been thinking of Reo as a he. So what can we be doing while she’s occupied?’ ‘Nothing, Doctor.’ ‘Oh come on! Don’t be so defeatist! Reo gets rid of the Trojan, and then we get rid of Reo.’ He remembered Trove’s device and picked it up from where he’d dropped it. He caught the dim light as he turned it over in his fingers. ‘What is that?’ asked Tain. ‘This? Oh this is a little toy of Mr Trove’s. A weapon of some sort - I hope.’ ‘Please hold it out so that I may see it,’ said Tain. There was a pause. ‘It’s a neural eraser,’ he said eventually. ‘A mind-rubber?’ ‘An emergency measure,’ mused Tain. ‘In case the Trojan had failed. Perhaps he had other Trojans that he would have then implanted to take me back to the Oon.’ ‘Can I use this on Reo?’ The Doctor gestured at the thing stuck to the wall. ‘I take it that that is the Makers’ true form?’ ‘One of them. It is the most convenient for parasitising other species. And no - Reo is now fully integrated into my system.’ Tain paused as the Doctor’s eyes drifted down to Trix, wrapped in her fleshy blanket. He could see her chest slowly rising and falling. ‘So...’ He didn’t want to say it. ‘If I were to use this on you now, it would wipe both you and Reo.’ ‘It would. And it would mean that I would finally know peace, Doctor. By the time the Oon or other Makers arrived, my body would be dead and useless to them. And it would halt the Gaian wave.’ The Doctor paused, realising the weight of what Tain was saying. ‘Are you asking me to use it? Don’t you have some other self-destruct mecha- nism? Can’t you just... stop your heart, or whatever the analogue is?’ ‘Can you?’ ‘Ahh, point taken.’ It was, he thought, easy to forget that Tain wasn’t just a spaceship made of living matter: he was an intelligent being. Which made what the Doctor thought Tain was asking of him even harder. He couldn’t just use the mind-rubber - it didn’t feel right, the cold-blooded killing of something so old and so wonderful. But then he had to think of what might happen if he didn’t. Did he have the right to second-guess the CHAPTER 25: ’YOU CAN’T JUST REPARAIR PEOPLE...’ 215 future? What if Reo’s offer to Tain had been an honest one? What if Tain could live out his life with the Makers and kill no more? It had to be Tain’s decision, not his. ‘I can’t make the decision for you, Tain. Do you want me to use the mind-rubber?’ ‘I would say yes, Doctor - but Trix’s body is still being supported by me.’ A tremor ran through the floor beneath the Doctor’s feet. ‘If I die, Trix dies too.’ The Imperator hugged his daughter as tightly as he could: he didn’t know if Javill was going to recover from whatever Trove had done to him, but he had no intention of losing another child. Far from the petulant little girl that she’d been only last night, Sensimi seemed to him to be stronger, more mature. Maybe she was finally growing up. ‘I’m sorry,’ she said, disentangling herself from him. ‘For what, child?’ Sensimi held his gaze. ‘For trying to kill Mother and Javill.’ At the mention of Javill, Tannalis felt a hard lump rise in his throat, and he thought he was going to start crying again. There was a tightness in his chest, and his heart beat raggedly and painfully. ‘You wouldn’t have killed them,’ he said. ‘I know you wouldn’t, girl.’ ‘I wanted to, though.’ She looked into his eyes. ‘I really wanted to. I’m just so glad that you’re OK.’ She wrapped her arms around him again and squeezed. Over her shoulder, through his tears, Tannalis could just see the tattered remains of Alinti’s body, lying where the beasts had butchered it. He wondered, distantly, what he should be feeling. ‘Sensimi,’ he said, gently easing her away. ‘D’you remember what I told you last night - when I asked your mother to send you to me?’ She frowned. ‘About political changes?’ ‘Well, I need to tell you it all now.’ He took a breath and smiled grimly. ‘I’m dissolving the Imperatorship.’ ‘What?’ ‘My birthday speech will be the official proclamation. It was a stupid, stupid step to ever have an Imperator. I can understand why the Sa- iarossans did it, their gratitude to Benhamin. But Espero, for good or for bad, was founded on starting again, not rehashing the past.’ Sensimi’s mouth dropped open. ‘But...’ He hushed her with a thin finger on her lips. ‘You’ll be fine - you’ll be taken care of, don’t worry - trust me,’ said Tannalis. He hugged his chest as another coughing fit struck him. ‘I’m just sorry that your mother won’t be there to see it.’ CHAPTER 25: ’YOU CAN’T JUST REPARAIR PEOPLE...’ 216 ‘Where is it? Where is it?’ came Fitz’s frantic voice from inside the levicar. He’d leaned in, and his legs were waving in the air. Suddenly he reap- peared from the car, something chunky and metallic clutched in his hand, and gave a triumphant, ‘Yes!’ ‘What’s that?’ Calamee asked as he rejoined her and flopped down on the grass. ‘This is the remote control that Trix was using to follow Trove’s flycam to us. Now where is it...?’ He began pushing buttons and wiggling the little joystick on the box. A couple of lights lit up, as did a tiny screen set into it. All they could see was fuzzy green. As Fitz moved the joystick around with his thumb, the screen flashed pale blue - sky - and then back to green. Fitz looked up. ‘Where the flip is it? Can you see it?’ Calamee shook her head and then paused. ‘No, but I can hear it.’ Fitz watched her as she squinted, turning her head this way and that. ‘There! Look - can you see it - is that it?’ Calamee pointed into the sky - and sure enough there was something there: a dark speck, wobbling towards them. Fitz must have hit some sort of homing button, because the next moment, the flycam landed perfectly in a little concavity on the top of the remote control. ‘Good!’ said Fitz. ‘Now all we need to do is to learn how to fly this little baby properly.’ *** It was obvious, really. He had a choice: let Trix and Tain live, or stop the Gaian wave and save everyone on Espero. How difficult could it be? Reo was away somewhere inside Tain, getting rid of the Trojan, but she could be back at any moment. The Doctor found himself edgily glancing around the chamber, expecting Reo to extrude a tentacle or something to snatch the mind-rubber from him. He could wait until the last possible moment, until Reo surfaced again, before using it. By then, hopefully Trix would have resumed breathing on her own. But what if Reo was doing something that would make Tain immune to the mind-rubber? He hated this, this indecision. He didn’t do indecision. He knew that, despite the amnesia. He was the Doctor: he always had the answer, always pulled something out of the bag at the eleventh hour. Maybe Calamee had been right when she’d said that ‘the Doctor’ wasn’t a name but a job title. And perhaps it was a job he was no longer suited to. Maybe it was Fitz’s turn to have a go. CHAPTER 25: ’YOU CAN’T JUST REPARAIR PEOPLE...’ 217 Snap out of it, he told himself brusquely. This was Fitz talking, wasn’t it? Not him. It was Fitz - or the bits of Fitz that were in him - that was clouding his judgement now. It had to be. Was Fitz really this indecisive? Or was it him? The Doctor rubbed his eyes with the ball of his hand, feeling a headache developing. What would Fitz have done? What would the Doctor have done? For a moment, he didn’t feel like he was either of them, just a confused rag doll cobbled together from bits of other people. He remembered the dream he’d had - the patchwork man that he’d been under the duvet. What was that all about? It brought back memories of Scale’s camera obscura and the images it had shown him, the strangers who had seemed, somehow, familiar. As if operating under its own volition, his hand dug around in his jacket pocket and closed around the tiny, tingling fragment of ice that lay there. Almost with dread, he pulled it out. Lying in his palm, glowing coldly and softly, was the viroid that Madame Xing had given him. There, wrapped in fire and fear, was the key. The key to him. Every- thing that made him the Doctor. A lifetime of memories, just waiting to be unlocked. And maybe, buried somewhere in them, was what he needed to know: if he’d encountered the Makers before, perhaps his memory held some clue as to how he could deal with Tain, how he could save Trix. It was a slim and insubstantial chance, granted - even if he’d met these Mak- ers before, even if he’d been in a situation like this, even if, if, if... ‘Doctor,’ said Tain edgily and with some strain. ‘I’m trying to dis- tract Reo internally, but she is rapidly gaining access to my sensorium and memories.’ He glanced up from his history, sparkling in the palm of his hand. ‘She’ll know what we’re planning, is that what you’re saying?’ ‘And she may find a way to stop us. Please... Use the device.’ He looked at Trix, wrapped in alien flesh, a caterpillar in a cocoon. Or a fly, caught up in a spider’s web. He could feel their threads even now, stroking softly against his skin. Oh what a tangled web we weave... ‘Oh, not again,’ he sighed, suddenly aware of a buzzing in the claus- trophobic confines of the chamber. A tiny speck darted around him, ca- reering out of control into the wall and then bouncing back towards him. It orbited his head unsteadily, as though drunk. He raised a hand to shoo it away. But it somehow managed to evade him, and headed straight for his ear. As he weaved to the side to avoid it, he felt sure he heard a tiny, tinny little voice saying his name. ‘It’s me,’ said the voice, growing louder as the fly buzzed back towards him. ‘Fitz.’ The Doctor felt the chamber contract around him, like the ventricle of CHAPTER 25: ’YOU CAN’T JUST REPARAIR PEOPLE...’ 218 an empty heart. ‘Fitz!’ he hissed at the fly as it made another dive-bombing run for his head. He let it, and it crashed into his hair. ‘Doctor,’ came the little voice again, more distinct. ‘What the blue blazes is happening down there? Is that Trix I saw on the floor in a blan- ket?’ The Doctor didn’t correct him. ‘Yes, Fitz. Listen, I may not have long: I have to use the mind-rubber, Trove’s device, on Tain. It’s the only way to save him from whatever the Makers have in store for him. Trix was under the control of one of them, but now it’s transferred itself into Tain and is taking him over. I have to do it now.’ ‘So what’s the problem? Do it!’ ‘It’s not that simple - Trix is injured and Tain is keeping her alive. If Tain dies, Trix dies.’ Fitz’s next words were lost in a squawk of static. ‘Please, Doc...tor,’ came Tain’s slurred voice. ‘Use the device.’ The Doctor clenched his fists and punched the wall, hard. ‘I fail to see what that will achieve,’ said Tain. Only now the voice was subtly smoother, slightly lower in pitch: it was Reo. ‘I am in control now. It is done.’ His hearts sank. He looked down at Madame Xing’s gift and said ‘Is Tain dead?’ ‘No, Tain is still here - I will maintain his personality until we return home.’ ‘And then what? You’ll wipe him before you do whatever you’re going to do with his body?’ There was a blithe carelessness in Reo’s voice when she spoke. ‘That may not be necessary We may be able to restructure his person- ality, repair him.’ The Doctor’s shoulders fell. ‘You can’t just repair people, you know. They’re not like toys or machines.’ ‘They are,’ countered Reo flatly ‘Doctor,’ buzzed Fitz in his ear. He sounded like he was whispering. ‘What’s happening? What are you going to do?’ In one hand, the Doctor felt the solid weight of the mind-rubber. He could use it now, wipe out both Tain and Reo. Give Tain the release he wanted. And kill Trix. In the other was the lighter-than lightness of the viroid that might give him the knowledge to stop Reo some other way. He smiled ruefully at the irony: in one hand, enlightenment; in the other, CHAPTER 25: ’YOU CAN’T JUST REPARAIR PEOPLE...’ 219 oblivion. There are always choices, he’d told Tain. And he was the Doctor, wasn’t he? He always knew the answer. ‘Left or right, Fitz?’ he said quietly. Chapter 26 ‘Memories.’ ‘What?’ ‘Left or right.’ ‘What the figgy pudding are you on about?’ ‘Make a choice. I... I can’t.’ ‘A choice between what?’ Fitz sounded angry and frustrated. ‘Between light and dark, I suppose. Between the past and no future. Between for- getting and remembering.’ ‘Between what?’ ‘Between forgetting and -’ ‘Yes yes yes!’ snapped Fitz, suddenly sounding feverish. ‘I heard you. Listen - don’t do anything. Nothing at all, you hear?’ ‘What?’ ‘Just do nothing.’ ‘I don’t understand.’ Fitz gave a grunt. ‘Annoying, isn’t it?’ Fitz let the remote control fall to the grass between his knees and clamped his hands to his head. He rocked backwards and forwards, feeling Calamee’s hand on his arm. ‘What is it?’ ‘Memories,’ he said through gritted teeth. ‘Not again.’ ‘Not his, mine.’ ‘I thought you’d got them back - don’t tell me you’ve got amnesia as well.’ He could hear the sigh in her voice. ‘You know how you forget things but don’t realise you’ve forgotten them till you remember them?’ He looked at her.‘No, don’t answer that. It’s as though having bits of the Doctor’s personality in me is... bringing 220 CHAPTER 26. ’MEMORIES.’ 221 things back. Stuff from when I started travelling with him. Stuff from be- fore he... well, from before.’ He shook his head in wonder and bafflement. ‘I don’t understand how I can have forgotten some of it - some of it’s re- ally heavy. And now I’m remembering it.’ He gave a chuckle. ‘Boy, am I remembering it!’ ‘Doctor?’ came Fitz’s whisper in his ear. ‘How’s Trix - can she manage without Tain yet?’ ‘How is Trix?’ the Doctor echoed the question to Reo. ‘She is alive.’ ‘Can she survive without you yet, Reo?’ Pause. ‘No.’ Maybe Reo was lying. Maybe she’d heard the discussion between him- self and Tain about the mind-rubber and Trix. ‘Reo!’ said Fitz loudly from the fly, clinging unsteadily to the Doctor’s hair. ‘Or whoever’s in the driving seat now. Can you hear me?’ ‘Yes, Fitz’ ‘Will you let the Doctor go before you leave - and Trix, too? If she can.’ ‘Of course. I am not malicious.’ ‘And... I have a very unhappy girl here. Calamee, the Doctor’s friend. Her pet - her friend - Nessus, was killed. The Doctor said that his DNA’s been fiddled with - was that you, was that Tain?’ ‘I don’t know,’ replied Reo. ‘I cannot access Tain’s pattern storage area yet.’ ‘It must have been,’ cut in the Doctor. ‘Why, Fitz?’ ‘As a gesture,’ answered Fitz through the fly, ‘would you allow Tain to remake him one final time, Reo?’ ‘He is just an animal,’ said Reo, her voice bemused. ‘Not to Calamee, he’s not. Please?’ ‘Fitz,’ cut in the Doctor. ‘Is this really the time -’ ‘Please, Doctor. For Calamee. You owe it to her. Reo and Tain owe it to her.’ The Doctor glanced at Trix. ‘Well, Reo?’ ‘As I said, I cannot access Tain’s pattern storage area yet.’ ‘Then let Tain do it. Reo, you have control of him now. There’s nothing he can do to harm you, is there? Not now. Think of it as a goodwill gesture: your people have done enough damage here, haven’t they?’ There was a considered pause. The Doctor felt his stomach tighten. He didn’t understand why Fitz was wasting time on this, but something told CHAPTER 26. ’MEMORIES.’ 222 him that it was the right thing to do. Probably his Inner Fitz, he thought tiredly. ‘Very well,’ said Reo finally. He let out a quiet breath. ‘Tain?’ said the Maker. ‘I’m here,’ came Tain’s voice, blurry and indistinct, but definitely him. ‘Calamee would like you to remake Nessus for her,’ said Fitz’s tiny fly-voice. ‘One more time.’ Fitz paused. ‘I imagine you have his mental patterns stored, don’t you? Along with mine and the Doctor’s, I expect.’ ‘I have all of them, yes. I can do as you ask.’ ‘Thanks, Tain,’ said Fitz. ‘If you access my memories, you’ll know how important this is to me. Please remember me to your people when you go. Will you do that? And please make sure that there’s no mix-up.’ ‘Eh?’ said the Doctor to the fly. ‘Just remember Tain. OK?’ There was an odd stress to the sentence that the Doctor didn’t under- stand. ‘I will...’ said Tain slowly. ‘But...’ ‘Just do it, Tain. For Calamee.’ There was a heavy silence as a small bump formed in the wall at the side of the Doctor. Slowly, it began to swell. In moments, Nessus’s head had formed, like a tiny, hairy boil. It was extruded towards him, the neck and shoulders following. As more of the body emerged, the Doctor reached out to take the weight, feeling how light the little creature was. It twitched in his hands. One arm, then the second, popped free of the wall, and then, suddenly, the whole mokey was lying in his arms. The Doctor felt a surge of unexpected joy: he’d been a midwife to the creature’s birth. Sticky, gummed eyelids opened, and Nessus looked up at him and smiled. And then, slowly and deliberately, one tiny hand reached into the Doctor’s palm, grasped the mind-rubber, and pressed it against the wall of the chamber. Chapter 27 ‘Now you’re just showing off.’ The room shuddered and convulsed and Reo screamed out: ‘What have you -’ before cutting off suddenly. All was silence and stillness, thunderous and black. The ceiling of the chamber sagged downwards alarmingly, the wrap of flesh that encased Trix flopped open and she toppled forwards. Around the perimeter of the chamber, half a dozen tiny puckers relaxed and rivulets of grey, milky fluid dribbled half-heartedly on to the floor. ‘No!’ yelled the Doctor, almost dropping Nessus. Tain had tricked him. Somehow he’d programmed Nessus to use the device to commit suicide - and all because of Fitz’s sentimentality. Damn Fitz! Now Trix would die and it would all be Fitz’s fault. The Doctor stared down at the little creature in his arms, and wanted to fling it at the wall. ‘If Trix is dead...’ he growled angrily, setting down Nessus none too- gently, and lifting up Trix’s head. In the dim light, it was hard to tell, but he was sure her lips were becoming cyanosed. He checked her pulse. Nothing. ‘Trix,’ he whispered in her ear. ‘Trix, come on. Don’t die. Come on.’ He laid her on her back, ignoring Nessus who’d started to crawl to- wards them, and began cardiac massage. Her sternum creaked ominously under his hands, and he felt a trickle of warm sweat run down his back. ‘Come on, Trix, come on,’ he urged, leaning forwards and pinching her nose, ready to try breathing life into her. As the Doctor lowered his mouth to Trix’s pale, cold lips, he felt something pulling at his sleeve. It was Nessus, sitting on Trix’s motionless stomach. ‘Get off her!’ he snapped, raising a hand to slap the creature away. But Nessus just looked up at him. 223 CHAPTER 27. ’NOW YOU’RE JUST SHOWING OFF.’ 224 ‘Let me help,’ the creature said softly, in a voice that the Doctor recog- nised instantly - as Tain’s. ‘What’s happened?’ asked Calamee in alarm, as around them the plants began to wilt. Tree branches flopped, bushes began to lean at weird, drunken angles. It was as though someone had let the air out of the countryside. The mounds and clots of maggots that had been swarming over the plants just a few minutes before were suddenly still, like piles of rice. Fitz’s mouth was dry. He just shook his head. ‘Let me see,’ said Calamee, trying to get a look at the flycam remote. Fitz handed it to her gladly, not sure what he was supposed to do. He had no idea whether Tain had understood what he’d been trying to say. The Doctor certainly hadn’t. Even he hadn’t been sure. He didn’t even know if it was possible, if Tain could do what he’d hoped he would. But what other option was there? His head buzzed like his mouth was full of wasps, ready to burst. Pan- dora’s Box, rattling with the hum of a million insects, a million ills, just waiting to be unleashed. As the bushes and trees around them, the ex- tremities of Tain’s body, sagged like a deflated balloon, there was a gentle sighing, a rustling that reminded Fitz of autumn. His eyes felt gritty and the scars on his body itched like mad. But not nearly as much as the ones in his head. And in a silent church tower, at the edge of Saiarossa, Father Roberto knelt and prayed as a wall of sparkling smoke slid towards the city. Rationally, he knew that it must be some natural phenomenon - a freak electrical storm, he had heard it said. But, somewhere inside him, he felt certain that this must be how the Egyptians had felt as they’d chased the Israelites across the bed of the Red Sea, only for the wall of water, held back by God, to tumble down on them. Were the Esperons really so unde- serving of God’s mercy? After all these centuries of trying to follow in His son’s footsteps, was this how it was all to end? Roberto fingered his rosary, his lips flickering. You shall obtain all you ask of me by the recitation of the Rosary, the Virgin Mary had promised. Now, if ever, thought Roberto, let it be true. He looked up as some almost sub- liminal change in the wall caught his eye. Spots of dark, clear transparency were beginning to form in it, pulsing and growing, spreading like raindrops on a window. They merged, over and over, growing larger as they ate into the curtain, leaving it a tattered filigree of grey. And then suddenly, without a sound, it vanished. The beads slipped from Roberto’s fingers as tears ran from his eyes. CHAPTER 27. ’NOW YOU’RE JUST SHOWING OFF.’ 225 The Doctor had to fight back the urge to push the new Nessus away, to throw him against the wall. Everything was happening too fast: first Fitz’s cryptic message to Tain, then Nessus speaking in Tain’s voice. And now the mokey was wrapping itself around Trix’s face, its body distorting and surging oddly. The creature’s arms wound sinuously around the sides of Trix’s head. If she hadn’t already stopped breathing, he would have thought that Nessus was trying to suffocate her. But then he saw Trix’s chest begin to rise; moments later it fell, and he realised he’d been holding his own breath. Nessus was breathing for Trix. The Doctor, still on his hands and knees, crawled around to look: Nes- sus’s mouth had somehow grown to encompass both Trix’s mouth and her nose. And, bizarrely, a small hole - like the blowhole of a whale - had formed in the mokey’s head. It opened and closed in time with Trix’s breathing. He was acting like an iron lung for her. And the weirdness didn’t end there. As Nessus continued to keep Trix alive, he untangled one arm and it stretched out to the wall of the chamber - and vanished into it. Moments later, the floor twitched beneath him, and a low sighing noise issued from all around. ‘Tain?’ he asked cautiously, and reached out to touch the wall. ‘Can you hear me, Tain?’ ‘Yessssssssss... ’ came the reply, infused simultaneously with a heavi- ness and a triumph that made the Doctor grin. ‘You’re back?’ ‘So it would... seem.’ ‘So where are you now?’ ‘In my own body - and in the mokey.’ There was almost a chuckle in Tain’s strengthening voice. ‘This is... very strange.’ ‘What about Trix - will she be OK?’ ‘Soon. I will maintain her until her body remembers how to breathe.’ The Doctor sank back against the wall and there was a long pause. ’We have much in common,’ came Tain’s voice eventually. ‘Now.’ There was something in the way he said it that spoke of loss and of sadness. ‘Now?’ ‘I understood Fitz’s message eventually - but I almost ignored it. The implications were... profound.’ ‘You’re losing me, Tain.’ ‘My first reaction was that Fitz wanted me to recreate him, re-embody him. But that made no sense. It was only when I examined Fitz’s mem- ories, his memories of being remembered - of being recreated in a new body - that I realised he meant for me to re-embody myself.’ Tain paused thoughtfully. ‘And I almost didn’t.’ CHAPTER 27. ’NOW YOU’RE JUST SHOWING OFF.’ 226 ‘Why?’ The Doctor looked at his fist, clenched so tightly around Madame Xing’s key to his past that his fingers had turned white. He didn’t know whether he should be hearing this - second-hand rumours of a past he knew nothing about and wanted even less to do with. ‘I have lived for over eight hundred years,’ said Tain. ‘Nothing, I admit, compared to you. But you at least should be able to imagine the memories, the information I have stored over those centuries. My neural structures are not as compact as yours. Do you know how big my brain is?’ The Doctor held his hands out a foot or so apart and looked hopeful. ‘It is the size of your body.’ ‘Now you’re just showing off.’ ‘In order to copy myself into Nessus, I have had to discard most of my memories.’ The Doctor felt something tight grip the pit of his stomach: he never had a conscious choice in his own amnesia, even though he had made a conscious choice not to go chasing after his lost memories. If they came back, then fair enough. But Tain... Tain had had to actively dump most of himself, just to keep himself and Trix alive. ‘And you got all that from Fitz’s stored personality?’ ‘Not all of it - I suspect that some of it came from you.’ Tain paused again. ‘But perhaps we’ll never know. I had to discard all I had recorded from you and Fitz.’ The Doctor didn’t know what to say. Perhaps Tain couldn’t count on the Doctor’s using the mind-rubber. But the new Nessus could so easily have used the thing on himself and wiped out Tain forever. ‘You remember that I said I needed evidence that you’d changed your ways, Tain? Well...’ He patted the walls of the chamber. ‘I think you’ve just acquitted yourself perfectly.’ Fitz heard Sensimi calling for him before he saw her. She and her father had gone for a wander and he wasn’t sure where they were. ‘Fitz!’ came Sensimi’s voice again, louder. She sounded excited, and it grated on him: didn’t she know what had just happened? He dragged himself wearily across the grass, down into the hollow, Calamee close be- hind. Pushing through the bushes, he came to a puzzled halt at what he saw: flowers, everywhere - huge, day-glo swathes of flowers, gushing from every bush and branch. And even as he watched, more were appear- ing, like some bizarre and wonderful time-lapse film. It made the sight of Nessus’s body, still cradled in Calamee’s arms, all the more pathetic. She shook her head in disbelief, her eyes wide. ‘What’s happening, Fitz?’ CHAPTER 27. ’NOW YOU’RE JUST SHOWING OFF.’ 227 Sensimi and her father were staring agog at the display, and he heard Sensimi explaining how it had ‘all been maggots’ before. ‘When you’ve all finished admiring the floral arrangements,’ came a familiar voice, ‘I’d appreciate a bit of help over here.’ Fitz turned to see the Doctor, with a bundle that could only be Trix, thrown over his shoulder like a sack of potatoes. He was struggling to disentangle himself from the split in Tain’s tree. The Doctor coughed pointedly as he got his foot caught in the base of the opening and nearly dropped Trix on the grass. Fitz rushed over and took her weight, helping to lay her down on the ground. He pulled back as he saw her properly. Something large and hairy was wrapped across her neck and chest, covering her face. ‘Is that Nessus?’ said Calamee. She glanced back, instinctively, to where she’d left him. ‘Think of him as a mini-Tain for now,’ the Doctor said, making sure Trix was comfortable. ‘He’s keeping her breathing until her own cerebellum remembers what it’s there for. Then you’ll have your old Nessus back.’ ‘Fitz,’ said the Doctor gently, taking him by the arm and pulling him to one side, ‘I can’t pretend to understand quite what your message to Tain was about, and I’m not sure I want to know. But it worked.’ ‘So Tain’s alive?’ ‘And Reo’s gone.’ The Doctor looked at him, something expectant in his eyes as if waiting for an explanation. Fitz wasn’t quite sure he could give one - or whether he ought to even try. He settled for ‘Good’. He watched Calamee as she took hold of Trix’s hand and squeezed it: she’d heard him talking to Tain through the flycam; she’d heard him ask Tain to recreate Nessus. This can’t have been what she was expecting. ‘But how...?’ said Calamee, looking up at the Doctor. ‘I mean...’ The Doctor raised his hands. ‘Perhaps you should ask Fitz here - he’s the man of the moment.’ Fitz waved the Doctor’s comment away. ‘You were the one that went down there,’ he said. ‘Not me.’ ‘Oh, I think you were there,’ said the Doctor, standing up with a tired groan. ‘In spirit, if not in flesh.’ Chapter 28 ‘We used to be happy with a walnut and a tangerine.’ The Doctor had gone for a walk. Fitz didn’t know where, hadn’t wanted to ask. But he thought he knew why. He didn’t want to be around when Fitz explained it all. It made a change: normally it was Fitz - or Anji or Trix - with the ‘There’s one thing I don’t understand, Doctor’. But as Trix lay on the grass, the rising and falling of Nessus’s back obscuring her face, all eyes were on him. He explained it as well as he could, but even with the Doctor’s ghost rattling around in his head, he didn’t think he was doing it justice. The Imperator and Sensimi just stared at him, as if it was all going to suddenly, come clear to them. He didn’t have the heart to tell them that it probably wouldn’t. ‘But how did what you said to Tain make it all happen?’ asked Calamee. ‘Without that Reo thing cottoning on and stopping it?’ Fitz gave a huge, stupid shrug. ‘I dunno - one minute me and you were talking, and the next...’ His voice tailed off. He remembered what the Doc- tor had said, the choice he’d offered between forgetting and remembering - and, out of nowhere, he’d suddenly thought of the Remote and what they’d done to him. ‘I had this flash of memory,’ he said. ‘I remembered - if you’ll pardon the pun - being remembered.’ ‘What?’ ‘A long time ago, something happened to me. I died. And then I was brought back to life by being recreated. Being remembered. That’s what they called it. I was copied.’ He looked up and down at himself. ‘I am a copy. A remembered copy.’ The word was starting to sound stupid, made-up. Like him. Once upon a time, he knew, that thought would have screwed with his head, made him feel almost physically sick - the fact that 228 CHAPTER 28. ’WE USED TO BE HAPPY WITH...’ 229 he was just an ersatz Fitz. But now... some things you just had to accept and live with. It wasn’t as if he felt any different. But then how would he know? Calamee was nodding as if she understood. ‘So now there are two Tains - the one in Nessus and the one down there? And when Trix is better, the one in Nessus will, what, join back up with the other one - or just fizzle away?’ Fitz shrugged, guiltily. This was why he didn’t want to be the Doctor. He wasn’t cut out for this kind of thing. ‘Right,’ said Sensimi slowly and firmly. Fitz jumped - he’d almost for- gotten she was there. ‘So just remind me: who’s Reo again?’ The Doctor was sitting under a tree, a piece of grass in his mouth. He’d taken off his jacket, rolled up his shirt sleeves, and was doing his best to project an image of carefree country living. Calamee wasn’t fooled. ‘You must be the only person I know,’ she said, flopping down on the ground beside him, ‘who, when everything’s turned out OK, still has a face like a wet Thursday.’ ‘Wednesday,’ he corrected her. ‘My face looks like a wet Wednesday. Wet Thursday faces are very different.’ ‘Is there something we’ve missed, then?’ She raised her hand and be- gan ticking off points on her fingers. ‘Tain’s still alive, Reo and the Trojan are gone, Fitz says that the wave has been stopped, and Trix is going to be fine. How’s that for a result?’ The Doctor counted on his own fingers. ‘Alinti’s dead, Trove’s dead - and Trix nearly died.’ Calamee scowled. ‘You are such a misery, you know that? Is your glass always half empty, then?’ ‘I don’t drink.’ ‘Tell that to the barman last night. So what’s up? Why the long face, as the cow said to the horse?’ The Doctor tapped his head. ‘Fitz. The bits of him I’ve got in here. I never realised quite what it’s like to be one of my companions, my friends - how scary it can be, hanging around with me. I get caught up in the excitement, you know? I’ve done some big, bad things in the past - been responsible for... for stuff. And people stick by me - they really, really do.’ ‘You shouldn’t be surprised - you’re very stick-by-able.’ The Doctor shook his head. ‘But why?’ He thumped his hand on the grass. ‘Why, that’s what I don’t understand. Today, I’ve felt a little of what CHAPTER 28. ’WE USED TO BE HAPPY WITH...’ 230 it’s like to be Fitz - the uncertainty, the fear, the sheer exhaustion. And he still stays with me.’ ‘Fitz has been saying the same thing - only backwards. He says it’s like being a hyperactive child mainlining caffeine, being you. I reckon that makes you even.’ He looked up at her, and she saw the tears in his eyes. ‘You’re tired,’ she said. ‘That’s all. You’ll be fine when you’ve had some rest.’ She took his hand and gave it a squeeze, and felt him press his head against her shoulder. Some time later, Calamee heard the sound of someone coming through the bushes. She turned to see Fitz, accompanied by Trix. Nessus - her new Nessus - was trundling across the grass, looking around at everything as if he’d never seen it before. Sniffing, the Doctor disentangled himself from her, rubbed his nose with the back of his hand, and leaped to his feet. ‘Trix! How are you?’ he rushed over and started clucking around her. She waved him away, irritably. ‘I’m fine, Doctor, stop fussing.’ The Doctor dipped his head and peered at her, as though examining her over the rims of invisible spectacles. ‘How much do you remember?’ he asked. ‘Too much.’ She looked away from the Doctor, and Calamee thought she saw a guilty shadow flicker across her face. Trix tucked her hair back behind her ears, hoiked her bag on to her shoulder and opened her mouth, and for a moment, Calamee thought she was going to say something. But she just took a deep breath, smiled tightly, and walked away. ‘She’ll take a while to get over it,’ said the Doctor understandingly. Fitz made a tutting sound. ‘I get ridden around by a mad old Russian and how much concern do I get shown? She does a few acrobatics and suddenly she’s the golden girl. Pft!’ He fished in his pockets and pulled out a surprisingly unbattered pack of cigarettes - Calamee saw the look on the Doctor’s face, and so did Fitz. ‘Filthy habit,’ said the Doctor, but Calamee saw how he leaned in slightly and sniffed at the smoke as Fitz lit up. ‘I’d give up, if I were you.’ ‘And if I were you,’ countered Fitz, exhaling a cool, grey cloud, ‘I’d stock up at the next duty-free planet we come to.’ The Doctor gave him a friendly slap on the chest and wrapped his arm around his shoulder. Calamee reached down and lifted up Nessus in her arms. Had Tain put him back to normal already? She felt her eyes start to CHAPTER 28. ’WE USED TO BE HAPPY WITH...’ 231 mist up as Nessus frantically rubbed his head against her chin. She held him up in front of her. ‘Tain?’ she said. ‘Are you still in there?’ The thought of having a superintelligent mokey creeped her out. But she needn’t have worried - Nessus just wrinkled his nose at her and sneezed. She hugged him till he sneezed again. The Doctor and Fitz, their arms around each other, were walking back to where she presumed the Imperator and his daughter were waiting. Calamee followed them. But there was no sign of the Imperials - just the hollow, full of things bright and beautiful - and the Palace Guard, standing around looking shifty. One of them rushed over and started apologising, and the Doctor had to shut him up with a hand over his mouth. ‘Now start again,’ he said. ‘What’s happened? What couldn’t you stop?’ ‘The Imperator and Princess Sensimi, sir.’ The guard gestured to the tree trunk. ‘They went in there. We tried to stop them, but he told us not to.’ The guard cast worried looks at the others. ‘No harm done, I’m sure,’ the Doctor comforted the man. He turned to Fitz. ‘Three guesses.’ ‘He’s gone to ask Santa for a new body, hasn’t he?’ said Fitz, who sighed theatrically. ‘Kids nowadays, huh? We used to be happy with a walnut and a tangerine.’ He grinned at Calamee’s expression. ‘Memories, eh?’ ‘Well,’ the Doctor said thoughtfully, ‘it’s the least Tain can do. A final act of contrition, I imagine. Three Hail Marys and a Hail Holy Queen before he leaves.’ ‘He’s leaving?’ Fitz looked stunned. ‘Well, he can hardly stay here now, can he? I don’t imagine the Oon will come looking for him: if Trove was half the bounty hunter he thought he was, he won’t have been stupid enough to let the Oon in on Tain’s actual location. But the Makers...’ He wagged his finger. ‘They’re a different matter. They found him under their own steam. And when Reo doesn’t bring him back, they’re bound to send someone else after him.’ ‘But where’s he going to go?’ Calamee asked. The Doctor shrugged and looked up at the bright blue sky. ‘Wherever he wants, I imagine. A bit like us, eh, Fitz?’ He patted Fitz’s shoulder. ‘We should be off - let’s go and get the TARDIS back.’ ‘Oh no,’ said Fitz firmly. ‘First we need to get Tain to sort me and you out. Come on. Santa’s got a special surprise for two very good little boys.’ CHAPTER 28. ’WE USED TO BE HAPPY WITH...’ 232 Tain’s chamber seemed calm, almost serene, as the duct gently plopped Fitz on to the floor. Trix hadn’t wanted to say goodbye to Tain - maybe because the Makers weren’t exactly her favourite species at the moment; maybe because she was just a moody mare. Sensimi, who flinched as Fitz was squirted out of Tain’s sphincter, rushed over and grabbed his hand. ‘He will be all right, won’t he?’ She nodded her head in the direction of a man-shaped bump in the wall of the chamber. Fitz nodded knowl- edgeably, but in all honesty he didn’t have a clue. ‘But you’d be better asking...’ The Doctor appeared on cue and sprang to his feet. ‘Ah,’ he said, prodding at Tannalis. ‘Almost done.’ ‘Tannalis will be rejuvenated in about half an hour,’ Tain said. ‘And then?’ ‘Ping!’ chimed in Fitz, with his best microwave oven impression. The Doctor scowled. ‘And then I will go,’ said Tain gently. The Doctor’s sigh of relief was audible - and, thought Fitz, perhaps a little tactless. ‘It’s for the best,’ the Doctor said. ‘Without the Trojan, neither the Makers nor the Oon will be able to find me. I will be able to go anywhere, find a new home. Settle down.’ ‘Good luck,’ the Doctor said, and patted the wall gently. ‘You deserve a fresh start.’ ‘Thank you, Doctor.’ ‘What’s going to happen to the people that your Gaian wave touched, Tain?’ asked the Doctor. ‘Can you put them back as they were - as indi- viduals?’ ‘Yes - although their memories may be a little impaired.’ ‘Par for the course.’ Fitz glanced at the Doctor out of the corner of his eye. If only you knew, he thought. ‘Indeed,’ said Tain to the Doctor. ‘Your own memories, as I seem to recall -’ ‘Leave it, Tain.’ The Doctor’s voice was suddenly hard. ‘Please. I’ve been through this already - I’m happy as I am, thank you very much. And heartily sick of people telling me that I have to remember. Fresh start, for both of us.’ ‘And talking of remembering,’ Fitz chipped in, ‘how’s about you sort the two of us out now, Tain? Much as I love the Doctor here, the thought of another dream about his bottom is giving me the willies.’ CHAPTER 28. ’WE USED TO BE HAPPY WITH...’ 233 ‘You weren’t expecting that, were you?’ Madame Xing and her assistant watched the Doctor and Fitz enter rain’s tree. The glamour that she’d woven around them made invisible to the Palace Guard who stood idly by, clearly unsure of what they should do now. ‘He’s unpredictable,’ replied Madame Xing, a rasp of irritation in her humming, electronic voice. ‘But no, I wasn’t. If I were a gambler, I would have put money on his using the viroid.’ ‘Trix means that much to him?’ ‘Individuals mean that much to him.’ She sounded vaguely bitter. ‘When he remembers them.’ ‘If I didn’t know you better, I’d say you “had issues” - as humans say.’ She paused and tipped back her head, looking up at the bright blue sky. ‘Shall we say I’m disappointed.’ She waved her gloved hand dismis- sively. ‘Still... we’ve plenty to keep ourselves occupied with until he does remember.’ She tapped the side of her head cryptically. ‘Don’t forget’ ‘And if he chooses never to remember? He sounded fairly definite.’ ‘With the Doctor, nothing is definite. But yes, there is always that pos- sibility. Perhaps his next regeneration will be... more amenable.’ They stood in silence for a few moments. ‘So, can we go now?’ He looked around and rubbed his arms, despite the morning sunshine. Madame Xing nodded and reached up to pull back her hood. Since they’d come to Espero, she’d spent so much time swathed in the black outfit that he’d almost forgotten what she looked like - and he found himself smiling at the unexpectedness of her face, her eyes squint- ing into the sun. ‘Yes, I think we can.’ She glanced up and to the right, consulting her internal chronometer. ‘We have an appointment to keep.’ Madame Xing opened her hand: nestling in her palm was a tiny, frozen ball of fire. Tain set the reintegration process in motion, and watched silently as the walls of the chamber folded themselves around the Doctor and Fitz. ‘Tain!’ came Fitz’s voice, loudly, in his mind. ‘Can the Doctor hear me?’ ‘I can allow him to, if you -’ ‘No, no. It’s OK. Just me and you, yeah?’ Tain agreed. ‘When you put us back as we were,’ Fitz said, ‘there’s something you need to know. About me. I don’t quite know how it happened, but I have my memories back - memories of things that have happened since I started travelling with the Doctor. I don’t know how I lost them, or whether I’d just done so much that they’d been pushed to the back by new ones, but CHAPTER 28. ’WE USED TO BE HAPPY WITH...’ 234 can you make sure that the Doctor doesn’t get them? Leave his memories just as they are. OK?’ ‘I can do that, Fitz. Can I ask why?’ ‘Because he doesn’t want to remember.’ Fitz gave a gruff little laugh. ‘Understandably. I don’t know quite what’s going through his head - al- though I suppose I should, seeing as I’ve got bits of him in here with me - but he has his reasons. I know that now.’ ‘Can you cope with knowing these things, when he doesn’t?’ ‘I don’t think I have much choice. Now that I know, I don’t want to unknow. Does that make sense?’ If he could have shaken his head, Tain knew, he would have done. ‘Maybe it’s just evening things up a bit - he’s had some heavy stuff to carry around. Now it’s my turn.’ No matter how much he interacted with them, Tain thought, he doubted that he’d ever really understand humans: one who’d made a conscious de- cision to forget his past, and another making an equally conscious decision to remember. But then only one of them was really human. Fitz fell silent as Tain prepared to shuffle around the fragments of their psyches. As Tain began the process, he realised that clearing out his own mem- ories and keeping just his ‘core’ was actually a relief - and he began to understand some of what the Doctor had gone through to arrive where he was now. Centuries of slavery to the Makers’ war-machine, centuries of battle, centuries of killing - all gone. Not the general idea, but all the specifics, all the individual deaths, the soldiers and worlds and wars. All gone. He’d never forget what he’d done, but now he didn’t have to face the prospect of running across those memories by accident, seeing the faces, the burning planets, the desolation. He didn’t have to fight a con- stant battle to keep them from his dreams. He was a new person, he sup- posed. Born again. He remembered a quotation from somewhere: if you don’t know where you’ve been, how can you know where you’re going? That’s the whole point, Tain realised with a sudden, painful joy that sent ripples around the chamber. You can’t. Chapter 29 ‘The past is never gonna catch up with me.’ Saiarossa woke the next morning, rubbed its eyes, and wondered whether the events of the night before had been nothing more than a vaguely baf- fling dream. The rumours - which veered between a forest fire, a freak flood, an electrical storm and a swarm of insects - of impending disaster had materialised into nothing, and although many people claimed to have seen a strange wall of glowing, grey smoke, they were dismissed as having got into the party spirit a little too deeply. Televised across the planet, Imperator Tannalis, standing alongside his daughter on the stage in the Palace courtyard, amazed everyone by dis- solving the Imperatorship (the fact that, miraculously, he looked twenty years younger went uncommented upon). The Imperatrix, it seemed, had vanished during the night: search parties were combing the city for her, and rumours abounded that she’d been the victim of one of the night beasts while out of the Palace visiting one of her ‘gentleman friends’. Prince Javill had been struck down with a mystery virus the night before, and was recuperating in bed. The Doctor, Fitz and Calamee watched the Imperator’s speech from a bal- cony. Nessus sat on Fitz’s shoulder, fiddling with his ears. ‘How does it feel,’ said the Doctor quietly to Fitz, ‘to be back in one piece?’ ‘Good,’ was all Fitz could say. He still couldn’t quite meet the Doctor’s eye, and was glad of Nessus’s attentions - something to distract him from thinking about the stuff he’d remembered. The weird thing was that it still didn’t feel like his stuff. Not yet. He hadn’t worked out quite why he’d forgotten it all in the first place, or how having bits of the Doctor’s psyche 235 CHAPTER 29. ’THE PAST IS NEVER GONNA...’ 236 in his head had brought it all back. But there it was. The worst thing, of course, was that he couldn’t talk to the Doctor about it. It was like having the biggest, bestest, most juiciest secret in the world and being unable to tell anyone. That would take some getting used to. He just hoped he wouldn’t let any of it slip out. The Doctor had made his own choice: he didn’t want to remember. And, all things considered, Fitz couldn’t blame him. It had occurred to him that maybe he could tell Trix about it - but on second thoughts, that didn’t seem wise. There was still something of an atmosphere between her and the Doctor: it hardly seemed right, blabbing to her when he couldn’t tell his best mate. He wished Anji were still around. He could have told her. They listened to Tannalis for a few moments. ‘Are you sure Javill will be all right?’ asked Calamee. It had been as though the prince had been born again - an irony that hadn’t been lost on Fitz. A newborn baby in the body of a 23-year-old man. The Doctor had reassured Tannalis that, eventually, Javill would be fine. Just a little ‘behind’. If Trove’s mind-rubber had been properly calibrated for humans instead of for Tain, Javill might have died. It was small consolation. But perhaps this time round, Javill would turn out to be someone Tannalis could be proud of. ‘Without that poisonous witch influencing him, maybe he’ll turn out more like Sensimi,’ Tannalis had said before leaving them to make his ad- dress, noticing the worried glance that passed between Calamee and Fitz. He’d smiled. ‘I know, I know - but she’s decent at heart. And who knows - now that Tain’s given me a new lease of life, maybe I’ll find another wife and give them a brother or a sister.’ They watched Minister Djelardine take to the stage and Fitz saw Calamee stifle a yawn. ‘We should be getting you back to your parents,’ the Doctor said, rub- bing his neck. ‘They’ll be worried sick about you.’ ‘Nah,’ said Calamee dismissively as she lifted down a protesting Nes- sus from Fitz’s shoulders. ‘They probably haven’t even noticed I’m miss- ing yet. Anyway, I’ve got one or two things to sort out before go back.’ She swung Nessus on to her own back and took the Doctor’s hand. ‘Sorry if I’ve been a pain,’ she said. Fitz looked away studiously, feigning a sud- den interest in yet another dignitary - this one wearing a seventies disco version of the Pope’s outfit - taking to the stage. ‘If it hadn’t been for you and Nessus,’ the Doctor was saying, ‘things might have turned out very differently. And besides, it was Nessus that dragged you into all this.’ ‘Still... sorry about being such a pain. Friends?’ CHAPTER 29. ’THE PAST IS NEVER GONNA...’ 237 Fitz heard the sound of them hugging and rolled his eyes. Calamee gave Fitz a hug, too, before she left. The Doctor stared after her as she went. ‘Not thinking of asking her along for the ride too, are you?’ The Doctor raised an eyebrow. ‘Don’t you think we’ve got quite enough hitchhikers in the TARDIS?’ ‘Yeah, what’s happened to Trix? She said she’d be back by now.’ ‘She’s always late,’ the Doctor said archly. ‘But she’ll be here. Wouldn’t want to miss her ride, would she?’ Fitz narrowed his eyes. ‘You really think she still thinks of us like that?’ ‘To be quite honest, Fitz, I’m not entirely sure how she thinks of us. Since she came aboard, we’ve hardly been a model family, have we? Sit- ting around the dinner table, chatting about how our days have been. Trix isn’t the most open book. And remember: she didn’t ask to be invited.’ Reluctantly, Fitz had to agree. ‘She’ll warm to us when she’s ready.’ It took Calamee a good hour to walk back to Tain. Nessus slept quietly around her shoulders. Everything was exactly as she’d remembered it - apart from the lack of night beasts. Trove’s and Alinti’s corpses had gone, taken back to the Palace by the Guard. As she wandered through the bushes and sniffed the flowers - now mercifully free of maggots - she remembered, again, the picnic with her family, and she felt a twinge of guilt about what she was planning. But she’d sent them a message. They’d understand. ‘Tain?’ she said out loud as she reached the tree trunk that contained his magic door. ‘It’s me - Calamee. I’ve a favour to ask. Is there room on board for a couple of passengers...?’ Silently, the tree unzipped itself, and taking Nessus in her arms, she stepped inside. The house was empty. Like some old, Amish relic, it towered above her, casting a cool shadow in the mid-afternoon sun. From a distance, as she’d approached it in the levicar, it had looked like a vast, irregular, black monolith. As though the house itself was in mourning for Joshua. But Trix didn’t do mourning. Leave that one for the Doctor. It didn’t change anything, it didn’t bring back the dead or put the past right. That was a lesson she’d learned a long time ago. If you acted the hard-nosed bitch for long enough, she wondered, is that what you eventually become? She hoped so. CHAPTER 29. ’THE PAST IS NEVER GONNA...’ 238 She blinked as her vision flickered, lighting up everything in hyper- real colours. But there was no sign of Reo in her head. She hoped this was just a hangover from whatever that thing had done to her body: she felt normal. Tired, but normal. But how could she be sure? What lasting changes had Reo wrought in her body? Trix looked around, relieved that there had been no one home. She wasn’t quite sure what she’d have said to them anyway. Sorry for getting your boy killed? Sorry for screwing up your already-miserable lives? She shook her head. Shit happens. Especially around the Doctor. Get used to it, Trix. If you’re gonna keep travelling with him, you’re gonna see a lot of death. Get over it. She reached quickly into her bag and pulled out the things she’d stolen from the Palace: a couple of pieces of statuary, a miniature of the Imperator in a rather nice frame, and a gold pen from Sensimi’s room. Individually, not much, she knew. But they’d never be missed - not with everything that had happened. Joshua’s parents were poor, the harvest had been bad for the past couple of years. Maybe they could sell the trinkets, buy them- selves a few comforts. Buy Trix a little redemption. The only kind of re- demption she could afford. She laid them on the doorstep. She wasn’t going soft, she told herself. Yeah, OK - there had been Anji and the lottery ticket. But that had been more by way of a ‘See ya’ kind of gesture, a little something to underline the fact that Anji was gone and that she was taking over the TARDIS now. But this was different. She could almost hear her mother: don’t regret the things you do - only the things you don’t. And if you did bad stuff, you paid for it and moved on, or else you spent the rest of your life looking over your shoulder, waiting for the past to catch up with you. Never, she thought, climbing back into the car. The past is never gonna catch up with me. Acknowledgments Thanks, as ever, to my faithful crew of trained proof-monkeys: Captain Simon A. Forward, First Officer Michael Robinson and Cabin Boy Ian Pot- ter, all of whom helped steer this book out of port, through the doldrums, around the Cape of Good Plotting and into the Bay of Tortured Metaphor. And big hugs to Peter Anghelides for suggestions, Robert Evans for clev- erness, Jonny Morris and Jac Rayner for niceness and Justin Richards for faith. And to Russell T. Davies for being lovely and for giving us all hope again. 239 About the author MARK MICHALOWSKI still lives in Leeds and still dreams of giving up the day job. His previous Doctor Who novel, Relative Dementias, was published in 2002, and since then, he’s written several short stories. For more infor- mation than you really want to know, check out www.markmichalowski.com 240
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